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?
Joust had a lot of problems but If Blizzard ever plan to release it again they would also need to make support card for it. an example 6 mana 2/3 wile this card is in your hand it cost 4 less. Not saying it will fix it but it will make it easier to win one if you built an deck around it. An additional problem will be it might just take to many slot in the set and it might still fail.
The problem with your idea is that no one would run it because it would just be a River Crocolisk. I wouldn't run a 2 mana 2/3 just to slightly increase my odds in a Joust.
I think a better approach might be to make more early game spells that summon minions. That way you can still fight for the board in the early game while having better odds winning Jousts because of your late game minions.
OP for evolve shaman, but idea is cool.
I loved the joust and inspire mechanic in theory and imo Blizz could have made them huge as discover. It was only a matter of balancing the cards with the appropriate keywords. Blizz made a huge mistake with TGT and ruined both isnpire and joust sadly.
I miss Joust. It had a lot of potential. It was a bit underpowered when they released it, like Inspire. But it could be tweaked for more balanced cards. It feels a lot like the elemental synergy cards. Weak on their own, but are very strong when a deck is built around it. I still play my Joust deck in wild for fun.
For me Joust was never that bad. It was just poorly used.
The idea is great that you can design cards that have a high chance of triggering an effect against certain matchups (aggro vs control, control vs aggro, etc) but not be too win-more/broken against others unless you are really lucky.
A card that helps a class stabilize against aggro but does nothing against control makes it very good as a fallback pattern for the class.
The cards should have been mostly designed thinking about what the class needs against certain matchups and the constrains it should be limited under. Just adding RNG effects that any deck can use and can go one way or the other solely based on luck kinda sucks, that's true.
Not true. If you get it on rogue or warlock through discover or steal it does not work. Inspire always works.
Wrong, it works on Warlock just fine. Freezes your face, runs like a clockwork.
no it does not freeze your face because you do not target your face you just deal damage to it.
Well, maybe I'm wrong, but I remember my friend telling me about in dual-class arena period. Thought it was funny.
Ok, sorry, my bad - tried it and it didnt work. My friend probably joked about it. :)
Dragon, Mech, Inspire, in order of priority.
Some more Lifesteal, not too much. Just a bit more, possibly on Hunter.
I'd like to see Minor versions of Quests, but not sure about more Hero Cards.
Discover has never left us, and it's good.
Joust is cool, but it feels too RNG for my taste.
Spellstones ARE minor version of quest cards actually.
"Gain 3 armor." "Gain 6 Armor" "Reward Upgrade this card"
The main difference is that it's hidden on your hand and you don't play mana for it at first
Imagine an expansion where all the old mechanics would be brought back - that would be so awesome
Mechs & Inspire
Even though winning on ties is a positive change idea, I still would prefer that Joust just didn't come back to the game. It was easily my least favorite mechanic in Hearthstone.