It would be best if the player were incentivized to not just draw quickly hoping for a specific card but instead was made to control the randomness as it comes up and react depending on what they draw. Mulligan-ing should be somewhat uncommon, and used more as a last resort or long shot. There will be some draws of high-cost (and thus unplayable-for-now) high-value cards that the player may want to hold on to for late game. This kind of goal-setting should provide a similar though different anticipation of rewards as quest talents.
There might be a "meme" build where a player tries to go for a very specific card but this should not be the common playstyle.
Cards will be one of:
- Minion: summon an ally to help you fight (e.g. Raptor)
- Weapon: provide a temporary buff to Harth
- Spell: effect allies, enemies, Harth, or an area
Cards may have abilities, including:
- Taunt: enemy towers and minions target this minion with priority, often tankier
- Poison: add a stacking % max hp poison to target
- Inspire: get stronger when hero power used
- Immune: maybe just a stealth/vision ward?
They may also have Battlecry or Deathrattle causing further effects.
Levels 1-9
Card drawn will be neutral cards with generally low power levels. Max cost should scale with level, with most should costing 1-3 mana at Level 1. There should be a small chance that a high-cost/high-power neutral card is drawn.
Level 10-15
Cards of the chosen class will have a higher likelihood of being drawn than neutral cards. Increased chance of drawing high-power cards, though not too many as to overwhelm the hand.
Levels 16-19
Card costs should keep skewing higher, though depending on class choice might still be low or mostly upper end.
Level 20
Most draws should be powerful cards that would make an impact on the game. Still a few mediocre draws here and there.
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