They really should try and put more effort into making new class specific gameplans instead of these gamewide keywords like quests etc
Some of the most enjoyable decks I have played in Hs have been the decks that have their own archetype.
- plague DK
- soul shard warlock
- fatigue warlock
- Hp druid
Classes where they have their own unique archetype and gameplan are what make each class feel unique
Everyone having the same things like quests and imbue is just boring and standardising the game imo
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They had exactly that when the game started, then they flushed it all away for ripping mage apart and giving the parts to every other class.
#NowItsGumbo
I don’t get why you assume it’s not compatible to have both unique archetypes and gamewide spread keywords…
Especially when quests and imbue can enable exactly what you describe : class specific gameplans
Warlock has a unique “infinite summoning” rift
Rogue has a unique ninja shuffling mechanic
Mage and druid have winconditions on their HP
…
(we’re only talking designs, not balance)
Beside that, not having a unique archetype does not mean you can’t use an existing archetype in a unique way. All you’re asking is flavour that does not impact the gameplay much more.
Quest Shaman and Paladin are based on minion-types but offer a gameplan that has never been printed before
On the other side, a hugely criticized problem with what you’re asking for is that such packages often limit deckbuilding and have a short lifespan. Either you run all the cards of the package, or none of them, unless one really stands out. And 1 or 2 expansions later, the entire package is unplayable
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It’s not game-wide specific keywords that are the problem so much as the overuse.
Discover needs to be either rolled way back, or gotten rid of.
I mean the whole thing started with the dual class thing and just spiraled from there. I actually dont mind it though because access to more cards and more deck building strategies is far more fun for me.
Plus pigeon holing design around awful mechanics like overlord or ramp didnt lead to anything interesting either.
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I despise dual class, tourist, and all the rest of the garbo that allows one class to steal from another.
Every bit of it should be flushed, and abject apologies be issued to players for the lazy card design.
I thought a lot of the dual class cards have been pretty fun over the years and most of them saw parallel use. The whole thought of any class being able to be the only class to do one specific thing seems pretty boring. I dont think a game where say warrior was the only class that was allowed to ever have and use weapons would be very fun.
Only your opinion though
Lots of players like the opportunities it gives
On top of that it’s excellent for budget players as they can get “2” cards for the price of one
Dual class expansions also mean 3 legendaries “per class” instead of the usual 2
I would have less of a problem with it were it not so blatantly favorable to select classes while giving others trash.
but each quest and even some keywords are used different ways for each class that has them or sometimes like dark gift is more heavily supported by 1 the classes no other class as what warlock has for dark gifts
What does that even mean?
Yes they do. The dark gifts are the exact same regardless of class. The only difference is the minion pool you can discover per class. The keyword is literally identical across all classes
Quests and keywords are not used in different ways they are all the exact same mechanic.
By Different mechanics I mean things like plagues or soul shards or fatigue etc where it is only available to that class.
Cards like the fatigue package for warlock in festival was so unique and no other class was actively using fatigue to empower certain cards in their deck. That is such a Warlock mechanic. Combo that with cards like the weapon which would heal you the next time you self damage, or cards that benefitted from your health changing or you taking damage and it made such a unique class identity
Plagues were such a cool deathknight package too. There were multiple ways to both shuffle in plagues to your opponents deck as well as cards that benefited you if your opponent had plagues in their deck. It was its own unique mechanic that no other class was doing.
They need to add more of those class specific archetypes so that way each class has its own gameplan. Not just every class has a quest. Every class has imbue/dark gifts. Every class is either protoss/zerg or terran. It just conflates the classes and makes them all feel the same
How about a poison mechanic for rogue, not to confused with poisonous. Have a poison effect to reduce attack, or healing, or deal periodic damage, etc
Well rogue has definitely had its fair share of poison mechanics already so it would already fit what they like to do
There was that whole poison package which would let you buff your weapon in multiple ways. Plus they had the whole concoction package which allowed them to mix different random effects into cheap spells
Those are the types of mini archetypes the devs need to do more of imo. Unique mechanics that fit each class
I honestly think the game has peaked and we are never going to see interesting gameplay designs like odyn warrior that completely defined a class
That really isn’t poison though, just a bunch of buffs and discounts, which every class has in one form or another
which other class has a support for dark gifts
warlock has a card that decreases their mana cost
and a legendary copying the dark gifts buffs
the other classes only have cards with effects triggered if you are holding a card with a dark gift …