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    posted a message on Weekly Card Design Competition 7.17 - Submission Topic

    Flavour Text: Even the faceless know that the face is the place.

    Zon'ozz is only slightly above curve since, while his battlecry is potentially an incredible draw back (especially for any 'fair' deck), it can also be a massive boon for getting around roadblocks.

    Posted in: Fan Creations
  • 1

    posted a message on [Class Concept] The Ronin

    Basic Set

    Commentary

    Under Construction

    Commentary

    Under Construction

    Commentary

    Under Construction

    Commentary

    Under Construction

    Classic (Under Construction)

    Posted in: Fan Creations
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    posted a message on [Class Concept] The Ronin

    So, a little less than a year ago, during the final update for WotOG for my Tactician class, I teased my next class; The Ronin.

    My initial intention was to hold the idea until the Class Creation Contest swung back around. The initial problem was that I underestimated how long there would be before it started. Then, once it did, the bulk of the initial phase happened while I was overseas. I then more or less fell out of Hearthstone entirely.

    Now, however, I have returned.

    The Ronin

    Overview

    In its traditional usage, a 'Ronin' is a masterless Samurai. I'm sure I don't need to explain what a Samurai is (nor even what a Ronin is, really, but anyway). Though they obviously don't fit into the current Warcraft landscape, I think there's the potential for something akin to Mists of Panderia to happen (or maybe something like Death Knight/Demon Hunter to happen), to introduce a class like this.

    Anyway.

    The Ronin is based mainly around the mid-range, control and combo archetypes. As you'd expect, they're a weapon class, right down to the hero power. Between their weapon and their suite of spells, the Ronin is well-equipped to deal with the board, though perhaps not quite as effortlessly as the Warrior. The Ronin's unique mechanic is Bushido; a trigger effect that activates when you control no minions.

    Why is Mr Worgen!Samurai named something obviously alliance-y? Because something something Last Samurai-esque thing.

    Thematics

    Solitary
    Without a liege, the Ronin wanders adrift, without allies. The Ronin benefits when fighting alone, most explicitly through its unique class mechanic, but also through other less direct effects (such as hero protection that doesn't extend to minions, and spells with potential friendly fire).

    Ronin's class mechanic, Bushido, is an explicit extension of this theme.

    Patient
    Without the support of allied troops or superior equipment, rushing in is often futile. Though deadly once engaged, the Ronin doesn't go looking for a fight, and thus many of the Ronin's cards require patience in some regard, whether that be holding onto them until a condition is fulfilled, or simply waiting for an end/start of turn effect to resolve.

    The Power of the Sword
    The Ronin is even more reliant on their weapon than other martial classes like Warrior or Rogue. Weapon buffs/synergy will be abundant and are likely to be more interesting in their implementation than some of the ones that already exist (though, since it's the basic set, we start with some boring ones).

    Kensei V Vagabond V Scoundrel
    The three "specialisations" of the Ronin are immediately at odds with each other in presentation, but all three use the Ronin's core themes in different ways.

    Kensei
    Part of the Ronin class is the anime-esque 'completely implausible' swordsmanship. This is exemplified with the Kensei specialisation. With peerless skill and weaboo fightan magic, the Kensei is death on legs. The Kensei specialisation delves into the board clears, the finicky removal, the weapon/attack buffs and some of the more blunt uses of the Bushido keyword (e.g. 'Bushido: +1/+1).

    The only card representing the 'Kensei' specialisation in the Basic set is Bladestorm.

    Errant
    Part of the Ronin is a sort of peaceful survivalism and wanderlust; an honourable soul, suddenly unshackled from duty. Focusing on this aspect is part of the Errant specialisation. The Ronin Errant observes and reflects, ever moving forward, ever unyielding. Errant abilities usually involve the either the preservation or furthering of the Ronin himself, through card draw, healing, protection, etc. Though good at saving the hero, Errant cards are rarely useful for saving your minions; healing and damage reduction is strictly personal.

    The cards that represent the 'Errant' specialisation are Wander, Respite and Withstand.

    Scoundrel
    Part of the Ronin is the desire to leave one's personal ethics behind, along with one's fallen master. Embracing this is part of the Scoundrel specialisation. The Scoundrel strikes without abandon, cutting down friend and foe alike and willing to embrace all manner of dishonourable tactics. Scoundrel abilities will often bear similarities to Warlock cards; sacrificing one's own health or minions for personal gain, but usually with a more 'reckless' or 'uncaring' vibe, than strictly malevolent (AKA nothin' personnel kid).

    The cards that represent the Scoundrel as part of the basic set are Reckless Blade and Slaughter.

    I'll be releasing new cards for the class over time. Check the post below for the master list.

    Changelog

    4/4/17 - First post!
    5/4/17 - Increased Faithful Retainer's stats to 2/4 from 1/4. New cards: Reprisal, Venerable Master.

    Posted in: Fan Creations
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    posted a message on [Class Concept] The Ronin
    Quote from LarryMoments >>

    I like how the class is beign developed! Its pretty cool! It seems pretty interesting, however, some balance/changes I would make.

    Faithful Retainer: I think this could be perfectly a 2/4 or 3/4, its effect is not very fearful, as remember Savage Combatant exists, so beign a constant threath and easy to kill is a bad combination... a bit of a stat raise could be good...

    Bushido Keyword: Change it to: "Do something while you control no other minions" This means a card like Fellow Wanderer wouldn´t trigger cause there is a minion in board at the time, beign the minion itself, but I understand your idea, so this new wording could be more understandable.

    Keep going! You are doing a good work!

    Thanks for the feedback!
    On Faithful Retainer
    Hmm. On one hand, I wanted to play it safe; Ronin makes better use of the bonus attack than Druid, and you don't need to spend mana on it. On the other hand, if I bump it up to 2/4, it's more or less a pseudo 3/4. Yeah, that's probably better. Thanks for the perspective.
    On Bushido's wording
    Like most Battlecries, Bushido activates before the minion actually comes into play. It's kinda the same reason Edwin Van Cleef doesn't get +2/+2 for himself. While I could've worded it like how you mentioned, it would've been really weird to have that on spells ('What other minions?')
    Anyway, more cards
    On the Counter-Attack
    'Destroy the next minion that attacks X' is going to be a minor recurring theme. The effect activates before damage (similarly to Vaporize), thus acting as Pseudo-Protection.
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 5.13 - Submission Topic

    Flavour Text: In Un'Goro, party finds you!

    Posted in: Fan Creations
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    posted a message on Adventure Creation Competition - [PHASE I SUBMISSION]

    Cirque Du Soul

     The circus has come to town! In times as dark as these, everyone can use a little light-hearted entertainment, and this circus is, by all accounts, a wondrous, amazing performance, even for the most jaded, stony-hearted Adventurer. Unfortunately, it seems that not all is well beneath the veneer of primary colours and bright lights; you have received a letter alerting you to something sinister behind the scenes (possibly involving kidnapped children!), along with a ticket to the show. As a general do-gooder, how can you refuse?

    Cirque Du Soul is a 5 Wing Adventure based off the fictional well loved dungeon of the same name, as well as the quests leading up to it. The adventure begins in The Fairgrounds, where you must prove your skill and cunning to the nominally helpful Carneys. Then, you will face off against the freaks hiding in The Sideshows, free the imprisoned ‘exotic beasts’ from The Back Yards, before finally entering The Big Top where the mastermind is preparing The Main Attraction.

    The three themes of the cards introduced in Circus Du Soul are ‘drawbacks in exchange for power’ and ‘new uses/interactions for old mechanics’, plus a couple of cards which exist solely to imitate the circus environment. There’s also a less direct theme of high risk/high reward and trickiness as you'd expect from a circus/carnival.

    The Climax (The Ring Master/The Circus Itself)

    “It’s time to confront the Ringmaster himself. As you enter the arena, it feels as if there’s something else watching you...”

    First Stage

    The Ringmaster initially appears as a fairly standard boss (albeit, with a 45 card deck). His hero power allows him to pick whatever card he wants out of his deck. In addition to a variety of situational cards that he can choose at any time, plus a couple of vaguely flavourful existing cards such as Flame Juggler and Savannah HIghmane, The Ringmaster brings a couple of over-statted, non-collectible minions, such as:

     The player’s goal in this stage of the battle is to stabilise and deal with The Ringmaster only once the board is secure. It may initially seem tempting to try and aggro him down with his fairly low starting health, but anyone who manages to kill him will find that he was but a puppet for a far more threatening foe.

    Second Stage


    Once the Ringmaster is killed, he is replaced by the Circus Du Soul itself; an encounter similar to the Minecart or Escape sequences from League of Explorers. Unlike those, which had hard turn limits, this encounter is won by exhausting the Circus’s deck. Each turn, the Circus will draw and play five cards. This may seem insurmountable, but without a mind to direct it, the Circus will play without any regard for strategy; attacks and spell targets are chosen completely at random, and cards are always played if able, even if they do more harm than good. Once out of cards and bereft of a conductor, the show is finally over.

    Example Cards

    EDIT: Fixed the spacing and fix'd the bear so it has the Beast tag.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.05 [SUBMISSION]

    Thaurissen tick on everything
    Totemic Wrath -> Malygos -> Lightning Bolt -> Lightning Bolt for 32 Damage.

    Posted in: Fan Creations
  • 3

    posted a message on Weekly Card Design Competition #4.01 [SUBMISSION]

    Flavour Text: With how most Warlocks treat their souls, this is a pretty bad deal.

    Posted in: Fan Creations
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    posted a message on [Class Concept] The Tactician

    On the location of the cards for the Ronin
    Actually, I'll be making a new thread for it. That was just a teaser for what's to come :P.

    On the mechanics of Bushido
    Activation on cast, like combo or choose one. As a result, the first Wanderer in that scenario would retain the +1/+1 and taunt. IMO, since the nature of the Ronin, plus Bushido's restriction, results in the class having trouble pushing advantages, I say it's fine if even the common cards are little more powerful than usual :P.

    On more praise
    Why thank you :P

    Posted in: Fan Creations
  • 1

    posted a message on [Class Concept] The Tactician

    On the appropriateness of the Namless General as a character in Hearthstone
    Thank you, hqql, for vocalising those points.

    To add to that, I'm not exactly a WoW player and I've never been particularly invested in Blizzard's franchises. Despite this, I recognise a higher percentage of warcraft heroes in HotS than I do the Hearthstone characters; Murky's the only one I had no clue about in HotS, while I had to wiki who Khadgar, Liadrin and Alleria were. So yeah.

    On the design space of the samurai Ronin
    No Shuriken for the Ronin (likely the actual name of the class);those are a Ninja thing. Katana are also very much long swords over the rogue's short swords/daggers. The Ronin will be sharing certain things with the Rogue (a weapon based hero power and weapon buffs mainly), but plays very differently. The Ronin is directly inspired by the Blacksmith from Runescape Chronicles (though with less insta-kill burst). It's a slow, control-y class that eventually wins by hitting the enemy with a giant weapon (the honourable way of winning, as opposed to the control Warrior that wins with giant minions); the class mechanic is thus

    Bushido: If you control no minions, this effect becomes active.

    Bushido is checked before the card is played, thus allowing minions to have Bushido without immediately invalidating themselves. Here's some tentative examples

    On the completion of the Tactician
    WotOG is done. When another HS setcomes out, I'll probably do up some Tactician cards for it as well, but as it is said...

    That's all there is. There isn't any more.

    Posted in: Fan Creations
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