Blizzard has published a blog detailing class identity in Hearthstone with the Strengths, Weaknesses, and Limitations each class has to offer.
If you want to see all the new cards that are being added to the Basic & Classic sets, check out this post.
Quote From Blizzard As Hearthstone expands and more patrons make their way to the tavern, it becomes increasingly important for us to revisit past designs to make sure we are building on the right foundation. Over the past 5 years of evolution and growth, we’ve learned a lot about what makes each of the classes in Hearthstone different and what unique experiences players should have when playing each of these classes. Headed into our next update, we’d like to take this opportunity to outline our current class identity philosophy and to share our thoughts on where we see each class in the future.
Establishing Class Identity
When defining a class’s identity, we’re primarily concerned with staying true to the following three guidelines: adhere to a class’s “fantasy”, define the things the class should excel at, and establish where the class should struggle.
When looking at the fantasy of each class we want to capture the emotion of the class through gameplay. That could mean charging headfirst into battle as a Warrior, wielding devastating magical spells as a Mage, or plotting the perfect combination of moves as a Rogue. Once we know what makes a class tick, we can make better decisions about what cards fit and empower that fantasy.
Establishing stronger class identities serves several purposes. Giving classes better defined characteristics allows us to have more freedom when creating new mechanics. We can push further into the extremes knowing that each class has downsides to balance out new power. It also enables more counter-play when there is a clearer understanding of a class’s strengths and weaknesses. For example, the knowledge that a Druid is weak against big minions lets you start planning your strategy from the start of the match, with little to no knowledge of your opponent’s specific deck.
Class Breakdown
Here’s a brief look into how we currently picture each of the classes:
- Strengths: These are the things that a class focuses on and excels at.
- Limitations: These are aspects that might show up a few times in a class, but they are very limited in power level and the number of cards.
- Weaknesses: These are aspects that a class either doesn’t have or struggles to achieve effectively.
Druid: Attuned with nature, Druids rely on the magic of the wild, massive beasts, and swarms of woodland creatures. Their toolbox allows them the versatility to pivot from defense to aggression. However, they have limited ways to directly clear out enemy minions.
- Strengths: Mana generation, giant minions, minion swarms, card draw, Beasts
- Weaknesses: Destroying big minions, board clear
Hunter: Hunters use their wit, ferocity, and an army of beasts fighting alongside them to destroy their competition. Although they lack in defense, their aggression allows them to push through before they need it. A well-timed Secret or Deathrattle can help them gain clutch advantages against their opponent.
- Strengths: Beasts, face damage, Secrets, Deathrattle
- Limitations: Card draw and generation, board clear, Taunt
- Weaknesses: Healing
Mage: Mages have mastered the arcane arts and use their wide range of spells to take on even the most aggressive of opponents. Their defensive cadre is limited—while a good Mage usually has a useful tool to deal with any situation, a great Mage conjures the right tool when they need it.
- Strengths: Spells (big and small), damage spells, Secrets, board clear
- Limitations: Minion swarms
- Weaknesses: Healing, Taunt, minion buffs
Paladin: Paladins are great champions who support their minions with buffs, healing, and divine shields; however, they are not afraid to get their hands dirty when the time comes. They are methodical, controlling the battlefield through debuffs and focused attacks instead of destructive spells. Strength and persistence are the keys to a Paladin’s victory.
- Strengths: Minion swarms, minion buffs and debuffs, healing, Divine Shield, Secrets
- Limitations: Cost reduction
- Weaknesses: Direct damage spells, destroying big minions
Priest: Priests balance holy light and shadow magic to defeat their opponents. They control a battle’s outcome using powerful spells with situational applications. While not the most aggressive, they are able to generate, copy, and use combinations of cards to create a powerful army.
- Strengths: Healing, narrow but powerful spells, copying, single-minion buffs, Deathrattle
- Limitations: Card draw
- Weaknesses: Face damage spells, multi-minion buffs
Rogue: Rogues hide in the shadows, planning for the perfect time to strike. They may be sneaky and nimble, but they lack strong defenses and regeneration, forcing them to act quickly to incapacitate an opponent. Their innate ability to generate, draw, and burgle cards allows them to build up and execute on many synergies.
- Strengths: Combo cards, destroying individual minions, card draw, weapons, Deathrattle
- Weaknesses: Taunt, healing, board clear, multi-minion buffs
Shaman: Shamans wield the power of the elements along with their trusty totems. While they may not be able to generate resources as quickly as a Mage, they are able to overload their Mana Crystals with lightning, allowing them to ramp up for a burst of power faster than other classes. Shamans are thus rewarded for planning a few turns ahead by tuning their mana curve. Shamans also have strong tools to adapt to many situations. Although they are not as versatile as a Druid’s Choose One cards, they are able to extend their capabilities in ways other classes might not be able to.
- Strengths: Minion swarms, damage spells, Totems, Elementals, Murlocs
- Weaknesses: Card draw, card generation
Warlock: Sometimes sacrifices need to be made for power, and when you get demons involved this is often the case. The Warlock is comfortable with this bond and can manage all their resources (including their Health) in order to defeat their opponent. Their inherent ability to draw cards—with a sacrifice—allows them to keep the power flowing.
- Strengths: Powerful sacrifice effects, card draw, minion swarms, disruption, Demons
- Weaknesses: Face damage spells, big healing
Warrior: Warriors thirst for the battlefield. Primarily a martial class, they incorporate Armor, weapons, and minions to destroy their opponents. The minions who fight alongside each Warrior tend to be bigger and stronger, and they employ Rush and Taunt to control the flow of battle.
- Strengths: Armor, weapons, Taunt, destroying minions
- Limitations: Card draw and generation
- Weaknesses: Face damage spells, multi-minion buffs, minion swarms
Neutral: Neutral cards allow classes to extend their strengths to reach a specific goal with their deck or to make up for some of their weaknesses. For example, a Paladin can add Neutral Murlocs to help them round out their deck, or a Hunter may use a Neutral card that gives them a small amount of healing so they can stay in the fight longer. These cards are generally lower in power level so a class can never completely overcome their weaknesses.
Addressing Identity Issues
As we’ve worked to define what each class should bring to the table, we’ve found several cards that don’t match our established class identities. We’ll continue to adjust the Basic and Classic sets as needed, but for this update we’ve decided to address the following two cards: Mind Blast and Vanish.
While we like Rogues’ knack for getting out of sticky situations with targeted removal, Vanish allows them to effectively clear an entire board. This negates one of their intended weaknesses, reduces our ability to design towards their strengths, and makes it much harder for players to strategize against a Rogue.
Mind Blast gives Priests the ability to inflict a large amount of direct Face damage. We want to limit the amount of damage that Priests are able to deal from their hand, which will allow us to make cards that better emphasize their strengths in controlling the game.
We’ll be replacing these two cards with effects that better speak to their classes’ core fantasies:
For Priests, we’ve added Radiance since we wanted to have a low-cost spell that could be used for tricky spell synergies that also provided a powerful baseline heal for the class. Plaguebringer provides Rogues with another way to destroy minions and further establishes this class as the masters of Poison.
Since these are Basic and Classic cards (and so not subject to set rotation), we want to be careful with their power level so that Hearthstone can continue to feel fresh with each new year. At the same time, we’d like to provide effects that are natural for their class and can be useful in the right circumstances.
Comments
Interesting read, did they produce this in an effort to justify the new cards going into game or just for funzies
I imagine they produced it because when Mike Donais suggested Mind Blast was being considered for the Hall of Fame a while back, on the basis of it conflicting with class identity, there was a bit of an outcry largely revolving around how poorly defined many people felt class identities were. I wrote a big long forum post about in on HearthPwn at the time, some of which is a little outdated (because it was pre-RoS and healing in druid looked to have been replaced by armour gain), but for the most part it lines up with what Blizzard wrote.
Anyway, this looks like yet another response to what the community asked for, so good job Blizz again.
Thanks for responding. I am gaining a better understanding reading more posts.
If those are what they think are Priest' strenght, than it's no surprise the current state of the class.
Interesting that they see card draw as a limitation for Priest. I guess they've never went full Northshire.
It makes me wonder what they mean, Northshire Cleric plus Circle of Healing is one of the best draws in the game. You have to be so careful not to overdraw and it's what makes Nomi Priest even a thing.
I think they mean that since cleric is alreayd a card in the basic set they won't add further card draw options.
I never go Full Northshire Cleric unless its puzzle time ..! ^^
Decent card for Arena Rogue, definitely better than Vanish :) Priest one is a joke, but i guess basic set is basic set.
The priest card is also for Rogue, as one of Rogue's weaknesses is healing. Now you can burgle this cheap spell that heals you for 5 and triggers combo effects by playing a card! LOL
I'd rather have Mind Blast finishes than Inner Fire.
IF is basically got nothing desperation win for priest. I should know because I was that way when I came back to Hearthstone three years ago with only Naxx cards. It's also the closest priest gets to quick finish if they get the perfect opening hand of big minion, health buffs and IF. And I despise that.
At present, the new card offers no synergy with shadow, which makes it useless for clever OTK priest builds, unless some sort of stop hitting yourself shenanigans is made.
Considering tavern brawls are going more standard-only cards as well, priest is even losing that avenue of play.
/make shadowform priest useful for a change, Blizz
They really want to remove Priest from the game lol.
Hey priest is good only December - March... Now it will be even more so...
Sad they don't see the dragons for priest as a future strength.