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I feel like a good way to "fix" the issue with Rainbow having so much more support than every other DK deck is to print generic DK cards that gain effects based on equipped Runes like Seamstress, but taken a step further. Like maybe a generic DK Legendary , let's call it *Stitches* , which has the Battlecry: Eat a minion in the enemy's deck to gain +2/+2 and a random bonus effect. And have the clause "Repeat for every equipped Blood Rune" at the end. That way technically every deck can run it, but it will ONLY be at full power in Triple Blood This is just an example to give an idea what I'm talking about, but I feel like this type of card design, where you trade freedom in deck building for sheer power , would work.
I would like to take this opportunity to mention that I'm like 75% sure when the rune system was first announced that the team said that they weren't planning on making Rainbow much of a thing, if giving it any support at all. Like, I could be completely wrong, but I SWEAR that I heard somehow during March of the Lich King that they didn't plan to make Rainbow an Archetype.
I mean they would make rainbow cards eventually since it's such a conceptually interesting theme to explore. I just expected them to wait a bit longer before suddenly pivoting to only really supporting it
Imo runes are really bad design. They were advertised to ad depth to deckbuilding, but they just restrict and pigeonhole it. The DK discover circus on their release only cemented that the design runes were a problem. When systems need hidden rules or restrictions to make them function imo that’s just the hallmark of a bad design. Not to even mention that they use runes to make some insane power level cards under the assumption that they are restricted to certain decks. I hate Reska so much, but you don’t see it that often cause of the runes… until we circle back to the discover problem and I want to concede after Reska pops out of a frost strike. The ideal world would be where they didn’t release the system and thought a few expansions ahead instead, but it’s here and seems to be to stay. I think the best path they can take is way more runeless cards, and multirune cards being backbones instead of win conditions. When triple rune cards are your only way to win games as DK, then there’s no deckbuilding to the class anymore.
The main failure with the rune system is it was created to "hold back" the power of DK cards. Meanwhile, other classes don't have such limitations and can run anything if they so desire. And let's not talk how every expansion has support for one run while locking out the rest of the set.
I actually love climatic necrotic explosion, i tried to make it work for so long. At the same time i agree DK should get more support for triple runes but i think they should do both. Having only triple rune decks makes the system less interesting, having different combinations viable at different points in time should be the objective
When runes were introduced, the design phylosophy seemd to be a "3 overlapping classes in one" system which i thought sounded like a cool deck building challenge, but my immediate concern was "well are they going to print more cards per expansion for DK compared to the other classes?" Otherwise we have the same problem as the "failed archetypes" other classes have had in the past, with useless cards that were made to synergize with something that doesn't really work, but it's even worse with runes since they often create significant deck building restrictions, effectively like releasing new classes and then not printing any cards for them for several expansions
I still think the fact we've gotten no cards that are a 2 & 1 rune type is a missed opportunity. I want blizzard to force some of the mixed runes that aren't rainbow.
The easiest change to make runes mean something again would be to remove the deck building restrictions but give start of game bonuses for building triple rune decks. Extra starting health for triple blood, upgraded hero power for triple unholy, draw 2 extra starting cards for frost. Something like that. This would probably be absurdly powerful but would also get some diversity in DK decks instead of just playing against Plague Rainbow every single game
I actually really like the rune mechanic, building 2-1, triple, and rainbow decks are a lot of fun, but unfortunately I feel like double and triple cards are underrepresented. I’m not sure why either, but mechanically as a mostly 2-1 player I like it
its strange since any 1 rune card is rainbow viable, so it kinda just leaks into it, I wanna see 2 of the same rune cards, and 3 of thesame rune does the same thing rainbow is doing rn if they supported it like they support rainbow
The rune system is a fantastic idea and was fantastic at launch but now its poorly executed and it will continue to be that way. If you play exclusively triple blood DK you get like 3 cards per expansion
Runes are cool in concept but I think DK would need much more cards to make deck-building interesting. Otherwise it boxes you in to a specific card pool, I’m not even sure how I feel about any triple rune cards tbh even if I like their designs because it makes building around them too prescriptive. Blizzard is probably spreading themselves too thin because it’s very hard to do class identity right let alone rune identity
I feel like Death Knight was going to have this rune problem from the start, especially with how almost everyone and their mother pointed out the potential design problems right from the get-go. Primarily with just how little support each individual archetype was going to be getting with each set if the three rune model was being followed. As it turned out, Blizzard just ignored that problem and went all in on the rainbow colors.
Deathknight runes were bound to fail. It's because they cannot release enough cards per expansion to go deep into the mono rune cards, and that also makes rainbow rune more attractive, so what we ended up getting is only rainbow because that just makes economic sense for Blizzard, it just makes more cards viable. It's funny that they said their intention was for rainbow rune to be bad, but that's what they ended up going with immediately after deathknight release. But even if monorune was good and deathknight really was about committing to 1 rune there would be another major problem. And that is that the existence of DK will forever put a limit on the strength of neutral cards. Because DK gets really strong cards at the cost of being able to run less of them it means that if neutrals are ever too good again DK effectively won't have a downside from the rune system, making it OP. I guess the only real solution for this is if Blizzard increases the number of cards released per class for each expansion, but obviously that comes with countless other problems for them such as increased cost and dev time. But DK honestly needs like 3/4 archetypes per expansion if the rune system is going to pay off.
I tried making a 2-blood 1-unholy deck after the most recent rotation, and it just didn't work. The tools weren't there to make a deck like that fit. Even with all those legendaries, mixing runes is difficult and leads to weird cards that don't belong in decks together. It'd be cool if you had the freedom to build whatever combo you want, but the amount of cards in standard (and the class in general) don't allow for the potential that the runes could have.
Hot take: just delete runes. Deck restrictions are lame, and the runes especially are failures as a restriction. Blizzard had to reduce every card to one rune so they can be played, but now you have rainbow dk without even having cne lol
I think I hold the unpopular opinion of loving helya as a non-dk player. I usually play thief rogue and I run 2 togwaggle schemes so imagine DK playing atleast 1 helya every turn, it's hilarious.
I exclusively play death knight (I have over 1300 wins with the class) and I like the rune system. I mostly wish the runes were more thematic and the rainbow cards were less restrictive. To me the problem is rune mismanagement. Some mid cards have huge rune requirements for no reason and it ruins their viability. I want to play noxious cadaver, coin, voodoo doctor, death metal knight, death metal knight, happy ghoul on one in triple unholy
Okay so, I'm not exactly a balancing expert at all or whatever but honestly I feel like they should approach runes differently when making an expansion. I feel like with each expansion they should focus on one or two rune cards and print four or five cards for each rune they'll touch on alongside three or four runeless cards as well. Yeah it'll be more cards to work with but it'll reduce the severe limitations
I think the problem is every class has 2 legendary cards per expansion. with rainbow they can make one rainbow and one runeless card, but if they ever wanna support triple rune it means out of all options a max of 2 decks get proper support for DK at a time. the class launched with a gimmick when they added a base for it+ expansion themed around it, but there was no planning for the future past that, so we get "rainbow" as the only option they can sell
Love rune systems. Blood dk has such a satisfying playstyle and Marrowgar for unholy is one of the best designed legendaries ever. If they just printed 1 more triple rune card for each I could see it coming back. I just wish they gave other classes a built in reason to hero power
I love the rune system. I hate rainbow. I love triple rune and 2 1 rune decks. But rainbow is just boring design. But there are so many cards that confuse me. Like Eliza. To me she should have been a two unholy or at least unholy and frost. What does unholy do? spam minions on board that'll take great advantage of the +1 attack. Not fucking blood, how does she in anyway have anything to do with what blood does? The idea and design behind deathknight and the runes is some of the most compelling in HS. But it is ruined by terrible execution. I long for the days of tripple blood deathknight with Mograine
3 runes blood dk is totally useless now he only has vampire blood for 3 blood runes - this is VERY weak, considering that he has almost no ways to regenerate health (blood boiling - removed), the same warrior can stack 1000 armor for himself
The main weakness of the Rune System is the lack of creative push being made to make particular combinations possible. What I mean by this is that we only see either triple runes of 1 type or rainbow, when rather we could go further and make other triple combinations. BBF, BFF, BBU, BUU, FFU, FUU. I wanna see actual cards that can be allowed to push into these directions and see what the combinations can represent, but they can’t if there’s no creativity being pushed to make these potential archetypes to exist. They just need to make one or 2 cards too, then we’d be set for life. We’ve already had some exist with Handbuff DK being BBU, just make a card with those runes and you’re done.
In my opinion, it would be cool if they print card that has flexible rune options. For example, they can make helya to be flexible, you can combo the runes how ever you want, if you pick 3 blood, it shuffles 3 blood plagues, if it’s rainbow, it shuffles all 3, if its 1 blood 2 frost, it shuffles 1 blood and 2 frost plagues. What do y’all think?
Good old blood dk. Ive only ever hit legend one time ever, and thats right after death knight came out, cause bots were spamming pirate rogue in wild. I cant wait for more 3 blood rune cards
I really like playing rainbow in standard. It's not the strongest DK deck but it allows you to play so many legendaries. DK legendaries are so cool and pretty much all of them can be played in rainbow.
The problem of rune system is they should really print 3 (or 2 times) the amount of cards for death knight, cus you're just spreading the card out that other deck cannot play
At least in design Rainbow seamstress is better than CNE, as you COULD run her outside rainbow, it wouldn't be as good of course but at least there is the option which is better than restricting to only in rainbow
I love Rainbow DK it's my favorite Hearthstone deck in 5 years. I do think they should still try to print more triple and double rune stuff though to make the class hold true to it's identity.
How can anyone hate helya. I really tryd to play plage dk and it was so bad. She is the only reason this archtyp is not completle useless. I like the disign really And she is also not op or fun ruining like this ugly warrior card with TnT. I find the idear nice. Imo plagus need to be buffd. make it 3 or 4 damege.