MoltenSilver said:
The Hearthstone devs have explicitly said they don't want discard mechanics in their game:
"Milling, which is causing your opponent to run out of cards, and in other card games at that point you just lose the game - is a mechanic that runs counter to the normal mode of play for Hearthstone. Normally in a game of Hearthstone you're trying to deal as much damage to their hero before they can kill your hero, and there is a lot of combat back and forth to try and do that. Milling actually tries to ignore as much of that as possible and attack via a completely different route. We felt that that was less interactive and less fun than focusing the win conditions on the single axis of trying to destroy my opponent before he destroys me."
Rather ironic given it's non-interactive Combos that are most ruining the game balance at the moment.
Note I'm not saying you're necessarily wrong about what's good and bad for the game, just that it's not going to happen anytime soon in Hearthstone. That said, they definitely need to introduce something that disrupts combos or the game is just going to continue to be 'who can do the most damage in one turn'.
Milling is NOT discarding.
Milling is putting cards from your library directly into the graveyard and it would indeed be broken in hearthstone because there are enforced, rigid 30 card decks only with 0 graveyard interaction (which is another issue for another discussion another time).
So unless the guy has no idea what he's talking about, he didn't address discard which already exists but only for the warlock, only randomly and on himself on cards that are terrible because the discard cost (which is a cool idea, alternative costs, so let's never expand on that ever) is a random card and not one of your choice (yet again, another issue for another discussion).
Now
discard, that is indeed powerful since it can make the opponent top-deck which can spell doom for combo heavy decks or not really do much against decks with high-cost standalone cards but that's where you could balance it. E.g. you can't make the opponent discard to a hand less than 2, discard cards costing a lot, making you discard too, only working if you got less cards in your hand or requiring a creature sacrifice or whatever.
There are many ways to keep it in check and it's kind of a staple of ccgs, I don't really get the aversion towards it especially if combo-land is a problem in the current meta and it is no less disruptive than those darn mage-secrets.
As for
milling as in milling milling and not discard "milling", that is so easily countered if there was no arbitrary 30 cards deck limitation, it's not even funny.
Just make a big deck.
There you go you're milling-proof and you probably also have a more fun deck because you can put more stuff in it and drawing lots of cards is a slow-motion suicide no more.
Bonus milling-protection points would be dispensed for introducing cards that re-shuffle your graveyard into the library (WHY IS THAT NOT A THI- err I mean another issue, another discussion yadda yadda) and completely negate any "damage" done by milling so you wouldn't even need a big deck but only one of those cards in it.
Milling doesn't even interact with the game and make you top-deck or anything, he's right about the non-interactivity but that also means it literally does nothing apart from abstract, easily negated card-damage.
It's just a completely unreliable gimmick but something fun to try every once in a while.
Yet again I don't understand the aversion but that's just one of many things about the design philosophy of hearthstone I don't understand so that's ok.
gonenow3 said:
if anything the gimmick Hearthstone you critise has actually made it a rather unique game with more options to pick from.
You know, looking at the warrior hero ability makes me never want to play warrior, ever and question why "hero abilities" even are a thing, especially if all they really do is gatekeep all of the tailor-made spell cards which are indeed broken if they could mix but that is only the case because they were specifically designed with the hero ability in mind.
Hero abilities are pretty much unbalanced garbage with priests getting the best, most versatile ones and warriors getting nothing.
It's a shame that this is the foundation the entire game rests on.