So this is my demon hunter concept. What do you think of it?
New mechanic: Solitude (If you have no other minions...)
A Solitude effect will happen if you have no (other) minions while playing a card with the effect.
Hero and Hero Power
Demon Hunter hero is Varedis, one of five warriors sent to Illidan by Kael'thas to be trained as demon hunters. In WoW, he can be found inside the Ruins of Karabor in Shadowmoon Valley.
I like the hero power, the basic cards are pretty nice too. Don't think I like the idea of secrets costing different mana though, kind of breaks the purpose of secrets.
I like the hero power, the basic cards are pretty nice too. Don't think I like the idea of secrets costing different mana though, kind of breaks the purpose of secrets.
You're right, I didn't realize that. Now all secrets are little bid different and they all cost 4 mana. Thanks for the remark.
Nice work, i like the ideas, but you have many cards (and hero power) that damage your hero, i think you should create some cards who can synergize with that mechanic :)
There's some cool ideas here, but I think the hero power might be a bit OP. I'm about to upload my own ideas for Demon Hunter, too! Both have different ideas, but similar themes of aggression and hero damage. I'm interested to see the rest of your set!
That Hero Power is super OP, I think it would be more fair if it gave you 2 attack instead. Maybe it could be used on minions too? I really like the cards though, I'm surprised some of them don't exist already.
Thanks :-). But I don't think the hero power is OP... Taking 1 dmg replaces 1 mana (see Life Tap). So that's 2 dmg for 3 mana. All hero powers costs 2 more then their spell card variant (compare Fireblast and Moonfire mana cost), so this costs 2 more then for example Arcane Shot. So that should be balanced... :-)
There's some cool ideas here, but I think the hero power might be a bit OP. I'm about to upload my own ideas for Demon Hunter, too! Both have different ideas, but similar themes of aggression and hero damage. I'm interested to see the rest of your set!
Thanks, I saw your ideas and they're also cool :-).
That Hero Power is super OP, I think it would be more fair if it gave you 2 attack instead.
Mostly this. Hero power should read as "Give your hero +2 attack this turn".
I like the concept that minions are stronger when played on empty board from your side.
Sweeping strikes secret is on powerlevel with eye for eye. Maybe it should deal manacost to the minion isntead of a hero(stronger version of snipe)?
As I wrote to Cccactus, if we count losing 1 health as 1 mana, that makes this hero power 2 dmg for 3 mana, so if you compare that with Arcane Shot, it is balanced.
Thanks. :-)
I think the secret is a little bid different, because in this case, your opponent should be cautious about what minion to play.
That Hero Power is super OP, I think it would be more fair if it gave you 2 attack instead.
Mostly this. Hero power should read as "Give your hero +2 attack this turn".
I like the concept that minions are stronger when played on empty board from your side.
Sweeping strikes secret is on powerlevel with eye for eye. Maybe it should deal manacost to the minion isntead of a hero(stronger version of snipe)?
As I wrote to Cccactus, if we count losing 1 health as 1 mana, that makes this hero power 2 dmg for 3 mana, so if you compare that with Arcane Shot, it is balanced.
Thanks. :-)
I think the secret is a little bid different, because in this case, your opponent should be cautious about what minion to play.
I have to agree with Akelina. The hero power is too strong. 1 mana doesn't equal 1 health. It means most 2 drops will die to hero power. It's twice the power of the mage hero power, but only costing 1 health more.
Sweeping strikes is also very weak. 4 mana to do a delayed 0 to 10 damage to the enemy hero. Not random, but he can play around it.
Spectral sight seems a bit weak. Spending 4 mana to get a card that costs 3 less, which might also have 0 synergy with your deck. Maybe getting 2 cards with a mana cost reduction of 2?
I don't really like the unit giving the hero taunt, without having taunt itself. That means it can't be removed without spells. Blizzard would have to balance all their cards around that single card. (remember why master of disguise was nerfed?)
Shard of Azinoth should be epic imo, because of it's origin.
I really do like the theme though. It could use some more healing (after killing or some kind of life leech when attacking maybe). Maybe some demon and anti-demon stuff. Waiting for more. Keep up the work! :)
That Hero Power is super OP, I think it would be more fair if it gave you 2 attack instead.
Mostly this. Hero power should read as "Give your hero +2 attack this turn".
I like the concept that minions are stronger when played on empty board from your side.
Sweeping strikes secret is on powerlevel with eye for eye. Maybe it should deal manacost to the minion isntead of a hero(stronger version of snipe)?
As I wrote to Cccactus, if we count losing 1 health as 1 mana, that makes this hero power 2 dmg for 3 mana, so if you compare that with Arcane Shot, it is balanced.
Thanks. :-)
I think the secret is a little bid different, because in this case, your opponent should be cautious about what minion to play.
I have to agree with Akelina. The hero power is too strong. 1 mana doesn't equal 1 health. It means most 2 drops will die to hero power. It's twice the power of the mage hero power, but only costing 1 health more.
Sweeping strikes is also very weak. 4 mana to do a delayed 0 to 10 damage to the enemy hero. Not random, but he can play around it.
Spectral sight seems a bit weak. Spending 4 mana to get a card that costs 3 less, which might also have 0 synergy with your deck. Maybe getting 2 cards with a mana cost reduction of 2?
I don't really like the unit giving the hero taunt, without having taunt itself. That means it can't be removed without spells. Blizzard would have to balance all their cards around that single card. (remember why master of disguise was nerfed?)
Shard of Azinoth should be epic imo, because of it's origin.
I really do like the theme though. It could use some more healing (after killing or some kind of life leech when attacking maybe). Maybe some demon and anti-demon stuff. Waiting for more. Keep up the work! :)
Think Mad Scientist. Also, I think sweeping strike is very underpowered. 4 mana for what is probably going to be 1-5 damage to the face is a lot.
On top of that, your secrets are very similar in how they should be played around.
both sweeping strike and the copy secret require the same response - a small minion. Generally, each secret in a class has a unique way to play around it.
Okey, I just added a new card - Dark Sentry. I also remade Sweeping Strike card - it has a different way to play around and it is now a rare quality because of it's new effect. What do you think of these new cards?
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So this is my demon hunter concept. What do you think of it?
New mechanic: Solitude (If you have no other minions...)
A Solitude effect will happen if you have no (other) minions while playing a card with the effect.
Hero and Hero Power
Demon Hunter hero is Varedis, one of five warriors sent to Illidan by Kael'thas to be trained as demon hunters. In WoW, he can be found inside the Ruins of Karabor in Shadowmoon Valley.
Comparison
Dive (Hero Power) - Life Tap, Shapeshift
Fel Dive (Advanced Hero Power) - Dire Shapeshift
Basic
Comparison
Illidari Assassin - SI:7 Agent
Metamorphosis - Heroic Strike
Classic Common
Comparison
Illidari Apprentice - Worgen Infiltrator
Notes
Dark Sentry summons Ember of Azzinoth (see Tokens).
Classic Rare
Comparison
Spectral Sight - Unstable Portal, Mirror Entity
Notes
Shard of Azzinoth summons Ember of Azzinoth (see Tokens).
Classic Epic
Notes
Heroes with Taunts could be seen in Tavern Brawl Lead from the Front (February 17, 2015).
Tokens
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I like the hero power, the basic cards are pretty nice too. Don't think I like the idea of secrets costing different mana though, kind of breaks the purpose of secrets.
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There's some cool ideas here, but I think the hero power might be a bit OP. I'm about to upload my own ideas for Demon Hunter, too! Both have different ideas, but similar themes of aggression and hero damage. I'm interested to see the rest of your set!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
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Too less cards? Basic set being 3 cards seems wrong to me.
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
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where did you find the artwork for the cards? Or did you create them yourself?
don't question it...
https://www.youtube.com/watch?v=TJs5_s0Fsbs
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Ok, I've changed the hero power and some cards and I've also added a new card - Warglaive.
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4 mana secrets are very dangerous.
Think Mad Scientist. Also, I think sweeping strike is very underpowered. 4 mana for what is probably going to be 1-5 damage to the face is a lot.
On top of that, your secrets are very similar in how they should be played around.
both sweeping strike and the copy secret require the same response - a small minion. Generally, each secret in a class has a unique way to play around it.
I would rework sweeping strike entirely.
TEMPO MAGE
Okey, I just added a new card - Dark Sentry. I also remade Sweeping Strike card - it has a different way to play around and it is now a rare quality because of it's new effect. What do you think of these new cards?
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