Reimagining Hearthstone’s Shaman Class
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- Опубликовано: 24 авг 2024
- Welcome back to Hearthstone Classes Revisited! The series in which I take one of the old classes in Hearthstone and provide a large custom system for the class. Inspired by the Death Knight Class's Rune System. Today we bring the fury of the Elements as we take a look on how I would change the Shaman class.
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Hope you all liked the class revisit! Sorry it took so long to get this one out, been working on a bunch of other projects including my next Custom Hearthstone expansion Embers of The Cataclysm, which you can check out some of the cards revealed right now on my Channel under the shorts tab!
Only 5 more classes to go, be sure to comment which class you'd like to see next!
If you want to check out my other revisits or just get more details on this one you can find those here on my website: lucaswaitkuweit.weebly.com/cl...
The paths idea sounds good in theory, but we see with DK runes that this creates a balancing and new card creation problem whereby you have to choose which path to create new cards for each expansion meaning the other paths get left behind
That is indeed the biggest problem with "multiclass" kind of design ideas. I personally enjoy the idea, but it has too many issues which limit design, or new content. Even though it might be an interesting idea, It probably hurts the class in the long run, if the decks either barely change each expansion, or not at all. We'll see with DK soon enough if it'll really be that bad, but I'm not too optimistic.
Nice idea. Blizzard should definitely revisit old classes and try to improve their gameplay.
They *kind of* did that with Priest, where they have them Overheal as their new main mechanic and it kind of works.
@@filipvadas7602they already did that twice to priest, a couple years ago they had to "rework" the class, they removed bullshit OTK tools like divine spirit and mind blast to replace them with some useless value cards
The idea of class paths in general seems really cool and it would be a real revival to the game
I think so too, the term Hearthstone 2 is thrown around a lot and though I hope they don't do something and call it that, I hope we get some big new additions to the game to spice things up!
Eh, nice ideas. They have some problems, probably, but If I were to say, its biggest problem is the idea of splitting it into 3 specs, which is hard, because they essentialy are 3 different classes, which is the same problem that Death Knight has, which will become apparent in the future, where Blizz will have to design cards for full UH/Frost/Blood, then to make 2 +1 playable, and 111 to be playable, like Climactic Necrotic Explosion. Its a mess.
The advantage that HS has, is that a class can have different archetypes because of the cards. It makes little sense to make specialization specs in this game, when designing cards well could do that while not needing to redesign the class in a major way.
Shaman has always been my favorite class not only in HS, but in WoW and W3 aswell. Also I really liked control shaman too, bit disappointing nowadays wild shaman decks are either shudder or even totem shaman only and I think its been like that for years now at this point, thus I really love your idea redesigning shaman
I always thought that Shaman's hero power should have been give a friendly character +1 Attack this turn. Way better than the stupid totem
I mean, I like this idea of dividing the classes in specs like in wow, but I think that if you make every class this way you make it really hard to understand and balance; you are basically tripling the amount of classes in the game.
Get wait seeing you as a future developer for Hearthstone.
Already building a portfolio with your channel 🤣
That is actually the main reason I started to upload my custom stuff to this channel, I really wanted to show my dedication in my portfolio by making a full expansion reveal video for my Prisoners of Ulduar expansion. Then that video suddenly did very well, and I decided to post more, didn't expect that so many people loved to see custom hearthstone stuff XD
captain planet, he's a hero
gonna take pollution down to zero...
Feral spirit not being in enhancement feels weird. It used to be his last talent in the talent tree.
I felt effect wise it didn’t fit enhancement and so I moved it to Restoration which would love taunts and elemental which loves overload
As a hard core and loyal shaman main I gotta say this is just what shaman needs to be fun
To this day I still play elemental shaman and man it never gets old. To me I think the best elemental in the game that shaman has access to is Kalimos
After watching your video I can totally see him being part of all 3 archetypes ya suggested.
I genuinely hope blizzard sees your videos and do something like this with you along for the ride. Cause let’s be honest blizzard rn needs a win and with the shit going on with them atm is a mess
iam a hunter player and recently i switched to chaman chaman and hunter are my best class in the game i play big chaman with the 10 mana spell buti think he needs a buff
@@virtualworld2231 ye chaman is nice
@@virtualworld2231 holy fuck man did you have a stroke while making a comment on my comment ?
This sounds quite good, love all the ideas honestly.
Glad you like them! This class revisit series has been so much fun to really dive into each of the classes' lore and playstyles, Shaman in particular is a class that I love to play but felt didn't have too great of synergy with its hero power and so it was cool to reimagine what I would do to fix that.
Honestly, while I never got thr hang of the Shaman class, I must say I love this idea very much and I think it's great!
Honestly, this idea would be cool as a start of game card that can be tweaked in the deckbuilding phase rather than a rework.
Shaman's hero power is very misunderstood imo which is why people want to rework it so much.
Great video mate, keep it up!
Shaman is my favorite class, and I gotta say these rework ideas are pretty great. Similar to death knight runes but the different hero powers are real neat as well. I will say though, that I LOVE shaman's hero power. I think the randomness of shaman's hero power isn't just flavorful to the class, but also just really fun. This might also be biased but I genuinely like to think that every totem has a unique presence once they're summoned, even the searing totem, which is the one people generally say is the worst. Even in decks that don't really need the hero power, I think totems regardless still have at least a little bit of an impact on the game
May not be agreed with by a lot of people, but I don't think their hero power needs any kind of change. Won't deny though that those hero power ideas are interesting concepts
Personally, for me I see the randomness and the overall totems to not add much to what a lot of Shaman decks want to do. I do agree though that it is a very thematic hero power for the class no doubt and the randomness though frustrating at times does offer interesting gameplay decisions. Maybe there is some middle ground that could be landed where the hero power could be improved while still keeping that fun gameplay and theme.
as someone who used to play wow, it kindof triggers me that feral spirit a spell that is exclusively for enhancement shaman is avalable to both other specs but not enhancement
Borrowing the dk deck building style for reimagined classes is a nice idea, also good video
Man this is so good
Hope blizz listens to these ideas asap
Wow ! Shaman has so many possibilites. In general, each Element has its own design space. 😮 I like your design ideas for Hero Power.
Thank you! 😊 I really like how the hero powers turned out as well, I experimented with a lot, like changing the totems of the OG one around or having each Paths hero power summon a specific totem but I think this approach was the one I liked the most. I'm sure they aren't perfect, every hero power would need a lot of playtesting and polish but I think they show off the general idea of each path very well!
I always thought the totems were super clunky and kind of an afterthought.
Also 2:35 its "you're". "If you are..."
Druid next ;)
(Always thought the arcane and beast side of the class has never been really well developed)
I definitely agree with that, I've got some loose plans for Druid and am looking forward to fleshing them out!
Turned out great! Enhancment is the best in WoW i think, but here Resto takes the cake, I think, which is interesting, since your hurricane Druid also seems fun.Would love to see Rogue next :) .
Thanks! Control shaman is one of my favorite archetypes and so I was really excited to make one of these paths more themed around it! Also, rogue could very well be the next class I tackle, it is one I get a lot of requests for...
@@bionicdoor Outlaw yeea :D Btw can I ask approximately how many hours does it take it create one of you videos?
@@lyager5750 To make the videos themselves about 2 days, one day recording audio and beginning to edit and the next polishing and getting everything else prepared.
What takes the most time though is coming up with the ideas and cards for each revisit. That process can take anywhere from a week to 2 weeks or more depending on if I like what I come up with or am just kinda in a creative slump.
If i'm not mistaken early in development the healing totem could heal you but they thought that would be to powerfull. How the times hace changed as i think it would be a bit to weak now a days.
Cool ideas, friend.
I think there should be an evolve path too.
Evolve synergies would likely fall into enhancement or elemental
funny thing about overload is that in World of warcraft, overload is used as a extra mana source so you can cast more powerful spells, not that it hinders you.,
That is exactly what it is in essence. Cards with overload are tuned to be more powerful for their cost vs a card without overload. If Overload was just a "gain X mana crystals" then Shaman would just be Druid. It only feels like a "hindrance" when you're playing Overloads and also floating mana the same turn.
The only change to Overload I see that could work, is if you could pay the Overload cost the same turn you play the card, if you can afford the extra mana. That's _a lot_ of agency though, probably OP even if you tune all the Overload cards.
Loved the work you've done. ❤
Shaman was my first pj in WoW and is, to this day, my favourite class in HS (I love token archetypes, and Bloodlust is my OG fav card).
You nailed it getting rid from the only bad mechanic in the class, the RNG hero power.
Thanks! If there is anything that I have made for one of these videos, I think that a change to the Shaman Hero Power is the thing I want the most
I agree that the current Shaman hero power is not good
Original healing totem used to heal the hero too. It got nerfed because at the time it was oppressive. Maybe it is time that nerf got reworked. Then again, they took out the wind totem because...
Because it was so useless that the enemy did not even want to break it.
Really did not like the rune system for death knight, it's causing a lot of design issues currently, Introducing it to more classes would be a designer and balancing nightmare.
I was thinking about four element paths, but that seems cool too.
I try and base my specializations for the classes off of the ones from World of Warcraft, and the shaman class there has the four elements as more of a core theme of the entire class and branches out with their three different playstyles. So, I decided to go off of those playstyles for this revisit.
bruh, this is literally just exactly deathknight....
Rogue next
The update,DK deck building every class(good)
Interesting idea, especially the totem one, but the weapon one is very toxic
Amazing, the only thing i am not sure about is the hero power that can hit face, random effect like that were frequent back in the days and quite unfun to play against
Love your ideas! I also look forward to see rogue rework, thank you for your hard work!
Thanks! You're now the second one to suggest rogue here, seems like I may need to get my daggers ready...
There are not 10 original classes, for reference. But, just personally, I don’t like this idea. I mean it’s kinda cool; but firstly, it would completely train wreck shaman, because it’s cards have synergies that wouldn’t fit into the three ‘subclasses’ secondly, having three subclasses should probably be a death knight exclusive thing, because otherwise there would end up being like thirty classes; and as a side note shaman would need to be given so many cards all of a sudden to make viable decks for each subclass. Also, having cards that can be played in two subclasses is really lame in my opinion. Like, what is their function? If they are half of one thing and half of another they’d rarely get run since they would just be worse than cards fully focused on one archetype and if they’re supposed to be both together the. They’d probably just be run in every deck and be op(at least in concept). Like, deathnight has some really strong multi-rune cards, but they have the price of multi-ruined decks being generally worse and also they almost never see play, unless discovered.
I know there are only 9 OG classes, but DH is so similar to the original 9 that I will be revisiting it as well. As for your concern with the duel path cards and how the single path cards would overshadow them, I will say that cards that are for one path would be very rare. Much like triple rune cards for DK, so you would likely have to play some of the duel path cards. They also help provide different mechanics to decks of all the paths, for example Tidalsurge gives Enhancement Shamans a way to restore a good amount of health. That was the goal at least
Sounds too similar to death knight for my liking I think it would be too confusing for some players but love the creative thinking
Yeah I think putting DK runes in every class would just make it harder to balance and makes deck building too simplified imo. Also generally makes for more boring and predictable strategies as we can see in death knight. I think making classes like wow specs sounds quirky in theory but imo classes are better off without needless restrictions.
Actually yes. I have no idea what will happen to D Knight in the future meta. Blood is about controlling or buffing creatures, unholy is about spamming an army of creatures and buffing their attack, and Frost is only about freezing. The only hope for originality is only with the hybrid death knight. The rest of the options have too few archetypes to come up with
I like this idea, I have always thought about alternative hero powers for all the classes. Would be interesting.
I wish you were on the HS design team. You're ideas are actually intersting. Seems like recently team 5's ideas have been mid.
so if i play this new shaman on wild
and put Windshear Stormcaller in the deck
will it work as one totem it have from Path of Restoration ?
I do think there could be some card that changes your hero power back to totemic call, just so those old cards could still work, but no technically Healing Tide Totem isn't even a basic totem
Biggest problem in shaman is shudderwock.
I think the elemental hero power is a bad idea, replacing a RNG hero power with another RNG hero power barely fixes the issue
I think both the damaging abilities should do 1 less damage. The first one feels like power creep on hunter, because the overload will often be a benefit, while the second one is better than Rogue/DH/Druid because of the versatility of being able to give it to a minion for better trades, without suffering face damage. Still, maybe I am wrong, and I do like the ideas here. Might be controversial to completely remove the other basic totems from playing a role in hero powers. I am still kind of upset about the spell damage totem being removed. Another thing, I wonder what the upgraded hero powers would be.
Druid! 😅
The randomness of the Elemental hero power sounds terrible tbh. Why not a guaranteed spell power totem instead?
Also not sure if more classes should be getting a DK rune system. It's a neat idea but if it becomes too prevalent I can see it becoming more annoying than fun.
She is already annoying. Just look at the development of the deck archetypes of the death knight since its release. Absolutely the same game strategy with different cards.
The only death knight has at least an open deck with a cagehead
Very cool idea, would be much more interesting than the current shaman. I doubt blizzard would ever do this tho but who knows. You should be working at blizzard you would do a much better job than some of the current devs imo
Although i love ur videos, i'm quite sad that there is no place for a totem and agro shaman in this paths
While totems are a core theme of restoration shaman. I do think you would still see totem synergy printed in the other paths. I’d imagine a classic agro totem shaman would fall into the enhancement path which has access to bloodlust
I feel that the elemental shaman HP is too good and a bit griefy. 3 damage to a random target whenever you want is a little much. It’s a mini rag as a HP
I think enchancement is fine, but I do think you need to be cautious with it and that it could be easily toxic.
Restoration just feels super weak. I don’t know how to fix it cuz I feel like if the totem heals more, it’d turn too powerful.
Huh no evolve shaman
Evolve would likely fall under Elemental/Enhancement :)
Bingo
Dang it I was only one square away from getting Bingo
This one felt a little underwhelming then again that might be because you did so well on the mage video I think it might also be because you didn’t didn’t show many powerful cards but then I haven’t played the game for about 1 year by now so maybe I’m just out of the loop anyway I give this rework a 6.8/10 still good just not what I was expecting ❤👍
Can you rework the Demon hunter class? I still think today that a 1 mana base Hero Power Is cheating(and lazy design). I really dont like the identity of the class, BC Is an "Always aggro class". I wrote this comment BC Maybe you could do something about It
Is it cheating? It's like a rogue's power, but only for 1 turn, not 2. For me, the death knight's ghoul is more cheating. 1/1 dash creature that is still undead. Yes, it dies at the end of the turn, but it's still very powerful, because it gives a corpse.
@@Kagezavai belive that 1 mana gain 1 Attack Is really really strong for the DH, BC Is cheap to use, you do a lot of cheap damage during the game , and you can basically synergy It with a lot of Cards that require to Attack. To Say It in a few words, the problem Is the cost It should be raised from 1 to 2 mana.
Then for the dk, summon for 2 mana an 1/1 with charge that die and gives 1 corpse Is not a big deal for me. You basically use 2 mana to make a small trade and gain 1 corpse. I mean if you do this at turn 2 instead of summon a Minion (unless you are a Blood dk) you are in a bad situation. For am exaple, immagine to be a unholy dk if u do not put a minion on the board at turn 2 you are in a big truble. 1 corpse for 2 mana cost ti much. Btw dk Is a great classe Bc he can play a lot of different decks and playstile , i could not day the same fornite DH because in every game he Will try to Murder you as fast as i can and his cheap Hero Power make the task easyer
To be honest i think that the DH would be weaker if he had a 2 mana Hero Power that gives him 2 Attack, the problem his cheap cost and the possibility to use It every time
@@edoardorustichelli3867 Maybe I decided that because over 80% of my death knight games were death knight. And there every corpse is valuable. But still, the main advantage of this minion is that he is undead. And the DK has a lot of synergy with the undead. Turn the undead into something else, give it an attack, do something if your undead died, etc. It would be a lot weaker if the ghoul wasn't undead
@@Kagezava maybe the ghouls should have rush instead of charge, that would also help the game by making it more board centrinc.
My ideas inspired by the video:
Thoughts: Anything but that lightning shock, though really, I think to stay at 3 damage, it would need to lose the ability to hit face, because it just feels so awful early, but then it seems pretty powerful on early turns, so my total fix for it would be 2 mana, deal 2 damage to an enemy minion, overload 1. (losing the random lightning aspect of it which definitely was a part of early shaman, but it's pretty much gone now)
Either:
1. To add a little variety to the classes, and not having them all just be pick one of three, I think it would be interesting if shaman had 2 specializations, a sort of "inner fury, self enhancement" style and an "outer fury, elements unleashed" sort of play style. Where inner fury could be the more aggro side, buffs, and elementals, outer fury would be control, spells with utility that heal or draw. Also rather then being a or b, I think a sort of discrete slider between the two would be interesting. So something like bloodlust might be entirely inner fury, and something like tidal wave would be full outer fury.
2. I think each hero power should summon a totem that does a representative effect, rather then 3 completely different hero powers. The path of elemental could be a totem with "At the end of your turn, summon a 1/1 elemental and overload 1. (I think it would be cool if it cycled between one of lightning, earth, water, and fire, completely the same for all purposes except with different art, like the pirahnas). The path of enhancement could use a buffed version of the invigorating totem, and the restoration one as is fine as is imo.
Funnily enough I pretty much had both of your ideas at one point be apart of the system. Originally Shamans where gonna be able to pick two of the specializations presented here and you'd only be able to run duel path cards that were of both the specializations picked. I also originally made each of the Hero Powers summon a specific totem, Elemental was gonna be a 0/2 that dealt 2 damage to a random enemy each turn, and Enhancement was gonna be a 0/2 with Your Hero has +1 Attack.
I decided against both of these mainly because I wanted to simplify the idea and I liked the prospect that a deck that choses one specialization gets any of the cards that are related to it, the hero powers I changed mainly because I don't think totems need to be at the very core of every shaman deck. In WoW totems are only a key aspect of the restoration specialization and so it made sense to me that the other shaman paths had more of their own unique thing.
I still don't think either of those ideas are bad, just explaining my reasoning.
doing 3 damage for 3 mana randomly is actually terrible, because against control, its not enough to actually kill them and they will stabilize, against zoo you can whiff, midrange out values you for the most part. its basically face hunter but worse, if a hunter is using their hero power on turn 2, their hand is terrible
Omg yes
Cool idea but this rune system makes deckbuilding even more boring. This doesn’t make the class more interesting and only creats two more classes. They won’t all be balanced and you’ve got some problems. Because there’re less cards to work with there’re less possibilities to build a deck. Bad design like the death knight class
I also have to add that 3 damage to a random enemy is a really bad type of rng. It you hit face you can even just lose. I thought we had learned from the knife juggler eras. I might sound aggressive, I’ really not but I hate this type of design
Please don't death-knightify every class
I like to think I am taking the idea that DK introduced and reimagining it for each of the classes. I understand that isn't for everyone, but I find it enjoyable to come up with unique spins on the concept for each class.
Balance your audio
always looking to improve, audio is definitely the thing I struggle with the most, I'll have to look into it
I'd really like to see these videos be longer :')
Is there anything specific you'd like to see in a longer form video? I am always looking for ways to make better content and have considered trying to make a longer video for one of these, I just don't know how