I have been wondering about the hero power selection in the heist adventure and it seems like the hero powers in the adventure might be alternative hero powers in common play in the future..
Of course not in the same balance since they are a bit overturned for the adventure but a toned down version (or even buffed) might be something that might appeal to team 5 to implement into HS in the future..
Think about it many cards/archtypes team 5 tried to push failed due to lack of consistency, for example "freeze" tempo mage(the one with tempo freeze cards) or overload shaman, or rush/enrage tempo warrior decks..
I think such decks have been held back by the lack of support in the hero powers, there seem to be some hero powers that might support those archtypes while still being basic enough for the game.
I will give my idea about implementing the heist hero powers into standard play will try to keep it as brief as possible as this post is already too long anyway.
Do note that I am balancing them around "the effects cost either 0 mana or 1 mana and a drawback"
By upgraded I mean the baku hero power.
Mage: 2 mana freeze an enemy. upgraded: and deal 1 damage to it
Shaman: 2 mana draw a card overload (1), 1 mana might be too OP, at 2 mana it enables overload synergy easier, while having a clear draw back. upgraded: draw 2 cards.
Hunter: opportunist from heist is perfect as is +2 attack is balanced by the fact you need to have rush or already present minions to activate it. upgraded: +3 attack
Priest: 2 mana lower the attack of a minion by 2 until your next turn. upgraded: by 3
Rogue: 2 mana burgle a card from another class (not sure might be too OP, no idea how to nerf it but it's a "0 mana" effect) upgraded: burgle 2 cards.
Warrior:2 mana deal 1 damage to a friendly minion give it +2 attack upgraded: +3.
Druid: 2 mana give a friendly minion +1/+1. upgraded: +2/+1
Paladin: 2 mana give a friendly minion divine shield. upgraded: I am actually not sure.. maybe the other one supporting hand buff is more healty.
Warlock: 2 mana, take 2 damage deal 2 damage. upgraded: 3 damage taken/dealt
Now are you thinking how would they reward them to players.. well there IS a pointless system currently that tracks your hero level that level is totally pointless from level 10, it could after level 30 for example unlock the alternate hero powers which you will choose on deck building, also the hero power will need to show up on the hero portrait for clarity so you can mulligan for it better.
What do you think will blizzard/team 5 introduce such a change in the future, and used heist as a testing ground for this feature?