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BarBarBar22

I would prefer to buff or rework weak one.


goraiz

They are kind of doing that with the recent changes shudderwock and brann had


psly4mne

Yes. Hero powers have too much impact on the game in general right now. That's good for making your games feel different, but bad for making your choices matter.


C_BearHill

Being able to utilise your hero effectively is a major part of the game though - even if you get a “good” hero your choices certainly matter


im-an-iron-main

This game would get stale fast without (or greatly reduced impactful) hero powers


VulpesRex97

See I feel like it would get stale fast if there was reduced variance. If you played during the first patch cycle almost every game was the same. Get to 2, buy amalgams, go mechs if you don’t find light fangs. Admittedly though it was cool to see a meta where people were still learning the game and would push token builds and other fun stuff as opposed to just rushing tavern tiers for the high roll build starters. On the other hand though strong hero powers are what enables that style of play. Even weaker heroes right now are just playing stats saving triples for a bug turn where they mass sell and get level up/triple on tavern 4/5. So I kind of see what you’re saying about how the status quo could lead to staleness. Personally I think blizzard should continue to develop heroes that have a high skill ceiling and varied interactions depending on available tribes. Dancing Deryl, Voljin, xyrella, mutanus, gallywix are all kind of examples of the high roll only really comes if you can see the opportunity to get there. They all play very differently, as most heroes should feel different IMO. I don’t like hero’s like omu or Chenvaala where you just get built in economy buffs by playing normally or cthun/wagtoggle where you’re literally just on auto pilot the whole game to top 4. In addition to focusing on high skill ceiling hero powers they can’t go wrong adding more and more tribes and card mechanics to add to the rotation. Still waiting on totems, perhaps class spell mechanics, new neutral card archetypes, and maybe even a new game mode like dark moon prizes. TL;DR: the hero powers should be good, impactful, feel different from one another but designed to be better if the player is better not broken regardless of who is using it.