Shaman’s class identity is layaway. Solve something now, pay for it later. The rub is that shaman players are still paying for Team 5 just quickly throwing together a class that’s more flavor than stability.
Warlock has me starting to believe it has “Strong Heropower” as an iditenty.
Got to thinking, I know Warlock already had the best base set hero power. Cause drawing cards is always top tier.
But we also have 2 Mana spawn a 6/6 demon, an of course who can’t forgot 2 Mana deal 3 damage to any target an heal 3. I mean when you step back an look…it sure seems that way lol.
I’ve asked Team 5 several times for it. Since back when we had class forums.
The class identities are always in flux and don’t stay consistent. The Team has said a class is supposed to be good at X and bad at Y then they give it a good Y card and bad X card.
I’ve asked for a class dropdown of each class on a page on the official Hearthstone site for years. It won’t happen. This is likely because Team 5 wants the freedom to switch up a class at any time and don’t want to be held back by their own written official words outside of nerf/HOF announcements.
I’m still kind of hoping they take a second look at these, and consider buffs. Gnash should have been 2 mana, not 3, which would have made it a Druid Frostbolt equivalent, and there was no way Bite should have been 4 if Truesilver Champion was a thing.
Not even “different classes being different” can justify this one; these cards were outright bad. I think Feral Rage was the only one that saw play, on account it could flex itself between two mediocre (but situationally useful) options rather than stay stuck with one mediocre effect.
Blizzard should officially announce what class identity is and re-design cards accordingly. Retire cards that do not fit and give us the new ones directly, instead of nerfing classic and basic cards all the time.
Yeah they’ve been talking about class identity so hopefully year of the dragon cards will be focused on strengthening each class’ core intended playstyle, instead of giving them more new, novel–and unsupported–things to do.
Druid Identity : Ramping Strength : Cheating mana curve, and big minions, “Legally” *Legally are up to subjectivity Weakness :
Singular Big Minions (No Efficient Removals)
Not a lot of wide board, instead focusing on big minions/plays.
Hunter Identity : Beast and Trap Strength : Powerful Synergistic effect, but often limited to beasts. Weakness :
Hard to fight against a wide board of enemy (But have a lot of efficient single target removals)
Synergy being limited to beasts.
Mage : Identity : Spells Strength : Efficient Removals for single and wide board with enough draw engine Weakness :
Weak stated minions
Easy to kill enemy minions, but hard to capitalize on it.
Paladin : Identity : Building a board, and buff them. Strength : A lot of buffing and above average minion stat+effect combination. Weakness :
While minions are above average for their effect and stats, they are usually more focused on the early game, thus weak to aoe’s.
Lack of a good form of direct removals, but have the ability to make good trades thanks to the access of buffs.
Priest : Identity : Survivability and heals and spells (This class is a bit confusing) Strength : Premium stated minions with above average buff. Weakness :
Hard to take control of the board without help from removals AFTER the board is being taken.
Minions and spells are focused on survivability rather than damage (Although not stopping the possibility of them having any)
Rogue : Identity : Tempo Strength : Have a lot of tools to gain AND capitalize Tempo gain (i.e, win more cards) Weakness :
Poor Stated minions
Not having efficient removals
Spells are costly when not combo’ed.
Shaman : Identity : … Just gonna be honest, I don’t even know… Versatility Strength : Semi tempo class, with the ability to cheat out mana curve with overload, with premium minion stats, and versatile but not reliable spells. Weakness :
Single target damage spells are overcosted in shaman
Aoe effrct spells are not reliable(Volcano not killing a certain minion, Healing rain not healing a certain taunt)
Mostly vanilla effects with weak hero power synergy.
Warlock : Identity : Sacrifice resources for buff (usually hp) Strength : Having what basically is an in built draw engine. Weakness :
Below average minion stats
While strong, sacrificing cost a lot, and sometimes are not worth it.
Lack of healing (In its core set, which is why it is always an aggro deck, without heal, they have no choice but to go fast)
Warrior : Identity : Weapons Strength : Premium weapon stats and a hero power that supplements it, with above average minion. Weakness :
Fiery Win Axe is now dead
Weapons can’t handle BIG minions, which is where their removals come, but their removals are also non efficient, single target and aoe.
Well, haven’t you heard of Token Druid? They actually did have enough support to run a token-based deck at several points in Hearthstone’s history. Living Mana, Savage Roar and Living Roots are some good examples of token support in Druid.
I think a bigger weakness for them is a lack of mana-efficient cards in general. Compare Branching Paths to Arcane Intellect, for example. They can generate a lot of mana really quickly, but their options for spending it are generally not quite as good as other classes’.
I (and Blizzard, if you look at their official page for Shaman) consider Shaman to be the “generalist” class, which is how they are in WoW too. Jack of all trades, master of none.
In WoW, for example, they have a LOT of utility spells that allow them to fill a lot of different roles in a composition, but they don’t specialize in anything in particular. A DPS Shaman will almost never top the DPS charts, but they always bring some utility to any given encounter.
In Hearthstone, they have a little bit of everything too; big minions, small minions, tokens, removal, AoE, burn spells, healing… but they aren’t the best at any one specific thing, which is why they’ve often defaulted to some variation of Midrange Shaman many times in the past.
I’m surprised that you didn’t list Warrior’s Hero Power as a weakness. It holds the class back whenever it tries to play a non-Control archetype. It has zero impact on the game until you start taking face damage, and thus it usually restricts Warrior to being a defensive class.