Card reveal season for Forged in the Barrens continues with a Mage card reveal from Flurry!
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Comments
Everything doesn't have to be random but in this case it does, since you can't manually target 2 or 3 minions.
You can have it freeze an adjacent minion on rank 2 and both adjacent minions on rank 3, but that would also alter the intended card strength.
In this case, because HS is built to only let you choose 1 target per effect, so the Rank 2 and 3 versions wouldn't work as targeted spells. The alternative is to hit the left- or right-most minions, but perhaps that would make it too trivial to play around.
You can argue over whether the limit to 1 chosen target should be changed, but that's an entirely separate matter.
And once again for the Mage class! Mage has been the ultimate random class for quite a while already. Why keep adding more randomness to it? Seems like a decent card though.
By the way, Flurry did not have to win the World Championships to get a card with his name on it, pogchamp! (I doubt it was done on purpose, except for the designated reveal opportunity of course)
because if it wasn't random it wouldn't be able to rank up.
I rather suspect the HS team decided early on against multiple targets based on their newbie-friendly design philosophy. This philosophy would need to change before we get to talking about code.
They can't make multiple targeting spells in the current framework they are working in.
it's NOT an engine limitation, LoR works on the same engine, and has multiple targeting.
It's a design decision.. which limits their design space and consistency of their cards(by that I mean that multiple targeting is done by using "random")
They should make their engineers redesign how targeting works to fix it, if they want to ever fix it, I doubt it cause it would make their game more complex which they don't want to do.
It hasn't changed for years, which means it almost certainly will never change. It would require such a massive overhaul because it's changing one of the core fundamentals of the game.
No they don't; Try to filter all Year of the Gryphon mage spells that hit enemy minions, you will notice that Flurry, Devolving and Mask of C'thun are the only ones.
Thats 3 cards in 5 expansions for Mage. Less than a card per expansion.
that's currently not a thing in the game and would have to be introduced as a new mechanic with new tech
you say that as if you have complete insight into what the code of Hearthstone is.
I'm pretty sure there's a reason we haven't seen double targetting spells in Hearthstone
You don't need to know the code it's just common sense. If they make a target 1 card they can make a target 2.
The reason is probably as simple as they didn't want to.
you seem to really misunderstand how coding works. In order to make this a thing there needs to be an interfact that freezes the specific card in place while you are able to pick not one but two targets (unlike singular targetted cards which basically just hold the card while you pick a target, which is not the same when picking two different ones).
Basically you'd have to revamp the entire targetting mechanism and UI to something similar to LoR and given the spaghetti code that most of these games work with that might just be an unreasonable effort for a comparably small payoff
I disagree that's it's a small payoff, looking at many HS cards that have a number and the word "random" it's not a few cards.. it's actually a lot of them, it would reduce the random aspect of targeting in the game which would do well.. (something like the basic card that hits 2 random targets for 3 dmg for example).
As I said in another comment, I doubt they will do that cause it would take a lot of efford to do something that will make their game more complex and change the flow of the game (locking effects/spells to multi target, like you said).
the strength of HS is being easy and simple, so.. it's not that it isn't worth it it's that it would make the game different in a way they don't want to.
using the current engine this card could create copies of itself in hand but then you will get multiple spell triggers.
You didn't seem to get the point: that's not how programming works. You can't just add 1 and have it work flawlessly. You can't just change "target 1" into "target 2" because there's no "target" function. The computer doesn't know what "target" means, they don't speak English. Try telling a computer to "target 2" and it will do nothing because you haven't told it what "target" or "2" means. It's a few thousand lines of code that tells the game what happens when the user clicks or taps on the screen when in the "targeting" game state, as well as referring to the effect of the card. The programmer has to tell the computer exactly what to do whenever any card is played, and what to do to the selected target. The card may read "target a minion. Freeze it", but the code is probably hundreds of lines.
The entire code of the game would have to be revamped from the beginning because the core functionality of the game will have been changed. "Target" currently means choose exactly one target for the given card being played, but to change it to allow multiple targets, you would need to change the meaning to read "allow the user to choose as many targets until they have either selected as many targets as the number on the card dictates or there are no more valid targets that can be chosen and the maximum number of targets hasn't been fulfilled". Do you see what a massive fundamental change that is? This requires a complete overhaul of the basic targeting functions in the game's code, which probably sits at the very beginning of the code, meaning if you wanted to change it, you'd also have to change the rest of the code along with it.
Also, did you know that targeting isn't just when you draw the big red arrow to something? Almost every single card you play has a target. The Amazing Reno targets the player and the hero power to be replaced and then targets all minions on the board. Shardshatter Mystic targets a Soul Fragment in your deck and then targets all minions on the board. Loatheb targets all spells in your opponent's hand and deck. Tour Guide targets your hero power. Nightshade Matron targets your hand, then targets the most expensive card in your hand. Puzzle Box of Yogg-Saron targets a spell from a list of available spells, then applies targeting according to the spell that's cast. Every single one of these cards and over 3000 more need to be coded almost from scratch because of this "simple" change.
On top of that, there would need to be an entirely new UI element that allows the user to select multiple targets, which is another few thousand lines of code that need to be edited, tested and debugged.
If you're going to blame Blizzard for their code, learn how programming works before saying things like "if they can make it work for 1, they can make it work for 2".
EDIT: I'm not saying it will never happen, for all we know Blizzard could be working on multitargeting right now. But the point is that's not how programming works.