I was gonna make a similar thread with this sort of point as well.
They made a class that is able to do everything - aggro, control, burst/otk. Some classes are lucky to just get 1 of those.
Then, all the minions they have are powercrept because of the rune system which is pretty unfair. If you want to build an all aggro Unholy DK deck, for example, you stay Unholy Runes and you get those aggro minions with better stats for doing so.
But if you want to build an all aggro Druid deckâŚthere is no benefit. The minions arenât as powercrept and you donât get a bonus because you stayed with an aggro build.
They sort of shot themselves in the foot with the design by allowing rune restrictions equating to more powerful minions.
Because of this design, DK has the best aggro, the best burst and the best control. You donât get the best aggro AND the best burst in one deck because of the runes, and you donât get the best burst and best control in one deck because of the runes, but you get the best if you stick to just that one style.
Itâs pretty unfair.
And weâre all about to see that because of your 2nd point - rotation. Losing absolutely NOTHING while everyone else loses something significant is going to be devastating tomorrow.
Now what are they going to do? Make other classes better or tone done DK? I am guessing DK nerfs coming within a month. Meanwhile, SEVERAL other classes are desperate to just get 1 archetype.
With DK, you will ALWAYS have 3 archetypes MINIMUM.
A long-winded intro, but I donât see it getting to the point.
What OG is talking about is, essentially, the outcomes in single games being decided by random effects, rather than the playerâs choices and thus their skill. How it pertains to Hearthstone, I think, is obvious enough.
Iâve written a bit, somewhat sarcastically, about the impact of skill myself, and I can offer another example: in chess, youâre likely not gonna beat a grandmaster unless you are on a high enough level; on a boxing ring, you as an amateur are gonna get smacked by a pro athlete; in HS, however⌠well, you know, donât you?
Thereâs also another point about estimating overall risks and odds over a large amount of games, random outcomes taken into account, hence the analogy with poker, but thatâs another thing, which, by the way, OG also discusses, and I donât see a contradiction here either.
PS What you speak of about opportunities essentially translates into the difference between, say, 49% and 51% win rates long-term, but that also fits the overall picture.
One more thing I could add to this is the following: if youâre after a strategic, so to speak, chess-like play style, meaning that you calculate your opponentâs possible moves and plan your responses, then wild âRNGâ effects completely destroy it, making the game unpredictable. Whether you can speak of âskillâ in such scenarios is a matter of word choice, I guess, but Iâd say itâs a different kind of skill than described earlier.
In the end, thereâs nothing wrong if someone wants to play a game that is more like poker or even roulette, as opposed to chess, but I do agree that Ben Brodeâs ideas about âvarianceâ are a bit⌠strange, as were, in my opinion, some of his âBWAHAHAâ design solutions in HS, known as âRNG monstersâ (well, by modern standards it might be laughable, so itâs relative, but thatâs another story).
Yet in standard, but this should be changed over time. I obviousy donât know what their reasoning is, but I could imagine they did this, because introducing a new class is harder, because this class will be behind in sets like it was for DH, so they tried sth. new.
But wouldnât that require to get more DK cards than other class cards, because there are not enough slots for dk to always support all three archetypes. That means this problem should be also solved over time?
Feels like a win for blizzard IMO. Clearly the class was designed to pull in players who are new or been out of the game for a while. Easy entry barrier and all the current power level with little investment needed. Their whole speech about the class being new and complex for deck building is just BS.
Arenât there quite few DK cards, in comparison to others classes, to begin with? I think that settles this question, doesnât it?
By the way, not sure about it either. From what they have announced and implemented so far, could it be that individual expansions or sets would be focused on support for certain runes?
For example, it has been noticed that Core has corresponded mostly to Unholy, PoA â to Frost, and MotLK â to Blood. How it evolves with subsequent expansions, remains to be seenâŚ
This is the crux of the argument though. Because of how they designed it, we have to wait what, 2 years for it to be âbalanced?â Thatâs the problem.
No, because the 3 rune system will always have cards for each rune and each rune will be supported at least once throughout a year.
Compare this same thought process with Warrior, for example.
If I said âWarrior will always have Menagerie, Enrage and Control supportâ you could say it would require Warrior to get more cards than other classes to do this because there isnât enough slots to support all 3, right?
However, DK is built specifically to automatically include those archetypes no matter what. Itâs as if they said âWarrior will always have Menagerie, Enrage and Controlâ because the class is specifically built that way from the ground up.
Instead, what you get from DK is always support for all 3 archetypes because of the design process. You are guaranteed, with DK, to always have 3 different styles of play no matter what. Can Warrior claim this same thing? All it got was taunt and enrage this year. At least if you main a DK, you can always expect at minimum a 3 support system. And when they support any of those 3, the cards that support it will be better than your average card because of âdownside of rune requirementsâ.
Frost DK, for example, gets a powercrept card:
compared to:
Because of the âdownside of rune restrictionsâ.
Thus, you play DK, you will always get powercrept cards because runes are considered a downside, but in reality itâs not really a downside - itâs simply a restriction of âgo full aggro, full control, full burstââŚwhich decks are already designed around anyway. An aggro face hunter isnât also building partial control in there, itâs all in aggro. But for DK, that is an upside.
Now, granted, they now have to buff Consecration (likely because of this exact comparison), but is that the solution now? We have to go back and rebuff everything DK is power creeping?
Why? Because they said so. They said that each Rune will get supported more than the other 2 at least once a year so that in 1 year all Runes will have had an expansion support it heavily.
If this cards are relevant for the core set, yes probably. But would this way be bad? I mean even before DK we know how powercreepâed newer sets are, the powercreep didnât start with DK. So whatâs the problem with adjusting older cards if they are relevant?
Yes devs could push this like they do with DK, but they donât have to. They just push archetypes they come up with. DKâs runesystem just makes it more easier, because they decided what cards they give to certain runes, they kinda forced archetypes, but it doesnât mean they canât do more archetypes for other classes. It just doesnât look so obvious.
From what I remember them saying, one expansion each year will focus on 1 specific Rune type (but not ignoring the others). So, for example, Frost might get 6 cards, Unholy 3, and Blood 1. Next expansion, Blood might get 6, Unholy 3 and Frost 1. It could also be Frost gets 4, Unholy 2, Blood 1 and they all get 3 cards to share. They didnât say what the extra expansion would do, or the minisets. They were vague, but just said 1 expansion is dedicated to each rune for more focus.
We donât know how much âfocusâ but only had guesses based on previous expansions.
So, in the end, each rune gets supported well throughout the year.
Look at the flip side of that. Imagine if they just straight out said âPaladin will get Silverhand Recruit Support, Big Paladin Support and Pure Paladin supportâ throughout a year. Youâd have 3, hopefully, playable archetypes minimum. But they donât do this. Sometimes, a class gets some weird support that canât even see play because the cards they need to help are in wild. For example, they rotated into Core discard cards for Warlock and didnât support it at all for the entire time those cards were in core. Rotated in Jeklik and she was completely unplayable. Absolutely no reason to do that.
DK suffers very little, if any at all, from this sort of problem.
Yeah, that makes sense, and I wasnât paying attention earlier, sorry.
Actually, if you look at the mathematical problem of âpicking n objects in k coloursâ, three runes of three types give ten possible combinations, which they might have touted⌠However, in seems to have come to âthree classes in oneâ instead of ten, so it depends on the viewpoint, I guessâŚ
I think the biggest takeaway from all of this is that, by design, DK has 3 solid, very specific archetypes. Thatâs a major plus for the class. You donât have to question the design of a card and itâs not like âhuh?â. Youâd be hard pressed to find a card in DK where you go âWhatâs that for?â yet youâll find these cards littered throughout all of the other classes.
Because Blood DK in an expansion will be limited by the cards it has, the cards it does get will completely support its archetype. Like, youâre guaranteed to get some card that supports you.
So, if youâre an aggro Unholy DKâŚyouâre going to get aggro support all the time.
Now look at the perspective of another Class. As a warlock, youâre twiddling your thumbs wondering when youâre going to get Discard supportâŚand youâre waiting a year or so maybe longer. And maybe for that entire year you got a single discard support card.
DK doesnât have to worry about this on 3 different fronts.
Go through the DK library and every card fits an archetype for its rune. Nothing is just âwhatâs that for?â feel. Go through another classâs library. Youâll see stuff like this:
What archetype does that fit into? Pretty much nothing.
Thatâs the difference in class design when you base a class off 3 specific archetypes. It forces you to make cards that fit into one of those 3, or into all of them or some of them. You donât have the luxury of just giving the class âfillerâ cards that are worthless because you have to support 3 different runes.
Does that make more sense on what Iâm trying to say?
I wouldnât be so sure about this tbh., because this direction might change in the future with new core set and cards. The one thing we know for sure that DK has three different runes, but how they evolve in the future we donât know. If it stays too linear then the class will might be boring over time compared to other classes.
This can be a downside tho, because it feels to straight forward and less creative.
I probably should have started with a post replying to the OP.
The way I see it, Arthas is just too powerful lore wise. He was the Sarah kerrigan of Warcraft 3. I donât play wow, but from what Iâve heard, the lich king expansion was the one where the original story ends and then after that they have like those extra seasons of TV where the writers arenât allowed to end the story. The First Lich King expansion for Hearthstone was the most popular one ever, and the second one was the best performing in terms of player base increase over the past 4 years.
So there was never a question about whether there would be a death knight class as some kind of cash grab. It was only a question of when, and how well it would be done. Brode couldnât stop it any more than he could body block a tsunami.