Maraad's power is kind of broken (in the text..), you can't give Divine Shield to the hero, you've mentioned it as being a character, not a minion, other than that it's fine, but Maiev's hero power is strange, even though random, it's still overpowered.. maybe it could be "Return a friendly minion to your hand." .. I don't know, it's just my opinion
Maiev Hero Power its OP, but you can change to "add a random secret to your hand"
Cho'gall Hero Power its UP, the contrary its better to lose 2 health to draw a card, you can still change to Discard a random card, draw 2 cards, i dont know.
@alky13 I wanted for Maraad to be able to use divine shield on himself. It's not as good as Ice Block and it's overcosted Hand of Protection is for 1 and Argent Protector is an additional 2/2 body)
@SeraphicFire How about changing values/ triggers?
@DoctorWhoop Why is Emerson OP? A get the Ancient Watcher, Felreaver and other offensive combos and such, but still the power doesn't do much on an empty board or minions with good base stats.
The hero powers value is 0 mana, but they cost 2 because youre basically saving a card. In rogue try to change the hero power ot put it at 4 mana cost to be balanced, if you get a paladín secret bad luck... And if you get a mage one great luck. You can put the warlock hero power to 1 mana, normally could cost 0 mana, but if you have no cards you have nothing to discard, so youre drawing for free. So if you want to change value put the rogue to 4 and the warlock to 1. Great job with the paladin, but after thinking a bit you should only be able to buff your minions, but even it would cost 3 mana, but 2 mana is fine in my opinion.
The hero powers value is 0 mana, but they cost 2 because youre basically saving a card. In rogue try to change the hero power ot put it at 4 mana cost to be balanced, if you get a paladín secret bad luck... And if you get a mage one great luck. You can put the warlock hero power to 1 mana, normally could cost 0 mana, but if you have no cards you have nothing to discard, so youre drawing for free. So if you want to change value put the rogue to 4 and the warlock to 1. Great job with the paladin, but after thinking a bit you should only be able to buff your minions, but even it would cost 3 mana, but 2 mana is fine in my opinion.
He made 4 secrets for rogue, they're shown under the hero power.
The idea of new heroes with the same class's is one I love. I am not a huge fan of these options just to be honest but I will applaud your originality and effort.
Protect -- very strong in a tempo deck that tends to have a single on-curve minion on board. Kind of useless in Mustardin. Not bad.
Careful Tracking -- Bordering on OP, much like Warlock, but so long as the current batch of Fatigue Mage and Fatigue Druid remain popular, it'll be OK.
Lightning! -- insanity. This basically kills a lot of aggro decks dead, buying you time to get to round 4+ without really needing cards to defend yourself, and allowing your 3-drop to trade with their 5-drop as long as you can keep their board clear...which is one of a Shaman's specialties.
Hush -- Insane insanity. Allow me to introduce you to Zombie Chow, Ancient Watcher, Deathlord, Dancing Swords, and The Beast. Just offhand. There's probably more than that. Even if your opponent has 100% vanilla minions, this power is brokety-broke.
Warcry -- Weak tea. It's Fireblast, but it forces you to take face damage and deal with Taunt. No way this is viable.
Dark Art -- Hard call. There's no drawback if your hand is empty, but forces you to empty your hand every turn to take advantage, meaning no combos, no burst. Might actually be underpowered.
Nature's Blessing -- Weak tea. I realize it's kind of 'half Priest, half Warrior,' but that doesn't make it a full anything. I'd make it +1 health and Taunt, maybe?
Frost Orb -- Solid. Basically eliminates the opponent's single best creature, making for a strong anti-control power but very weak vs. aggro/swarm. Combos well with Ice Lance.
Rogue Tactics -- Not independently brokedy-broke, but probably a bit OP when combined with Secretkeeper. Conjuring a secret every turn consistently is a bit like Undertaker but with a different form of board presence. Not entirely sure on that, though.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Hey I love some of these ideas! But you kind of fell short in the balance department.
A good tool to use is a 0 mana cost spell/minion for a hero power or a 1 cost mana spell/minion for 2 hero powers (wisp, moonfire, holy smite, light's justice, etc.). Another alternative would be to have alternate heroes have hero powers that cost 1 or 3 mana.
Paladin: Very good and a hero that I would like to see. The problem is that it is a little dependent on having a board presence and so can't be used all the time. Extending this to your hero and including a bunch of paladin weapons helps this issue, but then the hero power would have to only last until the end of your turn. Overall very solid
Hunter: Very interesting. Could be overpowered. Seems really good to me though.
Shaman: Very overpowered. Good concept though. I would include Overload(1). Still seems very OP though.
Preist: Like paladin, a very good hero power I would like to see. An above poster mentioned that having silence as a hero power increases the value of certain cards. It does, but the silence is still 2 mana so besides ancient watcher, everything else is fine. And Ancient Watcher would only be a 4 mana 4/5. Deathlord is a 5 mana 2/8, dancing swords is a 5 mana 4/4, zombie chow is a 3 mana 2/3. Saying this is overpowered is like saying that injured blademaster is overpowered in preist or that any enrage minion is overpowered in mage.
Warrior: A fun power. As it is it's a little weak. You could probably do +2 attack to a minion for this turn only, but then you get into the same problem that it's useless without a board.
Dark Art: Also underpowered and in the same vein as the original warlock hero power. Just because every iteration of warlock now revolves around the hero powers super-draw doesn't mean alternate hero powers can't influence other decks. You can do better.
Druid: I like this.
Mage: This is good. IMO you can even add, "if this character is frozen deal 1 damage" and it would still be very balanced.
Rogue: This could only work if the secrets were so bad they would be worth 0 mana. Evasion works, the other 3 are way too powerful.
I like Sali Wolfstone's and Cho'gall's abilities, they will make good and fun games. Varian Wrynn's ability is a bit under powered, it equals Jaina's hero power but with a drawback. It should be +1 attack permanently.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi. While I know creating new hero powers is very difficult in terms of balancing, I've tried my best. Hope they aren't OP.
Maraad's power is kind of broken (in the text..), you can't give Divine Shield to the hero, you've mentioned it as being a character, not a minion, other than that it's fine, but Maiev's hero power is strange, even though random, it's still overpowered.. maybe it could be "Return a friendly minion to your hand." .. I don't know, it's just my opinion
mfw his Yogg steals my win
Maiev Hero Power its OP, but you can change to "add a random secret to your hand"
Cho'gall Hero Power its UP, the contrary its better to lose 2 health to draw a card, you can still change to Discard a random card, draw 2 cards, i dont know.
@alky13 I wanted for Maraad to be able to use divine shield on himself. It's not as good as Ice Block and it's overcosted Hand of Protection is for 1 and Argent Protector is an additional 2/2 body)
@SeraphicFire How about changing values/ triggers?
@DoctorWhoop Why is Emerson OP? A get the Ancient Watcher, Felreaver and other offensive combos and such, but still the power doesn't do much on an empty board or minions with good base stats.
Warcry, nature's blessing and dark art are pretty bad compared to the rest.
Frost orb is so OP against warrior.
... or Rogue. Needless to say, the hero power is actually balanced on paper.
-
The hero powers value is 0 mana, but they cost 2 because youre basically saving a card. In rogue try to change the hero power ot put it at 4 mana cost to be balanced, if you get a paladín secret bad luck... And if you get a mage one great luck. You can put the warlock hero power to 1 mana, normally could cost 0 mana, but if you have no cards you have nothing to discard, so youre drawing for free. So if you want to change value put the rogue to 4 and the warlock to 1. Great job with the paladin, but after thinking a bit you should only be able to buff your minions, but even it would cost 3 mana, but 2 mana is fine in my opinion.
He made 4 secrets for rogue, they're shown under the hero power.
oh thats, funny i didnt see that :D, well but those secrets arent worth 2 mana, but 1. So the hero power could cost 3. Sorry about that
The idea of new heroes with the same class's is one I love. I am not a huge fan of these options just to be honest but I will applaud your originality and effort.
Protect -- very strong in a tempo deck that tends to have a single on-curve minion on board. Kind of useless in Mustardin. Not bad.
Careful Tracking -- Bordering on OP, much like Warlock, but so long as the current batch of Fatigue Mage and Fatigue Druid remain popular, it'll be OK.
Lightning! -- insanity. This basically kills a lot of aggro decks dead, buying you time to get to round 4+ without really needing cards to defend yourself, and allowing your 3-drop to trade with their 5-drop as long as you can keep their board clear...which is one of a Shaman's specialties.
Hush -- Insane insanity. Allow me to introduce you to Zombie Chow, Ancient Watcher, Deathlord, Dancing Swords, and The Beast. Just offhand. There's probably more than that. Even if your opponent has 100% vanilla minions, this power is brokety-broke.
Warcry -- Weak tea. It's Fireblast, but it forces you to take face damage and deal with Taunt. No way this is viable.
Dark Art -- Hard call. There's no drawback if your hand is empty, but forces you to empty your hand every turn to take advantage, meaning no combos, no burst. Might actually be underpowered.
Nature's Blessing -- Weak tea. I realize it's kind of 'half Priest, half Warrior,' but that doesn't make it a full anything. I'd make it +1 health and Taunt, maybe?
Frost Orb -- Solid. Basically eliminates the opponent's single best creature, making for a strong anti-control power but very weak vs. aggro/swarm. Combos well with Ice Lance.
Rogue Tactics -- Not independently brokedy-broke, but probably a bit OP when combined with Secretkeeper. Conjuring a secret every turn consistently is a bit like Undertaker but with a different form of board presence. Not entirely sure on that, though.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Hey I love some of these ideas!
But you kind of fell short in the balance department.
A good tool to use is a 0 mana cost spell/minion for a hero power or a 1 cost mana spell/minion
for 2 hero powers (wisp, moonfire, holy smite, light's justice, etc.). Another alternative would be to have
alternate heroes have hero powers that cost 1 or 3 mana.
Paladin: Very good and a hero that I would like to see. The problem is that it is a little dependent on
having a board presence and so can't be used all the time. Extending this to your hero and including a bunch
of paladin weapons helps this issue, but then the hero power would have to only last until the end of your turn.
Overall very solid
Hunter: Very interesting. Could be overpowered. Seems really good to me though.
Shaman: Very overpowered. Good concept though. I would include Overload(1). Still seems very OP though.
Preist: Like paladin, a very good hero power I would like to see. An above poster mentioned that having silence as a hero power increases the value of certain cards. It does, but the silence is still 2 mana so besides ancient watcher, everything else is fine. And Ancient Watcher would only be a 4 mana 4/5. Deathlord is a 5 mana 2/8, dancing swords is a 5 mana 4/4, zombie chow is a 3 mana 2/3. Saying this is overpowered is like saying that injured blademaster is overpowered in preist or that any enrage minion is overpowered in mage.
Warrior: A fun power. As it is it's a little weak. You could probably do +2 attack to a minion for this turn only, but then you get into the same problem that it's useless without a board.
Dark Art: Also underpowered and in the same vein as the original warlock hero power. Just because every iteration of warlock now revolves around the hero powers super-draw doesn't mean alternate hero powers can't influence other decks. You can do better.
Druid: I like this.
Mage: This is good. IMO you can even add, "if this character is frozen deal 1 damage" and it would still be very balanced.
Rogue: This could only work if the secrets were so bad they would be worth 0 mana. Evasion works, the other 3 are way too powerful.
Hope this helps!
I like Sali Wolfstone's and Cho'gall's abilities, they will make good and fun games. Varian Wrynn's ability is a bit under powered, it equals Jaina's hero power but with a drawback. It should be +1 attack permanently.