DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Final Poll #2]
Poll: Vote for your favourites here!
Ended Feb 9, 2018
Ended Feb 9, 2018
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Greetings, Mortals!
This is the second of our Phase III polls. The results of the first will be revealed at the same time as this one, so as to keep everyone in suspense about who will be making it through, and who
will be eatenwon't make the cut.As always with these, there will be 5 example cards out in the open for your perusal, but if you wish to take a deeper look at a class, click their name to be taken to their post in the Submission thread.
Good luck to everyone! Deathwing's feeling particularly peckish today, so I'd hope you make it through.
THE BERSERKER by Zanywoop (post #23)
THE SUMMONER by maxlot (post #14)
THE CHEF by CheeseEtc (post #13)
THE GEOMANCER by NecroaV (post #16)
THE SCRIBE by Turkeybag (post #2)
THE APOTHECARY by thepowrofcheese (post #11)
THE SCRIBBLER by ThisOtherGuyTox (post #24)
THE SPIRIT by SunnoxPL (post #4)
THE JESTER by Tomerick88 (post #10)
THE TACTICIAN by CastorT (post #18)
THE KEEPER by Haileystrasza (post #22)
THE LEGO CLASS by GMAlon (post #17)
You can find me here! Good luck everyone!
So many good memey classes :D
Mod Working Reaaaaally Hardly
chef and scribbler for the memes.
Unpopular opinion: Rogue is OP
I voted for the Scribbler Class...
Although I have one major complaint about it. The art... is so... bad... I mean look at Connect the Dots! The lines connecting them aren't even straight! What type of scribbler doesn't draw straight lines! Straight lines are the mark of the true artist. In addition, Propitious Teacher's lines are much too straight. You're a scribbler, not an canvas painter. Line's shouldn't be straight and need to flow in whichever wild ways the scribbler's mind works. The class is decent, but there's a lot of straight line-iness that needs work. What do you mean I'm being self contradictory? Scribblers can't draw straight lines, they must be curved. They can't draw squiggly lines either! They must be squiggly without being curvy!
(If you haven't noticed, I'm being sarcastic. Often sarcasm doesn't work on the internet as well as I would like. Please don't hurt me.)
ToxVinti Train Boarded. (Tox+Otovent+Sinti)
Wished to be pink.
Then did.
Then fired myself.
Then did again.
I have the wrong hero power on mine it is supposed to only deal 2 damage to minions as per my phase 1 and 2 submissions. I can't believe I didn't notice that sooner given I submitted so long ago. 😭It's broken as hell as it's shown here so I think it may be curtains for me.
Wtf? Why are my votings changing?
You can find me here! Good luck everyone!
I'm interested; What's the formula for the order of the poll? Not that it probably matters, just curious.
You can find me here! Good luck everyone!
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Ya know what, I want to say some stuff because I've been feeling like I haven't been talking enough this comp, so I'm just gonna give my thoughts on stuff.
Could I have put that a little more elegantly? Probably, but I'm just gonna go regardless. Gonna go from bottom to top.
Emmet Brickowski, Professional Lego:
I dunno why it took me writing down all the class names to realise this, but Lego isn't actually a class, though you can't really change that. It's fine regardless but you're going under the title of Professional Lego for now. I adore the lighthearted and wholesome meminess of the class; it's not a joke post, it's just a class that's very fun. I dislike keywords in the hero power on principle but it's too late to change that, though I like that you've properly thought out the system for developing the crystals, though I've only just realised that there's no indication to a new player that the crystals can advance, nor how they can do it. I also dislike Lifesteal being one of the mechanics on the crystals since the mechanic came out in KotFT.
I like your example cards, I think Good Cop switching into Bad Cop is pretty funny, Driller's an interesting way of making buff focused cards that work well for control and Aerial Attack's really nice. I have a big issue with Batman though, he's fairly uninteresting, and feels like he's just The Lich King but in classic, which you generally don't want, because the classic Legendary is usually rather simple. I wish the Bad Gadgets were all spells that costed 2, as they are it's very inconsistent on how useful the gadget you're going to get will be... And Batclaw's just unfun.
In addition to that, the Gadgets have really bad art. None look like Lego and most have bad backgrounds. This is actually true across all your cards, as well as bad formatting and missing capitalisation. I think you should have spent more time checking over your cards to see if the art is fitting or there're any lower case letters after a period. And I mean art is fitting in multiple ways, in both that it looks like it belongs in the class or, like the Duck Tank you didn't show in the examples, the art actually fits within the card borders.
Odyn, The Keeper:
Honestly, not fond of the hero power. All four of them have different conditions allowing your opponent to play around them easily and you can't pick which one you get. What's your reward for this? An effect that any other hero power could do, but targetted, immediate, etc. It just feels weak. Also, having to play around secrets every turn of the game and keep track of which secrets your opponent played and which they generated sounds incredibly annoying. I've not got too much of a problem with the amount of secret stuff you have, to my surprise.
I think Lifeforce Construct is pretty cool, I love how you've made negative stat buffs actually okay by making the attack go to a minimum of one (though it doesn't say that in the Entropic Construct, you might need to shorten the text to fit it in) and the Power of Creation I actually rather like. I do dislike your legendary though. Classic legendaries are meant to be incredibly simple, with the most complicated being Jaraxxus, but he gets a pass due to rule of cool. Other than that it's big dino with charge, big orc with charge that gets angry when you punch him, big windlord with a bunch of keywords, big prophet that makes you a better spellcaster, etc. Also adding Fate to it seems completely pointless, playing a 10/10 attached to an Arcane Intellect seems remarkably unlegendary.
Tactician, the... Tactician:
You don't reckon you could've given this guy a name? Tony Smartface, Bob Thinkman, Gabriel Brainbutt? This is a class comp, not a people comp, but that doesn't mean that your hero should be nameless. Regardless, your hero power is one I dislike due to its dependancy to have a minion on the board, whereas you should aim to have a hero power that works regardless of board. Your legendary is actually passing the criteria of being simple while highly impactful and a win condition, however I think this card might be a tad bit unfun and generally imbalanced. A 20 health heal effectively, and 4 walls that you have to bust through, all attached to a 7 mana 4/7. Oh god.
I dunno why you felt the need to get the fairly disliked Freeze keyword and rework it so that you could include banning people from playing cards or drawing on top of stopping minions from attacking. Freezing the secrets is pretty cool however but then I have to ask... What are these secrets and why? Generally, secrets are supposed to be a condition that can be fulfilled that provides a very powerful effect in exchange for your opponent being able to play around it. These always trigger but the effect never feels even slightly strong. Training Complete, for example, is literally just Blessing of Kings on a delay for whatever reason. Also, drop Full Plate Emissary, a 4 cost body that ignores taunt for 5 mana is just worthless and the effect has no place in the game, it's just a mechanic that only exists to ignore an already pre-existing mechanic. Hopefully we'll soon start seeing cards with Mega-Taunt that can force minions with Ignores Taunt to attack them, though that won't matter much in the face of the legendary dragon, Waidooeyexisst with his classic Ignores Mega-Taunt mechanic. Also where's the flavour behind this?
Riggs, The Jester:
I like a lot of what this class is doing. The mechanics and themes are clearly defined, it's fun and simple and the flavour is great. Your hero power is really cool, a little strong though (talking about your actual hero power, not the one you accidently put in here), your legendary is a powerful win condition that's quite simple, in an Antonidas kinda way... And you have a card with Kefka's face on it, so I actually have to vote for you now.
I do think you surely could have found better artwork for Rubber Duck than the one you found, as difficult as it probably would have been. Wild Card is definately a cool card and a very interesting way of balancing out the 1 mana card draw issue that's hard to balance. In Joke feel too strong however and Invigorating Jig feels too weak, though I have few other qualms with the class. It's generally just very pleasant through and through... Except Rubber Duck, please, I don't care if it takes a week, find better art for it.
Ori, The Spirit:
This class doesn't really grip me. Legendary feels boring and RNG heavy, Falling Light is very RNG heavy, Congeries is boring, doesn't actually help the keyword itself and sucks. None of the cards stand out to me, each piece of artwork just doesn't look good because the majority isn't artwork at all and in general, I can't think of anything else to say about it other than it feels incredibly lazy.
Sinci, The Scribbler:
Probably one of the most high effort classes in here and I definately want it to do well, though I'm starting to like it less. It's wholesome and fun, showing that classes which aren't hugely serious can still be fun and cool while not being joke classes. However, it feels one-dimensional. It feels like you woke up and thought to yourself, "Hmmm... What if I made a class which draws cards?" but then after a while of thinking you went "Wait, what about a class... Which draws cards!?" and then made that one of the only discernable identities.
The hero power draws cards and shuffles cards. And then with the cards itself, well, the first common stops you from drawing cards, the second one shuffles cards when you draw cards, the third one costs less depending on how you drew the card, the forth buffs a minion when you draw cards, the fith one draws cards and the sixth deals 7 damage to a minion and your hero. Your first rare draws cards and shuffles cards into your deck, the second interacts with shuffling cards, the third reduces the cost of a card when you draw cards and then you have the forth which summons a minion from your hand and the sixth which reduces the cost of your next minion and buffs it. From there, all three of your epics interact with drawing cards, one of which shuffles them and then the legendary is a really big shuffle effect. Sorry if that took a while to read, but my point is aside from drawing and shuffling cards, your class has little identity, as interesting as it was seeing you use card draw in so many different ways as a mechanic.
I'm unsure what I'd actually do within the class that wasn't draw cards. I feel like I'd like it more if it felt like all the card drawing eventually lead up to something, which it doesn't really feel like it does. Duplicator's certainly a possible win condition, I could probably run a Details + Duplicator deck, but aside from that I'm not really feeling as interested in the class as much as the artwork, sorry.
Vyral, The Apothecary:
Keyword is cool, legendary is cool, hero power is cool, almost all of the cards are fairly cool, but I can't bring myself to vote for it because of your For Science! card. I'm serious, I'm rather fond of literally every single classic card you've made that doesn't rhyme with appliance.
I know you can't break it using Malygos because of your classes approach to spell damage, but it still just feels way too highrolly for my liking. Inconsistent, probably not actually good enough to see use in every deck out there, but it reminds me of Barnes in a way I significantly dislike, and I simply don't want to vote for a class containing it. Turn 2-3 fully statted Y'Shaarj is a scary thought.
Gabriel, The Scribe:
There're a lot of words across these cards, so many to the point where trying to read them all and think of its balance and implications in a group is exerting actual energy from my body. I get he's a scribe and all but that doesn't mean too many cards with too many words ought to be a class identity. The tomes are pretty cool mechanically, there's a lot of ways to utilise the keyword.
Tome Strike is my favourite out of your cards, the cost increase and reduction mechanic works very well, uhhh... I'm trying to think of the class as a whole, but honestly it just simply doesn't feel simple enough for that. There're so many conditions, so many potential upsides, so many cards with effects with big implications and uses like Scroll of Equalisation and Power Transcription, but I really prefer cards like Tome Strike and Tome Taker. Hearthstone is all about simplicity, and honestly this class just doesn't feel quite simple enough.
I also am unsure about "If your opponent controls no minions" as a mechanic. It feels win more. "If your opponent is struggling to get minions stuck to the board, deal damage to the next minion they play." is a bigger example of this than "If your opponent is struggling to get minions stuck to the board, get some value in the form of tomes.", due to the fact it doesn't necessarily further the problem your opponent is already having, so I think if you stick with it, I'd prefer more cards like the second. I also dislike the legendary, it feels both highrolly due to the random effects and it feels like it can lock people down potentially, by making all their cards cost way too much while they can't target it with their spells. It also doesn't feel very classic.
Gailyn, The Geomancer:
Already discussed your class a lot in private, I like how you've reworked the Artificer, though still not fond of Forging Rune or Burrowing Ambush.
Gordo, The Chef:
Already talked about your class as a whole a little bit before, so I'll keep this brief. This is still one of the absolute hardest classes to make functional and reliable due to the nature of the keyword, but I feel like it can be a great class if you hit that point. Control decks randomly roasting cards in their deck sounds like something that's next to impossible to get to a point where luck doesn't play at least half the role you did in deciding the outcome of the game, but maybe the class will get there. Flavour is fantastic, dedication to getting this class working is impressive, cards are original yet simple. Legendary, while wordy with multiple effects, still feels simple enough and the effect is kind of a necessity so I'm fully okay with it. I like the class. A lot.
Mephilia, The Summoner:
lmao summoenr isn't a class dumbo
Kargath, the Berserker:
This is the reason I decided to start from the bottom, going upwards. I'm just gonna start this off by just simply saying that I do not like this class.
Now that that's out of the way, I'll get into the why. I'm okay with a class feeling similar to one of the classes in the actual game, with a class competition that's entirely natural, and you've clearly tried to use alternative themes to the warrior that still relate to the class such as temporary armor and attacking, rather than actual armor and damage. It still feels similar, but I'm okay with it. My actual problem with the class comes from how the entire class feels like it was built around beating aggro and doing very little else.
The hero power and all of your armor gain cards are really strong, probably even too strong, against decks that want to deal damage to you every turn, but do next to nothing against a control deck or some other slow deck whilst you don't have a weapon out. Your keyword allows you to counter those pesky aggro decks with minions that are really strong, spells which have bonus effects and flat out huge board clears... If they're playing more minions than you. Otherwise, they do very little. Really big taunts that really gets in the way of that annoying aggro players connection to your face, but have remarkably less attack than health. You do have a couple of options against decks which aren't face decks in the form of Bladefist and Vicious Lunge (Which is BLATANTly overpowered by the way), but so much of your removal is in small amounts, with 4 being the highest it typically goes to (Aside from your 3 mana deal 8 damage with an upside card). It just doesn't feel like the class does anything at all against decks with a lot of big minions. Again, Vicious Lunge is absolutely fine, because it's 6 mana for 8 damage, therefore I see no issue with it. The cost of the card added to your hand can totally just be added onto the overall cost to make it balanced. This logic works fine in all cases, so you've inspired me to also make a card that's balanced in much the same way.
Totally balanced, right? This was, of course, exaggerated, but hopefully you'll understand my point by looking at them. Vicious Lunge is literally Flame Lance for 3 mana with an upside, you can't just add the token cost on top of it and say it costs 6, that's not how it works.
Finally, start capitalising Armor, like you were doing back in basic, and differentiate your class legendary from Grommash a little more. I get they're different cards, with different uses, but that doesn't change the fact you made an 8 mana charging orc minion with high health and low attack that gets a significant stat boost under a class condition, even if Enrage isn't technically warrior only. Warrior is the class you should be most concerned about avoiding similarities between to keep your class original, don't make your legendary feel like almost the same thing as theirs. I know it's a big taunt rather than a card to kill the enemy with, but the card still feels too similar. Other than all of that, the class has nice flavour and it's usually pretty balanced.
Happy to have gotten through all that and sorry if I came off as harsh to anyone, I'm not brilliant at card design myself and don't take anything I say to heart. But there's one last thing I want to leave this post with, because it's a common mistake that's not really the end of the world, it's just a formatting tip... Anyway.
See that word at the bottom there? It doesn't look very good due to how uneven all the text is now. So just enter a line break somewhere along the line before it and it'll all start looking much better - Go get that orphan some parents. There're a lot of orphans among the cards I'm seeing before me, and they're all very lonely, so please help them... And before anyone asks, keywords alone aren't orphans obviously.
All that aside, very happy with what I saw, most of you guys have put a lot of effort into your classes. Even if I went into a class or two a little hard for example, it's very clear that effort was put in and there were oversights rather than just flat out lazy design. I think most people here are pretty good at this and the only person who really sucks is me at trying to conclude this paragraph, so I'm just gonna stop.
Good luck to all who make it through, and I'm hoping everyone continues to have a good time with the competition.
I appreciate the feedback, @maxlot. For Science was one of my last cards, and my only feedback on it was "it can probably cost the same as AI." It's inconsistent as hell but I can understand how it could be frustrating when you get this 1/1000 perfect roll.
If I continue forward I'll probably rebalance it. Would you think a higher cost would offset the potential RNG? Perhaps it could average out the costs instead of swapping them? Or would you recommend something completely different?
Glad to hear you like the rest of the class!
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
So I voted for Summoner, Chef, Geomancer, Apothecary, and Scribbler. These were just the ones that I personally liked more.
I really like the Summoner's Invoke keyword. It opens up lots of possibilities and is nice and versatile, like a class keyword should be. The somewhat meta 'stereotypical villain' references are cool too.
The Chef is really interesting to me, mainly since it seems to be trying to combine milling yourself with a control-like playstyle - two seemingly incompatible mechanics. I'm really curious to see how it develops and if it'll end up being functional. The flavour is on point as well, which is always a plus.
Geomancer has an interesting keyword with lots of possibilities. The cards themselves aren't very wordy and the Rune synergies are something we haven't really seen in HS thus far but I've always wanted to see (kinda like a YuGiOh Archetype of sorts?).
Apothecary is just a cool class I have hardly any problems with. Hardly any problems apart from For Science! that is. The Patchwork mechanic is real cool as well.
Honestly, the Scribbler was the one I had the hardest time deciding, but I voted anyway because I felt like the fact that you drew every single card deserves some sort of recognition. The flavour is great as well. Some more varied mechanics or themes beyond card draw/shuffling would be interesting though.
That's all for me! Hope everyone's still having fun with the competition :D
So, uh, who are you guys voting for?
Note: this isan awkward attempt to start a conversation.Why Rogue is my favourite class:
My submission for this week's card design competition.
- Click Here To Join Us On Discord! -
My votes for this poll went to the Berserker, Summoner, Geomancer, Scribe, and Jester. =)