Hello. I'm creating an expansion and want to know how I can balance the expansion for older expansions.
We are not perfect and sometimes we can skip interactions, also we can't try the cards which we create so I want to know about more for balancing.
I always follow the balance thread in forums and have read it more than 3. It is easier when you design a single card but when we come to an whole expansion and bunch of expansions, It became hard to balance things and what I am designing now is a mode injected expansion which is have more than 150 cards. So I need to know more about balancing. :)
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Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
Look at what is already done. For minions its cost in attack and cost+1 in health if no text (4 mana 4/5 for example). After that you have to look damage/draw given by mana cost. Be carefull at class card, for example mage spells deal more damage for their cost because its mage.
If you make new effects, think about "Is this possible to kill this minion? Or counter this strategy?" For example, a 2 drop should be killable by a 2 or 3 drop (or equivalent in spell) , if not, it will snowball too much if played at turn 2.
I would suggest you take a look at this https://dotesports.com/the-op/hearthstone/news/hearthstone-guide-stat-budget-explanation-29730 it is an old article and does not have some of the new abilities ( Although since discover adds a card to your hand, then it should be worth 3 stat points just like drawing a card with a battlecry) but it is pretty good at explaining how much stats go into a card and how the abilities affect the mana cost.
I think for a balanced card that would see play, you can make it slightly undercosted for its mana cost but has a twist on its effect so its not broken. A good example is Tar Creeper which is a three cost card that has the stats of a 4 cost card on your opponents turn or Blink Fox which is a 3 mana card with an acceptable statline that instead of drawing you a card from your deck, adds a card to your hand from your opponent's class. Another good example is The Lich King. You can also make a minion have high stats for its cost but comes with a drawback that is not too severe.
Basically as long as the card has acceptable stats for its cost and a good effect that gives it value, then you are good.
Thanks for all suggestions but im in a different boat.
I know the basics. I know how it is balanced if there is no older cards. I also read that dotesports link more than once. I am asking how to balance things according to existing cards. Like considering Preparation in rogue, or Shudderwock in shaman or Grommash Hellscream in warrior.
I can't find all of the interactions of all cards, like how I can't find all of them with myself without custom cards right now.
Rollback Post to RevisionRollBack
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
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Hello. I'm creating an expansion and want to know how I can balance the expansion for older expansions.
We are not perfect and sometimes we can skip interactions, also we can't try the cards which we create so I want to know about more for balancing.
I always follow the balance thread in forums and have read it more than 3. It is easier when you design a single card but when we come to an whole expansion and bunch of expansions, It became hard to balance things and what I am designing now is a mode injected expansion which is have more than 150 cards. So I need to know more about balancing. :)
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!
Print a bunch of OP-looking cards that’d never see play, a few game-breaking ones, some OP pack filler, and some dust.
Look at what is already done. For minions its cost in attack and cost+1 in health if no text (4 mana 4/5 for example). After that you have to look damage/draw given by mana cost. Be carefull at class card, for example mage spells deal more damage for their cost because its mage.
If you make new effects, think about "Is this possible to kill this minion? Or counter this strategy?" For example, a 2 drop should be killable by a 2 or 3 drop (or equivalent in spell) , if not, it will snowball too much if played at turn 2.
Love the tribes.
I would suggest you take a look at this https://dotesports.com/the-op/hearthstone/news/hearthstone-guide-stat-budget-explanation-29730 it is an old article and does not have some of the new abilities ( Although since discover adds a card to your hand, then it should be worth 3 stat points just like drawing a card with a battlecry) but it is pretty good at explaining how much stats go into a card and how the abilities affect the mana cost.
I think for a balanced card that would see play, you can make it slightly undercosted for its mana cost but has a twist on its effect so its not broken. A good example is Tar Creeper which is a three cost card that has the stats of a 4 cost card on your opponents turn or Blink Fox which is a 3 mana card with an acceptable statline that instead of drawing you a card from your deck, adds a card to your hand from your opponent's class. Another good example is The Lich King. You can also make a minion have high stats for its cost but comes with a drawback that is not too severe.
Basically as long as the card has acceptable stats for its cost and a good effect that gives it value, then you are good.
Thanks for all suggestions but im in a different boat.
I know the basics. I know how it is balanced if there is no older cards. I also read that dotesports link more than once. I am asking how to balance things according to existing cards. Like considering Preparation in rogue, or Shudderwock in shaman or Grommash Hellscream in warrior.
I can't find all of the interactions of all cards, like how I can't find all of them with myself without custom cards right now.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!