Battlegrounds major rework: What do you think each minion type's focus will be. We already know Pirates will be gold and treasure focussed.

Battlegrounds

My guesses for each tribe's rework:

Quilboar

Blood gems. Surely quilboar will be the same. They've only just been introduced

Elementals

Health and buffing is elementals focus at the moment. Maybe cost reductions might be the new way - free refreshes and "next elemental costs 2 less" etc

Beasts

Deathrattles are now quite common in hunter/DH decks and maybe more deathrattle beasts will be introduced

Murlocs

Murlocs always have had battlecries, I can't think of how they could be reworked

Dragons

Divine shield is the current meta - what about taunt as a new focus. Or maybe frenzy? That's currently underused

Demons

Currently the focus is on dealing damage to your hero. Maybe we'll see more friendly minion sacrifices in exchange for buffs

Mechs

Currently magnetic mechs are few, maybe we'll have some superduper magnetic minions. Dare I mention Zillax?

Posted Jul 13, 2021, 8:12 PM UTC

1516
Suchti0352•

A Tribes "identity" isn't about specific mechanics, but the general playstiles (like the often misunderstood class identities btw). I think one of the problems the devs have is that some tribes just have no clear "main" way to go, which makes them not as distinct from each other that they want. Note that I don't main the mode and only play it every so often.

​

You are definetly right on the Quillboar one, get blood gems and spend them with a potential bonus effect.

Elementals have mostly been about playing more of them to get bonus effects. I don't think there is much that have to be changed here.

Beasts are one of the original tribes and as such have multiple ways to go play them. They currently support Deathrattle, Token and Combo builds while also having some outdated minions like Ironhide Direhorn. If I had to guess, I'd say that they are going to focus on the deathrattle aspect, since tokens are stronger associated with mechs.

Deamons also have three different playstile as they support either token, big deamon or self damage builds. The last few additions have been support cards for the token or big deamon builds, while removing one of the enablers for the self damage one. I think it's clear in what direction they are going

Dragons are a bit of a weird one. You have some cards with passive effects, but not enough to form your whole build around it, then they have few divine shield cards aswell as weird one of mechanic cards like Murazond, Herald of Flames and Steward of Time. It's also notable that they barely have any buff cards. Dragons are probably one of the prime examples of tribes that need a overhaul. I have no Idea where they are going from here one.

Mechs are also weird but in a different way. Their main intended build seems to be token based with cards like Deflect-o-Bot, Replicating menace, Junkbot etc. It also hase some "big" mech cards with Sneeds old Shreddar, Foe Reaper, Mechano Egg and Kangors Apprentice. Though there aren't any support cards for the lower tiers and you are even more limited with your buffs because replicating menace pollutes your Kangors Apprentice pool. My guess is that they are going to focus on the token aspect.

Murlocs where always intended as the midrangy build that goes for board buffs. However those are mostly associated with toxic poisionus/divine shield ultra lategame builds. They have done a good job with going back to their original idea when they removed Ultrasaur, though that wasn't quite good enough. I'd say they are maybe removing toxfin or atleast increasing its tavern tier while also giving them more board buffs as a compensation.

They already revealed what pirates are going to do, but I find it worth mentioning that the current Pirates have miracle builds and attacking based ones. The later one never really worked out outside of "otk" combos, that's probably why they are focusing on the other part.

Neutral is find I guess. They have direct support for menagerie and taunt builds, though neither of them works well without another tribe and that's a good thing. The rest are mostly either tech minions or compliments a specific tribe build very well. I don't think they have to do much here.

15
Pealover•

Hopefully they get rid of all minions that were carried over from non-BG HS. They were painful to balance around.

11
megapoliwhirl•

So the main thing to consider is how modern BG is played - scaling is everything. Each tribe will need their own way to scale minions - something only a couple of tribes do a good job with right now. I'm guessing the bones are already in place and they'll be overhauling the minion pool to make things smoother, and remove a couple of the problem mechanics.

Elementals - bonuses based on playing more Elementals. Pretty straightforward.

Beasts - problem mechanic #1: if your Mama Bear gets sniped even once, you're screwed. I think they'll find a way to keep the tokens-and-deathrattles theme but in a way that's more reliable.

Demons - problem mechanic #2 - sacrificing your life total just isn't viable. Life is too precious to surrender for scaling - especially when other tribes can scale just as well without it. They've already tipped their hand a bit here with the most recent demons, which have self-buffing effects.

Pirates - see problem mechanic #1 - if your Ripsnarl Captain or Dread Admiral Eliza gets sniped, it's over. They've already shown that the revamp will lean into gold and buying power.

Murlocs - should be largely the same - they have board-wide buffs and can get poison.

Mechs - Divine Shield remain a core mechanic. What mechs need is a way to scale - enter Magnetic! It's fun to play and opens up a world of possibilities if they lean into it.

Dragons - this is the tough one, because Dragons are kind of all over the place. Will they play up the 'time twisting' effects? Stick with the Kaly model or move away from it entirely? Does Nadine survive or is she too powerful? They could do anything here. In Hearthstone, dragon effects are based on holding a dragon in your hand, but this doesn't seem viable for a core BG mechanic. I don't know what direction they'll go with Dragons.

Quilboars - Blood gems, obv

that's my best guess.

4
MrHoboTwo•

I really hope they rework a lot of the in-battle small token generation. Now that super high stats, cleave, and crazy “on attack” effects are a thing tokens from Deathrattles and the like are often a hindrance more than a benefit since they are optimal targets and rarely have a positive impact after the early game

2
rwv•

Mechs - Zillax doesn't fit with the format because Lifesteal would be too problematic mid-game and wouldn't matter during the showdown at the end when only two dudes are left.

Ones with Magnetic that could make an appearance:

Venomizer 2/2 Poison

Bronze Gatekeeper 1/5 Taunt

Spider Bomb 2/2 DR: Destroy Random Enemy Minion

Dragons - To me when I see Dragons I think of a Big Body with some kind of powerful effect. Stats like 8/8 or 4/12. I'd welcome the "if you're holding a Dragon" mechanic being introduced which is an easy condition to satisfy during the late game, but early on would be a huge tempo loss that it would most likely not be worth it. Some examples that would be fun to see (ignoring the ones that straight-up get a bonus effect if you have a Dragon in your hand):

Coldarra Drake 6/7 Multiple Hero Powers

Deathwing, Dragonlord DR: Put Dragons from your hand into the battlefield

Elementals - If they are going to align better with Ranked Mode the tribe identity is "If you played an Elemental last turn".

2

2/2 poison magnetize would be OP with level 6 cleave .

4
rwv•

level 6 poison + level 6 cleave would not be OP… most of the time he it will pop three bubbles or kill a taunt on the edge plus one of it neighbors.

0

what about golden bomb with double or even triple death rattle activators.

2
rwv•

Okay… that would be a strong play assuming it doesn’t hit bubbles.

1
loljama•

with the new demon, they should be reworked to be a 6 minions on board buffing them if u have 6 or less and one of them spawning a token to have 7 minions on board in the battle face

2
musaraj•

Ok, but Zilliax?

2
biggreenegg99•

can you link the article that talks about these major changes coming, I think I missed it?

1
RadioactivocalypseOP•

Tbh I think the entire subreddit has missed it.

Link

7
Zike77•

I think Zilliax would break battlegrounds because of lifesteal, and its other effects are no different from annoy-module (taunt, magnetic, divine shield, and rush is useless)

1
Agreal323•

Can someone guide me to where they have said that there will be a rework?

1
RadioactivocalypseOP•

It's on a patch notes last month can't remember which. At the bottom of the page of patches

1