If you look back at the past 12 months, every class has had a tier 1 or tier 2 deck for at least a few weeks at a time. Shamans and demon hunters might be hurting right now, but their time in the sun will come back eventually. You just have to be a little patient.
This card back doesn't makes me think of WC. There is nothing related to the crazy serpent druids, or the raptors, or plants, elementals, idk, don't like it.
Rip Shammy. I think elementals are way too focused on curve as crabrider is better then that Arid Stormer (that has a condition as well).
I think that Murloc Shaman could get a push in the mini-set. Since I dont see a huge buff in its carddraw.
RSW really pushes spell mage and cheap spells and I think that a Shaman thart can draw fast leads to a situation that it can dish out very high nature damage with Brukan and lightningbolt shenanigans.
Instead of draw shaman could receive survivaltools to get to the point it can shoot his hand full of nature spells.
Personally, I think Hearthstone should have established a lot more division between the classes even prior to Demon Hunter. That doesn't necessarily mean that each class should have only been good at one thing, but I would have liked to see each have a defined profile. Consider the current "color chart":
Mage is great at AoE spells, single-target spell removal, over-the-top damage, & card draw; they are good at disruption (secrets) & value generation; they are weak at healing & units; they have no rush or weapons
Shaman is OK at AoE spells, single-target spell removal, healing, over-the-top damage, token units, rush units, and weapons; they are poor at card draw & value generation; no disruption
Hunter is great at over-the-top damage, units, rush, spell-based unit removal, disruption, & weapons; they are poor at card draw & value generation; no healing & no AoE besides explosive trap
Warrior is great at weapons, rush, units, single-target spell removal, AoE spells (brawl, bladestorm); they are good at value generation & healing; they are weak at card draw; no disruption besides taunt
...and so on. Those descriptions are based largely around this developer insight article from 2 years ago, and already I'm sure people's inner voices are screaming. "How can you say warriors are weak at card draw when Cutting Class exists? Or that hunter is bad at value generation with cards like Warsong Wrangler & Adorable Infestation?" And that's BEFORE accounting for neutral cards filling in gaps (e.g., Voracious Reader to fix bad draw; Armor Vendor for healing; etc). In my eyes, the Venn diagram of even the original 9 classes is this giant blob that says everyone is way more alike then they are distinct. So from there, it's no surprise at all that Demon Hunter would have trouble distinguishing itself. That's my $0.02.
I remember a bluepost from Brode who compared Hs classes to MTG colors. He concluded that the ideal number of classes for HS to have...would actually be lower than 9, but they went with the 9 wow classes anyway for obvious flavor reasons.
So I'm asking, for them to not screw again, How should they implement Monks in Hearthstone to make it feels unique ?
I'm not sure they should consider adding another one at this point. Or they could do temporary yearly classes that rotate alongside the sets that introduce them. For now they should focus on DH... and Paladin + Shaman, so that those two classes have stable identities that don't make them either uberbroken or completely unplayable with no in-between.
Netdecking is exactly what takes "choice and experimentation out of your hands" imho. I wouldn't mind starting with the same 16 cards for each class, it's a minor problem since this mode is (and should be) about drafting: the starting deck shouldn't be as important as it is. The game already starts by giving you the chance to customize your run by making you choose HP and a powerful card, and could be further improved by making you draft other cards even before the first match. Since you draft new cards after every single match, this problem also gets smaller the more far you go in your run. Also, as you said, every class would have a different set of starting cards.
This deckbuilding addon has probably been made in order to make this mode more competitive, but I think there is absolutely no point in that.
Anyway I'm not saying that the current Duels mode should be changed: I understand that people like you could prefer this, what I wanted to say is that there should be the possibility to play Duels in the way I like too, with a different ladder.
Yes, I think it would be absolutely fine to put this card back and the Dalaran Flame card back in the store eventually. I don't necessarily think that exclusivity holds any value in a digital format. That's why NFTs are dumb.
Here's my idea, it's about a big mama bear protecting her cub when danger arises. I'll add feedback later today.
Feedback:
I feel like you should add "Deathrattle: Trigger Momma Bear's Frenzy effect." to Bear Cub or sth. like that. That might make you need to tinker their stats tho but it would be so flavourful. :)
Edit: Oh You've changed your card, anyways gl . :)
You don't need to explain this situation with gameplay. It was a market move and they screwed it.
I was much less interested in why they added DH than in how much it ended up adding to the game. We don't actually need to know anything about LoR or the wider market to answer the latter question, because it is only relative to HS itself. So the for the main focus of this thread, we definitely do need to consider gameplay.
You could look at it this way: what if it ended up a successful move? That was quite possible going into this, but the difference would be entirely internal to HS since the surrounding market would have been the same. Furthermore, that difference would boil down to gameplay (and possibly flavour to a much lesser extent).
I don't really have enough info about how DHs are in WoW. I do care but what I know is only around Illidan and WCIII. There is also HoTS that i'm playing but i can only say something about Illidan's skills talents traits etc. and that won't be so deep information. What I know is DHs are posessed by some demons and they have a demon inside.
You're mostly right what you said in OP but it seems like you also have no suggestions to it. I mean, I know you from this website and the old and now shitty one :D. You have great information about WoW and how the game mechanics is. If you have no solution how DH might be shaped around, I can't call anyone that can do it. So my first question is how it should have been implemented to the Hearthstone in your opinion ?
Tho If someone asks me that "How could demon hunter as a class be succesful in hearthstone mechanically?" I would say that "Metamorphosis" as a keyword for DH like how Choose one is a keyword for Druids only. Minions that can metamorphose when you do something like Druid of the Plains for example. Cards that have two states. Or even Outcast might be the metamorphosis effect. Like; card is 4 mana 3/4 normally, no tribes, just a night elf with horns, if you play it while it is right most or left most, it transforms into 5/4 with demon tag and some texts on it etc.
And another mechanic comes to my mind; Summons preys on your oppenents board. Think this as a whole class' mechanic. Benefits from that you hunt your prey which you summon for your opponent.
People might hate it but Mana Burn is one of the best cards for DH mechanically. 2nd is Magehunter, 3rd is Kayn Sunfury (Should have been without charge and more stats), 4th is Star Student Stelina, 5th is Metamorphosis, 6th is Consume Magic, 7th and 8th are Sigils, 9th is Glide, 10th is Felsteel Executioner, 11th and 12th maybe Blade Dance and Blur (but it feels like Blur should have been a dual class card with Rogue and Blade Dance should be tri-class card as Warrior/DH/Rogue) and the others are cards like Acrobatics, Stiltstepper etc. that has effects if you play the cards that you draw that turn because of surviving counterpart of the class. Any other cards in DH feels like they belong to other classes and I honestly think that DH would be shaped around disorienting and distratcting tools like Mana Burn. People hates mill etc., i know that but this distracting tools fit so well to DH in my mind. These all are my own opinions tho.
You must give the core elements like aggro midrange etc. I have no words for it but If I designed it, it would be shaped like -Distracting tools -Transforming minions (not choose one like - Transforming in hand like i described above or on board with some interaction) -Weapon synergy -Lifesteal -Summon minions for opponent -Rush
And I want to ask another question if you excuse;
They seem like they will add Monk to the game and IIRC it is a healer class that can also be dds. What we saw in HS about monks is that they are bouncing and healing too. It will probably be a class that has healing with Rogue mechanics. Something like combined Priest/Shaman/Rogue ? Maybe some evasion like can't be targeted spells or spells etc. What i know only is Chen Stormstout from WCIII and Lili Stormstout mostly from HoTS(There is also Chen too) , which is that Lili has healing but with brews like not burst heals, healing with stutter like Healing Rain for example, some Blind abilities that causes opponents miss their attacks so maybe attack decreasing or giving minions Ogre effect(%50 chance to attack wrong enemy/%50 chance to not attack etc.), Chi like Rogue's combo maybe ? or new stuff like Soul Fragments that some cards create chi's for you to spend like a spell, costs 3, draw a card and gain 3 chi, another spell, costs 1 restore 3 health, Chi(x): X more etc. And Chen have spirits of fire, wind, Ice; So maybe minions that Splits into others ? Chen also gaining shields so maybe Armor gaining like Warrior/Druid ? Some Kicks, fists etc. What we have about monks in HS is only bounce (Youthful Brewmaster and the other) and Hozen Healer (maybe ?) right now. That's why i'm related the class as Healer Rogues. So it obviously will have bounce synergy.
So I'm asking, for them to not screw again, How should they implement Monks in Hearthstone to make it feels unique ? I always read your comments, read your topics. You always have your informations and make your points. You also made your point in this topic aswell but you seem like you are only critizing without any suggestions this time. You didn't bring any solutions or suggestions to the table. (I'm sorry if you suggest any solutions in comments, I just have read OP and speak about it. I will continue to read comments now.)
I understand wanting each class to be truly unique I don't think that is healthy for the game. If Warriors were THE weapon class and mages where THE spell class that takes away from other classes not enhances them. If you look at all the classes they overlap with another in every aspect. That's actually a good thing. It helps the design of neutral (and dual) class cards. If a card is so specific it only works in one class then why do we have neutrals?
...
Conclusion:
I understand the idea of wanting a class to be a unique shining star. To have something no one else has. But that's not the direction Blizzard went with any of the classes. Why should Demon Hunter be different? Mechanics being similar allow for neutral and dual class cards to be better targeted. Different archetypes in a class allow for diversity in builds. Sure maybe most DH are OTK right now but the next set dropping a good deathrattle or two could push the Barrens cards into the spot light. Even if it doesn't overtake the meta build letting these exist is still healthy. Heck I've been enjoying deathrattle DH in wild a lot. It's silly sure but it still wins and it's fun to play and refine that deck.
To me the game would be boring if every class was predetermined by some magical unique thing they needed to do. Fighting that one Recruit paladin in the sea of Secrets is refreshing and fun in my daily climb. Don't you agree?
Literally taken, yes I think every class needs to be unique -- if the only difference between Hunter and Warrior was that one had green card backgrounds while the other had red card backgrounds I think that would be a colossal failing. I would also say the if the only difference was that Hunter had card X and Warrior had card Y (i.e., imagine they took a pile of unreleased cards and just randomly divided them between all the classes), that too would be a failing. That's not the argument Synnr takes -- they actually write a pretty good nuanced argument that implies a distinction between "truly unique" versus general uniqueness -- but for discussion sake I think it's important to set that expectation that if you're going to add a class to the game, it needs some intrinsic novelty beyond just being the sum of cards available to it.
Personally, I think Hearthstone should have established a lot more division between the classes even prior to Demon Hunter. That doesn't necessarily mean that each class should have only been good at one thing, but I would have liked to see each have a defined profile. Consider the current "color chart":
Mage is great at AoE spells, single-target spell removal, over-the-top damage, & card draw; they are good at disruption (secrets) & value generation; they are weak at healing & units; they have no rush or weapons
Shaman is OK at AoE spells, single-target spell removal, healing, over-the-top damage, token units, rush units, and weapons; they are poor at card draw & value generation; no disruption
Hunter is great at over-the-top damage, units, rush, spell-based unit removal, disruption, & weapons; they are poor at card draw & value generation; no healing & no AoE besides explosive trap
Warrior is great at weapons, rush, units, single-target spell removal, AoE spells (brawl, bladestorm); they are good at value generation & healing; they are weak at card draw; no disruption besides taunt
...and so on. Those descriptions are based largely around this developer insight article from 2 years ago, and already I'm sure people's inner voices are screaming. "How can you say warriors are weak at card draw when Cutting Class exists? Or that hunter is bad at value generation with cards like Warsong Wrangler & Adorable Infestation?" And that's BEFORE accounting for neutral cards filling in gaps (e.g., Voracious Reader to fix bad draw; Armor Vendor for healing; etc). In my eyes, the Venn diagram of even the original 9 classes is this giant blob that says everyone is way more alike then they are distinct. So from there, it's no surprise at all that Demon Hunter would have trouble distinguishing itself. That's my $0.02.
The problem outside of synergy is that landmarks are slow and tend to get devoured by aggro.
Anyway since we already know that Ekko is going to be the future P&Z champion and that he has time related abilities. My hope is that he come with some countdown related effects to make these cards good outside of Shurima.
You don't need to explain this situation with gameplay. It was a market move and they screwed it.
I was much less interested in why they added DH than in how much it ended up adding to the game. We don't actually need to know anything about LoR or the wider market to answer the latter question, because it is only relative to HS itself. So the for the main focus of this thread, we definitely do need to consider gameplay.
You could look at it this way: what if it ended up a successful move? That was quite possible going into this, but the difference would be entirely internal to HS since the surrounding market would have been the same. Furthermore, that difference would boil down to gameplay (and possibly flavour to a much lesser extent).
What I don't like most is how they changed experience reward firstly. Rewards for 7 win was giving champion card and they moved it to weekly chests which is fair and ok for me but Free runs now gives almost no experience which is a big con for me. I'm mostly a draft player in CCGs and in Runeterra, playing draft for a week doesn't reward. it is just a 3-times-run mode like aa Asian MMORPG dungeon which has limits to play weekly (Hello Lost Ark), lol.
I agree that Riot probably should restore giving more XP for expeditions. TBH, after playing regularly for a while you really stop to care about XP -- region reward roads start to max out, the differences between the vaults levels don't really matter because most things are duplicates anyways, and if for any reason you do want more XP it's so easy to duel-farm PvP and Lab of Legends for a quick 3000+/day. But that just means players like me don't really care how much XP we're "leaving on the table" by not doing expeditions whereas players like tnrg could potentially be using it as a much-appreciated catch-up method.
What i already feel sad about this game is this honestly. It is a card game but not a CCG in most parts. After you keep playing daily, xp means nothing because You've already collected those cards and What can I do with my shards really? I have collected %95 of the cards and have dozens of wildcards with 150K+ shards. I will be able to craft all of the new released cards when they hit and there will be more shards that I will be able to collect until they hit. Probably I would collect all the cards from chests + regional rewards and I would be swimming in 100k+ shards in new expansion and so on draft means more nothing than ever with my %100 set so I can't even spend my shards to play draft because it is also not fun to play after bunch of runs thanks to 3 card choosing system. Shards should mean more in my opinion. We are getting a resource which we can't even spend anything because game already gives us the cards so easily. I can't even believe that I am whining about this but lol, I can't spend my shards to anything. :D
There must be so much more to do it in the game. Single player modes maybe, adventure like modes like lab etc. Because after you've done with collecting and completing those labs, you can do nothing except climbing ladder. I want to spend my shards to something, anything, cosmetics or even player icons.
Economy system of this game so generous, awkward and shitty at the same time like a tragicomic joke. Draft Mode means nothing, Shards mean nothing.
Hearthstone Masters Tour Orgrimmar Decklists You Might Wish to Try Out
If you look back at the past 12 months, every class has had a tier 1 or tier 2 deck for at least a few weeks at a time. Shamans and demon hunters might be hurting right now, but their time in the sun will come back eventually. You just have to be a little patient.
Looking for a good post-nerf deck that isn't Hunter or Paladin
and all it took was queuing into mostly paladin haha
Looking for a good post-nerf deck that isn't Hunter or Paladin
i told you it was a great deck
Looking for a good post-nerf deck that isn't Hunter or Paladin
nevermind, its over. thanks for the guides
edit: Hello downvote brigade :)
Hearthstone's May 2021 Card Back, Wailing Caverns, Has Arrived!
This card back doesn't makes me think of WC. There is nothing related to the crazy serpent druids, or the raptors, or plants, elementals, idk, don't like it.
Looking for a good post-nerf deck that isn't Hunter or Paladin
its actually been tanking in winrate as i play it more. maybe face hunter???? maybe control priest? idk anymore. I dont see me hitting legend.
4 New Targon Cards for Runeterra's Guardians of the Ancient Expansion Revealed!
Wow, Spiral Stairs is slow.
Rockfall Path creates an interesting quandary for the opponent to have to play around, though.
auto ornaments + bruising
Just got 12-0. First try with this deck.
Passive treasures: Potion of Sparking + Emerald Goggles
Hearthstone Masters Tour Orgrimmar Decklists You Might Wish to Try Out
Rip Shammy. I think elementals are way too focused on curve as crabrider is better then that Arid Stormer (that has a condition as well).
I think that Murloc Shaman could get a push in the mini-set. Since I dont see a huge buff in its carddraw.
RSW really pushes spell mage and cheap spells and I think that a Shaman thart can draw fast leads to a situation that it can dish out very high nature damage with Brukan and lightningbolt shenanigans.
Instead of draw shaman could receive survivaltools to get to the point it can shoot his hand full of nature spells.
Does DH have a good reason to exist yet?
I remember a bluepost from Brode who compared Hs classes to MTG colors. He concluded that the ideal number of classes for HS to have...would actually be lower than 9, but they went with the 9 wow classes anyway for obvious flavor reasons.
I'm not sure they should consider adding another one at this point. Or they could do temporary yearly classes that rotate alongside the sets that introduce them. For now they should focus on DH... and Paladin + Shaman, so that those two classes have stable identities that don't make them either uberbroken or completely unplayable with no in-between.
4 New Targon Cards for Runeterra's Guardians of the Ancient Expansion Revealed!
You are not the only one 😅 i thought it looked familiar, but i didnt make the connection until someone else pointed it out.
Hearthstone Duels Gets Updates in Patch 20.2 - Nozdormu Unbanned, New Treasure Synergy Tech, Paladin Nerfs
Netdecking is exactly what takes "choice and experimentation out of your hands" imho. I wouldn't mind starting with the same 16 cards for each class, it's a minor problem since this mode is (and should be) about drafting: the starting deck shouldn't be as important as it is. The game already starts by giving you the chance to customize your run by making you choose HP and a powerful card, and could be further improved by making you draft other cards even before the first match. Since you draft new cards after every single match, this problem also gets smaller the more far you go in your run. Also, as you said, every class would have a different set of starting cards.
This deckbuilding addon has probably been made in order to make this mode more competitive, but I think there is absolutely no point in that.
Anyway I'm not saying that the current Duels mode should be changed: I understand that people like you could prefer this, what I wanted to say is that there should be the possibility to play Duels in the way I like too, with a different ladder.
Hearthstone Gets Tier 2 Hero Skins Earnable Through Rewards Track Levels Achievements
Rare? :D No, i did lvl 380 last pass, and in this i already at 90!
4 New Targon Cards for Runeterra's Guardians of the Ancient Expansion Revealed!
I may have left LoL because of how much stress it would give me playing, but now i can have my Blue baby in my deck, i love it.
Hearthstone is Getting a New Esports Card Back for Masters Tour Event Competitors - Golden Skies
Yes, I think it would be absolutely fine to put this card back and the Dalaran Flame card back in the store eventually. I don't necessarily think that exclusivity holds any value in a digital format. That's why NFTs are dumb.
'Tis But A Scratch - Card Design Competition Discussion Thread
Feedback:
I feel like you should add "Deathrattle: Trigger Momma Bear's Frenzy effect." to Bear Cub or sth. like that. That might make you need to tinker their stats tho but it would be so flavourful. :)
Edit: Oh You've changed your card, anyways gl . :)
Looking Back at the Qualifiers for Masters Tour Orgrimmar - Interesting Stories, Varied Metas, Curious Picks
Very well written article.
'Tis But A Scratch - Card Design Competition Discussion Thread
You have roughly 24 hours left to submit, if you have not done so already!
@KANSAS - That looks good.
Does DH have a good reason to exist yet?
I don't really have enough info about how DHs are in WoW. I do care but what I know is only around Illidan and WCIII. There is also HoTS that i'm playing but i can only say something about Illidan's skills talents traits etc. and that won't be so deep information. What I know is DHs are posessed by some demons and they have a demon inside.
You're mostly right what you said in OP but it seems like you also have no suggestions to it. I mean, I know you from this website and the old and now shitty one :D. You have great information about WoW and how the game mechanics is. If you have no solution how DH might be shaped around, I can't call anyone that can do it. So my first question is how it should have been implemented to the Hearthstone in your opinion ?
Tho If someone asks me that "How could demon hunter as a class be succesful in hearthstone mechanically?" I would say that "Metamorphosis" as a keyword for DH like how Choose one is a keyword for Druids only. Minions that can metamorphose when you do something like Druid of the Plains for example. Cards that have two states. Or even Outcast might be the metamorphosis effect. Like; card is 4 mana 3/4 normally, no tribes, just a night elf with horns, if you play it while it is right most or left most, it transforms into 5/4 with demon tag and some texts on it etc.
And another mechanic comes to my mind; Summons preys on your oppenents board. Think this as a whole class' mechanic. Benefits from that you hunt your prey which you summon for your opponent.
People might hate it but Mana Burn is one of the best cards for DH mechanically. 2nd is Magehunter, 3rd is Kayn Sunfury (Should have been without charge and more stats), 4th is Star Student Stelina, 5th is Metamorphosis, 6th is Consume Magic, 7th and 8th are Sigils, 9th is Glide, 10th is Felsteel Executioner, 11th and 12th maybe Blade Dance and Blur (but it feels like Blur should have been a dual class card with Rogue and Blade Dance should be tri-class card as Warrior/DH/Rogue) and the others are cards like Acrobatics, Stiltstepper etc. that has effects if you play the cards that you draw that turn because of surviving counterpart of the class. Any other cards in DH feels like they belong to other classes and I honestly think that DH would be shaped around disorienting and distratcting tools like Mana Burn. People hates mill etc., i know that but this distracting tools fit so well to DH in my mind. These all are my own opinions tho.
You must give the core elements like aggro midrange etc. I have no words for it but If I designed it, it would be shaped like
-Distracting tools
-Transforming minions (not choose one like - Transforming in hand like i described above or on board with some interaction)
-Weapon synergy
-Lifesteal
-Summon minions for opponent
-Rush
And I want to ask another question if you excuse;
They seem like they will add Monk to the game and IIRC it is a healer class that can also be dds. What we saw in HS about monks is that they are bouncing and healing too. It will probably be a class that has healing with Rogue mechanics. Something like combined Priest/Shaman/Rogue ? Maybe some evasion like can't be targeted spells or spells etc. What i know only is Chen Stormstout from WCIII and Lili Stormstout mostly from HoTS(There is also Chen too) , which is that Lili has healing but with brews like not burst heals, healing with stutter like Healing Rain for example, some Blind abilities that causes opponents miss their attacks so maybe attack decreasing or giving minions Ogre effect(%50 chance to attack wrong enemy/%50 chance to not attack etc.), Chi like Rogue's combo maybe ? or new stuff like Soul Fragments that some cards create chi's for you to spend like a spell, costs 3, draw a card and gain 3 chi, another spell, costs 1 restore 3 health, Chi(x): X more etc. And Chen have spirits of fire, wind, Ice; So maybe minions that Splits into others ? Chen also gaining shields so maybe Armor gaining like Warrior/Druid ? Some Kicks, fists etc. What we have about monks in HS is only bounce (Youthful Brewmaster and the other) and Hozen Healer (maybe ?) right now. That's why i'm related the class as Healer Rogues. So it obviously will have bounce synergy.
So I'm asking, for them to not screw again, How should they implement Monks in Hearthstone to make it feels unique ? I always read your comments, read your topics. You always have your informations and make your points. You also made your point in this topic aswell but you seem like you are only critizing without any suggestions this time. You didn't bring any solutions or suggestions to the table. (I'm sorry if you suggest any solutions in comments, I just have read OP and speak about it. I will continue to read comments now.)
Does DH have a good reason to exist yet?
Literally taken, yes I think every class needs to be unique -- if the only difference between Hunter and Warrior was that one had green card backgrounds while the other had red card backgrounds I think that would be a colossal failing. I would also say the if the only difference was that Hunter had card X and Warrior had card Y (i.e., imagine they took a pile of unreleased cards and just randomly divided them between all the classes), that too would be a failing. That's not the argument Synnr takes -- they actually write a pretty good nuanced argument that implies a distinction between "truly unique" versus general uniqueness -- but for discussion sake I think it's important to set that expectation that if you're going to add a class to the game, it needs some intrinsic novelty beyond just being the sum of cards available to it.
Personally, I think Hearthstone should have established a lot more division between the classes even prior to Demon Hunter. That doesn't necessarily mean that each class should have only been good at one thing, but I would have liked to see each have a defined profile. Consider the current "color chart":
...and so on. Those descriptions are based largely around this developer insight article from 2 years ago, and already I'm sure people's inner voices are screaming. "How can you say warriors are weak at card draw when Cutting Class exists? Or that hunter is bad at value generation with cards like Warsong Wrangler & Adorable Infestation?" And that's BEFORE accounting for neutral cards filling in gaps (e.g., Voracious Reader to fix bad draw; Armor Vendor for healing; etc). In my eyes, the Venn diagram of even the original 9 classes is this giant blob that says everyone is way more alike then they are distinct. So from there, it's no surprise at all that Demon Hunter would have trouble distinguishing itself. That's my $0.02.
Riot Reveals 11 New Cards Coming in Runeterra's Guardians of the Ancient Expansion
Which Noxus has better costs 1 for example?
I don't know why you try to defend a bad card XD
4 New Targon Cards for Runeterra's Guardians of the Ancient Expansion Revealed!
Mmmm they looks boring.
4 New Targon Cards for Runeterra's Guardians of the Ancient Expansion Revealed!
The problem outside of synergy is that landmarks are slow and tend to get devoured by aggro.
Anyway since we already know that Ekko is going to be the future P&Z champion and that he has time related abilities. My hope is that he come with some countdown related effects to make these cards good outside of Shurima.
Does DH have a good reason to exist yet?
I was much less interested in why they added DH than in how much it ended up adding to the game. We don't actually need to know anything about LoR or the wider market to answer the latter question, because it is only relative to HS itself. So the for the main focus of this thread, we definitely do need to consider gameplay.
You could look at it this way: what if it ended up a successful move? That was quite possible going into this, but the difference would be entirely internal to HS since the surrounding market would have been the same. Furthermore, that difference would boil down to gameplay (and possibly flavour to a much lesser extent).
What to play? Runeterra, Magic, Mythgard or another CCG
What i already feel sad about this game is this honestly. It is a card game but not a CCG in most parts. After you keep playing daily, xp means nothing because You've already collected those cards and What can I do with my shards really? I have collected %95 of the cards and have dozens of wildcards with 150K+ shards. I will be able to craft all of the new released cards when they hit and there will be more shards that I will be able to collect until they hit. Probably I would collect all the cards from chests + regional rewards and I would be swimming in 100k+ shards in new expansion and so on draft means more nothing than ever with my %100 set so I can't even spend my shards to play draft because it is also not fun to play after bunch of runs thanks to 3 card choosing system. Shards should mean more in my opinion. We are getting a resource which we can't even spend anything because game already gives us the cards so easily. I can't even believe that I am whining about this but lol, I can't spend my shards to anything. :D
There must be so much more to do it in the game. Single player modes maybe, adventure like modes like lab etc. Because after you've done with collecting and completing those labs, you can do nothing except climbing ladder. I want to spend my shards to something, anything, cosmetics or even player icons.
Economy system of this game so generous, awkward and shitty at the same time like a tragicomic joke. Draft Mode means nothing, Shards mean nothing.