ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Poll #2 of 2
Poll: Vote for as many or as few of the classes as you like!
Ended Feb 9, 2017
Ended Feb 9, 2017
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Thanks for the feedback everyone!
Magma Rager definitely wasn't the first idea I had for my class. At first I just wanted to showcase one Magma Rager synergy card in Phase 1 just so my entry would stand out but then I realized I could make a Magma Rager deck happen and I found that idea really cool and unique. Eventually I wanted Magma Ragers to fill the same role as beasts in hunter.
In vanilla Hearthstone hunters really only had beast synergy, just like my class right now only has Magma Rager synergy. However, if I make it to the next Phase, my class will start playing around with other themes. One of those is cards gaining buffs based on how many minions/cards/mana you or your opponent has. I will also push the control archetype of my class a bit harder, so more spells, more cards with immune and more ways to gain armor etc.
I didn't have a signature so Flux added one for me.
Voted for Dancer and Storyteller. I'm not 100% on whether they're technically the best classes, but I really like them. The dancer is really interesting in that A. It's a very versatile class. You have to know who you want to give your shifting buff to, and you can stockpile them, making the hero-power on turn 2 potentially a good move (I.E. It sets up if you have a 2-drop that works with shifting) B. I really like the aesthetic of, for instance, ethereal shuffler. (And of course,
Storyteller, meanwhile, has the same thing, for me. Deus Rex Machina, for instance, is a perfect way to incorporate a board clear. Highly situational, and it could, potentially, take mind-control's place as the card most likely to make your enemy punch a wall, just like it's namesake would in a story. The fate mechanic is a bit iffy to me. It's like a worse Goonbuff, but also, you get to know exactly which minion will get it, which is to say, the next one you play. Forgotten monster is a good way to make the hero-power work, too.
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
Darn it, I'm so nervous now. I neeeed to see the results! O.o
The poll results are revealed! The bold entries are top 15 and will be moving forward. The Phase IV topics will be up momentarily.
>*39.0% nobravery*
>*36.7% thepowrofcheese*
>*36.2% nurgling13*
>*27.1% FunPolice749*
>*25.8% Broeck1*
>*21.2% Turkeybag*
>*20.9% Aelxer*
>*20.4% aaro54*
>*20.4% Giz4Gamer*
>*19.6% OBoily*
>*17.5% McF4rtson*
>*17.5% SanderNightsite*
>*16.9% The_Odinson*
>*16.9% maxlot*
>*15.8% SgtFailure*
>15.0% ZardozSpeaks
>14.7% Dxiled
>14.7% Wishmaster333
>14.7% futheadQQYB7N94V7
>14.2% Hurien
>14.2% freddoccino
>13.3% Zanywoop
>13.0% waterwalker
>12.4% Mewdrops
>09.6% DoctorWhoops
Phase IV is now up!
Wow, after barely squeaking by in Phase II, I was expecting to go home this week. Definitely wasn't expecting to win this poll. Thank you everyone who voted for me!
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Good luck to the ones who passed this round!
However, I want to defend my class design a bit. It is clear by now that the main gripe with my class is the hero power itself. People worry about its synergy with things like Gadgetzan Auctioneer, Malygos and others, and this has punished me. In general I have tried to avoid this through indirect means, but it seems that this hasn't come through as clearly as I had wished. The tokens created by your hero power are valued as more than a spell that deals 2 damage. There are minions and spells that take them away from you in exchange for powerful and desirable effects, so maintaining them is likely to be a good idea. Using them on your opponent's minions is also good value. When thinking about the class, I tried to show the Sparks as ideas that transform into cool effects, not as a way to OTK your opponent.
Why did I keep my hero power if it was prone to having these problems, though? Because of its simplicity. I my opinion, classes in Hearthstone have simplistic hero powers, that have more or less synergy with the rest of the class (looking at you Shapeshift). This was the most simple solution to the challenges presented by Asylum_Rhapsody that came to me. I knew the problems it could generate, but I listened to the feedback given by fellow creators and tried to come up with solutions. I thought that they were enough, limiting the amount of spells that could damage the enemy hero, creating alternatives to using them, rewarding you for storing them... but I guess it was badly represented in my showcase.
Another point risen was Singularity, but I think that the fact that the Starcaller is a much slower class than Rogue, and the innate differences between classes (Entomb vs Recycle is the most obvious one, but Assassinate vs Deadly Shot is a similar comparison) would balance the card out. In general, I think my showcases were bad for this type of competition.
I don't mean to say my class is wonderful and the fact that I didn't come through isn't my fault. Far from that, it has many problems, and my showcase selections were poor. Just trying to explain my decisions so far. I will continue to build my class, and any feedback is well received, as always!
Once again, congratulations to the few that remain, and good luck! May the best win!
I don't know if I am stupid or tired, but I'm not finding where to vote :S
Why Rogue is my favourite class:
My submission for this week's card design competition.
I said this to Hurien over PM, but I also wanted to say it publicly so they know I wasn't just being nice:
The Starcaller's Hero Power is probably one of my favorite ones this whole competition, and that's because of how believable and simple and straightforward it is. I totally disagree with the assessments that it's problematic or overpowered with neutral spell-synergy cards. It had the potential to be problematic with too many additional Spark-generating cards, especially low-cost ones, but we hashed that out during Phase II.
In additional, Starcaller probably had one of the best, if not the best, Basic Sets in Phase II, and I'm genuinely sad to see the class go because I was hoping it'd go further.
The reason I didn't Wild Card it, though, (and it was a very difficult decision), was because I agree with a lot of the criticisms of the Classic Set, and also because I wasn't getting as much of a sense of future potential as I had hoped for. Half-way through the competition, and we're to the point where we're having to say goodbye to a lot of genuinely good entries for even small slip-ups, even if they've performed extraordinarily well previously. =(