Let's Define Uninteractive

First we need an overall reduction on draw Power.

Then we need also a reduction on the Power to actually remove Minions.

That or we get better disruption. Because this is also what happens in Control decks lately.

They literally play removal after removal.
People are acting as combo decks don’t use Control Shells to enable that type of gameplay but those(combo decks who don’t try to Control the board) are actual minority and can be count on the fingers of a single hand.

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Modern control decks yes, but not decks, that try to slam down big threads ti kill you with like Ragnaros or something. It should be noted though that these are not nessecarily bad.

All Control decks follow this principle. They’re just as bad as the OTK people seem to hate (if not worse since they take forever and never put anything on board).

Ohhh I was just deliberately being silly. I just hate the class.

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There’s Spell Shield in LOR. Works like Divine Shield, but for Spells.

However, in LOR the player can react to an opponent targeting a minion before many spells resolve (some spells resolve instantly), and there’s a “Gain Spell Shield and Draw a Card” spell.

Spell Shield even blocks AOE effects like a Brawl (so the counters would be to AOE, then target the minion/s after the shield is down).

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for me, interactivity is/should be double sided.

so, even though a deck may interact with “my plays”, if i can’t interact with their plays, then it’s something that i would consider uniteractive.

That mostly means a deck that can kill you from hand without a reliable way to disrupt/interact with that gameplan.

Such a deck could have a control core, and hence “interact” with your plays, but you, facing such a deck, lack that option.

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Face hunter plays minions, which don’t avoid taunt. You can stop a face hunter by running them out of resources and make them basically try to top deck a win while you recover and win. I wouldn’t call facehunter “uninteractive” and those that do are likely playing waaaay too slow and greedy.

Quest hunter, however, has become pretty much all spell damage from hand and hero power for free, and that’s unstoppable in the current game because outside of OMY and CS in mage there’s basically no way to stop spells.

The typical player does not want hand or deck disruption, I would guess based on the response to things like tickatus and mutanus. Trogg was supposed to be spell disruption but honestly has less impact on spell heavy decks than it does on decks that play a few smaller draw or buff spells.

These reasons, to me, suggest taunt would be the ideal way to force spell decks to clear things before they can free cast on your nose.

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I don’t know if I wrote badly, or if you didn’t even try to understand what I said.

Well you are flat out wrong. Face hunter and aggro decks in general are the most interactive since you actually can interact with and hinder their gameplan.

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Short definition is that if the interaction is only one way and nothing can really change that then its uninteractive as only one of the 2 players gets to play the game with their one way deck that has little to no counterplays possibles. Like Freeze Mechanics. The only thing in the Standard meta is Silence and that only gets one of your things free. There is also vastly more freeze than there are answers to freeze.

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Did you even read what I wrote?

Yes and you’re wrong. Face hunter isn’t uninteractive what so ever. Aggro is the most interactive archetype in the game. You are however correct that control is uninteractive (the least interactive archetype overall).

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I don’t think you understood my point them. I said clearly that opposing players can interact with these kinds of decks, and gave examples of it.

It’s them that want to ignore what opponent is doing. It’s called FACE for exactly this reason.

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I disagree 100% with the idea that face hunter is uninteractive in any sense. Any deck that goes through minions to win is highly interactive and the preferred way to play.

Quest hunter, on the other hand, is not able to be interacted with in a meaningful way outside of lethal to their face before they get you.

Also, I don’t want hand or deck disruption. At all. I want people to have to play the board whether they play a minion or spell based deck. Too many spells hit face, which would be like giving all the charge minions back to warrior - something that was totally nerfed by blizzard because it was… uninteractive.

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that’s just their choice though.

in uniteractive decks, there is no choice, no option. You simply can’t interact with what your opponent is doing.

case in point:
aggro mirrors. you interact all the time with each other’s board to get the upper hand.
otk mirrors. both players just try to draw to win first, there’s no interaction in between them.

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You just didn’t read properly. It doesn’t go through minions, it goes through face every time it CAN. The opposite player can interact with them, I made it clear lots of times. Taunt is the opposing players interacting with it, not the other way around. It made that clear as well.

Damn, the whole topic is a semantic discussion, that was what I brought to the table and people can not even understand that. Amazing.

It has nothing to do with “not reading properly” or “semantics”. Aggro isn’t uninteractive.

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The nature of Hearthstone is not interactive from the start.

The reasons:

  1. One player have full control for their own turn. There is no way I can say “No, you cannot draw 10 cards”.
    Each player can just do their own combo. Doing aggro, or doing OTK with ease.

  2. If people say “Mutanus” is interactive. In my opinion, it is not. First, Mutanus is not used as an answer to the problem, but a threat to opponent.

If I analogy interactive as “sword and shield”. Interactive means when opponent put the sword, then we put the shield. But, Mutanus does not drop the shield after opp put the sword, it is just deleting the sword entirely. Mutanus is not interactive. Discarding opp hand or deck is not interactive with the same reason.

  1. The reason Chess or Go is interactive is: when opponent attack (for example attacking territory), we can always answer by counter attack or defend. I repeat… “Always” is the keyword here.

But in Hearthstone (and Yugioh and the other CCG games), when opponent attack, we rely too much on cards in our hand. We cannot defend if we do not have the right cards in our hand. The game is over within next turn. This is not interactive.

  1. Secret actually can be good as a tool to interact. But, there is big problem in secrets. The problem is the one who triggers the secret is our opponent. This makes secret is not interactive because secret is not being used as a tool to react opponent plays, but as a tool as a trap if opponent doing some plays.

Now the question:
How to make Hearthstone interactive?

I think this is difficult due to the nature of game. They have to change the mechanics. I have some ideas:

  1. Make mechanics where we can disrupts opponent play in their turn.
    OR
  2. Do something for the unspend mana. For example we can collect the mana and use it for something…
    OR
  3. Currently we only have 2 option to play in our turn: 1) play cards from hand and 2) do hero power. Another option(s) are needed.
  4. Side deck mechanics for best of 3.

Maybe its not per say uninteractive, but is just hate, hate, when you try to not play aggro or a go face deck, and then you match up something you know, from the start you cant win.

Lets say, i play a libram paladin, but just for fun, so i dont play a net deck with broken stuff, but i play card i find fun. Then i go against a quest priest. I can garante you, that the priest will find every answer for my boards 8times out of 10 games.
If i play anything slower and its a mozaki mage, my only hope, that i play a deck that has mutatnus, and my opponent draws bad, and let me live for turn 7 and that they have it in hand and they dont have anything else in hand.

So this is what i hate. My decks are 80% slow and homemade and its realy realy hard, to enjoy, when i can 90% sure of the outcome of games, one turn 1.

So for me this is the uninteractvity, that we have the means, to do stuff, that the opponent only solution is to go face, otherwise i win.

Edit: You can realy feel this with quest designs. The rouge quest is the best, its fun to play, and its not that bad for the opponent, it can be gamewinning, but its not borken, and any deck could find ways to overcome it.
Then there is the warlock and priest, that makes, if you play a slow deck, that dosent pull out a “i win” card by turn 8-10 you 100% loose.

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For years now Mages have been defined by being completely uninteractive. I took a year+ break from HS just to come back and find Mages are still the same problem as they were when I left. You’re a problem when the only thing that stops you is turn 4 face Hunter, but now they got armor spells too just to make it even more pointless to play them. Your board is irrelevant to a mage, your attempts at trying to play around them are irrelevant, your win condition is irrelevant. When you play one you simply don’t exist, they may as well be playing a bot. I had a mage kill me on turn 5 with nothing but spells to the face, and if you’re outspeeding aggro decks while playing literally nothing anyone can interact with, something’s gone wrong.