Hey everyone Bionic here. Want to start off by saying that I very much appreciate that Rarran took the time to react to my videos and provide his feedback. It has all been super helpful and I hope to use it to keep improving my future projects. I think I certainly got away from my main goal of reimagining the classes and got too caught up in making major changes that seemed super flavorful but not at all practical or balanced for Hearthstone. Love making these concepts, but most importantly I love Hearthstone and I want to respect the game with what I make. Anywho, thanks again Rarran for the feedback as it really means a ton to me!
If you go back to basics and focus in either deckbuilding aspect or a secondary resource, it would work much much better. You really were onto something with the Soul Shards for warlock or the Enrage for warrior. I made a comment on how I would personally do those. It was a fun thought experiment though.
Dude i watched your videos in the toilet while i was working back then when you had like 70 subscribers. I am so happy that you had this much audiance now :))
I think Simple fix for warrior is to make it lose between 1-5 ( i.e. to last checkpoint or the whole checkpoint if you're at it. And not listę anything if you gained any) it would be Simple and evocative on how Rage orks on wie while not being too mayhy
One of the main issues with the class updates are that he gets ahead of himself on most of them. The idea of separating the classes into subclasses gets confusing. I think one of the main reasons that the classes were designed with specific characters as the main focus, was to NOT connect it directly with WoW players, but separating the player made RPG aspect with a more linear character. Rarran calls it flavor, but it's the same concept.
Enrage probably fits HS better as single-ticks system. No 20 rage meter, just 4 points. Something like: 1 rage is gained at end of turn if hero took damage that turn. 1 rage lost if hero takes no damage two turns in a row.
@@ahmetsolgun8607 these days it's honestly not far from infuse and manathirst types of mechanics. The player base they're attracting isn't brand new card game players anymore - they have the best digital platform and expanding on the potential of that is better than appealing to noobs which it isn't
50:00 Rarran hits it on the head. During the behind the scenes vids for DH and DK they showed some design ideas similar to these that were scrapped for being much too complicated. It seems he decided early on that he wanted to give each class 'unique' mechanics, and forgot the simplicity that makes DK work. I personally like the idea of a 'subclass' system, as I think it offers a way to limit deck power while still pushing for stronger, more interesting cards. An obvious example would be the Stormwind Mage quest. If the quest had been a 'rainbow mage' card, then it probably wouldn't have had to be nerfed. Or they could have made the Warlock quest with 2 shadow runes, and put some of the more potent cards that made it broken in a different rune type.
If I were to change the shaman hero power, I'd use Bru'kan's hero power in Battlegrounds as a starting point. Shaman is all about controlling the elements, and the four elements would still give them that unique flexibility compared to the other class' hero powers. How about this instead? Invoke one of the four elements. Once you invoke an element, you can't invoke it again the next time you use your hero power. Earth = Summon a 0/2 Elemental with Taunt. Fire = Deal 2 damage to the enemy hero. Lightning = Deal 1 damage. Water = Restore 2 Health.
One thing I saw also stated in the chat which I thought was a good point as well was that this system would make it significantly harder to balance card generation from other classes. Class cards would start becoming more designated to each original classes specific mechanics and when outside of that archetype the cards themselves wouldn't be worth generating at all and would more likely just become a hindrance. It does exist already to some extent like Priest getting a Deadly Poison from Rogue or a Rogue getting a card which only targets beasts where you've got a dead card in hand for the rest of the game, but a case like that it can be put down to bad luck. Adding in multiple unique mechanics for each class can easily result in card generation from other classes being not worth it if most of the cards need a very specific archetype in order to play them as intended. You may as well put in a different card at that point.
26:00 in my opinion, I think the way to execute this would be: 1: You have four rage pips. 2: The first time you deal damage with your hero on your turn, and the first time you take damage on your enemy’s turn, one pip fills. 3: If you attack a minion on your turn, take damage, and would gain one rage pip, you instead gain two pips. 4: One pip empties at the end of your turn, no matter what, and maybe also lose a pip at the end of the enemy’s turn if they don’t damage you. And then that’s it. If it’s too powerful like this, I’d have it be 8 pips, where every second pip is one tier for the modified Enrage, and remove the “one pip per turn” thing. If that last change makes the modified Enrage cards too powerful, then I would also modify the third section of the mechanic in one of two ways: option one would be that only the first damage taken from damaging a minion gives a pip; option two would be to remove it entirely so only damage dealt on your turn matters.
Something that must be remembered in any attempted class introduced is not to have a system that will mess up any other class that may have a way to get the cards that deal with the system, Death Knight was annoying because the corpse system used to be exclusive, so each system would have to be able to overlap
Hearthstone's most powerful characteristic is visual clarity. It is easy to see what is happening. Keeping this visual simplicity is incredibly important. A simple game to understand is a game that is enticing to try. The biggest issue with TCGs like yugioh is that it is very difficult to understand what is going on if you don't know what the cards do. I think these overhauls are a nice thought experiment, but they add way too much visual complexity to the game.
I like the idea of stealth hiding the stats and text of a card, while still letting you interact with it (with both minions & spells). The concept goes overboard with just how overboard it goes, but I see it as a fun alternative to secrets which could be printed on a limited amount of cards.
Doomed Lord, Kazzak is strong, but doesn't include immune like ice block, so can lose multiple soul shards per turn. Strong, but not same as having 5 ice blocks.
It's funny how it started as a thought experiment about if the classes didn't exist and were added today to this is what we're changing the preexisting class to right now.
I think the beginning of the Shaman video points out an important lesson within game design: "Your audience is good at recognizing problems and bad at solving them." The Shaman hero power is a mess, and he notices that, but he's hard pressed finding a good solution to it.
Honestly agreed, I think my problem was that I pitched a lot of these concepts as solutions when rather I should have described them for what they where very basic concepts with nowhere near the level of time or thought put into them that needs to be. For my future projects I am wanting to put more into each one, but also make it clear that I am not qualified in any way to actually come up with final solutions to the topics I am discussing. Best I can do is try to come up with something interesting, a good base for ideas to come off from. Sorry for the late and lengthy response, I come back to this videos comments just to educate myself on what people think. I liked the way you worded your comment as I feel like it really sums up what I did wrong here
Two weapons actually have uses. You equip one and buff it up for swinging face, the other one you use for clearing board or trading. It is definitely useful and cool.
I think a core design problem repeated here is the idea of just adding a resource or other persistent change to each class for supposed depth. Not only does it increase the learning curve, it also increases UI complexity. Not to mention: how would a new player intuitively understand how something like soul shards work when they copy a soul shard card to another class?
the complexity is way too high, but honestly it's just part of design process. You can probably break down each of the ideas and make a hearthstone expansion out of it. That's a pretty common approach in design where you cook something up follow your passion and gut feeling, and then you go back and actually try to make useful stuff out of it to fit the product.
I've seen most of these already and while he does have some good ideas. As someone who has done some game design before, this all screams overdeveloped. There are too many ideas going on and not enough filtering to ensure that everything works well together rather than just making sure that it's flavorful.
Honestly I love BionicDoor's work, and I love the subclass system even if not all of it is balanced. I really kind of want to create remake of Hearthstone not with all of these subclasses, but something similar at least
@@justrealbadideaseah, it's actually limiting what you can do. Sure you can create 3 different rune decks but they don't interact witgh each other. It's all very sterile
@@justrealbadideas I think what they mean is that the process of deckbuilding for DK is different from making a deck for any other class, not that it gives you more options. They just mean it's something refreshingly different from the way deckbuilding in any other class has worked since the game launched.
I think this highlights how simple of a game HS is at its core. A lot of these mechanics are complexity wise in par with other card games. Shadowverse in particular comes to mind. Not to say this I inherently good or bad. HS is popular because of how pick up and play friendly it is. I personally think all of these are cool and I doable, but they’re also for a more complex game than HS.
If Blizzard ever go this route, they need to basically rework a lot of existing cards to give new specs deck-building options instead of putting it on a rail. I think problems with dk rune system you've discussed before can be solved just by printing more cards, since if every set every rune gets 1/3 of a real set card quantity, with enough number of sets, the issue goes away
I don't have a lot to say for the other classes, but for hunter you could probably solve the issues Rarran pointed with a little balance. I think Leokk (and Kua'fon) could be solved in a sense by making it stealth until your next turn. The whole point of giving it stealth is that he survives until the next turn so you can use it, so you take out the risk of the hunter just leaving Leokk there for a one turn kill or huge swing turn. On the exotic beasts, Jabberjaw could probably be bigger, maybe a 4/8, and Kua'fon could be a 2/5 or 2/6, 3 base power with windfury is terrifying by itself, but windfury also makes him the perfect target for buffs and go face. As for the Marksman Mastery, just make it give the Odd Hunter hero power and I think it solves the issue, although it might be too weak at that point (which I don't mind, odd hunter is frustrating for a lot of decks / players to play against). The Survival Mastery also feel absolutely insane (although I like it). Maybe adding the secrets to the hand after the first is triggered, or maybe you pick one and cast the 2 you didn't pick.
Also i dont really like the person's insistence on putting rune systems onto every class. I think some of these are neat ideas but a bunch of these are just super uneccesary. DH doesnt have weird gimmicks and its arguably far more representative of modern HS than DK is
Hi, a professional game designer here! What Rarran is saying makes sense. Death Knight may feel a bit OP or gross to play against sometimes, but 'tis all down to the numbers and their inflation. DEATH KNIGHT IS NOT OVERLY-DESIGNED!!! Death Knight has only two very basic gameplay-mechanics Corpses - Minion die - Dead minion grant resource - Resource used to empower certain cards, or act as a secondary cost to already powerful cards The Rune System - It is a strategic element that only affects YOU and is only a factor in deckbuilding (besides discovering cards from the same rune-class/classes you've chosen) And that's it! BionicDoor took the approach "Hey, let's turn everything into a Death Knight gameplay mechanic for no rhyme nor reason", without considering how it would affect the rest of the game. These designs were clearly made in a vacuum Many of these designs would remove what very little agency Hearthstone may already have left, and be needlessly complicated. Trying to cross-breed class-identities and mechanics on the fly. Also, you have to keep in mind that Hearthstone is supposed to be "baby's first cardgame". So easy that even a total beginner/amateur may understand what is going on With designs like these, we're threading into the very scary territory in videogame-design called "style over substance" that a lot of beginner game-designers fall into, because they haven't trained themselves in the art of self-discipline, curbing their overly enthusiasm, and learned to keep their thoughts composed and collected, yet You don't want to make things overly-designed, and introduce elements "just cause kewl". Things need to make sense, and there needs to be as much cohesion as possible, even in nonsensical games. Keeping that balance is an artform, something you have to master before you become a competent game-designer. Beginners, that I have observed, are too eager to introduce ten billion cool elements into a game-idea/game-concept without there being any single clear direction, and without any of those elements meshing well together If you happen to read this Bionic, no hate and nothing personal towards you. Just giving the experience from my side of the field. Much love to ya! ❤ Your ideas are cool, but they could benefit from a game-designer's analytic mind
Thank you so much for writing this! I totally get all of what you are saying and it’s great to hear some feedback from someone in the industry. My designs definitely do fall into that style over substance idea you mention. So thank you again for your input. I will definitely try my best to follow it and creat more complete and cohesive concepts for the future.
@@bionicdoor Absolutely no problem pal! ^_^ And although definitely not intentional, I do realise that my text got a bit too heated. I get heated easily over things I'm very passionate about, so my apologies Everything takes time, you can do it! Counting on you 🙂 And always remember the rule no. 1 when designing and/or developing a game in general: When in doubt, "Eh, a little elbow-grease should do the trick ~" ^_^
The restriction may be that you don’t wanna lose the ability to randomly generate from certain spell schools, forcing you to run more spells from other schools. Lol
I think Rarran severely underestimated the complexity that Hearthstone already has. The rage mechanic proposed for Warrior is nowhere near as farfetched/complicated as he thinks it’d be.
Honestly, only Mage and Warlock really feel like something that fits Hearthstone. Could use some simplification on Mage and Warlock, specially with warlock I think you could ditch the Pact mechanic entirely and just standardize Soul Shards as something akin to Corpses for DK, and say "Whenever you kill a minion with a Warlock card, gain a soul shard", done. The secondary resource during play is something that could work. Also Warrior could work. You gain Rage 1-5 whenever you take damage or deal damage, and it resets at the start of your opponent's turn. The deckbuilding restriction is the worst part of Death Knight's design and we are seeing that now, so far the mini set for Festival of Legends and Titans left Blood DK in the dust. Every set they have to basically pick one or two runes at most and print cards for only that archetype. But the Corpse mechanic, in my opinion, is the crown jewel of modern game design Hearthstone has ever done.
Isn't the school-based spell damage inherently better with how Arcane & Frost are supposed to work? If Frost has an AoE focus and Arcane a spellslinger focus, while Fire is big chonky spells, then Fire really doesn't benefit nearly as much.
You could balance that by just adjusting what the spell power does in each school, for example having fire more +2 spell damage while frost and arcane being mostly +1
For warrior keep defensive weapons but make enrage if your hero took or dealt this much damage this or last turn trigger the enrage effect and there will be a rage number So let’s say you took 6dmg on your opponent’s turn and you attack with a weapon that dealt 4dmg so you have 10rage and if a card has enrage 10 or less it will trigger
I know i'm commenting a lot, bu another things is, that one guy was completely right. If we saw locations, titans or Death Knight made by a fan, you cannot lie and tell us you'd not react at least similarily like you did here.
I could definitely see blizzard releasing either a single weapon, or a 'type' of weapon with the key word 'unsheathed' that does retaliatory damage to minions and heroes that attack you while equipped, but having it as standard for all warrior weapons would lead to some horrible games. The point of weapons is to balance risk to reward. You risk the tempo for the reward of multiple turns of damage. But with this idea, you don't really risk tempo. Aggro decks would just get blown out by a 3/4 weapon in most cases, and if the weapon also has a deathrattle that clears like the festival of legends weapon, or one that summons a dude (I can't think of any rn but I'm sure there either is one, or will be one eventually), there's too much upside. Limiting the mechanic to a specific weapon or 'class' of weapons would be a lot better. For example, 4 mana 1/5 unsheathed dagger - 'After your hero is attacked, deal 1 damage to a random minion'... It can assist in staying alive, could benefit enrage type decks, or chip away at the enemy minions, but doesn't provide too much retaliatory damage that it blows more aggressive decks out the water.
Liked: Mage video Warlock Video Warrior Video (I didnt like the rage management, but liked the rage keyword) Focus from hunter Overcharge from Shaman Kazzak (from warlock) should be like X mana, reduce my cost by 1 for each soul charge consumed (X being a balanced mana cost lol, plz not 6 lol) Didnt Like: Hunter Video Rest of the Shamen Video Rouge Video I have to apploud Bionic because these are just concepts, and youll never get balancing right with these brand new concepts due to it being an unexplored idea. Somethings werent balanced like Rouge but the creativity and passion is there, and brings the discussion of deck building, Balance, Play patterns, "Fun", Hero balance/multiple ways to play a hero. Complexity doenst equal better. I also think that while this series focuses on making heros have subclasses/ruins like death knight. I dont think classes have to be like this if they ever get reworked. Example if Hearthstone implemented Soul Shards for Warlock, but didnt included 3 diffrent "Soul Pacts", and jsut made it so that you gain a soul shard everytime you kill a minion from a spell (can change to a diffent one, point being there is only "one soul pact" implemented) All in all I love looking at custom cards, so looking at custom heros (essentially) are super cool. Good job Bionic!
Maybe I'm tripping, but honestly, I don't think most of these ideas are that complicated to grasp. Granted, I play a lot of Yu-Gi-Oh on the side along with other games.
8 months late to the party but whatever: I liked what they did in WoW TCG. There was a keyword called "...Mastery" and you could only include one kind of talent (in the case of Mage Arcane/Fire/Frost) in your deck. That way you don't have the constraints of runes on cards but retain a sense of specialization that is true to Warcraft lore (if anybody gives a shit)
The Rage mechanic is neat, but It should decay in a fix amount of 5 per turn. Hunter was a little confusing on How exactly It Works. And seems to Just buff cards.😮 I Loved the other redesigns, including the stealthy rogue. Im a game designer, and im currently developing a card game. I got an inspiration from his warlock video to a problem i was having when developing one of my games class hehe
I would have liked to see you talk more about some of the things you liked about his ideas, as you put a lot of focus on what simply wouldn't work. I think that some of its a bit much, like the warrior rage mechanic or the elemental shaman hero power. But there is a lot of good ideas mixed in, like the bleed mechanic. Or Hunter mechanics could be simplified or balanced, but you didn't talk about the general idea behind much of it and instead focused on stuff like Leokk and how it just simply wouldn't be implemented. I really like the idea of replacing an Animal Companion with an upgrades version, and the idea of focusing in on certain play styles, like Shots or Secrets. You didn't even touch on Combo Points for rogue at all, and that was kind of lame to see you just start dismissing ideas outright without even trying to criticize it in a way to provide improvements.
@@MoreRarran That is true. It's also true you barely watched the rogue video and sort of dismissed his ideas outright. You didn't talk about the idea of combo points and all you said on bleeds was how awkward healing would work with it. His ideas on stealth wouldn't have been fun to play against, but they bring up the idea of hiding information from the opponent. We've had secretly choose effects in druid, maybe you could have talked about that side of the stealth idea. All I am saying Is it would have been cool to talk a bit more about tweaks or things you liked in general.
@@MoreRarranThats why the start of the video was Fun to watch... On the end you simply started skiping things and kept complaining about one particular thing while ignoring the rest of the ideas for the class...
There's an obvious problem with this kind of design which was touched upon dk's design. It would effectively triple the current amount of work for class cards they would need to make for each expansion. Also actually it would be more cause they would have to not just balance between other classes, but the inside class itself. I truly think this is would be design space overload for the HS team.
sneaky devil exists, and that was printed in kobolds and catacombs and has never been a problem, there really isn't a problem with the leokk redesign. I don't understand the issue
I stopped playing hearthstone and I think thats because game felt like it didn’t change. I really like this guy’s ideas and I feel like it would pull me back into hearthstone. Now I do agree that some of them are too convoluted but it wouldn’t take much to fix them. Final thing I want to say is that Rarran was very respectful while giving constructive criticism but it feels like chat is just making fun of this guy
While think some of what you said about it being complicated is fair, some of their ideas wasn't bad. We have had way worse or tilting cards than Mathias Shaw in the game.
Rarran really getting hung up on the most minor stuff like how heal interacts w bleed Heal spends bleed early so you dont get fucked if the enemy stacks a bunch of it. Like imagine they have 15 on board and 15 bleed on you, and you have a ton of healing, itd feel bad to not be able to use it. Its very simple. Same with not understanding the soul shard legendary. Where on the card does it say "become immune for the rest of the turn"?
Imo the reasoning that the "game is too dumb for this" should never be valid. Thats why we have these "non keywords" like cleave, enrage and echo. The game shouldnt have to spell out every single effect because it is afraid of bold text. Also these classes were designed for FLAVOR over anything, as ideas. Most of these could be simplified and implemented without much issue while keeping the flavour, or implenented bit by bit for the more convoluted ideas.
-mage: looks cool -warrier: sux ass because u need to take dmg or to deal dmg what means if u play a longer game and play controll u are rly fast out of rage so u wanna run a lot of cheap weapons and stuff and just hit things with is kinda a warrier thing but makes the class a lot more agressiv (i dont like that) -warlock: seems intresting but i dont think its balanced if they ever print a good shard disco deck its by far the best way to get shards -hunter: looks kinda bonkers broken -rogue: would make the game worse then it is right now for example if u play ranked vs hidden what happens is u count all cards played just to know how manny cards he has in hand and this will fk over noobs that just play this game for fun -shaman: is rly problematic because upgrading the totem hp to a upgradet version of healing is so scary in a totem deck + the bonus healing vs aggro is a lot to take in and the problem that rarran had with the 1 hp 3dmg random can be a easy fix deals 3 dmg to a random enemy minion if there is non deal the dmg face (maybe dont take the hit face part in)
I don't get the fright of leokk with stealth? It doesn't say "After this attacks gain stealth". We've had a few beasts with stealth and they have never seen competitive play. I never saw any jungle panthers or stranglethorn tigers on ladder past season 1. If it were printed today I think Leokk might just be worse than right now.
I think that Raran’s commentary gets a bit too lost on the specific balance of each card displayed. What I’m much more interested in are the specific new mechanics to each class. For example, I couldn’t care less about the Hunter Hero Power twice per turn, or stealth on a best cards. That can be a lot more easily removed. What I think are much more important is the rage meter being overly complicated.
Call me crazy but kazzak doesnt seem that op, like, yes it best case, it can save you like 5 times in a turn, but will leave the wlock with no resources. Also as Kazzak costs 4 soulshards, you will at most have 1. And it didnt seen that easy to generate them.
These themes and subclasses add nothing new to classes. We already explore different subclasses from wow as different archetypes that release each expansion. Building it into the class just limits the design space for expansions and deckbuilding for NO REASON. you want a frost only mage? We can get that from an expansion with synergies and packages.... And then it can rotate out and make room to explore something else afterwards! You can rework all of his ideas as new cards in a expansion, why build it in to the class and restrict future design?? Also rarran is really overrating a 4 mana 4/4 give your minions played stealth for a turn, that card would not see play.
i do think it would be cool for a rogue hero or maybe quest reward or spell reward u with the ambush passive... the mind game potential would be nuts. i actually really think tis cool!! just not as a passive u get for free at the beginning of the game
I feel like this is too complicated for hs, dk is already on the line, i think bionic door would be better of designing custom cards, classes or even expansions instead
I actually disagree a lot with you on the stealth Leokk broken-ness. Other units like him with stealth exist. You also talk about how a lot of cardsa re bad because you have to play them and then play what they get you, yet you called the upgraded Leokk (Kua'Fon) broken. A little bit inconsitent of you, but that's just my opinion.
I will say, I think you are a bit too harsh on the systems. I understand that HS basic idea is to be a card game that anyone can get into without hours of learning the basic mechanics, but I do not think that Enrage bar or Hunter gimmicks hard to understand at all. Thing is, no matter what the card game is, thre is ALWAYS stuff you need to learn. That's why there is a skill ceeling in such an inherrently random game like HS, because you can understand it better or worse. There will always be a group of players who need a few explanations before getting the game completely.
The idea is very similar to what I've always thought HS should have: a spec system similar to the DK's runes system to make classes more similar to how they are in WoW. Good thing there's more that think like me. Then again, the guy did an extremely poor job about it. -The mage is good for the most part since is basically runes, but changing the base hero power is a big no because they are designed to be weak and underwhelming, so you try as much as possible to NOT use them. Making the class get one improved based on the deck would ruin the concept. -Soul shards are a thing, but the passives makes no sense, you generate them by using skills, so it should be cards with something like "if this does X thing, you gain a Soul shard". Curses are ok, but he could have used the few that are still in the game. The specs should be Demon swarm (Demonology), burst (Destruction) and DoTs (Affliction), he could have made something around them. -Warriors having a rage mechanic makes sense... but yeah, is way too complicated to be a basica class mechanic. The defensive weapons are also a bit random, I guess the guy wanted to add something related to Protection warrior (tank spec), but I would say he should have added something about dual wield, a more iconic thing from Fury warrior. -Focus doesn't really make sense because hunters don't have shared abilities with different effects depending on the spec. Other than that, all three specs are really on flavor and basically perfect. Altough I find funny how none of those exotic beasts he picked aren't tamable in WoW. -He copied more or less correctly how rogue work on WoW, based on the bleeds and poison, and stealth, but he smoked something really hard when coming up with those mechanic. HS will never have a mechanic that require more than two braincells to work, so those are way too much. -His analisis on shaman was on point... and then he ruined everything by showing his ideas. So, in short, this guy is on crack or something. Most of those ideas are something you would never allow in HS. If he wants to be a designer in Blizzard (why would anyone want to work for Blizzard, is beyond my comprehension) he should forget it because he ain't being hired ever. For starter, he should buy a new mic instead of thinking about designing for a card game. For funsies, if HS was released nowadays we'd had: -Most likely no male characters as heroes, or at least no Thrall, because currents devs want to erase WoW's past. -Tyrande would be a druid hero and she would be full aggro. -Sylvanas as the base hunter skin. Most likely would have minion stealing cards. -Liadrin as the paladin hero. Still the same pain in the ass. -Calia Menethil (Arthas' sister) as priest. Zero aggro cards. -Some random OC to fill for shaman and warlock. -Jaina would be a bitch. Even more than she is. -DK and DH would probably not be in the game. Blame the devs again here. -Most likely half of the content we get and double the amount of bugs the game already have.
"If you can't interact with it feels bad" so shaman and druid feel bad to play against and shouldn't have been printed. The biggest thing I got from his videos is this He knows the class fantasy one billion percent better than the hearthstone team could pretend to do.
Hey everyone Bionic here. Want to start off by saying that I very much appreciate that Rarran took the time to react to my videos and provide his feedback. It has all been super helpful and I hope to use it to keep improving my future projects. I think I certainly got away from my main goal of reimagining the classes and got too caught up in making major changes that seemed super flavorful but not at all practical or balanced for Hearthstone. Love making these concepts, but most importantly I love Hearthstone and I want to respect the game with what I make. Anywho, thanks again Rarran for the feedback as it really means a ton to me!
Hope you keep making them or even expand the concept past the 9 classes, your videos are a lot of fun !
Dude, that rogue rework was fantTASTIC. Keep it up!!
If you go back to basics and focus in either deckbuilding aspect or a secondary resource, it would work much much better. You really were onto something with the Soul Shards for warlock or the Enrage for warrior. I made a comment on how I would personally do those. It was a fun thought experiment though.
Dude i watched your videos in the toilet while i was working back then when you had like 70 subscribers. I am so happy that you had this much audiance now :))
I think Simple fix for warrior is to make it lose between 1-5 ( i.e. to last checkpoint or the whole checkpoint if you're at it. And not listę anything if you gained any) it would be Simple and evocative on how Rage orks on wie while not being too mayhy
One of the main issues with the class updates are that he gets ahead of himself on most of them. The idea of separating the classes into subclasses gets confusing. I think one of the main reasons that the classes were designed with specific characters as the main focus, was to NOT connect it directly with WoW players, but separating the player made RPG aspect with a more linear character. Rarran calls it flavor, but it's the same concept.
Tbf he did say that they're based off of DK which does do this
Enrage probably fits HS better as single-ticks system. No 20 rage meter, just 4 points. Something like: 1 rage is gained at end of turn if hero took damage that turn. 1 rage lost if hero takes no damage two turns in a row.
Fr imagine getting 100 rage
Allright but still too complicated for hs
true, it's actually a cool idea I'd have liked to have explored but rarran just kinda threw it out instantly like most ideas and moved on.
@@ahmetsolgun8607 these days it's honestly not far from infuse and manathirst types of mechanics. The player base they're attracting isn't brand new card game players anymore - they have the best digital platform and expanding on the potential of that is better than appealing to noobs which it isn't
50:00 Rarran hits it on the head. During the behind the scenes vids for DH and DK they showed some design ideas similar to these that were scrapped for being much too complicated. It seems he decided early on that he wanted to give each class 'unique' mechanics, and forgot the simplicity that makes DK work. I personally like the idea of a 'subclass' system, as I think it offers a way to limit deck power while still pushing for stronger, more interesting cards. An obvious example would be the Stormwind Mage quest. If the quest had been a 'rainbow mage' card, then it probably wouldn't have had to be nerfed. Or they could have made the Warlock quest with 2 shadow runes, and put some of the more potent cards that made it broken in a different rune type.
If I were to change the shaman hero power, I'd use Bru'kan's hero power in Battlegrounds as a starting point. Shaman is all about controlling the elements, and the four elements would still give them that unique flexibility compared to the other class' hero powers. How about this instead? Invoke one of the four elements. Once you invoke an element, you can't invoke it again the next time you use your hero power.
Earth = Summon a 0/2 Elemental with Taunt.
Fire = Deal 2 damage to the enemy hero.
Lightning = Deal 1 damage.
Water = Restore 2 Health.
this would just automatically be the best starting hero power in the game because of how flexible it is
One thing I saw also stated in the chat which I thought was a good point as well was that this system would make it significantly harder to balance card generation from other classes. Class cards would start becoming more designated to each original classes specific mechanics and when outside of that archetype the cards themselves wouldn't be worth generating at all and would more likely just become a hindrance.
It does exist already to some extent like Priest getting a Deadly Poison from Rogue or a Rogue getting a card which only targets beasts where you've got a dead card in hand for the rest of the game, but a case like that it can be put down to bad luck. Adding in multiple unique mechanics for each class can easily result in card generation from other classes being not worth it if most of the cards need a very specific archetype in order to play them as intended. You may as well put in a different card at that point.
26:00 in my opinion, I think the way to execute this would be:
1: You have four rage pips.
2: The first time you deal damage with your hero on your turn, and the first time you take damage on your enemy’s turn, one pip fills.
3: If you attack a minion on your turn, take damage, and would gain one rage pip, you instead gain two pips.
4: One pip empties at the end of your turn, no matter what, and maybe also lose a pip at the end of the enemy’s turn if they don’t damage you.
And then that’s it. If it’s too powerful like this, I’d have it be 8 pips, where every second pip is one tier for the modified Enrage, and remove the “one pip per turn” thing. If that last change makes the modified Enrage cards too powerful, then I would also modify the third section of the mechanic in one of two ways: option one would be that only the first damage taken from damaging a minion gives a pip; option two would be to remove it entirely so only damage dealt on your turn matters.
The rage meter seems very thematic, because i'm sure everyone would be raging fucking up all that math.
Something that must be remembered in any attempted class introduced is not to have a system that will mess up any other class that may have a way to get the cards that deal with the system, Death Knight was annoying because the corpse system used to be exclusive, so each system would have to be able to overlap
Hearthstone's most powerful characteristic is visual clarity. It is easy to see what is happening. Keeping this visual simplicity is incredibly important. A simple game to understand is a game that is enticing to try. The biggest issue with TCGs like yugioh is that it is very difficult to understand what is going on if you don't know what the cards do.
I think these overhauls are a nice thought experiment, but they add way too much visual complexity to the game.
YOOO I'm so happy Rarren checks out BionicDoor, such an underrated hearthstone channel.
Can't wait for him to someday work for game design in Blizzard
If mage was released now sorcerer's apprentice would be 2 mana
I like the idea of stealth hiding the stats and text of a card, while still letting you interact with it (with both minions & spells). The concept goes overboard with just how overboard it goes, but I see it as a fun alternative to secrets which could be printed on a limited amount of cards.
Doomed Lord, Kazzak is strong, but doesn't include immune like ice block, so can lose multiple soul shards per turn. Strong, but not same as having 5 ice blocks.
It's funny how it started as a thought experiment about if the classes didn't exist and were added today to this is what we're changing the preexisting class to right now.
Rarran saying stealth will never return like a month before the expansion in which rogue dominates thanks to stealth is peak comedy
I think the beginning of the Shaman video points out an important lesson within game design: "Your audience is good at recognizing problems and bad at solving them." The Shaman hero power is a mess, and he notices that, but he's hard pressed finding a good solution to it.
Honestly agreed, I think my problem was that I pitched a lot of these concepts as solutions when rather I should have described them for what they where very basic concepts with nowhere near the level of time or thought put into them that needs to be.
For my future projects I am wanting to put more into each one, but also make it clear that I am not qualified in any way to actually come up with final solutions to the topics I am discussing. Best I can do is try to come up with something interesting, a good base for ideas to come off from.
Sorry for the late and lengthy response, I come back to this videos comments just to educate myself on what people think. I liked the way you worded your comment as I feel like it really sums up what I did wrong here
Guy definitely undervalues stealth
Two weapons actually have uses. You equip one and buff it up for swinging face, the other one you use for clearing board or trading. It is definitely useful and cool.
I think a core design problem repeated here is the idea of just adding a resource or other persistent change to each class for supposed depth. Not only does it increase the learning curve, it also increases UI complexity. Not to mention: how would a new player intuitively understand how something like soul shards work when they copy a soul shard card to another class?
the complexity is way too high, but honestly it's just part of design process. You can probably break down each of the ideas and make a hearthstone expansion out of it. That's a pretty common approach in design where you cook something up follow your passion and gut feeling, and then you go back and actually try to make useful stuff out of it to fit the product.
I've seen most of these already and while he does have some good ideas. As someone who has done some game design before, this all screams overdeveloped. There are too many ideas going on and not enough filtering to ensure that everything works well together rather than just making sure that it's flavorful.
He also has not played vs genn and baku with his addiction to start of game upgraded hero powers for only a minor deckbuilding restriction
I really like Bionic's series, it is fun to watch. Isn't balanced but I really like the concepts. Might be fun to have him on a main Rarran video :)
The Aspects probably work like Love Everlasting :)
Honestly I love BionicDoor's work, and I love the subclass system even if not all of it is balanced. I really kind of want to create remake of Hearthstone not with all of these subclasses, but something similar at least
Love BionicDoor’s videos!
Hes so good!
I personally love the rune system because it allows for deck building that isnt available in the other classes
Isnt it backwards? You have less deckbuilding than other classes
@@justrealbadideaseah, it's actually limiting what you can do. Sure you can create 3 different rune decks but they don't interact witgh each other. It's all very sterile
@@tomekk.1889 How do you miss-spell "yeah"?
@@skomolowski How do you misspell "misspell"? 🤣 How embarrassing
@@justrealbadideas I think what they mean is that the process of deckbuilding for DK is different from making a deck for any other class, not that it gives you more options. They just mean it's something refreshingly different from the way deckbuilding in any other class has worked since the game launched.
I think for the shaman hero power, instead of making it random it is just 2 mana deal 3 damage to a minion overload 1.
I think this highlights how simple of a game HS is at its core. A lot of these mechanics are complexity wise in par with other card games. Shadowverse in particular comes to mind. Not to say this I inherently good or bad. HS is popular because of how pick up and play friendly it is. I personally think all of these are cool and I doable, but they’re also for a more complex game than HS.
This will probably be a season on the new twist format.
33:33 they could just do what LoR does and have it be like a "set" of 3 cards that u can look through when u zoom in on them idk how to explain it lol
If Blizzard ever go this route, they need to basically rework a lot of existing cards to give new specs deck-building options instead of putting it on a rail. I think problems with dk rune system you've discussed before can be solved just by printing more cards, since if every set every rune gets 1/3 of a real set card quantity, with enough number of sets, the issue goes away
1:05:30 man could you imagine tunnel trogg with the lightning shock hero power 💀
I don't have a lot to say for the other classes, but for hunter you could probably solve the issues Rarran pointed with a little balance.
I think Leokk (and Kua'fon) could be solved in a sense by making it stealth until your next turn. The whole point of giving it stealth is that he survives until the next turn so you can use it, so you take out the risk of the hunter just leaving Leokk there for a one turn kill or huge swing turn. On the exotic beasts, Jabberjaw could probably be bigger, maybe a 4/8, and Kua'fon could be a 2/5 or 2/6, 3 base power with windfury is terrifying by itself, but windfury also makes him the perfect target for buffs and go face.
As for the Marksman Mastery, just make it give the Odd Hunter hero power and I think it solves the issue, although it might be too weak at that point (which I don't mind, odd hunter is frustrating for a lot of decks / players to play against). The Survival Mastery also feel absolutely insane (although I like it). Maybe adding the secrets to the hand after the first is triggered, or maybe you pick one and cast the 2 you didn't pick.
Also i dont really like the person's insistence on putting rune systems onto every class. I think some of these are neat ideas but a bunch of these are just super uneccesary. DH doesnt have weird gimmicks and its arguably far more representative of modern HS than DK is
Hi, a professional game designer here!
What Rarran is saying makes sense. Death Knight may feel a bit OP or gross to play against sometimes, but 'tis all down to the numbers and their inflation. DEATH KNIGHT IS NOT OVERLY-DESIGNED!!!
Death Knight has only two very basic gameplay-mechanics
Corpses
- Minion die
- Dead minion grant resource
- Resource used to empower certain cards, or act as a secondary cost to already powerful cards
The Rune System
- It is a strategic element that only affects YOU and is only a factor in deckbuilding (besides discovering cards from the same rune-class/classes you've chosen)
And that's it!
BionicDoor took the approach "Hey, let's turn everything into a Death Knight gameplay mechanic for no rhyme nor reason", without considering how it would affect the rest of the game. These designs were clearly made in a vacuum
Many of these designs would remove what very little agency Hearthstone may already have left, and be needlessly complicated. Trying to cross-breed class-identities and mechanics on the fly. Also, you have to keep in mind that Hearthstone is supposed to be "baby's first cardgame". So easy that even a total beginner/amateur may understand what is going on
With designs like these, we're threading into the very scary territory in videogame-design called "style over substance" that a lot of beginner game-designers fall into, because they haven't trained themselves in the art of self-discipline, curbing their overly enthusiasm, and learned to keep their thoughts composed and collected, yet
You don't want to make things overly-designed, and introduce elements "just cause kewl". Things need to make sense, and there needs to be as much cohesion as possible, even in nonsensical games. Keeping that balance is an artform, something you have to master before you become a competent game-designer. Beginners, that I have observed, are too eager to introduce ten billion cool elements into a game-idea/game-concept without there being any single clear direction, and without any of those elements meshing well together
If you happen to read this Bionic, no hate and nothing personal towards you. Just giving the experience from my side of the field. Much love to ya! ❤ Your ideas are cool, but they could benefit from a game-designer's analytic mind
Thank you so much for writing this! I totally get all of what you are saying and it’s great to hear some feedback from someone in the industry. My designs definitely do fall into that style over substance idea you mention.
So thank you again for your input. I will definitely try my best to follow it and creat more complete and cohesive concepts for the future.
@@bionicdoor Absolutely no problem pal! ^_^ And although definitely not intentional, I do realise that my text got a bit too heated. I get heated easily over things I'm very passionate about, so my apologies
Everything takes time, you can do it! Counting on you 🙂
And always remember the rule no. 1 when designing and/or developing a game in general: When in doubt, "Eh, a little elbow-grease should do the trick ~" ^_^
The restriction may be that you don’t wanna lose the ability to randomly generate from certain spell schools, forcing you to run more spells from other schools. Lol
I think Rarran severely underestimated the complexity that Hearthstone already has. The rage mechanic proposed for Warrior is nowhere near as farfetched/complicated as he thinks it’d be.
Would definitely adapt some of these for my own card game... slightly tweaked though
Honestly, only Mage and Warlock really feel like something that fits Hearthstone. Could use some simplification on Mage and Warlock, specially with warlock I think you could ditch the Pact mechanic entirely and just standardize Soul Shards as something akin to Corpses for DK, and say "Whenever you kill a minion with a Warlock card, gain a soul shard", done. The secondary resource during play is something that could work.
Also Warrior could work. You gain Rage 1-5 whenever you take damage or deal damage, and it resets at the start of your opponent's turn.
The deckbuilding restriction is the worst part of Death Knight's design and we are seeing that now, so far the mini set for Festival of Legends and Titans left Blood DK in the dust. Every set they have to basically pick one or two runes at most and print cards for only that archetype. But the Corpse mechanic, in my opinion, is the crown jewel of modern game design Hearthstone has ever done.
20:36
Bruh you just described every card ever released.
Isn't the school-based spell damage inherently better with how Arcane & Frost are supposed to work? If Frost has an AoE focus and Arcane a spellslinger focus, while Fire is big chonky spells, then Fire really doesn't benefit nearly as much.
You could balance that by just adjusting what the spell power does in each school, for example having fire more +2 spell damage while frost and arcane being mostly +1
Also the way I understood it frost would be more focused on board control and fire would be the "face spec"
For warrior keep defensive weapons but make enrage if your hero took or dealt this much damage this or last turn trigger the enrage effect and there will be a rage number
So let’s say you took 6dmg on your opponent’s turn and you attack with a weapon that dealt 4dmg so you have 10rage and if a card has enrage 10 or less it will trigger
I know i'm commenting a lot, bu another things is, that one guy was completely right. If we saw locations, titans or Death Knight made by a fan, you cannot lie and tell us you'd not react at least similarily like you did here.
If Leokk had rush instead of stealth it’d be way more balanced
I could definitely see blizzard releasing either a single weapon, or a 'type' of weapon with the key word 'unsheathed' that does retaliatory damage to minions and heroes that attack you while equipped, but having it as standard for all warrior weapons would lead to some horrible games. The point of weapons is to balance risk to reward. You risk the tempo for the reward of multiple turns of damage. But with this idea, you don't really risk tempo. Aggro decks would just get blown out by a 3/4 weapon in most cases, and if the weapon also has a deathrattle that clears like the festival of legends weapon, or one that summons a dude (I can't think of any rn but I'm sure there either is one, or will be one eventually), there's too much upside. Limiting the mechanic to a specific weapon or 'class' of weapons would be a lot better. For example, 4 mana 1/5 unsheathed dagger - 'After your hero is attacked, deal 1 damage to a random minion'... It can assist in staying alive, could benefit enrage type decks, or chip away at the enemy minions, but doesn't provide too much retaliatory damage that it blows more aggressive decks out the water.
Some good ideas, some shit ideas. Which means he did a good job
Liked:
Mage video
Warlock Video
Warrior Video (I didnt like the rage management, but liked the rage keyword)
Focus from hunter
Overcharge from Shaman
Kazzak (from warlock) should be like X mana, reduce my cost by 1 for each soul charge consumed (X being a balanced mana cost lol, plz not 6 lol)
Didnt Like:
Hunter Video
Rest of the Shamen Video
Rouge Video
I have to apploud Bionic because these are just concepts, and youll never get balancing right with these brand new concepts due to it being an unexplored idea. Somethings werent balanced like Rouge but the creativity and passion is there, and brings the discussion of deck building, Balance, Play patterns, "Fun", Hero balance/multiple ways to play a hero.
Complexity doenst equal better.
I also think that while this series focuses on making heros have subclasses/ruins like death knight. I dont think classes have to be like this if they ever get reworked. Example if Hearthstone implemented Soul Shards for Warlock, but didnt included 3 diffrent "Soul Pacts", and jsut made it so that you gain a soul shard everytime you kill a minion from a spell (can change to a diffent one, point being there is only "one soul pact" implemented)
All in all I love looking at custom cards, so looking at custom heros (essentially) are super cool. Good job Bionic!
Maybe I'm tripping, but honestly, I don't think most of these ideas are that complicated to grasp. Granted, I play a lot of Yu-Gi-Oh on the side along with other games.
Well there's your problem /s
If that mage hero portrait was in the game, I would switch to main mage in an instant
Oh damn it is
8 months late to the party but whatever:
I liked what they did in WoW TCG. There was a keyword called "...Mastery" and you could only include one kind of talent (in the case of Mage Arcane/Fire/Frost) in your deck. That way you don't have the constraints of runes on cards but retain a sense of specialization that is true to Warcraft lore (if anybody gives a shit)
The Rage mechanic is neat, but It should decay in a fix amount of 5 per turn.
Hunter was a little confusing on How exactly It Works. And seems to Just buff cards.😮
I Loved the other redesigns, including the stealthy rogue. Im a game designer, and im currently developing a card game. I got an inspiration from his warlock video to a problem i was having when developing one of my games class hehe
I would have liked to see you talk more about some of the things you liked about his ideas, as you put a lot of focus on what simply wouldn't work. I think that some of its a bit much, like the warrior rage mechanic or the elemental shaman hero power. But there is a lot of good ideas mixed in, like the bleed mechanic. Or Hunter mechanics could be simplified or balanced, but you didn't talk about the general idea behind much of it and instead focused on stuff like Leokk and how it just simply wouldn't be implemented. I really like the idea of replacing an Animal Companion with an upgrades version, and the idea of focusing in on certain play styles, like Shots or Secrets. You didn't even touch on Combo Points for rogue at all, and that was kind of lame to see you just start dismissing ideas outright without even trying to criticize it in a way to provide improvements.
the first part of this video is me praising this dude for an excellent thing of mage.
@@MoreRarran That is true. It's also true you barely watched the rogue video and sort of dismissed his ideas outright. You didn't talk about the idea of combo points and all you said on bleeds was how awkward healing would work with it.
His ideas on stealth wouldn't have been fun to play against, but they bring up the idea of hiding information from the opponent. We've had secretly choose effects in druid, maybe you could have talked about that side of the stealth idea. All I am saying Is it would have been cool to talk a bit more about tweaks or things you liked in general.
@@MoreRarranThats why the start of the video was Fun to watch...
On the end you simply started skiping things and kept complaining about one particular thing while ignoring the rest of the ideas for the class...
There's an obvious problem with this kind of design which was touched upon dk's design. It would effectively triple the current amount of work for class cards they would need to make for each expansion. Also actually it would be more cause they would have to not just balance between other classes, but the inside class itself. I truly think this is would be design space overload for the HS team.
sneaky devil exists, and that was printed in kobolds and catacombs and has never been a problem, there really isn't a problem with the leokk redesign. I don't understand the issue
I stopped playing hearthstone and I think thats because game felt like it didn’t change. I really like this guy’s ideas and I feel like it would pull me back into hearthstone. Now I do agree that some of them are too convoluted but it wouldn’t take much to fix them. Final thing I want to say is that Rarran was very respectful while giving constructive criticism but it feels like chat is just making fun of this guy
While think some of what you said about it being complicated is fair, some of their ideas wasn't bad. We have had way worse or tilting cards than Mathias Shaw in the game.
Rarran really getting hung up on the most minor stuff like how heal interacts w bleed
Heal spends bleed early so you dont get fucked if the enemy stacks a bunch of it. Like imagine they have 15 on board and 15 bleed on you, and you have a ton of healing, itd feel bad to not be able to use it. Its very simple.
Same with not understanding the soul shard legendary. Where on the card does it say "become immune for the rest of the turn"?
We’re lucky Jaina still has her chest at all.
isn't the adept just the unnerfed versions of those cards
Imo the reasoning that the "game is too dumb for this" should never be valid. Thats why we have these "non keywords" like cleave, enrage and echo. The game shouldnt have to spell out every single effect because it is afraid of bold text.
Also these classes were designed for FLAVOR over anything, as ideas. Most of these could be simplified and implemented without much issue while keeping the flavour, or implenented bit by bit for the more convoluted ideas.
-mage: looks cool
-warrier: sux ass because u need to take dmg or to deal dmg what means if u play a longer game and play controll u are rly fast out of rage so u wanna run a lot of cheap weapons and stuff and just hit things with is kinda a warrier thing but makes the class a lot more agressiv (i dont like that)
-warlock: seems intresting but i dont think its balanced
if they ever print a good shard disco deck its by far the best way to get shards
-hunter: looks kinda bonkers broken
-rogue: would make the game worse then it is right now
for example if u play ranked vs hidden what happens is u count all cards played just to know how manny cards he has in hand and this will fk over noobs that just play this game for fun
-shaman: is rly problematic because upgrading the totem hp to a upgradet version of healing is so scary in a totem deck + the bonus healing vs aggro is a lot to take in
and the problem that rarran had with the 1 hp 3dmg random can be a easy fix deals 3 dmg to a random enemy minion if there is non deal the dmg face (maybe dont take the hit face part in)
This is what Artifact tried to do and it was so complicated no one wanted to play the game lmao.
Never heard of these videos. Interesting topic but the class would have even more mana cheat than normally.
I don't get the fright of leokk with stealth? It doesn't say "After this attacks gain stealth". We've had a few beasts with stealth and they have never seen competitive play. I never saw any jungle panthers or stranglethorn tigers on ladder past season 1. If it were printed today I think Leokk might just be worse than right now.
erupting curse is just hymn to tourach from mtg and correct its fucking abysmal to play against lmao
Idk why rarran is so scared of a stealth lerok, yeah it was busted at 2014, we have years of power creep to counter that thing
i think he forgot that lerok HAS to the attack to buff beasts. and as soon as he attacks he loses stealth
I think that Raran’s commentary gets a bit too lost on the specific balance of each card displayed.
What I’m much more interested in are the specific new mechanics to each class.
For example, I couldn’t care less about the Hunter Hero Power twice per turn, or stealth on a best cards. That can be a lot more easily removed. What I think are much more important is the rage meter being overly complicated.
Bionicdoor is so cool and underrated
Call me crazy but kazzak doesnt seem that op, like, yes it best case, it can save you like 5 times in a turn, but will leave the wlock with no resources. Also as Kazzak costs 4 soulshards, you will at most have 1. And it didnt seen that easy to generate them.
These themes and subclasses add nothing new to classes. We already explore different subclasses from wow as different archetypes that release each expansion. Building it into the class just limits the design space for expansions and deckbuilding for NO REASON. you want a frost only mage? We can get that from an expansion with synergies and packages.... And then it can rotate out and make room to explore something else afterwards!
You can rework all of his ideas as new cards in a expansion, why build it in to the class and restrict future design??
Also rarran is really overrating a 4 mana 4/4 give your minions played stealth for a turn, that card would not see play.
Wait, Rarran actually didn't grasp even 5% of what Bionic was saying. Yikes.
i do think it would be cool for a rogue hero or maybe quest reward or spell reward u with the ambush passive... the mind game potential would be nuts. i actually really think tis cool!! just not as a passive u get for free at the beginning of the game
Mage would be amazing,hunter was kinda cool, the rest were meh imo
If they make evry class op no of them is
I feel like this is too complicated for hs, dk is already on the line, i think bionic door would be better of designing custom cards, classes or even expansions instead
I actually disagree a lot with you on the stealth Leokk broken-ness. Other units like him with stealth exist. You also talk about how a lot of cardsa re bad because you have to play them and then play what they get you, yet you called the upgraded Leokk (Kua'Fon) broken. A little bit inconsitent of you, but that's just my opinion.
as a wild player mage is awful to play against
I will say, I think you are a bit too harsh on the systems. I understand that HS basic idea is to be a card game that anyone can get into without hours of learning the basic mechanics, but I do not think that Enrage bar or Hunter gimmicks hard to understand at all. Thing is, no matter what the card game is, thre is ALWAYS stuff you need to learn. That's why there is a skill ceeling in such an inherrently random game like HS, because you can understand it better or worse. There will always be a group of players who need a few explanations before getting the game completely.
These are waaaay too complicated. None of these ideas are practical.
blizzard pls
Hunter is broken 😂
The idea is very similar to what I've always thought HS should have: a spec system similar to the DK's runes system to make classes more similar to how they are in WoW. Good thing there's more that think like me.
Then again, the guy did an extremely poor job about it.
-The mage is good for the most part since is basically runes, but changing the base hero power is a big no because they are designed to be weak and underwhelming, so you try as much as possible to NOT use them. Making the class get one improved based on the deck would ruin the concept.
-Soul shards are a thing, but the passives makes no sense, you generate them by using skills, so it should be cards with something like "if this does X thing, you gain a Soul shard". Curses are ok, but he could have used the few that are still in the game. The specs should be Demon swarm (Demonology), burst (Destruction) and DoTs (Affliction), he could have made something around them.
-Warriors having a rage mechanic makes sense... but yeah, is way too complicated to be a basica class mechanic. The defensive weapons are also a bit random, I guess the guy wanted to add something related to Protection warrior (tank spec), but I would say he should have added something about dual wield, a more iconic thing from Fury warrior.
-Focus doesn't really make sense because hunters don't have shared abilities with different effects depending on the spec. Other than that, all three specs are really on flavor and basically perfect. Altough I find funny how none of those exotic beasts he picked aren't tamable in WoW.
-He copied more or less correctly how rogue work on WoW, based on the bleeds and poison, and stealth, but he smoked something really hard when coming up with those mechanic. HS will never have a mechanic that require more than two braincells to work, so those are way too much.
-His analisis on shaman was on point... and then he ruined everything by showing his ideas.
So, in short, this guy is on crack or something. Most of those ideas are something you would never allow in HS. If he wants to be a designer in Blizzard (why would anyone want to work for Blizzard, is beyond my comprehension) he should forget it because he ain't being hired ever. For starter, he should buy a new mic instead of thinking about designing for a card game.
For funsies, if HS was released nowadays we'd had:
-Most likely no male characters as heroes, or at least no Thrall, because currents devs want to erase WoW's past.
-Tyrande would be a druid hero and she would be full aggro.
-Sylvanas as the base hunter skin. Most likely would have minion stealing cards.
-Liadrin as the paladin hero. Still the same pain in the ass.
-Calia Menethil (Arthas' sister) as priest. Zero aggro cards.
-Some random OC to fill for shaman and warlock.
-Jaina would be a bitch. Even more than she is.
-DK and DH would probably not be in the game. Blame the devs again here.
-Most likely half of the content we get and double the amount of bugs the game already have.
I like that you dont focus on little things and laugh about it like the wrong spelling of beginner and just saying that it is fine
beginner
this video didnt age well lol
Ok now for real, i realy want to play HS, but is super expensive why need to be like this?
This isn't real unfortunately. These are fan designs. But new set coming out august 1st. Should get a few free decks during new cards
"If you can't interact with it feels bad" so shaman and druid feel bad to play against and shouldn't have been printed.
The biggest thing I got from his videos is this
He knows the class fantasy one billion percent better than the hearthstone team could pretend to do.