Cowboy Moment
Arcane
- Joined
- Feb 8, 2011
- Messages
- 4,407
Minions are the only permanents, and they're really easy to kill in general
That is reallly depends. Like it is very hard to kill a Piests minions, when he controling the board. You need or spells or very powerfull minions in order to do it. Both of this isn't a problem for someone like a Control Warrior, whose deck is basically just spells or very powerfull minions, but for the most decks it could be almost impossible. Or Druids who have a very powerful minions and the ability to place them way before his enemy would have a mana to counter them.
Also minions like Cairne, Harvest Golems or the ones with Divine Shield, which are very problematic to deal with, are very popular for that reason.
What I mean is that with the way combat works, and with the game so focused on minions, your opponent will probably have a way of killing a minion if he really wants to, unless he's completely out of options. He might not be able to do it efficiently, but there's usually a way. The reason I brought this up, is that this makes it difficult to rely on anything actually staying in play. So it's worthless to have, say, a 1/1 minion costing 3 mana with some interesting global or activated effect (something quite common in MtG), because it'll die instantly. I suppose one way would be to make it 0/7 like Doomsayer, but that's kind of a clunky solution.
The point is, you can actually put a lot of interesting effects on minions (or on weapons, for that matter), but the high lethality of the game makes it difficult to actually build decks around these.
Actually it doesn't look like Blizzard cares about some classes or cards being weaker than other. Only about classes or cards, that almost everybody use. So their balancing is mostly consisted of nerfing overpowered cards rather than buffing something.It's kind of funny, really, card games have the advantage of not needing to adhere to any kind of "class balance", and can instead have a fluid metagame of decks. In MtG, nobody will give a shit if White is, on average, weaker in a certain block. But Blizzard, in their infinite genius, decided to voluntarily inflict the joys of class balance upon themselves with this weird system they've dreamt up.
Really? So they're allright with, say, Warlocks having lower representation at higher levels than Rogues? That would be a departure from their typical policies.
We've already had that conversation. Read the thread to catch up or go away.
Actually he has some good points. And I wouldn't mind if the game would have a deeper mechanic. Game still fun and have a very good F2P model, so unlike MtG don't require money investmens and don't tie you to itself as a result of making them, so it is very good for a hour and a half of enjoiment once in a few days. But I would like it to develop further.
Well, the game still has room to expand. There are a lot of mechanics you could put in without altering any of the core rules. Currently though, it's just a bit too straightforward. This may just be me, but what I always enjoyed about constructed in TCGs were the weird and unintuitive decks exploiting unusual synergies, making use of cards with severe drawbacks that they manage to play around or even use to their advantage. Hearthstone doesn't have a lot of this.
On the other hand, the streamlined mechanics work very well for limited-style formats, and Arena is indeed much more fun than constructed. It's a real pity that classes make it difficult to have a more involved draft format.
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