I'm ChoirBoy, I've played Hearthstone since release and I've been designing fan cards for equally as long. My latest project is a full fan expansion titled 'Frontlines of Outland' themed around armies, combat and, of course, Outland. For this expansion I've designed a few new mechanics and now I need your criticism and thoughts on one of these: Tactics!
Tactics are sort of a fusion of Quests and Start of Game. They are all 0-Cost Legendary Spells with effects that last the entire game. They activate after your mulligan similiar to Start of Game-effects, but contrary to those effects they get consumed after activation. They never show up in your mulligan but can be Discovered by other cards. If played from hand they work like normal Spells. In game this change would be represented by a sort of Aura around your Hero you could mouse over, so both players are reminded at all times of the effects.
The idea behind Tactics come from Specilizations in WoW. I wanted cards that change the way you play each class and cards that open up deck building to new, well, tactics! It was also important for me to have them be both beneficial and detrimental so they aren't auto-includes in every deck.
Below are all the different Tactics for each hero, I appreciate any and all feedback. Thank you!
It's a fine idea, but like all things in this game I think your opponent needs a way to shut it down. Caverns Below is already in the game and similar to "tactics". It suffers from being non-interactive and it's that very reason I don't like your idea. Show me some cards that hard counter these effects first without being so terrible that no one will ever want to run them in the first place. I notice that you have tried to include a drawback for every benefit, but relying on a card to balance itself is poor design. It leads to some effects being too good while others are laughably under powered.
At the end of the day I think HS is just too simple of a game to have permanent aura enchantments and remain a fun, balanced game. Quest Rogue was nerfed twice for that very reason and much of this game's balance is already crippled by hero powers. There is not enough room for the tech, no sideboard and Blizzard's way of doing text is far too simple to implement such complexity. I want less permanent, infinite value bullshit and more focus on finite resources, intelligent trading and knowing when to swing for the kill. That is where Hearthstone shines.
Nice concept, but I think for it to be balanced it needed to be like quests: costs 1, you need to play it. Also, the effects are really strong so it could be better for ALL of them to have drawbacks, because of that I believe the Priest and Hunter ones are Overpowered, Shaman one could be Op and the rest are fine if you pay at least 1 mana for it.
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Hi!
I'm ChoirBoy, I've played Hearthstone since release and I've been designing fan cards for equally as long. My latest project is a full fan expansion titled 'Frontlines of Outland' themed around armies, combat and, of course, Outland. For this expansion I've designed a few new mechanics and now I need your criticism and thoughts on one of these: Tactics!
Tactics are sort of a fusion of Quests and Start of Game. They are all 0-Cost Legendary Spells with effects that last the entire game. They activate after your mulligan similiar to Start of Game-effects, but contrary to those effects they get consumed after activation. They never show up in your mulligan but can be Discovered by other cards. If played from hand they work like normal Spells. In game this change would be represented by a sort of Aura around your Hero you could mouse over, so both players are reminded at all times of the effects.
The idea behind Tactics come from Specilizations in WoW. I wanted cards that change the way you play each class and cards that open up deck building to new, well, tactics! It was also important for me to have them be both beneficial and detrimental so they aren't auto-includes in every deck.
Below are all the different Tactics for each hero, I appreciate any and all feedback. Thank you!
It's a fine idea, but like all things in this game I think your opponent needs a way to shut it down. Caverns Below is already in the game and similar to "tactics". It suffers from being non-interactive and it's that very reason I don't like your idea. Show me some cards that hard counter these effects first without being so terrible that no one will ever want to run them in the first place. I notice that you have tried to include a drawback for every benefit, but relying on a card to balance itself is poor design. It leads to some effects being too good while others are laughably under powered.
At the end of the day I think HS is just too simple of a game to have permanent aura enchantments and remain a fun, balanced game. Quest Rogue was nerfed twice for that very reason and much of this game's balance is already crippled by hero powers. There is not enough room for the tech, no sideboard and Blizzard's way of doing text is far too simple to implement such complexity. I want less permanent, infinite value bullshit and more focus on finite resources, intelligent trading and knowing when to swing for the kill. That is where Hearthstone shines.
Nice concept, but I think for it to be balanced it needed to be like quests: costs 1, you need to play it. Also, the effects are really strong so it could be better for ALL of them to have drawbacks, because of that I believe the Priest and Hunter ones are Overpowered, Shaman one could be Op and the rest are fine if you pay at least 1 mana for it.