They give other classes great heroes but give mage trash. But yes they do not hate mage.
after watching them repeat this behavior for over four years I beg to differ.
I have played since the beginning and in the past four they have repeated themselves with mage twice already.
That was sarcasm lol.
Imagine how bad the newer N’Zoth would be if every single minion had a minion type, and the Battlecry summoned the minion randomly for you or for your opponent, and instead of a 5/7 body you got no body, 5 Armor, and a hero power that might be improved two turns from now.
But hey it costs a whole 1 mana less!
I’ve never understood the argument that the devs somehow ‘hate’ a class. But what they have done, in this case, is grossly overestimated the power of the hero card. My guess is they balanced it around the ‘best case’ scenario. In a vacuum, if Dawngrasp did cast Mask, Flamestrike, Arcane Overflow (or Counterspell, say) and Deep Freeze, while giving you a better hero power and 5 armor, yes, I’d say it’s worth 8 mana. But good decks and good cards are never good because of the best case. They are good because of the worst case. None of the other heroes have restrictions as harsh as Dawngrasp. Xyrella is another 8 mana hero that does nothing in the worst case, but it is far less restrictive since you don’t get severely punished by playing ‘extra’ deathrattle cards the way Dawngrasp forces you to restrict what spells you play, and Mage spells, especially cheap Mage spells, are really good, and not playing them generally makes your deck far worse.
Why jump through all these hoops to get a semi-powerful 8 mana play that you could already almost accomplish by simply playing Gray Sage Parrot after a powerful 7 or 8 mana spell? Not that Parrot is even good by any definition.
TLDR: Even the devs can get blindsided by the ‘danger of cool things’, as it was once described in another card game.
I don’t think that card is bad at all but it does take a bit of intuition about when to use it but generally it either generates resources, almost always blows up the board and potentially does face damage.
Never play it with a full hand, in fact try to play it with your hand as empty as possible. That’s the first thing. Also your opponent should probably have some kind of board.
Deathrattles are significantly harder to trigger than big spells are. Also there aren’t really that many reliable deathrattle effects that actually do what you need it to do.
But sure, generally Xyrella is better than Dawngrasp. Probably.
Dawngrasp still isn’t that bad. The swing turn when you play them can just win you the game on it’s own. The main thing that bugs me is that the order is random. I’ve Mask of C’thuned into Flamestrike, and that kinda sucks, but it was still a huge swing turn.
The other thing is, perfect balance was never on the table. If there are 10 hero cards across 10 classes, yes, one of them will objectively be ‘the worst’.
But what we have here is something akin to the questlines. The Warrior Quest is incredibly powerful (0 mana Juggernaut effects every turn) and incredibly easy to complete (7 pirates, which you’d play anyway). Whereas the Paladin Quest is middlingly powerful (2 mana to summon 2 3/3s every turn) and requires a heavy concentration of low powered cards to complete (9 1 drops, only about half of which would be reasonably plays in a ‘normal’ deck). Finally, we have the Priest Questline, with arguably the most powerful reward (in theory) - ‘Play this, Win the Game’, but the hardest hoops to jump through (7 cards of increasing costs) which requires both difficult constraints on the deck itself as well as being horrifically beholden to draw RNG to finish in a reasonable amount of turns.
Dawngrasp has a decently powerful payoff if you meet the stringent requirements to set it up. But the payoff is not nearly as powerful as you should expect for those restrictions, especially as a hero card when the vast majority of Hero cards both past and present are powerful plays with little or no strings attached to them. It’s the equivalent of having the Priest Quest reward being merely ‘okay’ - like a hero power upgrade or max health increase for the rest of the game - and that Quest already sees almost zero competitive play despite the reward’s intrinsic power.
Apologies. I expect to be disagreed with here:)
I do wonder how Magister Dawngrasp would be if they kept it at 8 mana, but made the Battlecry target enemies where possible, let the Hero Power keep previous buffs, and refresh whenever it Honorably Kills an enemy (on top of the +2 damage increase).
better, but i still think it´d be best to lower cost to ~5 and make it work properly with wildfire so HP mage can actually use it.
I say they hate mage because of their behavior toward the class, which they have repeated verbatim for at least four years.
I have explained what they have done with mage repeatedly, all over these forums so I wont rehash it here.
But with regards to this card? Other classes get hero cards that have immediate impact and put you on a timer.
We get the: “maybe it can be powerful if everything goes perfectly” coin flip garbage card.
The Amazing Reno was better, for sobbing out loud, and I hated that card.
Not a fan of HPs that refresh. Shadowreaper Anduin, Hunter Questline and now Kurtrus - all of them easily abused.
It doesn’t need to keep previous buffs, just work properly with the Battlecry casting Wildfire. Targetting just enemies I’m 100% onboard with because it removes the vast majority of the deckbuilding and gameplay restrictions without adding inordinate amounts of power. That and a small cost reduction and it goes from ‘why would I even play this card’ to ‘I’m excited to craft/open this and see what I can do with it’ which is an important sweet spot for flagship cards of the set.
Never attribute to malice that which is adequately explained by stupidity.
What makes me mad about the HP is that the card casts a spell from each class.
But it casts the spell, then it refreshes the HP.
I get that it should not stack the Wildfires you’ve played.
That’s only fair, but to not apply the WF, even though it was the only fire spell you used? is a slap in the face.
Team 5 hates mage and it has conditions that other classes never seem to get.
Yeah yeah whatever really.
At this point gonna say to Just check next VS report.
It’s literally like telling some sttuborn baby to put the Square toy in the Square format hole of the box but he keeps insisting that It has to enter in the circle hole on the side.
This is the amount of patience discussing this is making me loss at the momment. Because it’s exactly that dumb to Tell that the hero is actually “good”.
Same here, but Honorable Kill is way harder to reliably trigger continuously, so I figured it wouldn’t be much of a problem here.
And if they gave the same thing to mage it would be nerfed the day after release.
How many games have you played with the hero?
You can “lose patience” all you want. And go ahead and call me a baby while you are, for the upteenth MONTH WHINING like a little baby on the forums. With a card I GUARANTEE you have not even tried to make work. You’ve decided it sucks, you listen to other people to tell you what’s good (because you’re playing at top tier legend?).
This isn’t even about whether or not the card is good or not, it’s about “Blizzard screwed me over and the things I like”. And you’re mad because someone doesn’t immediately agree with you or contests you feeling sorry for yourself. It’s just bellyaching that you’re vomiting all over the place that I am sick of listening to and reading it. It is a waste of time and it is literally clogging up these forums.
It targets randomly. I’ve had it fling spells at my own face while the opponent has plenty of minions on board.
If they lowered the cost and fixed it so that wild fire scales the hero power upon being recast that would help.
And can I just mention that even the hero cards entrance is compared to the other hero cards.
Just give us back Amazing Reno. At least that card actually did something useful.