Overload is a stupid mechanic

What was suppose to be something that gives shaman players a huge early swing or advantage is nothing more than a burden to swallow. Comboing is ineffective, tempo lead is ineffective, and worse of all the cards dont even make it all that worth to even have in the deck in the first place. Lastly why blizzard or should I just call them Activision because little do they care obviously is that why dont they go back and realize that some of the cards they made werent all that great and buff them? Seriously this community needs to unite for once but is too busy fighting each other while Activision has already consumed us all.

3 Likes

2 mana 3/4 overload 1 seems pretty good in wild

4 Likes

Shamans have Elemental abilities to borrow Mana from the future. Isn’t it the unique flavor and strategies of Shaman?

overload is both down side and with right deck is a good upside

as a downside it make you think out resources only reason think it bad because Rouge,Mage and DH undermined how resources are used in game

if go to wild were there Undermining is less powerful you see overload cards fairly well balance with a Lot more upsides then downsides

I agree, there must be a better way to recover lost mana.

overload aggro shaman was a powerhouse back in the day

Shaman was the first class that I was interested in playing when starting Hearthstone years back. Then I dropped the class and dusted everything because of lack of overload synergy, low stat minions, lack of usual control tools to protect the overly vulnerable minions, and frequent bad draws.

Overload looks good on paper to potentially allow an early lead. The problem with overload is that, once used, every card must have overload to maintain that lead by staying on curve, yet a deck full of overload is too clunky to work. The cards do not feel synced. Shaman needs cheap non-overload spells for the in-between times, but so many of the needed spell effects are also overloaded. Some excessively. Look at [Forked Lightning]: cost 1, overload 2. It does the same damage split as Warrior’s [Cleave]: cost 2; and DH’s [Soul Cleave]: cost 3, lifetap. How often is this card actually needed on turn 1? It’s so niche, but what other choice does Shaman have if the meta calls for it? Too many of these overload cards are a terrible burden for Shaman.

My opinion is that the reason Shaman feels too strong once it does get tier 1 is because its cards must overcome the multiple weaknesses Shaman uniquely suffers. The line between too weak and too strong is too thin, so probably expansion designers are baffled how to make Shaman relevant with any substantial length.

It’s an outdated mechanic. It worked well as a tempo tool in the early life of the game. Gain tempo this turn, lose it next turn. Unfortunately we’ve gone from power creep to power explosion and now tempo in the game is completely out of control. Hell even if Shaman could match the tempo of other classes, it can’t match their draw and will just starve itself.

It needs a rethink, but after Priest, I worry what “identity” the devs will come up with next.

all other classes had an identity except for priest, that was the entire purpose of the priest rework

Nah. Priest’s “identity” was fine. It had healing and cards that synergised with healing. It had ‘mind’ based cards that allowed you to copy your opponent or steal their minions. It also had limited direct damage to represent shadows. Fair enough if they felt Velen wasn’t a fitting core legendary but removing Cleric was a mistake.

Paladin has been chopped and changed nearly every expansion with the latest gimmicks being pure and librams. Priest had success with control and combo decks. Now the latter’s dead with both burst and draw removed from the class. Worse still, Priest is reliant on card generation effects from expansion cards now to address its card draw issue.

The rework limited Priest’s playstyle and has created a resource problem that subsequent sets will need to address once Galakrond etc rotates.

1 Like

you just mentioned 4 different class identities, which was the entire issue.

I mentioned 3: healing, stealing (representing mind control) and limited burst (because Shadow Priest exists and removing all direct damage from a class is a stupid design decision). The old Priest set was fine and represented Priest in WoW pretty damn well. Priest has now seen its main draw engine/healing synergy removed as well as its burst.

Now contrast that with Warrior. Best part is that Warrior still has better spell burst damage than Priest. The rework was a mess, significantly limited the class and it will present issues for Priest going forward as well. Solid job.

4: cleric and pw shield represents cheap cycle and draw power