The class, while extremely cool, seems extremely powerful. The hero power is extremely powerful. It's an infinite use Mimic Pod. Some of the cards are over the top in value (Snatch mechanic is basically Thoughtsteal). I see you put a lot of work into this. I really do enjoy and like this class and all of the cards. The nemesis mechanic is cool and I love Corrupt for WotOG. But it is just too powerful for what it is worth
Before really looking at any of the other cards in-depth, I wanted to point out that Enchanted Amulet is insanely broken. With only a little bit of luck, it's a 2 Mana infinite damage combo, as if you play it with Knife Juggler and Youthful Brewmasters, you have an infinite amount of damage available to you from turn 2 onward. This is the reason Mana Spring Totem, a 4 Mana 0/1 Shaman Totem with "Your cards cost (1) less." was removed in early development, since it allowed a 7 Mana version of this combo that took 1 more card, too. Thus, a 2 Mana version of the OTK is even more ridiculous, and absolutely breaks the class, making it's basic deck something akin to a Quest rogue. The most successful deck imo would just be trying to collect combo pieces and burst the hell out of your opponent ASAP. I'd definitely change the card in general, as it has a ridiculous amount of synergy with lots of other cards, and after playing 3 cards is worth a net gain of 4 Mana, which highly incentivizes just building a super burst deck and throwing out your whole hand the moment you draw the card.
the effect 'Impulse' given to your Loot! by the phoenix thing cards will never come into effect since the feathers are never drawn, therefore you will only ever draw a minion, like the first effect states.
Also, a few minor text changes (eg. 'At the end of your opponent's turn' ->> 'At the start of your next turn') to stay consistent with Hearthstone cards. I'll make more organized comments for each set when I get the time, but right now I think the Nemesis function could get a little OP with Gale Force Winds. I love card steal stuff though, so this would be a dream!
The class, while extremely cool, seems extremely powerful. The hero power is extremely powerful. It's an infinite use Mimic Pod. Some of the cards are over the top in value (Snatch mechanic is basically Thoughtsteal). I see you put a lot of work into this. I really do enjoy and like this class and all of the cards. The nemesis mechanic is cool and I love Corrupt for WotOG. But it is just too powerful for what it is worth
Hi! Thank you for your feedback.
Trust me, a lot of thought went into the power level of the class, and it was balanced out to cater for the amount of weaknesses it has.
The hero power is a bit more powerful than most, but it is also the slowest and doesn't help with the weaknesses at all.
This class has no healing (besides a 1/4 chance in 1 card), and it can't burst like Rogues because of the absolute lack of actual damaging spells. Therefore you have to rely on minion combat, which is why it may seem more powerful than it actually is. Hopefully this helps understand where it's coming from!
Before really looking at any of the other cards in-depth, I wanted to point out that Enchanted Amulet is insanely broken. With only a little bit of luck, it's a 2 Mana infinite damage combo, as if you play it with Knife Juggler and Youthful Brewmasters, you have an infinite amount of damage available to you from turn 2 onward. This is the reason Mana Spring Totem, a 4 Mana 0/1 Shaman Totem with "Your cards cost (1) less." was removed in early development, since it allowed a 7 Mana version of this combo that took 1 more card, too. Thus, a 2 Mana version of the OTK is even more ridiculous, and absolutely breaks the class, making it's basic deck something akin to a Quest rogue. The most successful deck imo would just be trying to collect combo pieces and burst the hell out of your opponent ASAP. I'd definitely change the card in general, as it has a ridiculous amount of synergy with lots of other cards, and after playing 3 cards is worth a net gain of 4 Mana, which highly incentivizes just building a super burst deck and throwing out your whole hand the moment you draw the card.
Hello!
just want to say thanks for pointing that out. Before I go on, I want to say that the class was checked by multiple people to see if there were any exodia type effects like that, and I can gladly say that there are none, besides that one of course.
While I understand why it can be problematic, its a much weaker exodia, as although it requires 3 cards only, minions will disrupt Juggler, and dealing enough lethal damage in one turn would be near imposssible with all the card shuffling happening. Shadow Visions combo is much faster than this one, and therefore i'm not compelled to change the card unless any other exodias pop up (and again as of now there are none, because this class has very little direct damage spells)
the effect 'Impulse' given to your Loot! by the phoenix thing cards will never come into effect since the feathers are never drawn, therefore you will only ever draw a minion, like the first effect states.
Also, a few minor text changes (eg. 'At the end of your opponent's turn' ->> 'At the start of your next turn') to stay consistent with Hearthstone cards. I'll make more organized comments for each set when I get the time, but right now I think the Nemesis function could get a little OP with Gale Force Winds. I love card steal stuff though, so this would be a dream!
Aw cmon it was just a bit of fun! No need to take things so seriously. Both Livienna and PhoenixFeather were large supporters and advisors for the class, so naturally I'd be more than happy to include their themed cards in the bonus section :p
As for the end of opponent's turn effect, I'd be more than happy to change it. Combing through the cards though, I can't find the card you're looking for. Can you specify?
Ok, the reason this was worded like this was because of 1 key role in the turn system. By stealing it on your opponent's turn, you will be able to attack with it on your turn (since it skips the sleep sequence). The reason why it is like this because a Frozen Crusher-esque effect would be too weak that you have no control over getting.
In fact, Rogue Witchdoctor is so unpredictable that it most likely would never see play, as spending so much mana on a gamble is almost never worth it.
But back on topic. This effect allows a delayed Mind Control to go in effect. In exchange for the 25% chance and 3 mana cost, you're opponent gets one free trade in with it, which means if they really don't want you to have it, they'll make sure they kill it by trading first. Hopefully this clears up the word choice!
As for Vox, I LOVE playing him and his sister, and i'm actually working on my next class with the Sound Manipulator in his new School Days skin as the hero! You will definitely be seeing that soon! ;D
I understand you want to attack with it when you get it, but you're taking Mind Control and giving it the tempo of a Secret, but you GET TO CHOOSE THE TARGET STILL. EVERYONE would play your Witchdoctor just for the 25% chance to get this card, yet alone the other 3 (the healing one is meh compared to the rest). if there's no friendly minions on board, threr's nothing to trade with and deny the effect. I'd make it "A minion with 5 or less attack" or "at the start of your next turn" like I said before. if it was real, it would be abused then nerfed anyways.
the strength stealing potion could be worded a little better too depending on what exactly you wanted to do. it could wither be "Give all minions 'At the start of each turn, take 2 damage.'." (to affect only current minions until they die or someone loses) OR "All minions take 2 damage at the end of each turn. Lasts until the end of the game." for a more permanent effect that lines up with the power of your current voodoo juju card power level.
As for the feathers, it could work if the text was this: "Draw a minion. Give it 'Impulse: Draw a Spell.'." where Impulse is still your effect of "When played the turn this is drawn, do something"
But for my seriousness, check out my card balancing thread -> here. <-
Okay, here we go. lots of info coming in the next few comments. I'll be as concise as I can while getting my point across.
Basic General note: there are no one-cost cards (no biggie)
Enchanted Amulet: Can't pay for itself by only playing one card. See: Sorcerer's Apprentice, Summoning Portal I would make it 3 mana "Your cards cost (1) less this turn." that would make it balanced even if you got both since they affect both minions and spells.
Sea Elemental: It seems a bit counter to the play style of the class, but I like it. (odd control card in what I believe to be a tempo class)
Baron Revilgas: I feel like he would be better served with higher attack than health since he has the Immune effect with Mechs.
Gnomerean Intel: 3 problems. 1. 5 mana fill you hand (broken) 2. What if they have no Mechs to Snatch? and does it take the same Mech over and over again? 3. if you're adding a lot of cards to your hand, it's best to leave the cost alone See: Megafin, Neptulon, Cabalist's Tome, Burgle
Retrofitted Charm-Bot: for such a good Deathrattle, it should be a 2/2 See: Abomination
Old Gods General note: for a lot of Deathrattle manipulation, you have a lot of Battlecries.
Whispering Storm: Could the Nemesis have died before and still activate the card for the Windfury effects? it would be overpowered in an aggro deck if it could.
Vexed Prophet: Only Barnes, Y'Shaarj, Rage Unbound, and your Captian's Mate Catherina can get around the Battlecry, did you intend him to be a Janky minion?
Gadgetzan
Grimestreet Supply Tower: with the Stealth effect, he simply CAN NOT give +2/+2. The only reason Grimy Gadgeteer isn't entirely broken is that he's always immediately target by a spell or minion to trade. you would't want to give him Stealth.
Un'Goro
Defensive Dinomancer: no one would play it because of the 5 damage. Same with the Dinoherder. They're also terrible if you need a card and you top-deck either of them.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
The class, while extremely cool, seems extremely powerful. The hero power is extremely powerful. It's an infinite use Mimic Pod. Some of the cards are over the top in value (Snatch mechanic is basically Thoughtsteal). I see you put a lot of work into this. I really do enjoy and like this class and all of the cards. The nemesis mechanic is cool and I love Corrupt for WotOG. But it is just too powerful for what it is worth
leg so hot. hot hot leg. leg so hot u fry an eg
Before really looking at any of the other cards in-depth, I wanted to point out that Enchanted Amulet is insanely broken. With only a little bit of luck, it's a 2 Mana infinite damage combo, as if you play it with Knife Juggler and Youthful Brewmasters, you have an infinite amount of damage available to you from turn 2 onward. This is the reason Mana Spring Totem, a 4 Mana 0/1 Shaman Totem with "Your cards cost (1) less." was removed in early development, since it allowed a 7 Mana version of this combo that took 1 more card, too. Thus, a 2 Mana version of the OTK is even more ridiculous, and absolutely breaks the class, making it's basic deck something akin to a Quest rogue. The most successful deck imo would just be trying to collect combo pieces and burst the hell out of your opponent ASAP. I'd definitely change the card in general, as it has a ridiculous amount of synergy with lots of other cards, and after playing 3 cards is worth a net gain of 4 Mana, which highly incentivizes just building a super burst deck and throwing out your whole hand the moment you draw the card.
the effect 'Impulse' given to your Loot! by the phoenix thing cards will never come into effect since the feathers are never drawn, therefore you will only ever draw a minion, like the first effect states.
Also, a few minor text changes (eg. 'At the end of your opponent's turn' ->> 'At the start of your next turn') to stay consistent with Hearthstone cards. I'll make more organized comments for each set when I get the time, but right now I think the Nemesis function could get a little OP with Gale Force Winds. I love card steal stuff though, so this would be a dream!
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it's a token card from the Rogue Witchdoctor, I can't remember which one.
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Also, Vox is my second favorite character in Vainglory :)
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@Likafoss
I believe I found the card you were talking about
Ok, the reason this was worded like this was because of 1 key role in the turn system. By stealing it on your opponent's turn, you will be able to attack with it on your turn (since it skips the sleep sequence). The reason why it is like this because a Frozen Crusher-esque effect would be too weak that you have no control over getting.
In fact, Rogue Witchdoctor is so unpredictable that it most likely would never see play, as spending so much mana on a gamble is almost never worth it.
But back on topic. This effect allows a delayed Mind Control to go in effect. In exchange for the 25% chance and 3 mana cost, you're opponent gets one free trade in with it, which means if they really don't want you to have it, they'll make sure they kill it by trading first. Hopefully this clears up the word choice!
As for Vox, I LOVE playing him and his sister, and i'm actually working on my next class with the Sound Manipulator in his new School Days skin as the hero! You will definitely be seeing that soon! ;D
I understand you want to attack with it when you get it, but you're taking Mind Control and giving it the tempo of a Secret, but you GET TO CHOOSE THE TARGET STILL. EVERYONE would play your Witchdoctor just for the 25% chance to get this card, yet alone the other 3 (the healing one is meh compared to the rest). if there's no friendly minions on board, threr's nothing to trade with and deny the effect. I'd make it "A minion with 5 or less attack" or "at the start of your next turn" like I said before. if it was real, it would be abused then nerfed anyways.
the strength stealing potion could be worded a little better too depending on what exactly you wanted to do. it could wither be "Give all minions 'At the start of each turn, take 2 damage.'." (to affect only current minions until they die or someone loses) OR "All minions take 2 damage at the end of each turn. Lasts until the end of the game." for a more permanent effect that lines up with the power of your current voodoo juju card power level.
As for the feathers, it could work if the text was this: "Draw a minion. Give it 'Impulse: Draw a Spell.'." where Impulse is still your effect of "When played the turn this is drawn, do something"
But for my seriousness, check out my card balancing thread -> here. <-
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Okay, here we go. lots of info coming in the next few comments. I'll be as concise as I can while getting my point across.
Basic General note: there are no one-cost cards (no biggie)
Enchanted Amulet: Can't pay for itself by only playing one card. See: Sorcerer's Apprentice, Summoning Portal I would make it 3 mana "Your cards cost (1) less this turn." that would make it balanced even if you got both since they affect both minions and spells.
Sea Elemental: It seems a bit counter to the play style of the class, but I like it. (odd control card in what I believe to be a tempo class)
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Expert/Classic
Rogue Witchdoctor: For the card(s) that it gives you, I would reduce the stats a little bit, but not much. maybe make it legendary??
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Goblins vs. Gnomes
Baron Revilgas: I feel like he would be better served with higher attack than health since he has the Immune effect with Mechs.
Gnomerean Intel: 3 problems. 1. 5 mana fill you hand (broken) 2. What if they have no Mechs to Snatch? and does it take the same Mech over and over again? 3. if you're adding a lot of cards to your hand, it's best to leave the cost alone See: Megafin, Neptulon, Cabalist's Tome, Burgle
Retrofitted Charm-Bot: for such a good Deathrattle, it should be a 2/2 See: Abomination
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Blackrock Mountain
Blade of the Fallen: Make the ability only count friendly minions or make it more expensive to begin with.
The Grand Tournament
Cheat: If you're playing Pirates, you generally want to draw one of your own cards rather than Snatching a random one.
League of Explorers
Surveillance Drone: rather than a Battlecry, I'd make the ability a static effect/aurora. See: Radiant Elemental, Mana Wraith, Stormwind Champion
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Old Gods General note: for a lot of Deathrattle manipulation, you have a lot of Battlecries.
Whispering Storm: Could the Nemesis have died before and still activate the card for the Windfury effects? it would be overpowered in an aggro deck if it could.
Vexed Prophet: Only Barnes, Y'Shaarj, Rage Unbound, and your Captian's Mate Catherina can get around the Battlecry, did you intend him to be a Janky minion?
Gadgetzan
Grimestreet Supply Tower: with the Stealth effect, he simply CAN NOT give +2/+2. The only reason Grimy Gadgeteer isn't entirely broken is that he's always immediately target by a spell or minion to trade. you would't want to give him Stealth.
Un'Goro
Defensive Dinomancer: no one would play it because of the 5 damage. Same with the Dinoherder. They're also terrible if you need a card and you top-deck either of them.
That about does it, let me know what you think!
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