I'm wondering if one day they notice that bringing tons of random-based effects also makes “those playing against these cards often felt they had little agency in their ability to affect the outcome of the game”.
I haven't changed a single card and continue playing Beast Hunter / Quest Hunter / Quest Priest. Actually, because no Nathria card makes these decks stronger.
So yeah, awesome expansion. Haven't crafted a single legendary yet, cause, well, there is no need to.
I'm not a senior game architect or smth. But may I humbly propose some ideas for future expansions:
1) stop inventing a new keyword for each expansion; seriously, it's quite lame to have all decks revolving around a single mechanics, like corrupt or reborn, and then drop it completely next expansion;
2) think how you might creatively apply all that stuff you have already invented, like give a Mage big worthy offensive spells instead of a single Drakefire Amulet, or some items really worth discarding a card to a Warlock;
3) please, the randomness of 'discover' is totally enough, no need for another archetypes fully dependent on sheer luck, like a Thief Rogue
4) make each class unique with its own features that synergize with hero power, not like 'okay, this expansion is all about mechs, let's look what class has better mechs'
6) would be extremely nice if you prevented one-sided play, when one party just seeks to fulfill their deck's winning condition (remember Quest mage with infinite fireballs or Shudderwock Shaman?) paying little to no attention what another player is doing; add interactivity, please!
I would also ask to stop introducing new legendaries that are just improved regular cards, and you pay for a having a bit more chance. But I'm a realist.
Hey, you only need mysterious strangers to progress tasks, and there are quite a few mercs which really need level 7 equip. Otherwise you go specific bounty run for specific merc coins, and I daresay that for any legendary coin you need to face level 30 encounter (so the same probability to get the stranger).
2
I'm wondering if one day they notice that bringing tons of random-based effects also makes “those playing against these cards often felt they had little agency in their ability to affect the outcome of the game”.
2
Simply set the cost of a demon generated by Window Shopper to 5. No more nerfing is needed.
1
Never encountered a highlander Shaman at D5-D3, failed miserably when I tried playing it.
4
How does Doomsayer help if there are no freezing spells? Smothering Starfish or Deathwing the Destroyer seem to be a better choice
2
Let me name the counters in Standard: Shadow Word: Ruin, Twisting Nether, Brawl, Deathwing the Destroyer, Holotechnician + any 1-damage dealer, Lightbomb, Urchin Spines + a couple of Shellshot or Ricochet Shot, Soulstealer, Whirlpool, Shard of the Naaru, Smothering Starfish, or, finally, Doomsayer + mass freeze.
Try winning by populating a board with fat minions at turn 10, and you will soon learn something about this game.
1
I haven't changed a single card and continue playing Beast Hunter / Quest Hunter / Quest Priest. Actually, because no Nathria card makes these decks stronger.
So yeah, awesome expansion. Haven't crafted a single legendary yet, cause, well, there is no need to.
2
I'm not a senior game architect or smth. But may I humbly propose some ideas for future expansions:
1) stop inventing a new keyword for each expansion; seriously, it's quite lame to have all decks revolving around a single mechanics, like corrupt or reborn, and then drop it completely next expansion;
2) think how you might creatively apply all that stuff you have already invented, like give a Mage big worthy offensive spells instead of a single Drakefire Amulet, or some items really worth discarding a card to a Warlock;
3) please, the randomness of 'discover' is totally enough, no need for another archetypes fully dependent on sheer luck, like a Thief Rogue
4) make each class unique with its own features that synergize with hero power, not like 'okay, this expansion is all about mechs, let's look what class has better mechs'
5) ADD MORE FUN. More non-trivial obnoxious decks! I was enjoying playing Sherazin, Corpse Flower or Rin, the First Disciple — I sucked like hell, but it was a pure joy still
6) would be extremely nice if you prevented one-sided play, when one party just seeks to fulfill their deck's winning condition (remember Quest mage with infinite fireballs or Shudderwock Shaman?) paying little to no attention what another player is doing; add interactivity, please!
I would also ask to stop introducing new legendaries that are just improved regular cards, and you pay for a having a bit more chance. But I'm a realist.
7
Equip Gorehaul, then this + 2 x Bloodsail Raider = 31 damage straight to the face
That's simply insane.
1
Simply allow buying portraits, and make legendary skins for equip, that's it ;)
4
That's actually embarassing.
Hey, you only need mysterious strangers to progress tasks, and there are quite a few mercs which really need level 7 equip. Otherwise you go specific bounty run for specific merc coins, and I daresay that for any legendary coin you need to face level 30 encounter (so the same probability to get the stranger).
What's all this fuss about?