Secrets are not fun in heartstone. Hunter in particular has such strong secrets and now i get punished for not triggering a secret cause he wasnt already stupid enought. Rat trap alone can counter rouge as a class early cause either you trigger it and use a lot of resources to kill the 2 mana 6/6 or you surrender. freezing trap is not fair to play around cause it just rewards the hunter with an even stronger board since his early game isnt strong enought. And now he gets this stupid beast that summons 2 2/2 as a 3/3 on turn 4 cause you didnt trigger the disadvantage the hunter wants you to activate. pls rethink you secrets or remove them all together.
Hunter and Mage, most stupid OP secrets from the beginning and now they were presented more âcancerousâ ones in SoU and those make sure that your opponent canât develop a board and if everything else fails, thereâs Zephyr, Puzzle Box, Zuljin, etc.
Pressure Plate can be hilarious.
I was playing against Control Warrior with Highlander Hunter and he killed his own Armadillo by playing Shield Block.
If you donât like Secrets, Chief Inspector and Zephrys are your friends.
Chief Inspector is a 4/6 for 5 mana, heâs not a bad general purpose 5 drop and tends to stick around and is good for fighting for board.
Secrets are honestly one of the most fun elements of Hearthstone, in my opinion. They really force you to think and try to outplay your opponent when a Secret is played, unlike most cards.
Yah, it requires thought from the opponent, none from the user.
I didnât realize that playing Freezing Trap when your opponent has a board full of 1/1s was a good play.
Nor is sheeping a 1/1 minion, it doesnât require deep thinking to realize that either.
And what cards do require deep thinking to play correctly in Hearthstone, then?
Let me guess: the ones you use, in the decks you play?
Defile, Betrayal, Flametongue Totem, to an extent even Zephrys requires more thinking than the likes of Animal Companion.
Freezing trap is long overdue a HoF and rat trap is pure nonsense and counter intuitive in a card game, especially when youâre required to play cards to counter their low cost hyper aggro boards.
I donât think Freezing Trap needs a HoF; it needs to read âwhen an enemy minion attacks YOUR HEROâ; getting punished for going for the face is one thing; for board control is a whole other story.
Perhaps yes, I forgot to add that the mana cost increase needs to go, losing your minion back to hand once it does finally get to attack and having it cost two more mana is just bonkers.
To a degree yes. But Chief Inspector comes far too late and is too expensive. It doesnât give you an advantage either like Harrison
I donât think the problem is the secrets by itself, the problem with secrets are they received way too many supports last year. Looking at cards like masked contender and subject 9, these 2 cards helps to thins the deck, in hunter this kind of effect is huge since they are rarely have efficient draw. On top of that add a card like Zulâjin. I donât mind hunter playing secrets though, but cards like masked contender and subject 9 are disgusting.
Even if we have cards like eater of secrets right now it is still outclassed by subject 9
Hunter main sp0tt3d!!
I want my wins free and low effort, how dare you tell me I should think playing a game of Hearthstone!1!
Same goes for complaining against secrets instead of thinking about how to defuse them.
âI want me wins free and low effort, how dare you to put up any (secret) resistance against meâ.
Troll.
You know what else requires a lot of thinking? When your opponent plays a Secret.
Which Secrets should you test for first? Can you afford to test for every Secret? If you have a big board, should you risk triggering Explosive Trap? Once you know itâs not Explosive Trap, should you just go face to avoid Snake Trap? Should you attack with your big minion and risk Freezing Trap, or wait until you can get a smaller minion to trigger it? If you know itâs Rat Trap, how long should you wait before triggering it?
Thereâs so much nuance that comes from playing around Secrets. The best-designed cards are cards that require skill to play, and require skill to play against.
But Freezing Trap is so easy to play around, why would you want it changed?
A big, beefy, singular minion of yours got sapped back to hand? Too bad, guess what itâs called? Building a deck with your deck in mind . Counter-tech, if you may.
'Sides, bluffing a Freezing Trap is one of the most interactive and skill intensive things for both sides involved.
Thinking about how to âdefuseâ Secrets is generally nonsense; they either get played in a way that is either way too random (bluffing) or way too obvious;
itâd help if Secrets werenât that oppressive; especially in the case of Hunterâs;
Explosive Runes is another example of bad secret design;
Yeah, I canât control the Board, else my Big Minion either becomes unplayable if it costs too much and I lose massive Board control. Fairâs fair.
A class like Hunter gains too many benefits from having the opponent not âriskingâ interacting with his plays; I can sympathise with not âriskingâ killing them fast, alas, playing their own game.
Maybe when there was a total of 5 Secrets available, 2-3 of which seldomly saw play; I restate my case: a class like Hunter should not have that much of board-related punishment. Freezing Trap is a bad design. Always thought that.
Well then, maybe your whole gameplan shouldnât revolve around getting one big minion to stick. Itâs not like Hunter is the only class that can punish you for that. Or you could just play a big Taunt minion, so you donât have to attack at all.