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Hearthstone, Developer Insights: Class Identity, Hall of Fame, New Cards

Hearthstone, Developer Insights: Class Identity, Hall of Fame, New Cards
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Hearthstone developers have returned to the basics of the game and modified some of them: Vanish and Mind Blast paid for it, and the Hall of Fame is not far away. Once this is done, the Team 5 explains its vision of the different strengths and weaknesses of the classes.

Hearthstone, Developer Insights: Class Identity, Hall of Fame, New Cards

As this Year of the Dragon progresses, Team 5 is trying more and more things to break the usual rhythm of rotations/extensions/adventure on Hearthstone. If the number of extensions released per year is destined never to change (a priori), many "unusual" things have happened recently:

  • A Solo mode has been released one month after the corresponding extension
  • A very fast nerf wave hit the game just after extension
  • In the same way, we had a wave of buffs (which had never happened before)
  • We saw some Cards sent to the Hall of Fame outside of rotation (see below)
Vanish, Mind Blast join the Hall of Fame: 10 new class cards added!

In the next Hearthstone patch, iconic class cards like Vanish and Mind Attack will go to the Hall of Fame. Ten new cards will be added, between neutral cards and a few other cards with strong identities.

To justify the removals of Vanish and Mind Blast from the basic set (at least in Standard mode), the developers discussed each class and their own identities (source).

Define the identity of each class

To define the identity of a class, we focus on three main principles: adhere to the personality of the class, define its strengths and establish its weaknesses.

We seek to reflect the personality of each class through different game mechanics. The warrior charges head down in the melee, the mage casts devastating spells, the rogue concocts infallible plans... Defining these broad outlines allows us to choose the best cards to highlight and deepen the personality of each class.

Creating an identity specific to each class serves several purposes. Giving them very distinct characteristics gives us more freedom to design new game mechanics. We can go further in extremes knowing that each class has weaknesses that will counterbalance its new powers. A better understanding of the strengths and weaknesses of the different classes also facilitates your adaptation to the opponent's game. For example, if you know that a druid is vulnerable to powerful minions, you can start developing your strategy at the beginning of the game, even if you don't know exactly what's in his deck.

Class Breakdown

Here is a brief overview of how we see each class:

  • Strengths: These are the things that a class focuses on and excels at.
  • Limitations: These are aspects that might show up a few times in a class, but they are very limited in power level and the number of cards.
  • Weaknesses: These are aspects that a class either doesn’t have or struggles to achieve effectively.

 

Druid

Attuned with nature, Druids rely on the magic of the wild, massive beasts, and swarms of woodland creatures. Their toolbox allows them the versatility to pivot from defense to aggression. However, they have limited ways to directly clear out enemy minions.

- Strengths: Mana generation, giant minions, minion swarms, card draw, Beasts
- Weaknesses: Destroying big minions, board clear

Hunter

Hunters use their wit, ferocity, and an army of beasts fighting alongside them to destroy their competition. Although they lack in defense, their aggression allows them to push through before they need it. A well-timed Secret or Deathrattle can help them gain clutch advantages against their opponent.

- Strengths: Beasts, face damage, Secrets, Deathrattle
- Limitations: Card draw and generation, board clear, Taunt
- Weaknesses: Healing

Mage

Mages have mastered the arcane arts and use their wide range of spells to take on even the most aggressive of opponents. Their defensive cadre is limited—while a good Mage usually has a useful tool to deal with any situation, a great Mage conjures the right tool when they need it.

- Strengths: Spells (big and small), damage spells, Secrets, board clear
- Limitations: Minion swarms
- Weaknesses: Healing, Taunt, minion buffs

Paladin

Paladins are great champions who support their minions with buffs, healing, and divine shields; however, they are not afraid to get their hands dirty when the time comes. They are methodical, controlling the battlefield through debuffs and focused attacks instead of destructive spells. Strength and persistence are the keys to a Paladin’s victory.

- Strengths: Minion swarms, minion buffs and debuffs, healing, Divine Shield, Secrets
- Limitations: Cost reduction
- Weaknesses: Direct damage spells, destroying big minions

Priest

Priests balance holy light and shadow magic to defeat their opponents. They control a battle’s outcome using powerful spells with situational applications. While not the most aggressive, they are able to generate, copy, and use combinations of cards to create a powerful army.

- Strengths: Healing, narrow but powerful spells, copying, single-minion buffs, Deathrattle
- Limitations: Card draw
- Weaknesses: Face damage spells, multi-minion buffs

Rogue

Rogues hide in the shadows, planning for the perfect time to strike. They may be sneaky and nimble, but they lack strong defenses and regeneration, forcing them to act quickly to incapacitate an opponent. Their innate ability to generate, draw, and burgle cards allows them to build up and execute on many synergies.

- Strengths: Combo cards, destroying individual minions, card draw, weapons, Deathrattle
- Weaknesses: Taunt, healing, board clear, multi-minion buffs

Shaman

Shamans wield the power of the elements along with their trusty totems. While they may not be able to generate resources as quickly as a Mage, they are able to overload their Mana Crystals with lightning, allowing them to ramp up for a burst of power faster than other classes. Shamans are thus rewarded for planning a few turns ahead by tuning their mana curve. Shamans also have strong tools to adapt to many situations. Although they are not as versatile as a Druid’s Choose One cards, they are able to extend their capabilities in ways other classes might not be able to.

- Strengths: Minion swarms, damage spells, Totems, Elementals, Murlocs
- Weaknesses: Card draw, card generation

Warlock

Sometimes sacrifices need to be made for power, and when you get demons involved this is often the case. The Warlock is comfortable with this bond and can manage all their resources (including their Health) in order to defeat their opponent. Their inherent ability to draw cards—with a sacrifice—allows them to keep the power flowing.

- Strengths: Powerful sacrifice effects, card draw, minion swarms, disruption, Demons
- Weaknesses: Face damage spells, big healing

Warrior

Warriors thirst for the battlefield. Primarily a martial class, they incorporate Armor, weapons, and minions to destroy their opponents. The minions who fight alongside each Warrior tend to be bigger and stronger, and they employ Rush and Taunt to control the flow of battle.

- Strengths: Armor, weapons, Taunt, destroying minions
- Limitations: Card draw and generation
- Weaknesses: Face damage spells, multi-minion buffs, minion swarms

Would it be Finley's return? Mike Donais' chat stream strikes again!

Discover the information on the future of Hearthstone and many other things given by Mike Donais during a stream with his daughter. He gave again some information about the next extension.

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