Hello, today I would like to share my idea of a new term that could be used in hearthstone, called Overkill. I don't know if someone had a similar idea, but here it is.
In order to trigger an effect with the "Overkill" term, the card that has the effect must be overkilled by getting dealt more damage than it's actual remaining health points. So basicly:
If you deal damage to a minion that has an overkill effect but doesn't kill it, the effect won't activate.
If you deal exactly enough damage to kill a minion with an overkill effect, it won't activate neither.
Obviously if you deal more damage to the minion than it has health, it will activate the effect.
Also, a more specific case: if you deal more than one instance of damage (with, for example, a Madder Bomber) and that one of those damage is being dealt while the minion with the overkill effect is at 0HP, the effect will trigger.
Here is an example of a card that I made. (I'm currently making some Pokémon Cards, so yeah..)
interesting mechanic, but this card is kinda OP as fuck ... u cant get thru it without silence/poly etc. or 1attack minion/hero power/spell cause this effect seems tro trigger right away after attackin this minion > so insta cycle resurection, even if it were to ress at end of the turn, it would be rly strong, as it would make u waste attack every turn, if u wouldnt have exactly 1dmg :O
It's not because some classes has access to 1 damage finisher that they will be able to finish your Overkill minions with it in every situation, but I understand your point.
interesting mechanic, but this card is kinda OP as fuck ... u cant get thru it without silence/poly etc. or 1attack minion/hero power/spell cause this effect seems tro trigger right away after attackin this minion > so insta cycle resurection, even if it were to ress at end of the turn, it would be rly strong, as it would make u waste attack every turn, if u wouldnt have exactly 1dmg :O
Yeah, true, I meant to have it resurect at the end of the turn, and I know it is pretty damn strong even when you acknowledge that XD
Instead of making such a mechanic stick to a minion that needs to be dealt more damage to trigger, it should rather be the attacker that triggers something when he overkills a minion (deals more damage to it than he has to). Otherwise the big counting would begin where you have to consider how to attack correctly with all your minions and spells so in the end the summed up attack equals the minion's health. Let's say you would have a 2/2 minion with such a described overkill effect. Then this minion would have to attack a low health minion with 1 HP to trigger its effect only.
Also this concept currently is very similar to a pure Deathrattle effect.
I really don't think it is that similar to a Deathrattle effect.. Maybe the card example I gave made it look like so.
I really don't think it is that similar to a Deathrattle effect.. Maybe the card example I gave made it look like so.
Well it is. It happens when the minion dies. You just add another layer of complexity: Instead of having the effect when the minion normally dies the effect only happens when the minions dies while you did more damage to it as it had health.
Well yeah, while it is similar, it is those layer of complexity that I think the game currently lacks
I agree - Overkill as a DEFENSIVE mechanic is too similar to Deathrattle. Or, rather, the nuances are not pronounced enough.
I would like to see it as an offensive mechanic on attackers. You're not limited to "trample" mechanics either in Hearthstone. (In Magic, 'Trample' meant that any damage beyond the health of the defender gets passed on to the player. ) You could summon monsters when you overkill an enemy, or draw cards.
In a way, this could be a boon to midrange/control type decks against aggro. Aggro would be 'punished', somewhat, by giving the defending player an additional bonus for killing weak swarm-type low-value mobs, encouraging people to play on curve.
There may need to be balancing drawbacks to these cards, but I think they could be built into the card themselves, rather than the mechanic. I don't have any examples off the top of my head.
Yeah.I thought it would be the attacker mechanic. Then it gives you a bonus for doing something you don't normally want to do rather than punishing you even more for something you want to avoid anyway( i.e. wasting damage on a minion ).
Hello, today I would like to share my idea of a new term that could be used in hearthstone, called Overkill. I don't know if someone had a similar idea, but here it is.
In order to trigger an effect with the "Overkill" term, the card that has the effect must be overkilled by getting dealt more damage than it's actual remaining health points.
So basicly:
Here is an example of a card that I made. (I'm currently making some Pokémon Cards, so yeah..)
interesting mechanic, but this card is kinda OP as fuck ... u cant get thru it without silence/poly etc. or 1attack minion/hero power/spell cause this effect seems tro trigger right away after attackin this minion > so insta cycle resurection, even if it were to ress at end of the turn, it would be rly strong, as it would make u waste attack every turn, if u wouldnt have exactly 1dmg :O
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It's not because some classes has access to 1 damage finisher that they will be able to finish your Overkill minions with it in every situation, but I understand your point.
Yeah, true, I meant to have it resurect at the end of the turn, and I know it is pretty damn strong even when you acknowledge that XD
I really don't think it is that similar to a Deathrattle effect.. Maybe the card example I gave made it look like so.
Well yeah, while it is similar, it is those layer of complexity that I think the game currently lacks
It's so confusing. Try to sum it up in like a short sentence. Check out how Blizz described Windfury, or divine shield or something.
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As ambershee said, the term isn't really hard to describe. I just wanted to make it clear on my first post.
I agree - Overkill as a DEFENSIVE mechanic is too similar to Deathrattle. Or, rather, the nuances are not pronounced enough.
I would like to see it as an offensive mechanic on attackers. You're not limited to "trample" mechanics either in Hearthstone. (In Magic, 'Trample' meant that any damage beyond the health of the defender gets passed on to the player. ) You could summon monsters when you overkill an enemy, or draw cards.
In a way, this could be a boon to midrange/control type decks against aggro. Aggro would be 'punished', somewhat, by giving the defending player an additional bonus for killing weak swarm-type low-value mobs, encouraging people to play on curve.
There may need to be balancing drawbacks to these cards, but I think they could be built into the card themselves, rather than the mechanic. I don't have any examples off the top of my head.
Yeah.I thought it would be the attacker mechanic. Then it gives you a bonus for doing something you don't normally want to do rather than punishing you even more for something you want to avoid anyway( i.e. wasting damage on a minion ).
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How about if Overkill is an effect that triggers when it 'overkills' another creature? At first that's what I thought it does.
e.g.
3 mana 3/3 - Overkill - Draw a card
So whenever this minion kills a minion with 2 health of less it draws a card
Either way, I'm happy to know some people thinks this mechanic has potential.