Seriously why have class cards and class identity when the rules are so easily broken. Discover should have never been printed outside of League of Explorers adventure and its time for that mechanic to go to HoF.
Since when Discovering cards has been part of any classâs identity? And you know that different classes Discover different things, right? Rogue can discover cards from other classes, in the next expansion Secrets specifically. Hunter can discover their own Secrets. Mage, and Hunter, can discover spells of their own classes. Warlocks can discover Demons and Lackeys. Warrior can discover Mechs and Lackeys. And so on.
Sure some classes can discover same things, like Lackeys and Dragons for example, the latter making sense considering how the last expansion was all Dragon-themed. But for the most part each class discovers something more or less specific for their own class that may not be as common for others.
So I fail to see the problem. And no, I donât think itâs time for Discover to be HoF:ed.
Not to be rude but that is a horrible idea.
Discover is one of the best advantages a digital card game has over regular tabletop ones. They should add more things like it.
I do not get how you donât enjoy playing against people with 100+ cards in their decks effectively lol, never know when they play the 4th 5th copy of the same op card.
Its not about the actual Discover its about the Random Generation that gets you cards out of your class and Discover is the main culprit
Discover canât get you cards from other classes though (well apart from Rogue , and thatâs part of their design).
The totally random generation of cards can pull things from other classes, but that tends to be less powerful and so you see it less.
I do get that it can be annoying when your opponent pulls exactly the right spell/minion from a discover, but thatâs all part of the game, it would be boring if there were no surprises, and itâs awesome from the other side of the table.
You can sometimes play around the effect, and sometimes youâll get rekt by a lucky pull, but I think most people enjoy Discover as a mechanic.
random generation isnt a league of explorers mechanic âŚ
Actually discover was announced as an league of the explorers mechanics and the tweaks it suffered last year were exactly because it did not take classes with extremely small pool of cards that met the conditions due to the class cards having an really big bonus appearance rate.
I really glad that happened because it used to be like play an rigged dice instead of an mechanic to allow decisions on the fly.
With that said since discover had an really good reception despite of itâs glaring problems it had. Blizzard did just incorporate it to the game.
I donât think they should remove discover or add as it is a unique feature of the game. However I do think they have been too slap dash in implementing it. I would prefer they just remove legendaries from the discover/add mechanics. The odds of adding/discovering a ârandomâ card/s seems way too skewed to generating legendaries; such as how defender alway seemed to ârandomlyâ discover Tyrionâs and sunkeepers 99% of the time in paladin decks and how DQA seems to always ârandomlyâ add at least one legendary dragon if not two (the fact they had to balance DQA to stop it generating copies of itself should highlight the stupidness of this). It just seems needless for legendaries to be in that pool given the point that legendaries are limited to one because they are supposed to be unique and are dummy powerful allot of the time. You shouldnât be playing 3+ in a game. Taking them out would be A) in line with the design point of being âlegendaryâ and B) would balance allot of the hidden power of Discover/add mechanics and Bring them more in line with what I guess should be the spirit of what they were created for.
Discover is just a better way of doing randomly generated cards. If they got rid of discover then you would just be stuck with âa random card from your classâ. I am not sure how that wouldnât be worse.
Agreed with OP. Pretty much every deck in play is some combination of generating new cards and a hero power upgrade.
but
thats good to have
Itâs so that whoever has the best Discover abilities can usurp the identity of Priest, their identity is card generation at the cost of Tempo, Card Draw, and Damage From Hand. Currently, itâs Rogueâs turn to wear Priestâs hat and have the endless supply of cards.
I actually thought you were going a different direction with this thread. My first thought was the new Prime cards (shuffle âXâ prime in to your deck). Thought that was an interesting but odd addition. I first saw Pallyâs and thought âThatâs a great card. Awesome for highlander. Maybe pally will have some great stuff!â. Then I saw almost every class got it, including hunterâŚand the effects are slow and random, as usual
It is really necessary to have tons of it into the game every single year?
It isnât that I think it is bad by itself but it already got boring when they started to tweak itâs basic concept to acomodate cards like kazakusâŚ
It adds hability to plan stuff during the go on the cost of actually remove a big part of the need to actually adapt around less flexible situations.
And we could really use the second instead of the first during an year or two exactly like sometimes standard gets far less neutral healing cards.
Standard is about have an slightly different game every year and I think blizzard is overdoing with discover to a point that it interferes with the standard main goal.
Discover is fine when the resulting cards arenât too broad, specifically keeping it within your own class, or neutral, and with certain parameters. Discover an elemental, discover a spell, discover an X mana card, these are fine, as the resulting choices are at least somewhat predictable and likely to be relevant to your game plan.
The problem comes when the parameters get larger, or when it crosses over to other classes. Zephyrs is an obvious callout on this. You can generally get an idea if the opponent is running a highlander deck or not, and thus can predict they have Zephyrs in their deck, but beyond that all bets are off, as now you have to play around the possibility of your opponent having all sorts of possible cards like Twisting Nether, Fireball, Bloodlust, Tyrion Fordring, Windfury, Mass Dispel, and so on.
Though, on the flipside, sometimes discover is on the opposite end of the spectrum, so specific that it becomes an issue. Stuff like Masterâs Call and Shadow Vision were so specific that they were pretty easy to exploit for good stuff. Not to mention Stonehill Defender in Paladin nearly always nabbing either an extra Tyrion or Sunkeeper Tarim, due to the lack of paladin taunt cards at the time.
Thatâs my biggest bugbear with discover. Itâs really hard to play around, especially when you have large amounts of card generation.
Iâve been in several games where opponents have won almost entirely due to a lucky discover or similar, which you canât do much about (apart ftom âGo Face!â). On a personal note, it sucks enjoyment out of the game to lose like that on a regular basis.
I guess it really comes down to what you want to play with. Because I for example would find that (Discover/RNG/etc.) very exciting. But on the other hand if someone makes a certain deck that abuses this or that thing itâs like⌠why even try? I just want to have fun.
For example Bloodlust and Savage Roar. Once I donât clear the board enough (or have Taunts up) itâs game over. Or Divine Spirit with Inner Fire. Once I canât deal with a high health minion (or donât have a Taunt up) itâs game over. Mechaâthun. Once theyâve drawn out their deck and I couldnât screw them over itâs game over.
Iâm not saying these are bad and shouldnât exist, but with people like me that just want to have fun those can get really annoying. Especially since you will know in the end that you didnât even stand a chance.
With RNG/Discover on the other hand though that isnât necessarily the case. What if you get one of those cards and you try to make it work. Like trying to build a big board with Bloodlust or Savage Roar, make a high health minion stick with Divine Spirit and Inner Fire, or have Mechaâthun as your last resort and all that without your deck spcifically build around that. I would find that much more exciting than âautolosing/-winningâ against this or that.
Therefore, in my opinion, RNG is great and Disover is the best thing ever added to the game. There should be much, much more of it. It would make games more enjoyable for me.
Unfortunately I can see itâs the exact opposite for you. And thatâs why there isnât that much around. I just wanted to say that there are people like me which are exactly on the opposite end of the spectrum when it comes to how Discover brings or takes enjoyment from them.
You shouldnât have to play around Bloodlust/Savage Roar when your not playing against Druid/Shaman. You should have to play around DIvine Spirit + Inner Fire when its not a Priest. Thatâs my point. You shouldnâi have to play around stuff that just not normally available in a class. Whatâs the point of classes if everyone does everything and they can only do it with class cards that are not in their own class. Like oh im safe its only a paladin he used all his dude buffs oops wrong he generated a Bloodlust from BS that wasnât Zephrys.