Paladin Hero Power Buff Idea
Submitted 4 years, 8 months ago by
CursedParrot
I want to preface this by saying that I don't expect this to happen, but I just think it would be cool.
My idea is that the Paladin Hero Power could be buffed to:
This change would buff Paladin and make them able to very reliably fill out their curve. It would also help support the Paladin theme of Handbuffing and would slightly nerf the upgraded Hero Power. What do y'all think about this idea? Do you think it would help the game, or would it make Paladin's Hero Power too good?
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I want to preface this by saying that I don't expect this to happen, but I just think it would be cool.
My idea is that the Paladin Hero Power could be buffed to:
This change would buff Paladin and make them able to very reliably fill out their curve. It would also help support the Paladin theme of Handbuffing and would slightly nerf the upgraded Hero Power. What do y'all think about this idea? Do you think it would help the game, or would it make Paladin's Hero Power too good?
It's a neat idea, and one that I could see being a cool ability attached to a card like Vilefin Inquisitor. But if I'm being honest, I think if you want to make Paladin stronger and cement handbuff as a core mechanic it's better long-term to do a revamp of their basic/classic set instead.
You are changing the Silver Hand Recruit from being summoned to being played, meaning he would now trigger things like Mirror Entity, Snipe, and Swamp King Dred. These aren't exactly popular cards, but it does matter. Not sure I like this change, all-in-all.
To be honest hero power at 1 is pretty broken. It allows for so much flexibility, and technically making inspire cards absolutely a nightmare to face against. Ive always thought Illidan's hp, though underwhelming, is already the best in the game for an aggressive class simply because of its efficiency.
It kinda reminds me of rogue's hp at the start of hearthstone where it adds +1 attack to the weapon if you're already holding one, and that quickly spiraled out of control, and having the ability to store the dudes and swarm the board at key turns might be actually impossible for some classes like rogue and hunter to deal with.
The change is actually pretty strong.
It's only apparently the same thing, but obviously the proposal is EXTREMELY synergic with Handbuff and any kind of Inspire/HP deck, past or future.
This thing should be attached to some rotating card, making it permanent without any condition is just wrong.
If they really wanted a better Paladin, they could have simply printed better cards for it.
Does paladin needs a buff though? the paladin hero power is already one of the stronger hero powers in the game.
exactly, it'd make more sense to revamp the paladin core set, which is the mmmain culprit in not giving the class any direction (half of their spells are direct damage, which hasn't been supported in ages. It's actually absurd how little token synergy is in the base set)
I tried having fun once.
It was awful.
It would be totally broken imho.
Thats just off the top of my head. Yeah, i get what you were trying to do, but look at how much impact would such a small change have.
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From looking at all the comments, it does seem like my idea would be far too powerful. Would 2 Mana “add 2 silver hand recruits to your hand” be better? It might make the Hero Power less flexible.
No, that would be worse than the current one. You would be clogging your hand with cards you dont want to play, i guess you could argue instead of Hero Powering, you could just play the recruits you got from the previous HP. It would be incredibly anti-tempo, dont think paladin as a class is build for that. You would need to change the Basic/Classic set to include some hand-buff synergy and you would then force paladin into one-dimensional play, hand-buff/hand pally with Mountain Giants would be a must.
Basically adding the recruit to hand is a horrible idea no matter how you look at it :)
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Hearthstone hero powers are specifically designed to be inefficient compared to playing cards. We've seen what happens when they are no longer that, and I think the Baku/Genn era is one of the most boring metas I've encountered in a while. Your suggestion is alright, but I think its too weak. 2 mana do nothing is hardly something anyone will be wanting to do.
Though I dont like the dhunter hero power design, I have to admit I'm at loss as to how to replace it so it doesnt suck or become overpowered. Goes to show how hard it is to design new classes and not make its hp nearly identical to the current classes available.
The paladin hp is well designed to be honest. So you're up for a difficult task trying to redesign it without making paladin completely op or unplayable.
Paladin's woes have nothing to do with the HP. In fact, I would argue Paladin's hero power is one of the most powerful in the game.
Perhaps the OP would have been better served explaining why he thinks the Paladin HP needs to be changed - "filling out the curve," "nerfing Baku/Genn," and "supporting hand-buff synergies" are consequences of his proposal, not reasons for a redesign . . .
It's worth remembering that basic HPs aren't really meant to be "good" - they are designed to be pretty inefficient so that game-play focuses on playing cards, rather than simply hitting the button every turn. I suspect the OP thinks that the core evergreens for Paladin are weak, and the class needs a redesign like Priest - but if that's true, why bother screwing around with the HP, instead of focusing on the actual problem?
Yea, starting hero-power is supposed to be bad, unless it's a LATE GAME win condition (Sulfuras, Jaraxxus etc)
If class is constantly failing, buff a few core cards.
I'm all for it and maybe we can get around to buffing the shaman hero power too- healing totem should read, "at end of turn heal all friendly minions one. If there's no minions heal your hero one." The upgraded hero power needs to be reworked too.
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