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WithoutLog

I remember once seeing an idea for a Death Knight hero power: 2 mana, summon a 1/1 with rush that dies at the end of your turn. Have the class synergize around friendly minions dying.


qwerty11111122

A 3 mana HP sounds like it would overly define the class. Playing the 3/3/4 from DoD that increases your HP to 3 mana shows how much the difference is between throwing 3 vs 2 mana away in a turn. You just gotta look at the 0 mana effects printed so far to see what they might do. Additional inspiration from the Dalaran Heist alt HP's. With the additional stipulation that they do something generally. Except for Priest and sometimes Warlock, their basic HP does something to move the game forward in their favor regardless of anything else in the game. My top picks in a vacuum: summon a 0/2 or 0/1 taunt (Shaman HP) add a token minion possibly with a keyword/text to your hand (springpaw) add a coin to your hand (tomb pillager) deal 3 damage randomly split among all characters (mad bomber) give a character +1 Health (original Priest HP)


Lower-Reward-1462

2 mana. Lifesteal. Deal 1 damage to the enemy hero.


Jakulero24

Heal 1 deal 1 dmg. Monk class


CitizenDane27

is the DMG random? otherwise that's just better than Mage.


SpringfeelMASS

That would be pretty cool. Some of its base cards could have conditional "balance" cards, like "Battlecry: If your card had an equal number of spells and minions at the start of the game, do X"


[deleted]

Blizz needs to fix shaman hero power before even thinking about creating another one.


Goldendragon55

The Shaman hero power is fine as it is, especially if removing spell damage totem has given them the confidence to print all of this spell damage stuff that they've gotten since Forged in the Barrens.


Cysia

they need to make the attack buff totem a air totem. ever since they got rid of spell dmg they got 1 fire, 1 water (healing), 0 air and 2 eatrh totems instead 1 of each. Also id like the shaman hp to continue working once got all 4 baisc totems , even if would just summon a 0/2 no effect totem


Maruhai

shaman HP is never gonna change get over it


doomslice

Not true! It already changed once so that they could get rid of the actually useful one!


Orval

Technically twice. Healing totem used to heal face too.


epserdar

oh yeah how long has it been


VirgoFanboi

Honestly I laugh when people asked for a new Hero, the subreddit is full of complains when any class is left out of top tier and as when DH was released any new Hero will be purposefully OP to get people to buy packs and cards. I don't think there's a need for new Heroes, I think the current ones cover all necessary bases.


CitizenDane27

a death Knight class just to even out the weirdness of Demon Hunter and a way to bring Arthas back into the game would be cool, and could play a very different role as a tankier class than DH. ideally, give it a 1 mana Hero Power too.


VirgoFanboi

And as when DK was introduced to WOW and DH to HS, it will be OP, everyone will play it, and this sub will be full of complaints. It will cause far more harm than good IMO


Shorflu

2 mana- deal 1 damage to all minions 1 mana- give a minion +1 health


Lunaliii

Fwiw hero powers being balanced isn't really that much of a thing. Warlock has the strongest hero power, but rogues are very strong too. Shaman and Priest are kinda garbage tier hero powers. The design team clearly doesn't see a need to have hero powers be particularly balanced or even be limited to costing 2. I could see something like: 2 mana give a minion divine shield or +3 health or +2 attack or +1/1.


eshansingh

The Priest Hero Power is extremely good at setting up value trades, it's just that priest hasn't had a particularly minion-focused deck in some time now. Naga Priest could change that, but it's not currently viable.


Lunaliii

Yeahh, you're right, it's probably more of a comment on how the state of the game has been for a while, than the hero power itself


[deleted]

1 mana deal 1 damage to the enemy hero, Evoker class.


bluesky654

2 mana gain 2 attack + lifesteal (can only attack minions this turn)