The game is no longer about deck building or preformed strategy. Some classes get tons of great outs and discovery cards (Priests) that tailor to many decks but they just load their deck with discovery cards so whoever they play Oooh look my deck works against everything. Along with them getting a free card out of thin error for a cost of 1 usually.
Either discovery cards need to be severly reduced or limited per deck like legendaries. No more then 4 discover cards in the deck cry me a river.
I’m also honestly getting sick of the modern Hearthstone meta where everything now revolves around Discover and Mana cheat. It just seems like the devs have no idea how to make new expansions interesting without adding 30 different Discover cards and further increasing the power creep.
They print too many of them. We complain about people playing too many of those cards when the reality is that we have too many available. Considering the limited amount of cards per expansion, they also basically eliminate potential competitors in deck building. If a class has half the cards with random rng, chances are that I will have to include some of them because “I don’t have anything else better”.
Stats. Yeah, simply stats. Discover used to come at a hefty price. We used to pay more, like 2 Mana for a 1/1 just to discover a 3 cost card, or 5 Mana 6/3 discover a spell (and Frostbolt type removal was a thing). Now, Discover cards are printed with almost or even premiere stats for the cost, with little to no more conditions than “play a card” (which, honestly, they almost seem like fake conditions). As for spells, I don’t think it’s necessary for me to highlight that either the cost has lowered or the amount of effects has increased over time.
All-in-all, I think the root of the problem is overabundance and powercreep. I don’t think the base mechanic has to be nerfed/limited, but the cards themselves, so discover actually has bigger drawbacks.
the discover problem does not concern this mechanic but the fact that it is totally under the control of the fake rng created by blizzard, so they add to all those cards with false random effects that are used by blizzard in two ways, 1 control the game and unbalance it or balance it as you like, 2 favor those who pay to play based on how much they spend, the more you spend the more your rng is favorable. With a game with few cards with random effects you can’t handle these things, all these random cards serve this purpose
The problem is treat it as a core part of the game.
There are many different ways to create card generation and we should give those some time in the Spotlight too.
Stuff like:
Mana cyclone (mass random card generation).
Arcsplitter (fixed card generation).
Energy shaper( random mass card transformation).
And many others like shifter zerus.
We need more versions of that stuff that match nowadays powerlevel so discovery can atleast take a backseat as “the powerhouse of card generation”.
Discover, I think, is intended to give hearthstone a bit of a “draft” feel. For those unfamiliar with drafts, they are a format of card games where you are given a fixed set of randomized resources (usually booster or card packs, enough of which to create a deck) and you must put together a deck (sometimes with restrictions) that can compete with others.
Drafts are common means to have fun in a game where the best cards are hard to get, or out of reach for most players (like MTG, and others) and it levels the playing field in that everyone starts with roughly the same set of resources.
The thing is, drafts are limited resources, the problem with discover is, in its current form, its unlimited in many cases.
And then can often have extra benefits ontop of premiuml stats and cheap costs.
Like a tribe, or mana cheat on the discover. or Being super specefic so can never get any duts basicly
Like amalgam of deep or school teacher (let alone when was 5/4)
This demand for always “more value” should be called “priest creep”.
Discover used to be uncommon. Now discovery and other free card generation is on so many cards and players won’t use cards that don’t have secondary value generation, even if random. We used to have mass card draw in every class, now we have mass card generation in every class.
So it’s actually not that. The devs can’t make new expansions interesting given the constraint that the new expo’s cards must completely blow away any of the cards in the expos that precede it. That actually does make it more challenging. Over the past few years I’ve definitely noticed the pattern of new expos cards always “feeling” overpowered. What’s actually happening is that they are trying to force sales on the new expo (which from a business perspective makes sense). So I give the devs a pass on this one (now some of the other dumb things they do - not so much).
Makes sense but they are slowly poisoning their own well. It cant last forever. They could simply slow it down if they wanted but they have to make it so it is hard to keep up without the new cards.
Discovery is pivitol to the game design
Without it, our patented microtransaction system wouldn’t work properly. It would take at least a year to rework the algorithms to ensure everyones winning at the same rate if we removed discovery from the game.
I thought one of the purposes of having the Standard format was to keep power creep in check by limiting the potential card pool. I understand there needs to be an incentive to buy packs, but you can only take it so far before you cross into Yu-Gi-Oh territory and the game no longer represents what it once was.
Discover is one of the best keywords they added to the game.
The point of Hearthstone is that it’s accessible and every turn is unpredictable. I do not yearn for the days when the meta was almost always instantly solved and boring because every single turn in every single game was predictable.
The card generation and rng effects are what make hearthstone more fun and distinct from other card games, and why those other card games can’t catch up to the experience of hearthstone.
I know that it feels bad to lose to something, so you blame what’s wrong with an entire game on the one thing you lost to and it made you mad, but just get over it and play another match. It’s just a game.
Discover as a keyword isn’t the issue. It’s the fact that the devs overutilize it, and the fact that there isn’t an inherent cost for playing it. The devs can just slap it on any premium-statted card and it instantly becomes viable, as it was for School Teacher and Amalgam of the Deep.
Said it before and I will say it again. They overdid it with discover. It does way too much. Literally every single turn one player or the other is discovering a card. Deck building means nothing. It’s just a big slot machine at this point. Whoever high rolls the best wins
Not to mention how much longer it drags the game out because some people need a full minute to pick one of three cards. Some decks like control priest have played 70 cards by the end of the game. That’s just nuts and not in line with the original devs’ vision for what Hearthstone was supposed to be
Stop printing more discover cards and nerf the ones that they’ve done so far to have only two choices as opposed to three
Probably the best move to keep Discover in check with all the power creep these days. It would also help less consistent pulls with cards like School Teacher or with a pool of cards after a rotation.