I know, I know, titles with a question mark suck but I am genuinely asking. This topic has been on my mind for a while now, and I'd like to know if y'all share some of my thoughts.

I've been playing Hearthstone on and off since a bit before Goblins vs. Gnomes. This means I have lived through most eras of Hearthstone, from the days of extremely rare nerfs to actually seeing cards being buffed. I have also felt the steady rhythm of power creep changing the experience of playing Hearthstone - initially for the better, but after a certain point (we all have one, mine was United in Stormwind) it can start feeling negative.

Thus, I'd like to talk about the one unchanging aspect of constructed Hearthstone. They printed more powerful cards, even increased maximum mana pool (Druids), gave everyone weapons, but they never touched Heroes' health.

Anduin Card Image

No, not Anduin's health. If anything, he should have less health.


Power Creep

Power creep as a whole isn't a negative phenomenon, necessarily. Right about every game with content updates employs power creep - gear upgrades, passive unlocks, new cards must be at least equally strong, but preferably slightly better than the stuff the player previously interacted with. In fact, to combat power creep, Standard mode was born. You can see power creep at its worst in Wild right now. Twist was an attempt to give players a use for their older cards without Wild's power creep. To my surprise, the new cards in the Cavern of Time set feel like another set of power creep. I hope Twist will become a good, balanced game mode that harkens back to Hearthstone's older days, but I'm not holding my breath.

All of this to say power creep is inevitable, and developers must face it. How they handle it, however, is the important part. Old Hearthstone had a few OTKs and that sort of thing, but also three things you seldom find in modern Hearthstone:

  • Less swings. No healing to full health 5 times a game. No 20 face damage a turn as a baseline for most decks.
  • Stickier minions. When you placed a strong, expensive minion on the board, you didn't expect your opponent to have an answer for it 80% of the time.
  • Games that would consistently last past round 10. This has become shorter over time.

I suppose you could say power creep inevitably made the game faster. Considering in Hearthstone, speed is equal to how quickly you can set your opponent's health to 0, perhaps there is where the key to a more enjoyable experience (at least for me!) lies: Messing with Hero health.

Magma Rager Card Image Ice Rager Card Image

Absurd!


Battlegrounds Already Do It

The Battlegrounds team understands not all Heroes are born equal. Frequently, BG balance patches change the starting Armor value of Heroes depending on how well they're performing. While A.F. Kay needs a little more armor considering she's, well, AFK the first two turns, Onyxia is fine with less since her hero power keeps her better protected early on.

The same could be applied to Heroes in Constructed, at least in Standard. Say we're in an expansion cycle where all classes but Shaman and Warrior have good access to card draw. Shammies and Warriors are consistently disadvantaged the first five turns because everyone else is casually burning through their decks, slinging cards left and right. Perhaps a little armor would make them more competitive.

One could argue Prince Renathal exists, but the 'cost' of a diluted deck can be a disadvantage for a lot of deck concepts. For a class with a ridiculous amount of heals, Amara, Warden of Hope feels like it could better serve someone like Rogue. With the yearly power creep, Hearthstone's health pools have felt smaller - it's still $30, but $30 bought you more 10 years ago.

It exists, therefore it is possible.


More Complex Than It Seems

You can't just slap Armor on a bunch of classes and call it a day. There's plenty cards in the game whose effect changes depending on your starting Armor, such as Shield Slam. The same can be said for health with keywords like Overheal. There are lots of considerations as to what the appropriate health for each class would be if Hearthstone were to undertake this challenge:

  • Some classes don't do much healing or damage mitigation but have amazing tools to handle threats, like Mage.
  • Other classes have great healing tools to the point any health buff would be a huge advantage, but leaving their health at 30 keeps the game just as swingy (Demon Hunter, Priest etc.)
  • How often would Heroes' health need to be balanced? How stable can a meta be if Heroes' health keeps changing?
  • Is it all worth it just for some geezer's (I'm 26) enjoyment of a slower Hearthstone?

This is perhaps the biggest issue: There's many Hearthstone players who are enjoying the modern game, and just as many who wish there were less deck-defining cards, huge swings, stickier minions and more strategical encounters.

Prince Renathal Card Image Amara, Warden of Hope Card Image

It just ain't the same, man!


A Bit of Fun: Parallel Universe Hearthstone

In a parallel universe, where everything is the same as here, except the game Harpstone. Harpstone is functionally identical to our Hearthstone in all but name and, well, Heroes' health. Harpstone changes Hero health/armor values about 2-3 times per expansion. This allows the developers to experiment a little more with archetypes every expansion. Harpstone's Rogue doesn't have access to much healing, and its cards are very techy and control-themed, but because of its increased health, it works. Here's what this totally-real Harpstone game's TITANS expansion looks like. For every class, the developers have focused on one 'main' type of deck: Aggro, Midrange, Control, Secret etc. I have used my powers of astral projection to get the information in the table below:

CLASSARCHETYPEHEALTH / ARMOR
Death KnightAggro (many ghouls)35 Health, 5 Armor
Demon HunterAggro (many demons w/ Lifesteal)30 Health
DruidControl (lots of big-cost cards that give Armor)30 Health, 15 Armor
HunterMidrange (lots of 'answer' cards, no big one-turn damage)40 Health
MageSecret (just a whole lotta' secrets)50 Health
PaladinControl (lots of healing)30 Health
PriestAggro (full-on Shadow Priest)35 Health
RogueControl (lots of tech cards, specific removal)45 Health
ShamanControl (keep basic Totems alive & buff them a lot)40 Health
WarlockAggro (lotta' imps, lotta self-damage)40 Health
WarriorControl (army of Taunt minions)30 Health, 10 Armor

I've played a couple of Harpstone games... uh, astrally, and I gotta' say it's pretty fun. No class has answers to the overwhelming majority of situations, but their health pools give them enough time to get their juices flowing, if you know what I mean (do I?). I hear Harpstone's next expansion is gonna' buff Shaman to 100 Health but only add spell cards to the class - sounds terrible but exciting!


Alright, fever dream aside, I'd like to know - what's your opinion on Health? Do you feel games generally ending too quickly, or being too swingy, is related to the relationship between power creep and a never-changing starting Health pool? Let me know in the comments below, because I must know if I'm the only one!