Spell Schools - Posibilites, Some Questions + Mercenaries

Submitted 3 years, 1 month ago by

I am quite happy with Spell Tribes added to the game and that brings some posibillities to the game and questions to my mind.

I never thought that Rogues will get nature spells and then i learned that Poisons deal nature damage in WoW as a person who played WoW for a little time and it makes me ask the question that "What kind of synergy can a rogue get with nature tribe."

I can answer this question with the bunch of existent mechanics of Hearthstone;

  1. There might be cards that discovers "Nature" spells
  2. There might be cards that discounts the mana cost of "Nature" spells.
  3. There might be cards that makes you draw "Nature" Spells or copy "Nature" spells.

Here comes the interesting part. Since Deadly Poison is the Nature spell, Does it mean that The weapon which is buffed with Deadly Poison will deal Nature damage like WoW?
If it is like that, it brings some opportunities to the game like Nature Resistance +X, Frost Resistance +X etc. or vice versa; Nature Vulnerability +X , Frost Vulnerability +X.

I mean, I really don't think that will the case for the core game, it will be so complicated for it but It makes sense when there will be upcoming Mercenaries game mode. I honestly think that there might be Resistance mechanics in it.

What do you think about it?

  • Almaniarra's Avatar
    HearthStationeer 950 1469 Posts Joined 03/21/2019
    Posted 3 years, 1 month ago

    I am quite happy with Spell Tribes added to the game and that brings some posibillities to the game and questions to my mind.

    I never thought that Rogues will get nature spells and then i learned that Poisons deal nature damage in WoW as a person who played WoW for a little time and it makes me ask the question that "What kind of synergy can a rogue get with nature tribe."

    I can answer this question with the bunch of existent mechanics of Hearthstone;

    1. There might be cards that discovers "Nature" spells
    2. There might be cards that discounts the mana cost of "Nature" spells.
    3. There might be cards that makes you draw "Nature" Spells or copy "Nature" spells.

    Here comes the interesting part. Since Deadly Poison is the Nature spell, Does it mean that The weapon which is buffed with Deadly Poison will deal Nature damage like WoW?
    If it is like that, it brings some opportunities to the game like Nature Resistance +X, Frost Resistance +X etc. or vice versa; Nature Vulnerability +X , Frost Vulnerability +X.

    I mean, I really don't think that will the case for the core game, it will be so complicated for it but It makes sense when there will be upcoming Mercenaries game mode. I honestly think that there might be Resistance mechanics in it.

    What do you think about it?

    Unpopular Opinion Incarnate

    1
  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 3 years, 1 month ago

    Haha, right now my biggest question is how diligent the team will be about back-populating spell schools once rotation drops. It seems relevant (not unlike when they back-populated Elemental tags), but I don't think I've seen anything explicitly saying that they will do that.

    That said, I like the idea of vulnerability or resistance to a spell type, but I suspect that if it were to be introduced, it would be used in very narrow circumstances. Adding such a feature could have lopsided balance impact (e.g. a card with resistance to holy would screw over Priest and Paladin, and do basically nothing to Mage).

    0
  • AngryShuckie's Avatar
    1705 1735 Posts Joined 06/03/2019
    Posted 3 years, 1 month ago

    I agree that weakness / resistance mechanics are cool but probably a layer of complexity beyond normal HS. Mostly because you'd need to specify who's weak / resistant to what, which is a lot of clutter on cards that already try to keep to a maximum of 4 lines of text.

    I also agree that they'd be perfect for Mercenaries, and it would help in making it so some characters are good against some enemies, which encourages us to try a wide range of characters.

    I'm particularly interested to see whether hunter and rogue get enough spells with given schools to justify creating a janky archetype for them. E.g. shadow and nature (poison) spells are perfect thematic fits for the Subtlety and Assassination specialisations in WoW. The question is just whether Blizz wants to turn those specs into archetypes in HS. They went with Enhancement shaman last expansion despite the class having no prior weapon synergy, so who knows?

    0
  • Almaniarra's Avatar
    HearthStationeer 950 1469 Posts Joined 03/21/2019
    Posted 3 years, 1 month ago
    Quote From AngryShuckie

    I'm particularly interested to see whether hunter and rogue get enough spells with given schools to justify creating a janky archetype for them.

    That interests me as well. While Rogue's schools are limited, I don't think hunter's school is. Hunter's schools might be even wider than Paladin. So that worries me more because Paladins are limited to holy school mostly while Hunters can reach Fire spells with explosions and such like traps, Frost spells with attachments and Arcane spells.

    I really don't know WoW well enough but I can say that the loser in this Spell Schools case is Warrior, Paladin and Druid it seems. Warriors might have some fire spells with their Black/Red dragons but not so much. Paladins can have holy and nothing more i guess and Druids nature and Arcane with their Balance.

    I mean, it is not a Spell School but Combat Spells like Execute should have been Physical Tribe in my opinion. Also i really don't like the "Spell School" idea. It should have been just tribes instead of limiting it to the magic spells so it would be also valid for physical spells and synergies for the game.

    Unpopular Opinion Incarnate

    0
  • Leave a Comment

    You must be signed in to leave a comment. Sign in here.

    ODYN
    0 Users Here