God. I believe I am going to have some problems making a not-broken and interesting Hero Power, I don't have many ideas of what Power could be:
But here it is my hero idea! The Bounty Hunter!
The Bounty Hunter will focus on controling the board from minions, and gaining benefits from them. He can mark minions for gaining some bonus effects, as he dominates the board with minions, you are going to be in a very bad situation. But his minions aren't naturally powerfull by themselves, so board cleans and flooding are his weaknesses, since his minions aren't very resilent and his board cleans are: Or very expensive, or very conditional, since he just normally focuses on a single minion with ease.
Examples of how Mark synergy can work:
I don't have too much cards right now, but I believe at least these examples could work.
So I'm not home yet, but got some time to give feedback!
@Turkeybag - So Reality Warper sounds a lot like a Warlock. They also eat souls and rip apart physics to summon demons. What can the Reality Warper do that's different? I've also commented on that Secret you posted earlier.
My card from earlier is really broken, I just saw the secret weapon challenge and had to make a secret that was also a weapon :P I wont be using it in it's current form. Warlock and Reality Warper both use souls to power themselves but the souls are used for completely different things. For instance, a reality warper is so powerful they don't need demons, or minions at all for that matter. Most their "minions" will take the form of anomalies, such as holes in reality!
Actually after like an hour of trying to figure out how to convert my ideas for the class to HS in a elegant manor, I think I might try come up with something else haha
Actually after like an hour of trying to figure out how to convert my ideas for the class to HS in a elegant manor, I think I might try come up with something else haha
That would be the biggest problem with class competitions. It's really hard to think of something original that works well for designing a whole class around. My main idea is a bit similar to one that happened before. I also had an idea for a Spellsword class that has a focus on both spell synergy and weapon synergy (kinda like a mix of Mage and Warrior, though the description I gave makes it sound like Rogue). Then of course comes the Hero Power which is easily one of the trickiest parts of class design.
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Click the image to go to my custom Time Traveler class.
Actually after like an hour of trying to figure out how to convert my ideas for the class to HS in a elegant manor, I think I might try come up with something else haha
That would be the biggest problem with class competitions. It's really hard to think of something original that works well for designing a whole class around. My main idea is a bit similar to one that happened before. I also had an idea for a Spellsword class that has a focus on both spell synergy and weapon synergy (kinda like a mix of Mage and Warrior, though the description I gave makes it sound like Rogue). Then of course comes the Hero Power which is easily one of the trickiest parts of class design.
Yeah, I was also thinking of doing like a hades style underworld god but that is too close to DK. And god only knows how I'd make my idea for an Astromancer work in hearthstone. At least we have time to come up with ideas before the proper topic comes up.
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Wow, we're sharing ideas already? All right, lemme throw mine out there as well (I'll try get feedback ready some time later today).
My Class: The Destroyer / End Bringer (haven't decided yet). Some combination of Destroy, End, Prophet, Apocalypse, Cultist, whatever.
I'm not entirely sold on the hero arts (first one doesn't look crazy enough, I don't like the second one's hat) but it'll do for now . The class has two main themes: Destroying everything slowly, but inevitably - and destroying everything NOW, with FIRE. The class's main themes are:
- Giving the Hero +Attack (for trading, and for massive burst combos) and Hero self-damage (this bit is kinda like warlock, I know). - AOE damage. Lots of it. Good against swarms, less good against single, big dudes. - Permanent effects. - 1/1 'Orb' weapons.
Couple of example cards (not the best ones, but I happened to have them available):
Wow, we're sharing ideas already? All right, lemme throw mine out there as well (I'll try get feedback ready some time later today).
My Class: The Destroyer / End Bringer (haven't decided yet). Some combination of Destroy, End, Prophet, Apocalypse, Cultist, whatever.
I'm not entirely sold on the hero arts (first one doesn't look crazy enough, I don't like the second one's hat) but it'll do for now . The class has two main themes: Destroying everything slowly, but inevitably - and destroying everything NOW, with FIRE. The class's main themes are:
- Giving the Hero +Attack (for trading, and for massive burst combos) and Hero self-damage (this bit is kinda like warlock, I know). - AOE damage. Lots of it. Good against swarms, less good against single, big dudes. - Permanent effects. - 1/1 'Orb' weapons.
Couple of example cards:
I think the second hero art is better. The first one has more sex appeal, but the second one is more in-line with what the rest of the HS hero portraits look like. I think the hat is fine as well.
Will you have weapons besides the 1/1 Orbs or ways for your hero to gain Attack (like Bite)? As of now, it seems Crimson Fury is a bit weak without knowing the full picture. I don't know if the artwork is also possibly a bit over the top for HS. Speaking of which, the 1/1 Orbs serve as a very interesting nerf for Malkorok (not saying that's a bad thing, just pointing it out). The Feast keyword is alright, but I don't know if it has a lot of design space (though I don't know if my Quick-Time keyword is much better) and relies on someone building a board and having ways to get rid of it. Your Feast cards are pretty balanced though. Rain of Fire could maybe use a wording change to:
"Deal 1 damage to all enemy minions. Repeat this effect twice".
A bit less clumsy and easier to read. The current wording isn't bad though. It all comes down to personal preference more than anything else.
It's also nice to see you back.
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Click the image to go to my custom Time Traveler class.
Still working out alot of things but first thoughts for a class. The class is The Vampire and it focuses on a couple aspects such as Lifesteal (even though it won't be there until Frozen Throne most of these cards use battlecries to take health and restore it to your hero), Being below a certain health amount (more of a tiny aspect. Not a major thing), vampire synergy, and the spawning of a token in Blood Bats which many cards will spawn/interact with.
Here's the hero/hero power and a couple cards I came up with in like 15 minutes. (still finding art for some of them). Hopeful for some feedback.
I'll have to stick to helping behind the curtain this time around; can't run a D&D campaign between us moderators and blow this Popsicle stand participate in the competition simultaneously. I don't have the brain power to spin both of those plates at once lol
Deathwing will just have to suffer a second-rate friend; my class would have been super OP, you don't even know ;P
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
So I selected 3, because I don't generally like Hero Powers with tokens. Then I started envisioning a class with a Hero Power that made tokens.
Hmm...
Well I still don't generally like tokens, especially not multiple types (looking at you, Shaman), but I'll change that vote for now. I'm still brainstorming my first idea and a few side ideas until these challenges are finalized.
Wow, we're sharing ideas already? All right, lemme throw mine out there as well (I'll try get feedback ready some time later today).
My Class: The Destroyer / End Bringer (haven't decided yet). Some combination of Destroy, End, Prophet, Apocalypse, Cultist, whatever.
I'm not entirely sold on the hero arts (first one doesn't look crazy enough, I don't like the second one's hat) but it'll do for now . The class has two main themes: Destroying everything slowly, but inevitably - and destroying everything NOW, with FIRE. The class's main themes are:
- Giving the Hero +Attack (for trading, and for massive burst combos) and Hero self-damage (this bit is kinda like warlock, I know). - AOE damage. Lots of it. Good against swarms, less good against single, big dudes. - Permanent effects. - 1/1 'Orb' weapons.
Couple of example cards (not the best ones, but I happened to have them available):
Hey, I remember this class! If I'm gonna start doing this again, it's only fair I give a little feedback.
To start off with, I think the class name shouldn't be something like The Destroyer or the End Bringer, it should be something more simple. Something like prophet doesn't really capture the fire theme of the class, but pyromancer doesn't really help show off the aggression or attack themes. I can't really come up with anything that would be appropriate honestly.
As for the class itself, I can't help but feel that hero power is really weak. All things considered, a hero power that just gives your hero +2 Attack should be pretty balanced. I don't think dealing 1 damage to your hero is necessary.
As for the cards themselves, I think they're all pretty cool, I like the two commons, they're both simple but effective ways of showing off the keyword itself. The Orb is something I don't like. I get your hero generally wants to attack, but I don't think dealing 4 damage for free a turn past that point is particularly fun to play against. I think I brought that up when you showed this last time, that just doesn't feel interactive.
I will also say that I get that you like to use animeish art for your cards, and I don't have a problem with that, but art like that of Crimson Fury feels like it deviates too much from Hearthstone. Also I prefer the second art to the first, and I don't mind the hat too much.
That's all I can think of for now, sorry, I'll say more later, it's just 5 am and I need some rest.
Well, way to go to Cogito for accidentally predicting that I had a Time Traveler class idea. Originally, it was a Chronomancer class, but I saw thepowrofcheese already made one. I figured this was pretty close so I would make this instead and I kinda kept the sand theme a bit.
A bump because I got some new ideas. 2 different designs for Black Hole as well.
Flavor and Design:
As a time traveler (and part of the Time Traveler class), your powers focus on... time. Kinda like a Chronomancer, but a bit different. Many effects here are based on harnessing the power of your past and future to help you in the present. It can also make time a bit difficult for your opponent too. Look at Timewalker for instance. For every 10 seconds your opponent took on their last turn, he grows stronger and gains more Attack. Planning ahead is often a good strategy both as, and also against, a Time Traveler.
The keyword for the class is Quick-Time, which is a pseudo-Battlecry effect (like Combo or Overload) that activates if you played the card on the same time you received it. This of course includes drawing it, but just generating it also counts. While in most other cases, this would be very inconsistent and relies on topdecks in other classes, Time Traveler has ways to manipulate this. Their Hero Power, Glimpse, for instance allows them to swap the top 2 cards of your deck, allowing you to plan ahead for multiple turns knowing what you'll draw and you get to choose the next card you draw making it very strategy oriented. You can make sure you draw your Quick-Time card when you need it. Future Sight is the same exact idea, only it lets you look at more cards for less mana, granted as a collectable card. Parallel Dimensions helps you get rid of a useless hand when it's full of situational/expensive cards and get a better hand when you need it. It also allows you to shuffle Quick-Time cards into your deck and draw multiple Quick-Time cards at once to use their effects better.
The class does have quite a few visual gimmicks up its sleeve too. Rift Elemental and Black Hole signify the side of Time Traveler about space and matter manipulation, whilst Sandstorm and Parallel Dimensions showcases the sandy aesthetic of Time Traveler. Sand is the element of time after all.
Flavor texts coming soon!
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Click the image to go to my custom Time Traveler class.
Well, way to go to Cogito for accidentally predicting that I had a Time Traveler class idea. Originally, it was a Chronomancer class, but I saw thepowrofcheese already made one. I figured this was pretty close so I would make this instead and I kinda kept the sand theme a bit.
A bump because I got some new ideas. 2 different designs for Black Hole as well.
Flavor and Design:
As a time traveler (and part of the Time Traveler class), your powers focus on... time. Kinda like a Chronomancer, but a bit different. Many effects here are based on harnessing the power of your past and future to help you in the present. It can also make time a bit difficult for your opponent too. Look at Timewalker for instance. For every 10 seconds your opponent took on their last turn, he grows stronger and gains more Attack. Planning ahead is often a good strategy both as, and also against, a Time Traveler.
The keyword for the class is Quick-Time, which is a pseudo-Battlecry effect (like Combo or Overload) that activates if you played the card on the same time you received it. This of course includes drawing it, but just generating it also counts. While in most other cases, this would be very inconsistent and relies on topdecks in other classes, Time Traveler has ways to manipulate this. Their Hero Power, Glimpse, for instance allows them to swap the top 2 cards of your deck, allowing you to plan ahead for multiple turns knowing what you'll draw and you get to choose the next card you draw making it very strategy oriented. You can make sure you draw your Quick-Time card when you need it. Future Sight is the same exact idea, only it lets you look at more cards for less mana, granted as a collectable card. Parallel Dimensions helps you get rid of a useless hand when it's full of situational/expensive cards and get a better hand when you need it. It also allows you to shuffle Quick-Time cards into your deck and draw multiple Quick-Time cards at once to use their effects better.
The class does have quite a few visual gimmicks up its sleeve too. Rift Elemental and Black Hole signify the side of Time Traveler about space and matter manipulation, whilst Sandstorm and Parallel Dimensions showcases the sandy aesthetic of Time Traveler. Sand is the element of time after all.
Flavor texts coming soon!
First off, (@maxlot as well, glad you remembered it :D) thanks for your input! I'll definitely be making some changes, since these are pretty old, and I appreciate all the feedback. I won't respond because I don't want to clog up the thread - that can wait till the actual competition starts, or when I actually have fixed cards :D
I will say that straight 2 damage off a hero power is Uber-strong, though. You can trade away most 2-drops, and also have the option of getting a more flexible hunter hero power when opponent has no taunts, as well as a ton of synergy.
SO, about your class: - First: That hero power seems terrribbblleeee. Like, really bad. You pretty much get no value from it - no pressure, no sustain, no nothing. In order for it to work your Quicktime effects have to be totally insane. I feel like you need to at least get something from it. Like... heal 2 health or something. Also, how will the UI work? - Same with Future Sight.
Rift Elemental: 1 mana 3/3 seems balanced XD. I'd probably lower the boost to +1 Attack, or make it a 1/2 that gains +1/+1. Timewalker: Interesting! I'd rather it trigger on amount of cards played or something, since forcing your opponent to play fast all the time is a little... unfriendly, I guess. Like it punishes them for thinking about their plays. Also maybe a little bit too meta. Black Hole: Second version seems like a worse Twisting. Sure, you could save your own minion, but a lot of the time, if you're playing control, this will just be worse since your board will be clear. The first one seems better IMO.
@nurgling13 - You love pushing crazy ideas! Not sure how I like it yet. How does this one work with Finley? That could be a game breaker unless the 2 hands is a component of the Hero Power.
I've thought about this, and I decided the two hands is a component of the hero power. When you lose the Ogre hero power, your two hands are combined into one. If you somehow gain the hero power, you split your hand into two.
Hi! Since everyone is posting ideas I thought I might too!
My class is the Merfolk class! The hero power is kind of weird because I wanted to play on the idea of cards like Brainstorm in MtG which allows you to see more cards and potentially dig for answers.
The class thrives by delaying and hindering your opponent's development, while taking advantage of that and buffing your own minions with the Finesse Keyword.
Note that this works when you bounce away their minions, but also if a minion dies (I'm not sure about this. If it doesn't include minions dying then the mechanic feels really cornercase) . Some of your class cards work towards enabling this.
Please tell what you think! I'm trying out some complex mechanics here and would appreciate help as to how i can incorporate these into the game.
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I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
Just to be sure, in challenge 3, tokens are only minions (like totems and silver hand recruits) or it's any noncollectable card generated by the hero power (like rogue's dagger, spare parts, minions that goes directly to your hand)?
Just to be sure, in challenge 3, tokens are only minions (like totems and silver hand recruits) or it's any noncollectable card generated by the hero power (like rogue's dagger, spare parts, minions that goes directly to your hand)?
It's anything, even another hero power or portrait.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
God. I believe I am going to have some problems making a not-broken and interesting Hero Power, I don't have many ideas of what Power could be:
But here it is my hero idea! The Bounty Hunter!
The Bounty Hunter will focus on controling the board from minions, and gaining benefits from them. He can mark minions for gaining some bonus effects, as he dominates the board with minions, you are going to be in a very bad situation. But his minions aren't naturally powerfull by themselves, so board cleans and flooding are his weaknesses, since his minions aren't very resilent and his board cleans are: Or very expensive, or very conditional, since he just normally focuses on a single minion with ease.
Examples of how Mark synergy can work:
I don't have too much cards right now, but I believe at least these examples could work.
But I am neither too sure about my class.
The joke is you.
Actually after like an hour of trying to figure out how to convert my ideas for the class to HS in a elegant manor, I think I might try come up with something else haha
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Click the image to go to my custom Time Traveler class.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Class- Wizard
Spoiler is a reason why we are completely different from Mage
Vote for my Card Design Submission! I love this one!
Wow, we're sharing ideas already? All right, lemme throw mine out there as well (I'll try get feedback ready some time later today).
My Class: The Destroyer / End Bringer (haven't decided yet). Some combination of Destroy, End, Prophet, Apocalypse, Cultist, whatever.
I'm not entirely sold on the hero arts (first one doesn't look crazy enough, I don't like the second one's hat) but it'll do for now . The class has two main themes: Destroying everything slowly, but inevitably - and destroying everything NOW, with FIRE. The class's main themes are:
- Giving the Hero +Attack (for trading, and for massive burst combos) and Hero self-damage (this bit is kinda like warlock, I know).
- AOE damage. Lots of it. Good against swarms, less good against single, big dudes.
- Permanent effects.
- 1/1 'Orb' weapons.
Couple of example cards (not the best ones, but I happened to have them available):
Why Rogue is my favourite class:
My submission for this week's card design competition.
Click the image to go to my custom Time Traveler class.
Still working out alot of things but first thoughts for a class. The class is The Vampire and it focuses on a couple aspects such as Lifesteal (even though it won't be there until Frozen Throne most of these cards use battlecries to take health and restore it to your hero), Being below a certain health amount (more of a tiny aspect. Not a major thing), vampire synergy, and the spawning of a token in Blood Bats which many cards will spawn/interact with.
Here's the hero/hero power and a couple cards I came up with in like 15 minutes. (still finding art for some of them). Hopeful for some feedback.
Token:
Orb of decay is basically you casting hunter's hero power every turn for free. I feel it is kinda too good actually
Edit: actually, too OP because it said each turn so 4 damage...
Vote for my Card Design Submission! I love this one!
I'll have to stick to helping behind the curtain this time around; can't run a D&D campaign between us moderators and
blow this Popsicle standparticipate in the competition simultaneously. I don't have the brain power to spin both of those plates at once lolDeathwing will just have to suffer a second-rate friend; my class would have been super OP, you don't even know ;P
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
So I selected 3, because I don't generally like Hero Powers with tokens. Then I started envisioning a class with a Hero Power that made tokens.
Hmm...
Well I still don't generally like tokens, especially not multiple types (looking at you, Shaman), but I'll change that vote for now. I'm still brainstorming my first idea and a few side ideas until these challenges are finalized.
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
Flavor texts coming soon!
Click the image to go to my custom Time Traveler class.
Remember to check out the Prologue Comic for this class competition!
You can check it out by clicking the above picture or here!
- First: That hero power seems terrribbblleeee. Like, really bad. You pretty much get no value from it - no pressure, no sustain, no nothing. In order for it to work your Quicktime effects have to be totally insane. I feel like you need to at least get something from it. Like... heal 2 health or something. Also, how will the UI work?
- Same with Future Sight.
Timewalker: Interesting! I'd rather it trigger on amount of cards played or something, since forcing your opponent to play fast all the time is a little... unfriendly, I guess. Like it punishes them for thinking about their plays. Also maybe a little bit too meta.
Black Hole: Second version seems like a worse Twisting. Sure, you could save your own minion, but a lot of the time, if you're playing control, this will just be worse since your board will be clear. The first one seems better IMO.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Hi! Since everyone is posting ideas I thought I might too!
My class is the Merfolk class! The hero power is kind of weird because I wanted to play on the idea of cards like Brainstorm in MtG which allows you to see more cards and potentially dig for answers.
The class thrives by delaying and hindering your opponent's development, while taking advantage of that and buffing your own minions with the Finesse Keyword.
Note that this works when you bounce away their minions, but also if a minion dies (I'm not sure about this. If it doesn't include minions dying then the mechanic feels really cornercase) . Some of your class cards work towards enabling this.
Please tell what you think! I'm trying out some complex mechanics here and would appreciate help as to how i can incorporate these into the game.
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Just to be sure, in challenge 3, tokens are only minions (like totems and silver hand recruits) or it's any noncollectable card generated by the hero power (like rogue's dagger, spare parts, minions that goes directly to your hand)?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition