Yea they are more dragon humonoid. Not the titen keepers as you saw.
Ah⌠the scale furries. yeah No thank you. retail can remain in the not installed list.
How would Evoker cards be different than just, you know⌠mage cards, that require an entirely new class to make sense in the game?
There should be a gameplay need for the new design space that leads to a new class, not a new class because itâs a different hero power.
You already get new ways to play out of almost a dozen classes already each expansion. What would monk or evoker do that you canât just slap in ANYTHING else?
There are three gameplays, broadly speaking: aggro, combo and control. New class wonât create a new gameplay, thatâs silly talk. There will be a new gimmick as there was with Demon Hunter and Death Knight.
Itâs all a design philosophy discussion where at the end of the day itâs going to be a financial decision: whether Blizzard thinks it can make more money by putting manhours into designing a new class.
Again, what new gimmick would either of these classes bring that wouldnât feel at home in ANYTHING else?
We already get new gimmicks with every set for every class (sometimes they get rehashed because the idea pool is not infinitely deep here).
How would the gimmicks in Evoker or Monk be different enough to justify another class diluting your packs?
almost verbatim what I said. The game already has two too many classes that completely destroyed the symmetry of the original design.
They done gameplay literally from having cards on the extreme sides of your hand.
Not saying that it is bad design or anything. Just that if they really want it is very easy to bring something up with.
Actually it is so easy that devs should take some time on the classes without any particular keyword(secret not count because it isnât only for one class) and bring their own before thinking about a new class.
Again, itâs not about if itâs easy to come up with or not. Yes, ideas can be made.
The question is: does this require a new class to do?
The answer to that is almost always no. The only reason to add a new class at this point is to milk us for more money as we now need to buy more packs to fill a collection. Thereâs plenty of variety within the existing classes that basically every idea they could come up with would fit within one that already exists without needing a new class.
They never require.
Class identity is only maintained nowadays as an allegory for people who are too into classic RPGs to not understand that in card games the important isnât the result but the process.
If this was a game where classes can be mixed freely then this would make sense but since we canât the result of taking those identities too far is extreme polarization.
If the mechanism to reach the result is different the gameplay will be different. The idea that someone needs to be privated from being able to do something as âidentityâ is really dumb and only leads to dumb gameplay because it lacks nuance.
With that said. As long as they donât increase the card count per set and take the slots of the many useless neutrals we get there is really nothing against either.
No, totally not what you said.
You can easily create a class that will have unique gameplay without creating new archetype to go with usual: control, combo, aggro.
As it was shown before you can create new classes with unique mechanics. Do not try to pull me into your bandwagon because what I say and believe is much different. Blizzard CAN create new class with new mechanics. That new class WONâT create a deck type because it is impossible.
Where was this shown before? DH and DK, neither one, have unique anything. All they do is dilute the card pool and corrupt the 9 class formula.
And I shared exactly what you and I agree on. There are only three basic playstyles. So there. You agree unless you retract.
You think that corpse mechanic or runes could have been put into any other class? Interesting, looking into it.
Volatile skeleton would like a word. And runes are busted, plain and simple, and never should have been created. They arenât innovative, they just give a derivative class an advantage other classes donât have.
But this is what they have been doing every time. They donât reduce their neutral count, they just add the new class to the set card total.
Yes⌠priest, with their rez theme could have had a corpse mechanic added at some point.
Mages could have used the rune system to specialize between fire/frost/arcane (or really pick any class and split their three specializations into ârunesâ)
Thereâs nothing in DK that couldnât fit in another class⌠Their three runes were basically just a rehash of control priest/warrior in blood, token druid in unholy, and burn mage in frost.
But now with undead art!
And should have. DK and DH both are what ruined this game.
Volatile skeleton has nothing to do with corpses, you want another try?
Again, resurrecting minions has nothing to do with corpse mechanic. Want another try?
The corpse mechanic exists to give DK bankable mana manipulation, not unlike Druid or Pally.
Maybe you want to try again, since it is is a variation on something that already existed.
There are only three playstyles. Everything else is simply a variation on something that was already present in the game.
Dyeing an Orange purple wont make it taste any different.
The only thing creating DK and DH did was suck up every bit of creative space, and dilute the card pool to stupid levels.
Ok, so I guess we should delete all the classes and create three: Control Class, Combo Class and Aggro Class. Anything more than that copies what those 3 classes are doing anyway. Can you read what you are writing? Because it is nonsense.
I mean, guess Warlock is not needed, because the only thing that powers cards like Fearless Flamejuggler or Imprisoned Horror is damage dealt to yourself, which is not unlike like Paladin or Pally. Again, do you think we should have only 3 classes because every class does what other classes are doing⌠hell, maybe one class would be enough?
wut
lâd have nine classes as per the original design.
The other two merely pollute the card pool, cripple design space, and copy what the game has always provided.
Your sidebar fails.