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The Rune System in Death Knight has failed… 

Zeddy Hearthstone
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3 окт 2024

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Комментарии : 307   
@misterbleedinggums
@misterbleedinggums 3 месяца назад
They need to add a core legendary that transforms one rune into a death rune. In WoW, a death rune would allow you to use it as any other rune; for Hearthstone it basically allows it as a 4th potential rune for deckbuilding. Double Blood + Death? Now you can run triple blood, 1 frost, and 1 unholy cards. Running 1 blood, 1 frost? Now you can run double blood, double frost, and 1 unholy cards. They could even add 3 core legendaries that each make a single rune a death rune, and just put a penalty for running them. -5 health on this one, the first minion you summon has summoning sickness (so no charge hero power as your first minion), the first card you cast each turn costs +1 mana, up to 10 mana.
@Cyrikyty
@Cyrikyty 3 месяца назад
The System might have been interesting if they hadn't doubled, tripled and quintupled down on Rainbow decks. It was a meme at first, but now it seems like the only thing Blizzard wants you to do with DK.
@robertlupa8273
@robertlupa8273 3 месяца назад
Yeah I still remember when people were memeing on rainbow DK. Feels so weird how it became the most pushed DK rune configuration, to the point that a card being double-rune of a single type can basically kill its viability.
@nuhrii3449
@nuhrii3449 3 месяца назад
its because of this rotation is trainbow, it would have to change in the next rotation, and even then, rainbow isnt very good, because it doesnt really have a wincon, because its juggling too many things to actually be viable with 30 cards, if renethal was in standard it would be good
@darkdavey
@darkdavey 3 месяца назад
Shocked they decided to push the "Rainbow Version", /S
@allianceorc
@allianceorc 3 месяца назад
Blizzard: we are going to focus on 1 rune per expansion Blood Decks: *dies* to literally NO support ever
@kerotomas1
@kerotomas1 3 месяца назад
Mograine with Zola and Brann is still fun (if you get the combo kinda early)
@essurio
@essurio 3 месяца назад
​@@kerotomas1In standard?
@tarille1043
@tarille1043 3 месяца назад
Blizzard: "We are going to focus on 1 rune per expansion" Also Blizzard: "We don't intend to support Rainbow decks" Also, also Blizzard: **Only prints Rainbow cards ever**
@sircracksman3517
@sircracksman3517 3 месяца назад
​@@tarille1043 My theory on why blizz back tracked on this is because people complained about new cards only supporting one rune type. And rightly so, I loved blood and unholy DK but never been one to enjoy burn decks like frost so they transitioned to supporting as many rune types as they can, which turns out to be unsustainable since there's never enough support for all the rune types, blizzards solution? Rainbow and almost exclusively rainbow support. Farmhand 2 UH being utterly outclassed by a 1 UH rune card the next expansion
@tarille1043
@tarille1043 3 месяца назад
@@sircracksman3517 The main problem is they NEVER even tried to follow their plan. So no-one even knows how it would have worked out. Literally the first expansion after DK was released, we got CNE and thus the start of Rainbow support. I can get it if they tried it, people didn't like it and then switched to Rainbow support to please people. But they didn't even try, they just gave up before they started.
@Man_in_the_moon697
@Man_in_the_moon697 3 месяца назад
Most of the rune restrictions are completely unessasary. Would the Headless Horseman really be too good without a rune requirement? You would only ever run it in a slow strategy anyways. Cards like the Primus, Mining Casualties, and Chillfallen Baron are some of the best DK cards and yet they don't have any runes and thats never been a problem.
@robertlupa8273
@robertlupa8273 3 месяца назад
To be fair, Primus's is supposed to represent all 3 runes, so you'd probably have to make it Rainbow. Chillfallen Baron however, yeah. Needs to be double Frost.
@nuhrii3449
@nuhrii3449 3 месяца назад
yes, because horsemen in triple frost would be awful to deal with, because then they have minions forever, on top of getting really good spells, triple blood loves control, and horsemen can find them extra removal, triple holy runs out of gas which can get similar to deathstalker rexxar in aggro hunter it also allows it to be discovered by those respective rune discover cards, which one of the worst things that happened to asphyxiate losing its blood rune
@maxpowers4436
@maxpowers4436 3 месяца назад
@@nuhrii3449 No it wouldnt lmao there is no current frost deck thats remotely viable.
@nuhrii3449
@nuhrii3449 3 месяца назад
@@maxpowers4436 because frost doesnt have wincon, it lost a bunch of burn cards so they will lose gas, and all they have is a bunch of control spells that arent really helpful but horsemen gives them minions to keep going and just out value the opponent
@oxtailsoup6493
@oxtailsoup6493 3 месяца назад
@@nuhrii3449Dude, horseman adding a third asphyxiate to triple blood is not going to break the archetype. The odds you’re going to find a playable minions that acts as removal every turn are slim. Horseman in triple blood would be just fine.
@GeoGames_Dev
@GeoGames_Dev 3 месяца назад
Similar to Zilliax's design, I think they should print DK cards where you decide which and how many runes you want to attach to the "custom" card and based on YOUR choice you'll get certain reasonable effects/mechanics or something crazy if it's a Legendary.
@haydarkadhim
@haydarkadhim 3 месяца назад
Too late, but it would have been an awesome idea
@BrandonR-mg9xt
@BrandonR-mg9xt 3 месяца назад
interesting in theory but you would have the same balancing nightmare as zilliax. Imagine if that was the state of 10 different cards in one class and not just one.
@ЯрославМоскаленко-ц2ь
We need this guy in a blizzard
@GeoGames_Dev
@GeoGames_Dev 3 месяца назад
@@BrandonR-mg9xt As if the game isn't in a problematic state with balancing outside of this theory. Various Strong removals at no significant cost, the power creep in general etc. Sometimes I forget that I'm making theories like this one for DK that would demand a much slower game in terms of power level in order to be somewhat strong and meaningful.
@GeoGames_Dev
@GeoGames_Dev 3 месяца назад
@@haydarkadhim Their pipeline of making cards could support this idea as season theme at best but yeah, too late for that I guess.
@psychoinferno4480
@psychoinferno4480 3 месяца назад
I honestly wanted to see any pure 3 rune cards they would release. Unfortunately they haven't thought of printing new pure cards
@MDoorpsy
@MDoorpsy 3 месяца назад
I blame the people that kept complaining that the only viable DK decks at launch were triple rune decks, and now they're afraid to give any triple rune deck support, and now it seems every expansion ends up rainbow. I genuinely don't get what the problem was. A class with 3 viable distinct archetypes that play completely differently? Most classes don't get that and people don't call them samey.
@Lovyxia
@Lovyxia 3 месяца назад
@@MDoorpsy The deck building was really limited at the time as tons of cards had arbitrary single or, much more annoyingly, double rune requirements for no apparent reason which was changed much later for those that stayed as core. It was just bad in a different way from now and it will never work in an exciting way with the current setup of expansion card counts in that system.
@psychoinferno4480
@psychoinferno4480 3 месяца назад
​@MDoorpsy well one idea of a fix is to make tripple pure rune decks be an almost equivalent power to a Reno card
@stylishsleet3872
@stylishsleet3872 3 месяца назад
The rune sistem would be ok if you have mechanics like rainbow seamstress, if you have 1 frost rune freeze, if you have 2 frost runes freeze and draw a card, if you have 3 freeze draw and deal dmg
@filipvadas7602
@filipvadas7602 3 месяца назад
As much as I like Rainbow DK, I don't want it to be the ONLY way to play the class
@chieftain-nw5wp
@chieftain-nw5wp 3 месяца назад
They shouldn’t remove rune system. They should buff the double and triple rune cards much more
@Spectro78
@Spectro78 3 месяца назад
I miss a lot triple bood dk on standard
@nuhrii3449
@nuhrii3449 3 месяца назад
thats because mograine rotated, so blood doesnt have a wincon
@essurio
@essurio 3 месяца назад
​@@nuhrii3449I haven't checked in so long, do we even have the +10 hp thingy?
@nuhrii3449
@nuhrii3449 3 месяца назад
@@essurio yes, but whats that going to do, except for drawing cards obviously
@lasko4822
@lasko4822 3 месяца назад
@@essurio yes
@sender1996
@sender1996 3 месяца назад
Everyone knew this was gonna happen from the start, and what we got now is not being able to play every card in the expansion because of the runes and even cant do combos with those limitation, personally they should scrap the rune system and rework the class.
@filipvadas7602
@filipvadas7602 3 месяца назад
Honestly, I think that Runes were a cool idea in theory but once they started putting them on cards to superficially limit deckbuilding I just kinda checked out I mean, is Headless Horseman really so strong that it needs a rune requirement and can't be generic?
@Grr8jon
@Grr8jon 3 месяца назад
Yup, that's one of my favorite cards and i can barely play it because of the limitations.
@alixtion
@alixtion 3 месяца назад
I really like to see runes getting removed. Death knight still has a unique mechanic(corpses).
@black369ace7
@black369ace7 3 месяца назад
One thing I’ve tried to do on r/customhearthstone is to create triple rune cards that only delve into 2 rune types (So runes like BBU, BBF, BFF, etc) so that they could actually be powerful cards to the non Rainbow or Pure Triple rune combinations. Otherwise they’re just softly buffing Rainbow and giving pure triple rune support to archetypes that don’t exist in standard. With triple runes not being discoverable or randomly generated, they should arguably be OP to allow for DK to run them over any other combinations. Otherwise Blizzard is just shooting themselves in the foot if they don’t explore what the rune system can deliver.
@maksxplayer
@maksxplayer 3 месяца назад
We had only triple rune decks last year while rainbow was unplayable until Badlands, so now they want to push that archetype for a year and next year they'll probably return triple rune decks and keep switching between those archetypes
@ph1lny3
@ph1lny3 3 месяца назад
I'm on the side that says cards may be part of one rune, but their effects become stronger the deeper you commit to the rune. So say you have patchwerk: 1B: Destroy a random minion in your opponent's hand and deck 2B: and one on the field 3B: Destroy two of each instead
@Tariousgaming
@Tariousgaming 3 месяца назад
Yep, noticed a year ago that they were moving everything over to rainbow. If they wanted the system to work, they really needed to dump a bunch of free cards during rotation to replace the rotating cards for each triple rune.
@toothpickwilly
@toothpickwilly 3 месяца назад
They've all blended into a brown rune class now.
@allezxander1232
@allezxander1232 3 месяца назад
If they made a bunch of the single rune cards double rune, and made other ubiquitous ones like mining casualties runeless, death knight would be cool again.
@shazam1205
@shazam1205 3 месяца назад
The problem with doing that is that it would inadvertently make triple rune decks stronger and rainbow decks weaker. The complaint is that it is impossible to have a meta where both rainbow and triple runes are strong. It's either one or the other.
@allezxander1232
@allezxander1232 3 месяца назад
@shazam1205 Yeah let me rephrase. Delete rainbow decks from the game. They circumvent the rune system.
@WolfuahuaVioletDoll
@WolfuahuaVioletDoll 3 месяца назад
I think to make it a little less awkward when building DK decks is that they need to keep triple rune cards in standard to support those other archetypes. If they want other decks to flourish in standard they must have a lot more triple rune cards remain in standard for maybe double the rotation cycle. They could even switch out the triple rune cards with new introduced ones. But in my opinion they must have triple rune support at all times for it to seem even worth being one specific rune.
@MinoriGaming
@MinoriGaming 3 месяца назад
Climactic Necrotic Explosion works really well as an overly flashy meme win condition and I truly believe it should have remained among the V-07-TR-0Ns, Norgannons and Highkeeper Ras of the world. It’s really cool and funny when it goes off, but it fundamentally doesn’t work as a reliable win condition. Despite that, Blizzard seems to be convinced that it is Death Knight’s strongest endgame option by far, which in a way they aren’t wrong, because DK completely lacks any other way of ending matches.
@stinki0733
@stinki0733 3 месяца назад
I think a solution could be that instead of rotating all DK cards they only rottate some (and maybe bring some back), it will make the card pool bigger, but the total amount of cards you can put in your deck is the same as other classes because of runes.
@robertlupa8273
@robertlupa8273 3 месяца назад
Yeah, give them a bigger core set.
@Lovyxia
@Lovyxia 3 месяца назад
@@robertlupa8273 They already have a bigger core set, but the core set is static for the entire year which doesn't solve how little expansions tend to add to the class.
@yiyueji
@yiyueji 3 месяца назад
Or maybe they can start to print extremely overpowered triple run cards. Like that Slipper Slope can be freeze all enemies for 2 turns and be a triple frost rune card. Or like a powerful control oriented triple blood card, that siphons health from all enemies to increase your hero's maximum. A triple Unholy weapon that sends a card from your opponent's hand back to their deck every time you attack.
@gardian06_85
@gardian06_85 3 месяца назад
maybe if there was some kind of hero power pay off for the different runes in the deck still "dying at end of turn", RGB: current hero power with current upgraded, RRR: 2/1 rush lifesteel; upgraded goes to charge, GGG: 1/2 charge reborn upgraded goes to 2/2, BBB: 1/1 charge freezes minions upgraded can freeze the enemy hero. "no runes" start of game discover an upgraded triple rune hero-power (though this would mean printing more "no rune" cards or having it be resigned to neutrals.
@demfrodegroot7596
@demfrodegroot7596 3 месяца назад
The problem with doubling or tripling up on a rune is that is greatly limits your options, even in the first form of death knight, there were way more single and double rune cards than 3 rune cards, meanwhile in rainbow, you have a massive selection of cards, where you just get to pick your favorites from everything. Triple and double rune cards need to be significantly stronger to offset the restrictions of having less card options for your deck.
@badcatgames783
@badcatgames783 3 месяца назад
The only way to work, DK would need to have like 30 cards per expansion lmao
@nuhrii3449
@nuhrii3449 3 месяца назад
they need the motlk cards to be core
@stanleyliuchangtian5382
@stanleyliuchangtian5382 3 месяца назад
they just need to do one rune per expansion , like every expansion there is a triple rune 2x two rune and 8 single rune card at least.
@frozenfairy2323
@frozenfairy2323 3 месяца назад
It's funny, when Sindragosa was first released, it was a frost and a blood rune and didn't see any play at all thanks to the triple runes decks being so much better, so the blood rune was removed and it became just a single frost rune and say plenty of play in triple frost and then later in plague. I assure you, that if she was released with her original rune requirement of one frost and one blood, she would see plenty of play in rainbow. Funny how that flipped.
@MinoriGaming
@MinoriGaming 3 месяца назад
Hilariously that was a nerf in some regards because Hematurge could no longer discover her
@Izelor
@Izelor 3 месяца назад
The rune system would work better if each card belonged to a single rune and instead scaled based on how many of these runes your deck was based on. For example, this Slippery Slope card could freeze 1 character/draw 1 card if you had just 1 Frost rune in your deck, 2 if you had 2 Frost Runes and 3 or even 4 if you had an all Frost deck. This would incentivize players to not only make decks that have a single type of rune, but also motivate them to try all shorts of different builds to test the effectiveness of each card. And it makes sense that the rainbow deck would have the most variety, but it would also mean that it would get the weakest version of each card used.
@ClanAtlas_Indie_Games
@ClanAtlas_Indie_Games 3 месяца назад
I feel like most expansions only support one or two archetypes for each class anyways, so they could probably get away with higher rune cards. But I still like runes because there's no harm done. It's a balance tool always at their disposal if they need it for powerful cards.
@thrashes6208
@thrashes6208 3 месяца назад
I will not have this lowering of expectations. This can be fixed with a change in direction, better quality of cards and perhaps moves like DK having more basecards that don't rotate than any other class to facilitate them working on certain archetypes throughout the year. AKA they have a base of double frost, double unholy double blood and a payoff card for tripple rune. etc
@lesiegelad
@lesiegelad 3 месяца назад
In hindsight, if they really wanted to do the rune system, they probably should've doubled down and printed 4-5 cards for each rune type each expansion. Things could change if they printed new triple rune payoffs starting next expansion after PiP, but boy is it gonna take a few expansions to really fix it.
@ruidefreitas6827
@ruidefreitas6827 3 месяца назад
The issue with DK is that all the good triple rune legendaries rotated to wild and there's no reason to go anything but rainbow/plagues. They need new powerful legendaries with runes as follows frost, frost and not frost. And the same for blood and unholy to push different archetypes and until they release more rune heavy cards, rainbow will be pushed more and more
@ShadowRaZeV1
@ShadowRaZeV1 3 месяца назад
Rainbow DK and Plague DK. I’ll come back to the class when anything except those two decks exist.
@xsentoraga1000
@xsentoraga1000 3 месяца назад
I think the rune system is fairly easy to solve: you pick your runes before adding cards defining your play style, then you add cards, and in game your cards will have different effect based on what rune combination your deck runs, simple, a lot of coding, but a simple and elegant solution, this also solves the problem of discovering bullshit cards from runes you couldn't fit as the cards themselves would gain effect of your picked runs. Easy.
@thesword8015
@thesword8015 3 месяца назад
BBU seems promising, the closest I can get to BBB. Probably worse than Rainbow, but definitely better than BBB, because the Unholy rune works really well to fuel Corpse Explosion. Also, you get more cards that help your deck, like Maw and Paw.
@matthewmazzatto8003
@matthewmazzatto8003 3 месяца назад
Problem with BBU is that you can't run Reska, which is by far the best card DK has access to right now. Every DK deck starts building as Frost-Unholy because you always need that card to have insane swing potential.
@nuhrii3449
@nuhrii3449 3 месяца назад
2 blood unholy is hand buff dk, which is pretty good currently, you have natural threats from gnome muncher, nerubians, quillboar, mech, but you also have access to horsemen for find more value cards, you can throw in helya and down with the ship for fatigue, you still have access to gnome and army, plague giant and poison
@thesword8015
@thesword8015 3 месяца назад
@@nuhrii3449 Handbuff DK is partly the deck I'm talking about, but it's not the main source. Soulstealer, Corpse Explosion, they're both beautiful double blood cards. The plague cards are integral, since they grant you loads of damage late game. Horsemen is integral too, granting you value and a destroy effect. It is very much possible to make a BBU variant with Blood control cards. That's 4 board clears, which Maw and Paw perfectly enable. One maw and paw makes corpse explosion so much better.
@tarille1043
@tarille1043 3 месяца назад
I find that UUB is the closest the BBB in terms of gameplay. Using Plagues as that consistent damage over time instead of Mograine. While still having some survivability options from things like Death Strike and Maw and Paw. With of course Threads providing your AoE and Hematurge can discover things like Corpse Explosion, Soulstealer, Quartzite Crusher as well as more Maw and Paw/Death Strikes.
@امیرحسینشاکری-ل4ه
@امیرحسینشاکری-ل4ه 3 месяца назад
The death knight class must discover the three rune cards Back again
@ShadowRaZeV1
@ShadowRaZeV1 3 месяца назад
Agree
@vidarnordqvist4667
@vidarnordqvist4667 2 месяца назад
I agree with everything you say in the video. The Death Knight got an issue with normal legendaries too. All of the Death Knight decks i see in standard are identical to one another because the normal legendaries together with Death Knight’s plague cards gives him some insane survivability. I never see any fun necrotic runes or blood runes.
@stephenw5488
@stephenw5488 3 месяца назад
After actually seeing the runes exist for a few expansions if they really wanted us to have *viable choices* or even passingly viable ones in different runes they either have to print X% more cards in DK, or the cards would have to be enough power outliers to justify the rune requirement as a design constraint (ie reno compared to something like soulsteeler)
@arma308
@arma308 3 месяца назад
My hope is that for the 3rd expansion they actually print a triple rune card for blood, frost, and unholy. Since it would be the last expansion of the year, it would spend the least amount of time in standard, so they could buff the power level (think Alterac Valley hero cards). Other than that, Death Knight needs a much bigger core set. Maybe rotate their core set cards per expansion to keep it fresh? The class is so much fun to play, but needs to feel diverse again.
@kanegregory5779
@kanegregory5779 3 месяца назад
For the rune system to even have a chance to work, they need to define what each rune (and rune amount) can and cannot do, and stick to it 100%. Threads of Despair should be double blood. Eliza should be at least double unholy (no frost, and definitely no blood). Mining Casualties and Crop Rotation should both be double unholy. Plagues should probably have been either Frost and/or Blood (they are unholy from a thematic point of view, but from a mechanical point of view it makes no sense at all). If the runes are arbitrary, then devs will just fit everything they want to see play into rainbow.
@dall1786
@dall1786 3 месяца назад
Scrap the room system on the cards and make it attach to the hero power. That way you can build a hero power based on what your deck wants to do. It's either that or give us a fourth rune slot
@wizirdman46
@wizirdman46 3 месяца назад
I wish there was more blood cards like vampiric blood and Mograine. It really felt like its own identity.
@EnterHacker
@EnterHacker 3 месяца назад
I agree. It hasn’t worked over time. Feels like more of a disadvantage.
@RawDealCo
@RawDealCo 3 месяца назад
Great video Zeddy, next one like this should be about the horrid state that Shaman is perpetually in 😢
@kaitoshirogane5563
@kaitoshirogane5563 3 месяца назад
I want them to add more of the Frozen throne DK cards to the core set, just enough to build some basic decks for each triple rune version
@nogai2296
@nogai2296 3 месяца назад
My idea for the rune system is make it not affect deck building and instead affect battle and example making vampiric blood one blood rune and have the text “for each blood rune you have, spend 3 corpses to give your hero 5 health”
@thestuart117
@thestuart117 3 месяца назад
I think a good way to do the rune system is having a year dedicated to the runes. So for the next core set they could put all the triple blood cards back and theme the dk cards for that year as blood runes then the following year they change it up to another rune. At least then the class will be forever evolving
@dwreanchinotan
@dwreanchinotan 2 месяца назад
fix ideas: 1: have core set cards that allow you to 'raise the dead' of past expansions, giving you access to the multi-rune cards of the past to maintain deck diversity. also could branch out into similar cards to pull from past expansions. shouldn't be legendaries so that people can access them. 2: have runes transform existing cards so that triple rune decks can access other cards but with different power levels, costs, or effects.
@HarvestingThings
@HarvestingThings 3 месяца назад
i wish they just released more death knight cards per expansion to be able to support double/triple rune cards
@NOBODYCARESSTEVE
@NOBODYCARESSTEVE 3 месяца назад
Honestly I think one solution could be to give death knight more core set cards than any other class, specifically 2-3 rune cards. By doing this they can insure that every pure 3 rune deck has enough pay off to give them a basis every year
@Alaric11
@Alaric11 3 месяца назад
I predicted this video in the comments last video.
@crescentmoon169
@crescentmoon169 3 месяца назад
I think they should of me put the power in double frost or unholy or. Blood cards. That would allow for lots more experimentation.
@rexias7404
@rexias7404 3 месяца назад
The rune system is something i have felt was a good idea but without a longterm plan for how to sustain it. Its acuttaly quite scary to see how bad Blizzard is at having good longterm plans for anything in hearthstone.
@雷星林
@雷星林 3 месяца назад
Good job, Zeddy, for picking up this topic to cover up! Rainbow DK is good, yet why you should have triple blood or other triple-cards in your collection if you can`t use them the way Zeddy described?! Perhaps Blizzard had something in mind when creating this option! Anyway, they should re-balance something not to upset their product users who willingly spend their money to make this game better.
@dannylang6558
@dannylang6558 3 месяца назад
When festival of legends came out and I got both legendary cards for DK I was pretty bummed to discover they can't be in the same deck
@taliongaming4340
@taliongaming4340 3 месяца назад
The key is the core set. The DK core set would need to have more double and triple rune cards of the same rune that are actually meta-relevant and even potentially win conditions. Right now, the best legendaries of DK are either runeless, triple rainbow runes or double rainbow runes. There is literally no reason to go another way than rainbow (or plagues maybe). So yeah, triple and double rune cards should be in core and they should be better than rainbow cards to see play. You sacrifice a lot when you commit to one rune, so there has to be a reason to do so
@Rinoscope
@Rinoscope 3 месяца назад
The problem, as you pointed out, is that they would need 200% more cards for DK than for other classes taking runes into account. I don't see that as ever happening, basically killing the rune system and forcing rainbow in one way or another. Note also that Triple Rune Cards need to be really powerful, as you're commiting yourself to a single rune, reducing drastically you deck-building options. As we've seen, they're reluctant on going that road too. So we're left with a system that just goes nowhere interesting and just hampers deck building or makes it less interesting.
@THMCTerracraft2
@THMCTerracraft2 3 месяца назад
I would like them to scrap the runes too, but the sunken cost is so high.
@Meca-Mat
@Meca-Mat 3 месяца назад
I don't Runes should be removed but the restriction should be. That way, you can still have cards like: "Draw a Blood-Rune card." And maybe they could release cards like: "Start of Game: If your deck has only Unholy-Rune cards, [do something]." so that you could still remember the times where restriction were a thing.
@michaelkelley7826
@michaelkelley7826 3 месяца назад
i mentioned it on twitter but i think with the runes they should make cards that just change effects depending on your rune layout. like card does this if you have mostly this rune type an then have it be differently if its a rainbow.
@Cardinalsqr
@Cardinalsqr 3 месяца назад
I still think that all rune requirements except for triple runes should be deleted. They can keep the extra powerful cards to runes so they can’t interact, but nothing else is anywhere strong enough to justify it. Or just delete runes in general and bump up the mana cost of the current triple tune cards by 1 or something if they really think they are that big of a deal
@brianburwick5175
@brianburwick5175 3 месяца назад
SOLUTION: instead of rotating DK cards to WILD every 2 years, instead rotate every 6 (2x3) years.
@LordHagrid
@LordHagrid 3 месяца назад
It would be interesting to have them split in 3 different classes. You can still play rainbow but you have extra cards per class to get this dk concept going
@beybladetunada5697
@beybladetunada5697 3 месяца назад
It was pretty obvious from the get go that it would be weird to support all possible combinations
@tarille1043
@tarille1043 3 месяца назад
I don't think that it's inherently unsustainable with the current number of cards. It's just that the devs got lazy IMMEDIATELY after the class released and just went all out on Rainbow (Extra reinforced by all the rune changes they made upon rotation, where instead of keeping the iconic double/triple rune cards they instead just removed runes to make everything more Rainbow friendly) Like, normal classes will get an archetype with their card releases, plus a few extra cards alongside this archetype. There's no reason why DK can't be the same, getting a rune combination, plus some extra cards of various runes (Take for example, the Plague archetype. That uses all of 6 cards. Thus there's 7 remaining cards that can be devoted to other things within an expansion) All they need to do, is make sure the payoffs for alternate rune decks also utilize their 3 respective runes so they can't be utilized in triple rune decks or Rainbow which already have their own payoffs (I.e. Helya would need to be UUF. Handbuff would need a payoff that would be BBU etc). This would allow them to not only support the main triple rune decks (BBB, FFF and UUU) but also they can still make other rune combinations work without them simply devolving into being "Bad Triple/Rainbow deck" or having their cards just get absorbed by the triple decks like we saw with things like handbuff (Where we now have Rainbow handbuff because outside of Helm the only rune requirement for the entire handbuff deck is BU).
@jcooper702
@jcooper702 3 месяца назад
Great take on the rune issue!
@nicmastoridis6177
@nicmastoridis6177 3 месяца назад
I was sooooo sold on triple blood DK control. I’ve played since the release of KnC in 2017 and even made my first microtransaction for the game to get the mega bundle/path of arthas thing in 2022. Festival of Legends was cool with the rainbow support and I even got CNE as my free set legendary. I took a break after that and came back last month to see it’s just rainbow now which is pretty disheartening.
@filipvadas7602
@filipvadas7602 3 месяца назад
Getting DK cards who's effects adapt to your Rune setup, instead of the other way around, would be a good way to fix the system alltogether. Blizzard doesn't have to scrap the runes alltogether and all gameplay styles get supported
@adamn7777
@adamn7777 3 месяца назад
I think rather than scrapping the rune system entirely they should make it so the cards incentivize building different rune combinations without restricting them. Here's a few examples from the top of my head. Mograine instead of requiring such a narrow deck starts at a base of 1 damage per turn but the damage increases for each blood rune you have. Slippery Slope can freeze an additional character for each frost rune you have. Climactic Necrotic Explosion can upgrade faster if you have one of each rune. Any card can be in any deck but some cards very much want specific rune combinations. Mograine would be pretty bad without any blood runes in this case but fairly strong in triple blood. Slippery Slope would be OK in a 0-1 frost rune deck but ridiculously strong in triple frost (freeze 4 characters draw 4 cards for 2 mana). Like this you're making decisions on which cards in your deck you want to be stronger and which you're ok accepting a weaker version of. To get around the text box limitation issue create some keywords to indicate that a specific rune changes the card similar to mana thirst.
@byeguyssry
@byeguyssry 3 месяца назад
I said it when they released Death Knight: they need to make more cards that do different things based on your runes
@Anueb_
@Anueb_ 3 месяца назад
Idea of a rework: maybe all the cards should be runeless and some of them get nerfed. However, if you commit to, let's say, triple unholy, the cards that were triple unholy get "upgraded"/unnerfed if you put them in your deck. All the sudden, you can play with all the DK cards but their most powerful version are only for those who build their deck with the rune system. Of course, that would require more work for the devs, as every card would have different numbers/effects according to which and how many runnes you go for.
@theodobson4587
@theodobson4587 3 месяца назад
Double and triple cards are meant to be noticeably stronger - you take a cut to deck versatility for specific powerful cards (like highlander decks). The issue isn't the system it's the power of the cards printed for those archetypes. If dk had three broken cards next set but they were all different double or trip,e rune requirements then it wouldn't be broken because they can't all be ran in the same deck. We saw this early on with cards like mograine and frostwyrms fury - powerful effects which people love but are balanced as the rest of the deck suffers card quality. Same reason highlander is popular.
@Kaeldorn
@Kaeldorn 3 месяца назад
In my opinion, all this could easily be resolved if they make double-rune (of a single type) cards as the payoff cards and make one for each rune type every expansion. Then add 3 multi rune cards (runes of two different types) of every combination that somehow interact with both payoff cards of the two matching rune types. With the aim of making 2-1 combinations with interoperability and flexibility the norm. All that was off about the original design was forcing triple rune combinations instead of supporting interoperability, and what has gone wrong with the execution is that each set death knight just gets one synergistic package and a bunch of garbage filler. The idea to just focus on one rune type for every expansion and leave the others without support was just weird. The HS design team needs to step away from this idea of every set introducing some new hyper synergistic package for every class in general...
@omarplay2978
@omarplay2978 3 месяца назад
they should do one of three things to fix this issue. one is to scrap the runes altogether, two is giving us more rune slots when deck building(4 or 5), three and this one i think is the best option is to just remove runes from 90% of cards and leave runes only for big payoff legendaries
@Animation_Cancel
@Animation_Cancel 3 месяца назад
So sad seeing a cool mechanic like this starting to die. Hope blizzard starts releasing more cards for dk for expansion and focus on more various runed archetypes
@irisstarsterio8960
@irisstarsterio8960 3 месяца назад
Death Knight went from one of my favorite classes on release to now being my least favorite. Both because they got rid of the creative deck building with runes, and because of plagues.
@snackpup
@snackpup 3 месяца назад
undeads and corpses is more than enough theme for death knight
@therealsauron8162
@therealsauron8162 3 месяца назад
Thanks for saying it Zeddy. I'm so sick of the restrictions on death knight. Every other class has cards with built in synergy but dk is punished for having cards that would work very well together by essentially having a ban system built into the class itself. Very lazy way of game balancing. Hopefully something changes and most of the cards will no longer be just an esthetic part of our collections.
@khaoss9992
@khaoss9992 3 месяца назад
They could change the rune system is to have the amount of runes of a type to empower your hero power somehow.
@Lovyxia
@Lovyxia 3 месяца назад
You can't do deck building with only 1/3rd of the cards per expansion on average for anything that isn't rainbow, plus the few runeless cards inbetween. The system failed the moment they decided DKs get the same amount of cards as other classes while having huge integrated deck building restrictions and it only worked at first with the larger core set + Path of Arthas and it fell off immediately.
@fam3871
@fam3871 3 месяца назад
Zeddy predicting another failure. I actually remember the vid mentioning this issue and agreed back then, hate that they couldnt make it work 😢
@legendmaker694
@legendmaker694 3 месяца назад
I haven't seen actual Rainbow in quite awhile either (one of each). The two DK decks I face regularly (in both Standard and Wild, shockingly) are Green+Blue (Plagues with the Excavate package thrown in) and Green+Red (the surprisingly strong hand-buff thing). Building an actual Rainbow deck is almost like building a highlander deck but with no payoff....
@jeremiahsmith8499
@jeremiahsmith8499 3 месяца назад
Climactic Necrotic Explosion isn't a payoff?
@Lovyxia
@Lovyxia 3 месяца назад
@@jeremiahsmith8499 It's sadly like a worse Reno in lots of ways, and that's comparing it to the 10 mana version. Board flooding vanilla minions lategame is unfortunately pretty useless so you're left with 1/4-1/3 of your corpses basically not buffing the card.
@ShadowRaZeV1
@ShadowRaZeV1 3 месяца назад
Rainbow has been the most popular DK deck for this entire year. It even has a normal and Reno variant. Rainbow DK has been the only meta deck for DK this entire expansion since the plague changed.
@legendmaker694
@legendmaker694 3 месяца назад
@@ShadowRaZeV1 Maybe in Standard and at higher ranks than I typically reach there? I'm primarily a Wild player and I play Standard on the side; I rarely go higher than Gold or Plat there. In Wild I haven't seen a single Rainbow DK in forever, not even at Bronze 10, and the only DKs I ever see all the way to Legend are the two I've mentioned (neither of which performs great, or are very popular, but definitely more than Rainbow).
@legendmaker694
@legendmaker694 3 месяца назад
@@jeremiahsmith8499 Not really, no. Definitely not a good enough one to build around. If anything, the 3-drop* that gets Lifesteal, Rush and/or Reborn based on your starting runes is a more realistic payoff, but even then the dual-rune decks are only missing out on one keyword each, which is more than outweighed by having a better deck than Rainbow overall.
@silvereloking6149
@silvereloking6149 3 месяца назад
that was clear from day 1
@przemczykczytarzeczy8526
@przemczykczytarzeczy8526 3 месяца назад
Zeddy. They can revert stuff next year. I strongly believe that they just add some old cards which complete some archetypes. That's the minimum they should do.
@markos50100
@markos50100 3 месяца назад
What the class needs is to have a legendary for every triple rune combination in the core set with enough support for it.
@Cuestrupaster
@Cuestrupaster 3 месяца назад
The problem with triple Runes is: if it's way too strong it just limits how you make your decks because usually will make so it doesn't have any reason to go mixed, and although at the start we had very clear frost/blood/unholy, frost and blood kind of lost their power, meaning that maybe their triple card was close to what they should be because it didn't limited so much your ability to mix runes... but Marrowgar was WAY too strong, there was no reason to play 1 or 2 unholy with something, if you wanted to play anything unholy it was better to go 3 unholy just because Marrowgar was broken... either remove it, or die, and triple unholy were relentless decks that made your opponent react every turn eventually making them run out of resources and eventually win, you now... what Hearthstone is nowdays. Probably the reason why the other triple runes became unplayable.
@BrandonR-mg9xt
@BrandonR-mg9xt 3 месяца назад
I think the rune system could have worked if they dedicated one mini set to each rune. That guarantees a degree of intention and potential synergy. The main sets can be more eclectic cards. Still 50/50 it would have failed but better chance than what they did. Getting one shot to get each rune right is very tough to do over time consistently.
@GL-ML
@GL-ML 3 месяца назад
Runes shouldn't restrict but empower your decks. Imagine if DK cards had changing effect depending on your deck runes!
@edrueter9
@edrueter9 3 месяца назад
The problem is they don't give even support to all the runes. They killed blood because people cried that blood was a control style and the extra health led to games that didn't end on turn 5. When you start to work backward from Blizzard wanting games to end on turn 5, so many decisions start to make sense.
@fweizs912
@fweizs912 3 месяца назад
Max runes should be two runes but keeping the three rune slots. So Marrowgar, Morgraine, Frostwyrm´s Fury and so on go to 2 runes. Some two single rune cards could go to one but this way you will open up experimentation a lot. You will be able to max out a rune (two of) and add a single different one to mix and match. Would this be broken? Would it be broken to run max blood and some plagues? Frostwyrm´s and plagues? Max plagues with Marrowgar and frost for some burn? Not in a million years.
@rory9975
@rory9975 3 месяца назад
Maybe some of the Rune support cards and the triple cards should be in the base set and not get rotated out.
@phatal4573
@phatal4573 3 месяца назад
helya being unholy does make sense. its a lore thing
@Squadalahwereoff
@Squadalahwereoff 3 месяца назад
yep. I loved that about the class, and I loved how playing rainbow in festival of legends felt because it was a big drawback/reward and an extremely entertaining and unique gameplay. Now the class went from my favorite to my least favorite because it's literally just 2 copies of mining casualties, then legendary spam. No non-legendary cards other than the 2 copies of mining casualties that DK has do anything. Reska and The Primus need to go. Now that you mention it, all of the titans need to go!
@Nadine-e1p
@Nadine-e1p 3 месяца назад
I think Blizzard have to Put the legacy dk cards back in standart
@jamesg9468
@jamesg9468 2 месяца назад
Are there even any triple rune cards left in Standard?
@joachimmencke4804
@joachimmencke4804 3 месяца назад
They really need to start pushing out alot more cards for death knight than the other classes if they want it to work..
@williammartinsyay
@williammartinsyay 3 месяца назад
I really like the class, but I feel very limited, the decks have almost no variety due to this system. And when I decide to play wild for example, there are a lot of cards but in the end the decks look the same, just changing neutral cards or some new ones that the rune system allows...
@chrisvenn6812
@chrisvenn6812 3 месяца назад
I feel like they're going to go back supporting tripple ruins. If they never changed the tripple ruin meta we would never get to experience this type of rainbow meta for DK. Looking forward to going back to tripple but glad we are getting to experience rainbow aswell
@MrJacob1487
@MrJacob1487 3 месяца назад
I would like it if they just allowed core to be larger for dk. It doesn't matter if they are old. If I have a base to play with that's better than nothing.
@Reebok4523
@Reebok4523 3 месяца назад
It works for me I wish they would make triple rune cards. I had fun and it’s challenged to make triple rune DK decks
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