I like this in Control decks. On turn 3 its a Lifesteal minion, but later on it will probably destroy a minion and heal 6. Unluckily Brittlebone Destroyer is still available and is stronger imho.
This effect is strong as the one of Altruis the Outcast. Right now I can't see a murloc shaman deck, but Blizzar seem to push this theme. In wild will be super strong for sure
This card probably enable a midrange board centric version of Weapon Rogue, in combo with Paralytic Poison + other poison and Steeldancer. Let see if the second legendary will support this synergy
In most case is a SI:7 Agent with a +1/+1 for 1 more mana (and battlecry istead of combo). Avarage in this scenario...but we have some way to manipulate this card to obtain the full effect: Drawn, Discovered, created by a card, using Secret Passage, Shadowstep, etc.
Will (midrange board centric) Weapon Rogue be a thing whit this card? We can using the weapons to clear the board while building your own with Jandice Barov, Steeldancer and Shadowstep
Ok, the people have spoken. It's the perfect solution to solve imbalanced cards and allow a little more variety into the game, but I guess not such a good idea. Have fun net-decking the same boring decks that involve cards that carry the win for you like the good little robots that you are : D
Reading your replies you guys seem to think I'm saying to make it the card won't show up at all. Not the case. They would show up less often in a series of games, thus taking down the winrate of deck abusing power cards over time.
Your tone here reminds me of your recent thread where you insisted (without proof) that the pity timer was broken, and everyone told you that you were probably wrong based on all the existing data, so you got mad at everyone.
Your idea of changing card draw odds is not some "nerfing method everyone is oblivious to" - it's just a terrible idea, and that's why people are criticizing it.
The first major problem is a problem of implementation. How do you determine whether a card is OP? There are lots of ways you might imagine doing this, since "OP" is somewhat subjective, but you seem to think the answer to that is to judge based on the "drawn win rate." That's simple and feels good, but it ignores the fact that "drawn win rate" will be impacted by this algorithm because "drawn win rate" depends a lot on - you guessed it - drawing the cards in question. In that way, this is sort of a classic case of Goodhart's Law (when a measure becomes a target, it ceases to be a good measure). Frankly, there's no way to determine the power level of a card that won't suffer from this problem precisely because you're manipulating draw probabilities. If a card is good its draw odds will drop, and once its odds drop it will be worse, which will in turn drive its odds up. What you end up with is just a mess of probabilities that go up and down arbitrarily.
The second major problem is transparency. Today you know that if you have N cards left in your deck, you have a 1/N chance of drawing any given card. This proposal would make it impossible to know what the odds were of drawing a card because those odds would be constantly changing based on the current prevalence of a given card across all Hearthstone games. Even if Blizzard was explicit about how they calculated these values, you wouldn't have the data needed to determine the true odds. But knowing the odds of drawing specific cards is a big part of "playing to your outs," (that is, it's critical to the skill ceiling of Hearthstone - and CCGs generally, for that matter). If your choices are to try and draw into some burst damage or trade on board and stall your opponent, you need to know the odds of drawing your burn cards in order to make a decision that maximizes odds of winning.
The third issue relates to "cast when drawn" cards. They have no "drawn win rate" in any meaningful sense, but how they're distributed in your deck is super important. For example, this algorithm could result in ruining the Soul Demon Hunter archetype by driving an unusually high number of Soul Fragments to be drawn before you can play the payoff cards. In Wild, you could end up with strange play patterns around The Darkness because of how those cards would interact with your opponent's existing draw odds. And Bomb Warrior would be crazy under this new system.
New Priest Spell - Desperate Prayer
Control Priest just got even more irritating
New Warlock Minion - Blood Shard Bristleback
Horrible. Can't even go face.
New Hunter Minion - Sunscale Raptor
So much pressure to trigger that frenzy effect but it gets easier with the bigger ones
New Warlock Minion - Blood Shard Bristleback
I like this in Control decks. On turn 3 its a Lifesteal minion, but later on it will probably destroy a minion and heal 6. Unluckily Brittlebone Destroyer is still available and is stronger imho.
New Neutral Minion - Blademaster Samuro
Okay effect. Irritating Stats
New Rogue Minion - Oil Rig Ambusher
Rogue keeps getting such amazing value
New Neutral Minion - Kargal Battlescar
There aren't enough watch posts to make a whole deck with.
Maybe Control Watch Post Priest
New Shaman Minion - Firemancer Flurgl
This effect is strong as the one of Altruis the Outcast. Right now I can't see a murloc shaman deck, but Blizzar seem to push this theme. In wild will be super strong for sure
New Rogue Spell - Paralytic Poison
Can Rogue even have nature spells?
New Rogue Weapon - Swinetusk Shank
This card probably enable a midrange board centric version of Weapon Rogue, in combo with Paralytic Poison + other poison and Steeldancer. Let see if the second legendary will support this synergy
New Neutral Minion - Kargal Battlescar
Could be good on curve if you manage to play enough watch posts.
New Rogue Minion - Scabbs Cutterbutter
Good value. This cardhave a lot of potential to make a huge tempo turn during the midgame. Foxy Fraud is perfect to activate it
New Rogue Spell - Paralytic Poison
This looks extremely powerful
Should Blizzard Adjust Draw Rates of Over-performing Cards?
Normal people: "Draw RNG can be so polarizing that it sometimes feels like the game is downright rigged."
This guy: "BLIZZARD SHOULD ACTIVELY RIG THE GAME TO MANIPULATE WINRATES."
New Rogue Minion - Oil Rig Ambusher
In most case is a SI:7 Agent with a +1/+1 for 1 more mana (and battlecry istead of combo). Avarage in this scenario...but we have some way to manipulate this card to obtain the full effect: Drawn, Discovered, created by a card, using Secret Passage, Shadowstep, etc.
New Rogue Spell - Paralytic Poison
Will (midrange board centric) Weapon Rogue be a thing whit this card? We can using the weapons to clear the board while building your own with Jandice Barov, Steeldancer and Shadowstep
Should Blizzard Adjust Draw Rates of Over-performing Cards?
Your tone here reminds me of your recent thread where you insisted (without proof) that the pity timer was broken, and everyone told you that you were probably wrong based on all the existing data, so you got mad at everyone.
Your idea of changing card draw odds is not some "nerfing method everyone is oblivious to" - it's just a terrible idea, and that's why people are criticizing it.
The first major problem is a problem of implementation. How do you determine whether a card is OP? There are lots of ways you might imagine doing this, since "OP" is somewhat subjective, but you seem to think the answer to that is to judge based on the "drawn win rate." That's simple and feels good, but it ignores the fact that "drawn win rate" will be impacted by this algorithm because "drawn win rate" depends a lot on - you guessed it - drawing the cards in question. In that way, this is sort of a classic case of Goodhart's Law (when a measure becomes a target, it ceases to be a good measure). Frankly, there's no way to determine the power level of a card that won't suffer from this problem precisely because you're manipulating draw probabilities. If a card is good its draw odds will drop, and once its odds drop it will be worse, which will in turn drive its odds up. What you end up with is just a mess of probabilities that go up and down arbitrarily.
The second major problem is transparency. Today you know that if you have N cards left in your deck, you have a 1/N chance of drawing any given card. This proposal would make it impossible to know what the odds were of drawing a card because those odds would be constantly changing based on the current prevalence of a given card across all Hearthstone games. Even if Blizzard was explicit about how they calculated these values, you wouldn't have the data needed to determine the true odds. But knowing the odds of drawing specific cards is a big part of "playing to your outs," (that is, it's critical to the skill ceiling of Hearthstone - and CCGs generally, for that matter). If your choices are to try and draw into some burst damage or trade on board and stall your opponent, you need to know the odds of drawing your burn cards in order to make a decision that maximizes odds of winning.
The third issue relates to "cast when drawn" cards. They have no "drawn win rate" in any meaningful sense, but how they're distributed in your deck is super important. For example, this algorithm could result in ruining the Soul Demon Hunter archetype by driving an unusually high number of Soul Fragments to be drawn before you can play the payoff cards. In Wild, you could end up with strange play patterns around The Darkness because of how those cards would interact with your opponent's existing draw odds. And Bomb Warrior would be crazy under this new system.
LvGe Reveals a New Forged in the Barrens Legendary Warrior Card - Overlord Saurfang
I would like you to try and find a time when the “lore” ever made sense in HS
New Neutral Minion - Blademaster Samuro
I love the samurai flavor, they should make more like that
New Hunter Minion - Sunscale Raptor
Beast hunter... YEAAAH
New Shaman Minion - Bru'kan
A really good card for shaman for sure
New Priest Spell - Desperate Prayer
Hummm... why? Doesn't seem that good
New Neutral Minion - Kargal Battlescar
Well i can't wait to see all the other posts they will print
New Neutral Minion - Mor'shan Watch Post
Should be a 3 mana 4-6 and it would be good
New Warrior Minion - Rokara
Not that good to be honest