Quote from CrusaderRO >>I can say the same about your line of reasoning tbh. 'Consistent' in this case means fixing 'the issue' in all formats, all the time.
Keywords are mainly a shortcut for longer text, can we agree on that? They also help create cards around them (e.g. 'your next Battlecry triggers twice').
So, why the heck do they even create non-evergreen keywords to begin with if either they create no cards that act on the effect of the keyword - like the battlecry example from above, either they are going to print future cards without the keyword?
Why even bother to create a 'temporary' keyword? The example from now will probably be 'twin-spell'. I don't know of any card that plays around it, e.g. 'cards with twin-spell cost 2 less' or whatever. So it's likely the keyword will be dropped soon just like Echo was.
So why even bother to create them in the first place? Is it too much to ask for consistency in design?! From your childish, raging and extreme answer it's clear you don't care about that. Well, guess what, I do and I have a different opinion than you (if you don't like it, go vent to a psychologist please).
Why do I care about consistency? Because what they are doing makes no sense, even from a time/resource perspective, i.e. they could spend that small amount of time to do something else, like improving some basic things in the UI and so on.
Keywords add flavour to an expansion - an expansion having a lot of cards that pull minions from your deck is... whatever, but when you flavour it as 'Recruiting' them to your adventuring party, suddenly it feels like it makes a lot more sense. Same with Inspire, or Adapt, or Twin-Spell - they're all about adding flavour to an expansion (Cheering on your minions in the tournament, adapting and evolving to your surroundings, being so good at spells you can cast them twice). Of course, sometimes a Keyword effect would also be pretty lengthy to write out - Discover, for example - so that's a small bonus. Not always applicable, though.
It's also a marketing decision. Whenever a new expansion comes out, it's an easy thing they can point to and go 'hey, here's what makes this expansion different'. Does that matter at all from a game design perspective? Not really, but it's something.
The reason I brought up your silly reasoning for 'consistency' is that you seemed adamant that your way was the correct way. It isn't - it's a way they could do it, yes, but that doesn't make it inherently better or 'more consistent' than what they do now. If they chose to do it your way, yes, that would be a consistent design decision - just as the way they're doing it now is also a consistent design decision.
There is no issue that needs fixing, in my eyes, because they're already making the correct design decisions. Limiting the number of keywords in any Standard environment is better for new player retention, and does no harm to existing players. It's all upside.
I also implore you, if you ever want to be taken seriously in a discussion, don't suggest that the people responsible for coming up with new Keywords are the same people who would be improving the game's UI. It makes your whole argument look like it's coming from a place of ignorance. I answered you seriously because you seem passionate about it, but that last paragraph really undermines your credibility.
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Adventure does not reward cards.... you get 15 packs and a golden pack with ALL the years worth adventure content and one legend
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Turn 10 in a big heavy control warlock it is almost always guaranteed at least a free life tap with some removal and a chance for some crazy plays... in wild a lifesteal rush sylvannas that then dies and steals a minion is a MEGA power turn... alot of potential for those heavy heavy control players. I want this. I NEED this.
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On blizzard website, login and go to the store. You can buy any wild packs and adventure. If you havent opened cards from old sets, getting a min of 10 packs will guarantee a legend. Great value for new to wild players. Join wild, join the shennanigans!
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Marin was an awesome gift for most players. A cool legend that you wouldnt normally craft but gave you some fun card interaction to play with. I sure hope this free legend is as cool as Marin was. Remember most people dont play hearthstone to hit legend as cheaply as possible, some just want to have fun.
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4 mana 7/7s. :(
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It is a cosmetic item only... it provides ZERO advantage over another player. There was only two times ever blizzard gave out an item that you could play in the game that no one could get for free. Gelbin Meqatorgue (for the first purchase during beta), and that ETC card thing that people got for the first blizzcon hearthstone was at. Those cards both sucked and you could craft the regular versions of them. However, EVERY SINGLE HERO SKIN is just a cosmetic item. If you want it, sure pay for it, if you don't ... don't. If you can't afford it.... well then you can't afford it. You have the "HERO" of the priest, you just don't have the hero skin. This is a crazy complaint from people who need to realize that this is also a FOR PROFIT company.
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In wild naxx is the most fun and has the most interesting cards for wild... its also a longer playthrough than karazhan
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The difference is that mechathun and hakkar are fun to play... the others are not. Also, most people who are leaving you could argue were those who would not stick around anyway. That is not the point, the point is that hearthstone grew bigger than any ccg ever has, and now its on a slight decline... The point should be that hearthstone should be trying to keep those players. I myself, I am not great and I don't buy into my own theories for my own gametime, I play the game still though and I craft other cards and I spend about 100 bucks an expansion ... the point of this post is not for someone like me or someone more serious than me. The point was for the majority of people leaving (casual players). I have no problem with hero cards or other integral parts of a deck, or combo cards like malygos. Those are different, it's like genn and baku are creating a feeling where its unlocking a whole new mode of decks... even and odd are sooo different from other decks with the starting change to hero power, and deck restrictions ... that it is like playing in another mode. Those two cards are locking out the fun for people who now instead of crafting hakkar feel they should craft baku because they saw a ton of paladins beat them... You also need to realize that MOST people who play hearthstone do not WANT to hit legend, they do not care if they do well enough to be called good... they want to have fun and win a game once in a while.
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I am not arguing that those other decks are not effective, I never play genn or baku (I played some wild even shaman for a bit 2 months back, but other than that I don't use either). My point is that this is the "PERCEPTION" from the players who have quit (that i know of at least). The whole topic here is why people are leaving the game, and Dean Ayala asked about what they can do to help players who quit come back. My take is that the perception of two cards from the witchwood being powerful is what the issue is. It's actually more than that, it is that these cards are not just perceived to be powerful (and oftentimes have been the number one decks in the meta since inception), it's that you cannot even "try" to play any even or odd decks without that card. It is unfortunate for players who are not good at the game (which by the laws of statistics have to be the majority of the players), who feel that they have no chance based on this. The people I know who have left got extremely upset either losing to some crazy combo that spent 5 minutes one turn killing them at turn 8 without understanding what happened, or they got super frustrated that they faced 7 odd paladins in a row and they don't have a Genn or Baku to even try making those decks. So those players have all left over the last several months (and a month back or so the top decks were even and odd), and they just felt like it wasn't fun. My problem is not that the cards are good, or that you can't have fun or do well with other decks... it is instead that these cards feel like they lock out a portion of the game for newer players.
The main point of my argument here is this. For most casual players (which is the majority of hearthstone, and these are the players leaving the game the most), is that they are not enjoying the perception of what it takes to do well or have fun. It follows these points:
1) Genn and Baku are perceived to be in the most powerful decks (or have been at one point or another since they were released in the witchwood).
2) Genn and Baku are build around cards, you cannot build a budget even or odd deck without that card
3) Those cards are from the witchwood set, so they either have to invest in an old set for the odds of getting those cards (most players being casual, the odds are not great to get either of those since they prob only spend between 0 and 80 bucks a set or so).
4) Crafting these with dust feels bad, because most casual people prefer to craft cards that feel fun. Genn and Baku do not feel fun when you play them from your hand... you actually usually only play them from hand when your hand is empty or you have little to do as their statline and board presence is not good for the mana. The fun of the card is up front in the deck style at the start of the game... so the users who craft these instead feel like they "unlocked a style of deckbuilding" instead of crafting a fun card to play.
5) This was handled differently in the past. Other build around cards like C'thun was free and so everyone could try and build c'thun decks. Reno Jackson was super accessible in an adventure via at most 2400 gold, and at worst 25 dollars... Also those cards felt more "fun" when you played them. Justicar Truehart from the grand tournament was also a card that only felt impactful and fun the turn you played it (so crafting it was okay, since it wasn't a card that impacted the entire game play of the deck).
So to recap, the point here is not that the people who play this game a lot know you can do well with other decks. The point is not that these cards are not overpowered The point is not that these cards are not craft-able with dust so everyone can play. The point has nothing to do with anyone who is in any shape related to anyone who probably reads these forums. This argument applies to the majority of hearthstone who is either bad at the game, plays 30 minutes a day on the toilet or the train, or just casual people who don't read forums or watch streams or videos. The point is that the perception of what those 2 cards does, and how accessible they are, and how fun they are is something that IS driving players away (it HAS at a minimum driven 8 people I know away from the game... those arguments directly). The other 3 people I know who played this game were driven away from combo (and my argument on combo was not against it but was that combo decks in the past were less unfun feeling to play against than now... savage roar force of nature druid was only an 18 damage combo... topsy turvy priest is like 128 or something, mechathun combo animation happens so fast amateurs have no clue what just happened, etc)
I also would like to say that i don't think the majority of those who left hearthstone care about a tournament mode, or care about half the arguments people make here. The majority who have left I can guarantee probably only played 30 minutes to an hour a day, and instead just miss the casual fun they could have playing without feeling hopeless.
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I play an even shaman with jades