Hello everyone and welcome. After brief contemplating, I thought of the apothecary class. a class who utilizes potions, plagues and undead alike. anyway if you want here is the link. https://imgur.com/a/LwbJl
Tell me what you think of the class, if any cards are op or not balanced enough. I know the plagues are pretty powerful and might need some change, but hey, aren't we all? Anyway I will have you vote in the comments for a Legendary(famous legendaries only, No Lich king, or any icecrown boss) to be turned into a hero. That is all for now.
The overall idea is very cool but I see a flaw with the whole vials system that could be solved with a minor change, 3 of the class cards you have interact with vials, giving you a random one, all of them or combining 2 at random, pretty cool but then the hero power is also used as a vial generator, the problem here is that the vials cost one mana right? which is totally balanced with the 3 class cards but not with the hero power, what do I mean? Well by making it that way the hero power for this class would be effectively 3 mana instead of 2 like all the others, cause just adding the potion to your hand does nothing, you have to play it and every other hero power is pay 2 do something, this one would be pay 2 do nothing then pay 1 more to do something, so my change would be to the hero power: MAD EXPERIMENTATION Hero power: Add a random vial to your hand, it costs 0. With that small change the hero power it gets balanced with the others while not breaking the class cards based on vials generation. Also, I think the plagues are a little bit too much, playing the 2 mana discover into turn 3 -2/-2 plague makes your opponent's 3 turns board absolutely useless, they would end up with a bunch of 1/1s or 0/1 and other bunch of dead minions cause they would end with 0 health and just die so that would kill any kind of aggro and tempo deck, the second one is also extremely good, it rewards you too much for clearing the board, you getting rid of your opponent minions while also getting one for yourself is too strong to just be paying the 3 mana to trigger this effect, yes you still have to clear their board but still, it's just too good and then the last one is also way too much for 3 mana you would clear a decent amount of their board with that and on top of that get face damage, I would change this so it can either attack neighbors or the face at random one time (Maybe even just 1 neighbor) or something like make a random enemy minion attack one of its eighbors and deal 1-2 damage to the enemy hero or something like that.
A class that generates lots of useful 0 mana spells or even 1 mana spells is probably not gonna be balanced. There's too many cards designed by blizz that count on the number of cheap spells existing in a deck being minimal. Questing Adventurer and Red Mana Wyrm come to mind.
I'd be interested in seeing the vials have effects that don't impact the board, but provide information about your opponent. Like the cheap artifacts from old MTG sets:
(Obviously, they would need to be weaker versions of these effects to translate to HS well, but you get the idea)
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Look at this thing and let me know what you think!
Hello everyone and welcome. After brief contemplating, I thought of the apothecary class. a class who utilizes potions, plagues and undead alike. anyway if you want here is the link. https://imgur.com/a/LwbJl
Tell me what you think of the class, if any cards are op or not balanced enough. I know the plagues are pretty powerful and might need some change, but hey, aren't we all? Anyway I will have you vote in the comments for a Legendary(famous legendaries only, No Lich king, or any icecrown boss) to be turned into a hero. That is all for now.
The overall idea is very cool but I see a flaw with the whole vials system that could be solved with a minor change, 3 of the class cards you have interact with vials, giving you a random one, all of them or combining 2 at random, pretty cool but then the hero power is also used as a vial generator, the problem here is that the vials cost one mana right? which is totally balanced with the 3 class cards but not with the hero power, what do I mean? Well by making it that way the hero power for this class would be effectively 3 mana instead of 2 like all the others, cause just adding the potion to your hand does nothing, you have to play it and every other hero power is pay 2 do something, this one would be pay 2 do nothing then pay 1 more to do something, so my change would be to the hero power: MAD EXPERIMENTATION Hero power: Add a random vial to your hand, it costs 0. With that small change the hero power it gets balanced with the others while not breaking the class cards based on vials generation. Also, I think the plagues are a little bit too much, playing the 2 mana discover into turn 3 -2/-2 plague makes your opponent's 3 turns board absolutely useless, they would end up with a bunch of 1/1s or 0/1 and other bunch of dead minions cause they would end with 0 health and just die so that would kill any kind of aggro and tempo deck, the second one is also extremely good, it rewards you too much for clearing the board, you getting rid of your opponent minions while also getting one for yourself is too strong to just be paying the 3 mana to trigger this effect, yes you still have to clear their board but still, it's just too good and then the last one is also way too much for 3 mana you would clear a decent amount of their board with that and on top of that get face damage, I would change this so it can either attack neighbors or the face at random one time (Maybe even just 1 neighbor) or something like make a random enemy minion attack one of its eighbors and deal 1-2 damage to the enemy hero or something like that.
here are the newly changed cards in the link. https://imgur.com/a/6uJQo
A class that generates lots of useful 0 mana spells or even 1 mana spells is probably not gonna be balanced. There's too many cards designed by blizz that count on the number of cheap spells existing in a deck being minimal. Questing Adventurer and Red Mana Wyrm come to mind.
I'd be interested in seeing the vials have effects that don't impact the board, but provide information about your opponent. Like the cheap artifacts from old MTG sets:
(Obviously, they would need to be weaker versions of these effects to translate to HS well, but you get the idea)
Look at this thing and let me know what you think!
here are some new cards you may or may not like. here is the link. https://imgur.com/a/fcyx5
here are even more cards to make up for lost time. https://imgur.com/gallery/B7hYM