Mike Donais Explains the Categories of Hearthstone's Mechanics
Card keywords, or mechanics, are a popular topic when new expansions are announced with discussions flooding in on the Hearthstone team not revisiting mechanics of old. Mike Donais explained on reddit that there's three different categories for mechanics and ones that they may bring back in the future could be tweaked or made more fun. Specifically, a change to Joust was mentioned.
Read his post about it down below and while we're at it:
Which mechanics do you like the best and are there any that you think should make a return?
Quote from Mike DonaisThis is a topic we discuss a lot. We have mechanics that fall into 3 categories.
Mechanics we use a lot: Lifesteal, Poisonous, Discover
Mechanics we use sometimes: Played an elemental last turn, Holding a Dragon, Mech build arounds
Mechanics we might bring back: Hero Cards, Joust, Inspire, Adapt, Quests.The nice thing is if people enjoy a mechanic they will be excited to see how we tweak it when it returns, or how we make it more fun the next time. If I was to bring back Joust for example I would probably make ties win instead of lose.
What mechanics from old sets did you all likes the best? Which ones would you like us to bring back sometime in the future?
Any mechanic can be interesting if the dev can tweak it enough. Maybe in Joust mechanic there is a big card (8 mana 8/8) that have text: "Reveal this card from your deck when a Joust is triggered", this way you can tweak your deck to make the Joust more consistent. Maybe there is a card that trigger its effect when you lose a Joust. In current deck list, I can see Joust working in big Druid or Big Priest.
For Quest, the dev can make it work to trigger small effect. For example, "Quest: Play 4 card with card draw effect. Reward: A Minion" - A Minion: 5 mana 7/7 "At the end of your turn draw a card." This way you can still get a good deal out of Quest because it is easy to complete and it is not broken because the reward can still be dealt with. For comparison a balance quest reward IMO is Shaman Quest and Paladin Quest, they reward you once (no effect that last all game long) and the reward is not really broken.
It all depend on how they apply the keyword.
Inspire outside of priest not suck, then.
Spawn of Shadows is also run in wild, forty. as an otk
In the case of Joust, I have a problem with the very foundation of the mechanic. I personally dislike abilities that only happen some of the time. I like random things, but not things that happen randomly.
I would love to see Inspire come back. I love things that interact with hero powers.
Easy way to bring back joust? Do what I saw suggested in somebody's fan made cards and make minions that cost a higher amount of mana (say 6, 8, or 10 mana) only when in the deck, then have their mana cost revert to whatever is balanced for that card's effect when in hand.
Easy fix.
LEGENDARY TRI-CLASS CARD DISCOVER A HERO CARD. Oh my baby. I'm fking drunk
I'm just high, but saaaaaaaaame.
I'd hate to see joust again. Having a mechanic that is random can heavily shift the game. There is no strategy in that. If you require that effect, but fail the joust, you probably already lost. Any mechanic that forces you to take a chance isn't fun to me, so less of those in the future for me would be great.
I'd love to see Inspire again though. That mechanic was good because making decks around this effect, allowed you to create very good combo plays.
There was skill in Joust that came down to deck building. It was a fun mechanic that was poorly initiated. The tie going to opponent made it weak, and they highly undervalued the joust effect cost.
I really would like to see another pass at the mechanic with hindsight hopefully showing how to better design the cards.
There was like no way that in a serious manner, someone design his deck for winning joust instead of... using the quality cards regardless of their cost and winning the game.
Joust would make only sense if it wasn't full random, instead, for example it showed the top creature in both deck. If you won you got info+effect, if you lost, you both got only info and you still can manage to use it skillfully to optimise your strategy.
You designed it by going higher cost control type cards with low/mid cost joust that could help you hold off for late game. A good example of one that was decently designed was the 1/2 for 1 mana that became a 2/3 if you won a joust. I played a few decks where it was fairly reliable, but honestly the loss of the joust to a tie hurt it from taking off.
The Elekk was another good design because it carried a really good stat line even if you lost the joust. It also was key in a few high cost creature decks.
I mean joust would be stellar in wild control shaman, as the lowest cost minion they currently run is Barnes, followed by Thing from Below
Well, they tend to go there with the 2|2 stealth+poisonous and the 1|2 taunt and poisonous beast that saw play!
I really like the way Joust work and that it gives a tell on the player's deck.
They should try to make a new mech on defense (on the active player's turn). Let's call it deflect for now on a creature : when this creature is attack deflect this attack" So you could choose random deflect skills (little bit like adapt and discover). It would make the game on defense more reactive. What do you think about this deflect new mech ???? Don't mind if you don't like it though just say what's on your mind
I wanna see a "legacy" set with some wild reprints, and loads of cards with older mechanics. Imagine it: Mech/Dragon w/ inspire
u want reprints? would you like to open a legendary and when it turns it's a Loatheb?
Can't open legendaries you already own, so vets wouldn't have to worry about it and it could fill in some gaps for new players
Wouldn't reprints be a separate card, making it a different card? I think you would still be able to get it...
I'd like to see Joust return at some point.... but it needs to have a fail condition that's a creature of decent stats. Thematically it fits best in pally or warrior, but the big creature aspect would also work well in druid.
Maybe we could see some of the older mechanics return as factions in a future expansion?