I think that the change this got was necessary and optimal for the Rogue class. Rogue likes to hit a lot, Warrior likes to just hit hard. So the reduction in the damage the weapon deals makes sense.
I think that the change this got was necessary and optimal for the Rogue class. Rogue likes to hit a lot, Warrior likes to just hit hard. So the reduction in the damage the weapon deals makes sense.
Am I overvaluing the mechanics on these cards? What exactly makes mine so overwhelmingly better than these? Ultimately I don't really feel right about nerfing them without first better understanding their standing with Standard cards.
This hits right at the heart of how power creep exists despite vanilla stats not increasing. In truth Foxy Fraud probably is stronger than a 2 mana 3/3, for example. In other cases it is a bit less obvious because stat distributions can be bad. The keywords on Crabrider, for instance, are made a lot weaker by it only having 1 attack, so it requires buffs to actually make it good.
I guess the take-home message is that if you want to make powerful minions, always stick within vanilla stats but give them interesting/powerful effects. This is especially true if those effects require a condition to be met in order to be powerful, e.g. needing a buff for Crabrider or a combo card for Foxy Fraud.
The most compelling argument I can think of for not raising vanilla stats is that every minion has stats, so raising these sets the bar for every minion of the same cost to be compared against. Drawing power from effects, however, is much more narrow and will only serve to guide the power of a relatively small number of cards. Often they rotate out of Standard before a single comparable card is made, and they don't actually have a permanent effect on power creep at all.
Another aspect to consider is what contingency plans are there in case a card is too strong? If it has an effect you can change the stats and/or mana cost while still keeping a meaningful card. But if it is just a textless minion, all you can do to it is change a number to turn it into something that already exists.
I suppose a third aspect is that textless minions are just not very interesting. They can be strong if you give them enough stats, but are they really making the game more enjoyable than similar cards that reward players for taking steps to activate an effect?
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This is all quite subtle and more subjective than I make it sound, so I encourage you to question everything I said and only apply it if/when you have understood it and actually agree with it. I have the advantage of having played Hearthstone most days since early 2014 and have been able to build an understanding of the game's design slowly as it all happened, but I can still be wrong. In the end I have no more control over what cards get printed than anyone else, and maybe one day Blizz will raise the vanilla stats, making me look jolly silly!
Sinister Strike
can't really improve on this card. Still great and used in Miracle Rogue builds
New Rogue Minion - SI:7 Agent
Staple combo card
SI:7 Agent
Staple combo card
New Rogue Weapon - Assassin's Blade
I think that the change this got was necessary and optimal for the Rogue class. Rogue likes to hit a lot, Warrior likes to just hit hard. So the reduction in the damage the weapon deals makes sense.
Assassin's Blade
I think that the change this got was necessary and optimal for the Rogue class. Rogue likes to hit a lot, Warrior likes to just hit hard. So the reduction in the damage the weapon deals makes sense.
New Rogue Spell - Sprint
I think the buff is going to help, especially with the Preparation getting reverted.
Sprint
I think the buff is going to help, especially with the Preparation getting reverted.
New Neutral Minion - Peon
No, because minion has to survive to trigger frenzy.
New Rogue Spell - Preparation
Is it just me or some of the reverted nerfs not showing up for everyone?
Preparation
Is it just me or some of the reverted nerfs not showing up for everyone?
New Priest Spell - Holy Smite
Why would this change back to 2 damage? It still can't target face, which was exactly the trade-off that Blizzard made when they upped the damage.
New Rogue Minion - Patient Assassin
I'm not sure the reason to increase the health by only 1, but I guess it works
Patient Assassin
I'm not sure the reason to increase the health by only 1, but I guess it works
New Rogue Minion - Vanessa VanCleef
This just seems really lackluster. I know that this card cannot compare in power to edwin, but JUST the last card when Plagiarize does the whole turn?
Vanessa VanCleef
This just seems really lackluster. I know that this card cannot compare in power to edwin, but JUST the last card when Plagiarize does the whole turn?
New Priest Spell - Flash Heal
pretty generic. I like that it is 5 health to any one target though
Flash Heal
pretty generic. I like that it is 5 health to any one target though
New Priest Spell - Holy Smite
I like that it dealt more damage to minions, but wasn't this supposed to change back to 2 damage to whatever?
Holy Smite
I like that it dealt more damage to minions, but wasn't this supposed to change back to 2 damage to whatever?
New Neutral Minion - Blademaster Samuro
Useful on its own. Amazing if buffed? Like 1/4 rush+windfury with spellburst gain stats as spell cost.
New Shaman Minion - Bru'kan
That's a lot of spell damage! Especially will the spell damage rotating out.
New Warlock Spell - Imp Swarm (Rank 1)
9/6 for 2 mana later in the game, I think will be strong. Good board presence, and you can still do other actions. Loving the look of upgradeables.
'Warcraft III'-themed Expansion
This hits right at the heart of how power creep exists despite vanilla stats not increasing. In truth Foxy Fraud probably is stronger than a 2 mana 3/3, for example. In other cases it is a bit less obvious because stat distributions can be bad. The keywords on Crabrider, for instance, are made a lot weaker by it only having 1 attack, so it requires buffs to actually make it good.
I guess the take-home message is that if you want to make powerful minions, always stick within vanilla stats but give them interesting/powerful effects. This is especially true if those effects require a condition to be met in order to be powerful, e.g. needing a buff for Crabrider or a combo card for Foxy Fraud.
The most compelling argument I can think of for not raising vanilla stats is that every minion has stats, so raising these sets the bar for every minion of the same cost to be compared against. Drawing power from effects, however, is much more narrow and will only serve to guide the power of a relatively small number of cards. Often they rotate out of Standard before a single comparable card is made, and they don't actually have a permanent effect on power creep at all.
Another aspect to consider is what contingency plans are there in case a card is too strong? If it has an effect you can change the stats and/or mana cost while still keeping a meaningful card. But if it is just a textless minion, all you can do to it is change a number to turn it into something that already exists.
I suppose a third aspect is that textless minions are just not very interesting. They can be strong if you give them enough stats, but are they really making the game more enjoyable than similar cards that reward players for taking steps to activate an effect?
-------------------
This is all quite subtle and more subjective than I make it sound, so I encourage you to question everything I said and only apply it if/when you have understood it and actually agree with it. I have the advantage of having played Hearthstone most days since early 2014 and have been able to build an understanding of the game's design slowly as it all happened, but I can still be wrong. In the end I have no more control over what cards get printed than anyone else, and maybe one day Blizz will raise the vanilla stats, making me look jolly silly!
New Neutral Minion - Mankrik
You get a lot of stats for mana. And it is memey!
New Shaman Spell - Chain Lightning (Rank 1)
I think the upgradeable cards are being undervalued.