perhaps minions that give you brews, that become 0 mana hero powers( for 1+ use)
the minions can cost 1+ and give brews that are as good as the cost of the minion, and monk and can a base hero power of 2 mana, return a friendly minion to your hand
the normal hero power is weak, but then as you play your brew giving minions, the hero power gets better and better
China likes the game, so this will probably happen. I’m hoping for a dual hero power. One turn he can douse enemies in alcohol. The alternate power sets them on fire.
I’ve heard some rumblings that a new class identity is a very distinct possibility. I’m not sure how much credence I can lend to this, but I have read it a couple times now.
I mean, I’m always scared when good ideas show up on forums, because sometimes it means that the company can’t take the idea.
Nevertheless, I really encourage Blizzard to play with this one. The Pandaren lore and artwork is some of the most fun and appealing in all of Warcraft, at least to me, and there’s so much creativity that can be played with here.
This is a really cool idea. Does it flip like Boom?
I’m not sure if it would be like that. The Pandaren hero in Warcraft 3 had that combination if he used the flame ability on enemies that got slowed by the alcohol.
I have no problem ‘pandaring’ to the Chinese if it means getting Monk into the game
Probably will either be OP like DH or severely undertuned to begin with. Either way, since Hearthstone is World of Warcraft in card form, Monk AND Death Knight classes deserve a spot in the game.
I have no problem having the Lich King cards being actual part of the Death Knight set. I see The Lich King (in Wild) kinda like how Sleetbreaker (Standard) is for Shaman. A minion that gives you Windchill but there is also an actual Windchill card to add to your deck.
I still want Monk to be added first to the game. I’m secretly hoping it’s this April because 2 years ago it was DH. There is a pattern:
A year of following heroes - Rise of Shadows , Saviors of Uldum, Descent of Dragons.
A year of random expansions - Ashes of Outland (DH!), Scholomance Academy, Madness at the Darkmoon Faire.
A year of following heroes (again) - Forged in the Barrens, United in Stormwindm Fractured in Alterac Valley
So 2022? A year of random expansions? - ??? (Monk!), ???, ???
I think ten classes is plenty. I think the more are added, the harder it is to keep them feeling different enough.
One thing I think about a lot is gameplay archetypes. For example, in action RPGs like Diablo, there’s really only 4 (melee, archer, evoker and summoner-priest) and the hybridizations thereof. Everything else is window dressing, specializations within an archetype or hybridization.
I don’t think Hearthstone even needed 9 classes to begin with. Could have done just as well with more ways to be each of the fewer classes.
It’d be more interesting for me at least if an expansion included cards for like 6/10 classes and it’d give space to really give a lot of cards to those classes, if certain classes just didn’t get cards and were just excluded from standard, like some rotation in blocks, that way they can have 12 classes in the game. There’s zero strategy in picking which sets to buy from because the latest set is always too powerful, but if they stopped that and made each set purchase more of a strategic thing then it’d make the game more flavorful for me, maybe also you could pick certain classes to work towards. Like a middle ground to dust and current packs, like in gwent you can buy a faction pack which only contains those factions cards, you can also pick epics and legendaries from a set of 3 cards which usually almost always has something you want, right now people just play around the powerful cards they get rather than the kinds of cards they see themselves wanting to play.
I dunno… it could backfire as China might object to how monks and pandas get portrayed in game and force Bliz to change stuff.
To be fair China isn’t the only country that does this, but at the very least it’s gonna generate some really bad optics.
I occasionally joke about this game being a game for murlocophiles (so many of them barely clothed!), but in a twisted way perhaps that’s one way to piss off censors everywhere. If we tongue-in-cheek view murlocs as sex objects, are they gonna start censoring fish people:?
Death Knight would be good with supportive effect such as disease effect that causes status ailments:
Paralytic - causes minion to skip it’s attack due to paralysis.
Decay - reduces the health of minion/hero by -2 per turn. (Last until 3 turn)
Blind - causes a minion/hero to attack random friendly minion.
Sickness - Causes a player to give random card from deck to opponent.
Curse - causes curse damage to spread to adjacent minions. -1 damage per turn.
Confuse - Causes a player to discard random card from hand.
Amnesia - causes a player to destroy a random friendly minion.
Death Knight Hero Power - Unholy: Tap to damage itself by 4 and cast random disease effect on random enemy target.
New card effect: Rune - Can be attach to minion card as rune token count (Maximum 2 rune token):
*Red Rune - Gain +2 Attack Power to minion
*Black Rune - Revive a minion with 1 health remaining.
*Blue Rune - refresh 1 empty mana crystal per turn.
*Green Rune - Add +1 health per turn.
*Yellow Rune - Gain barrier shield at the end of turn.
*Purple Rune - Cause 1 damage to all minions per turn.
*White Rune - Healing the damage minion by 2
(runes can be destroy or de-attach by casting silence, hex/sheep, returning a minion, or destroying minion.)
too complex, I think it should be
2 mana, give a minion +1 attack and restore 1 health
Theme it around balance cause it does 2 things and boom you got a decent versatile new hero power that is simple enough to feel like it could be classic.