I've been thinking about cards that stop players from gaining life. I was thinking about a stealth minion with 0 attack for starters, that just stops both players from being able to gain life. I just discovered one of the card creators online and started messing with it. Not sure where to post since I don't see a currently active card creation thread. I was making my little stealth/divine shield minion when I had the fun idea of this weapon I ended up coming up with. I know it's probably a little too cute :)
I would rather they removed the HP cap so you could lifesteal past 30. Don't worry though, Deathknights will rotate soon and it will be a whole new game, especially for mage.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
This a problem I see with counterplay in Hearthstone. People ask to introduce more counterplay to Hearthstone, but then people would ask for counterplay to counter the counterplay.
Aside from that, the effect of "players can't gain life" probably sounds too situational to be useful. It could only be useful against Priest and some Paladin decks, because other classes don't have much life gain. It also doesn't affect Armor. Amara, Warden of Hope would still work because Amara doesn't "restore" Health, but it "sets" it. Players technically don't "gain" any life either, they "restore" it. It was there before, now they just have it back.
It looks like a Priest weapon. If it is, then this looks like it helps you more than it hurts you, because it prevents you from healing and chips your life away. 6 attacks is enough to kill you from full Health with the "extra damage" effect, meaning unless you have Armor or other weapons (as a Priest nonetheless). That is unless you take no damage from attacking face, because you can't take "extra" damage, if you take no damage at all.
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Click the image to go to my custom Time Traveler class.
This a problem I see with counterplay in Hearthstone. People ask to introduce more counterplay to Hearthstone, but then people would ask for counterplay to counter the counterplay.
Aside from that, the effect of "players can't gain life" probably sounds too situational to be useful. It could only be useful against Priest and some Paladin decks, because other classes don't have much life gain. It also doesn't affect Armor. Amara, Warden of Hope would still work because Amara doesn't "restore" Health, but it "sets" it. Players technically don't "gain" any life either, they "restore" it. It was there before, now they just have it back.
It looks like a Priest weapon. If it is, then this looks like it helps you more than it hurts you, because it prevents you from healing and chips your life away. 6 attacks is enough to kill you from full Health with the "extra damage" effect, meaning unless you have Armor or other weapons (as a Priest nonetheless). That is unless you take no damage from attacking face, because you can't take "extra" damage, if you take no damage at all.
You’ve never had Jaina play Geddon and gain full life while clearing your board? What’s the biggest kingsbane with leeching poison you’ve seen? Have you had Hagatha cast 2 healing rains in the match then pull a third one from playing Electra Stormsurge then double cast it? How big of a swing does a greater amethyst spell stone make when your threat is removed and warlock is healed the turn before Gul’dan starts target lifesteal 3 every turn?
While I don’t think we need to tech against healing, it’s just plain wrong to say it will only be useful against paladin or priest. Four additional classes have lifegain tied to to their win condition. The only classes that do not benefit from healing are Druid, warrior and hunter. This is because Druid and warrior can generate tons of armor, which is effectively a way to break the life total cap, and because hunter no heal, hunter go face.
This a problem I see with counterplay in Hearthstone. People ask to introduce more counterplay to Hearthstone, but then people would ask for counterplay to counter the counterplay.
Aside from that, the effect of "players can't gain life" probably sounds too situational to be useful. It could only be useful against Priest and some Paladin decks, because other classes don't have much life gain. It also doesn't affect Armor. Amara, Warden of Hope would still work because Amara doesn't "restore" Health, but it "sets" it. Players technically don't "gain" any life either, they "restore" it. It was there before, now they just have it back.
It looks like a Priest weapon. If it is, then this looks like it helps you more than it hurts you, because it prevents you from healing and chips your life away. 6 attacks is enough to kill you from full Health with the "extra damage" effect, meaning unless you have Armor or other weapons (as a Priest nonetheless). That is unless you take no damage from attacking face, because you can't take "extra" damage, if you take no damage at all.
You’ve never had Jaina play Geddon and gain full life while clearing your board? What’s the biggest kingsbane with leeching poison you’ve seen? Have you had Hagatha cast 2 healing rains in the match then pull a third one from playing Electra Stormsurge then double cast it? How big of a swing does a greater amethyst spell stone make when your threat is removed and warlock is healed the turn before Gul’dan starts target lifesteal 3 every turn?
While I don’t think we need to tech against healing, it’s just plain wrong to say it will only be useful against paladin or priest. Four additional classes have lifegain tied to to their win condition. The only classes that do not benefit from healing are Druid, warrior and hunter. This is because Druid and warrior can generate tons of armor, which is effectively a way to break the life total cap, and because hunter no heal, hunter go face.
I've played against a Quest Priest that played 3 Amaras and Thalnos into Spirit Lash at full board. I lost after I had dealt more than 100 damage. I think that the new Quest Priest has no weakness. Fatigue? Archbishop Benedictus. Burn Damage? Triple Amaras. Massive Board? Double PS, Double MH amd double Duskbreaker. It's litterally unbeatable...
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
If armor or lifegains become an issue in the game (where it is just too easy to delay turns), it simply means they made broken cards, and those should be nerfed.
OP, the card you linked, if I'm understanding it correctly, is busted. No life gain (with exceptions already stated about armor gain & Amara) along with 12 damage per attack (6 from the weapon & 6 more for each swing).
Depending on how such a life gain block would be implemented I'd be fine with it (so long as it is not a silly not well thought out mechanic like some battlecry + permanent end-of-game aura). However, why do we need this mechanic exactly? Standard certainly doesn't need the mechanic with Jaina rotating out very soon, it wouldn't do anything to hinder wild Kingsbane rogue because they could probably afford missing out on one lifesteal swing to counter the life gain card, and in wild Jaina isn't near as unstoppable as she sometimes seems in standard.
It's not so much about the card I linked as it is that many classes can now suddenly heal from being nearly dead to full health, multiple times in a row. Slow control decks cannot beat Shudderwock Shaman, or Kingsbane or the new combo healing Paladin really. I was just thinking maybe there should be a card (probably a lot less powerful) that just stops both players from gaining life, or halves it, or just stops lifesteal, etc.
Pallies have a double healing card, so why not a no healing card(s)? Also the weapon doesn't do 12 damage, it does 6 damage to yourself, but yeah it should be more like a 6/1 or something. It started as a stealth minion with 0 attack, I was just having fun with it :)
The main effect of the card would just be to counter / prevent people from healing back to full every time they're nearly dead. Electra + Healing Rain, Kingsbane with 12 attack, new Paladins, even hunter's discovering lifesteal minions (I do this myself) Seems like Priests are the only ones not going crazy on healing anymore
Edit: I'm all for a counter armor card too, like destroy half of your opponents armor, or whatever. Also, original idea was something like this, seems more realistic:
I've been thinking about cards that stop players from gaining life. I was thinking about a stealth minion with 0 attack for starters, that just stops both players from being able to gain life. I just discovered one of the card creators online and started messing with it. Not sure where to post since I don't see a currently active card creation thread. I was making my little stealth/divine shield minion when I had the fun idea of this weapon I ended up coming up with. I know it's probably a little too cute :)
Picture stolen from Darksiders
Auchenai Soulpriest
No
I would rather they removed the HP cap so you could lifesteal past 30. Don't worry though, Deathknights will rotate soon and it will be a whole new game, especially for mage.
Free to try and find a game, dealing cards for sorrow, cards for pain.
How does Auchenai Soulpriest even help lol. I can't think of any way of putting it on your oppontents board
No, but if you want to try creative ways to suicide yourself here's one lol
This a problem I see with counterplay in Hearthstone. People ask to introduce more counterplay to Hearthstone, but then people would ask for counterplay to counter the counterplay.
Aside from that, the effect of "players can't gain life" probably sounds too situational to be useful. It could only be useful against Priest and some Paladin decks, because other classes don't have much life gain. It also doesn't affect Armor. Amara, Warden of Hope would still work because Amara doesn't "restore" Health, but it "sets" it. Players technically don't "gain" any life either, they "restore" it. It was there before, now they just have it back.
It looks like a Priest weapon. If it is, then this looks like it helps you more than it hurts you, because it prevents you from healing and chips your life away. 6 attacks is enough to kill you from full Health with the "extra damage" effect, meaning unless you have Armor or other weapons (as a Priest nonetheless). That is unless you take no damage from attacking face, because you can't take "extra" damage, if you take no damage at all.
Click the image to go to my custom Time Traveler class.
Mage feelsgoodman life gain and boast clears
Right, so give odd pally a higher win rate. SeemsGood
6 mana 6/6 weapon with a huge upside? Maybe (MAYBE!) if it was 6 mana 3/3 weapon or something among those lines, but 6 mana 6/6??
The only reason I want your card to exist is so I can cinderstorm you for 35 damage.
You’ve never had Jaina play Geddon and gain full life while clearing your board? What’s the biggest kingsbane with leeching poison you’ve seen? Have you had Hagatha cast 2 healing rains in the match then pull a third one from playing Electra Stormsurge then double cast it? How big of a swing does a greater amethyst spell stone make when your threat is removed and warlock is healed the turn before Gul’dan starts target lifesteal 3 every turn?
While I don’t think we need to tech against healing, it’s just plain wrong to say it will only be useful against paladin or priest. Four additional classes have lifegain tied to to their win condition. The only classes that do not benefit from healing are Druid, warrior and hunter. This is because Druid and warrior can generate tons of armor, which is effectively a way to break the life total cap, and because hunter no heal, hunter go face.
Piloted Sky Golem + RNG + Treachery
I've played against a Quest Priest that played 3 Amaras and Thalnos into Spirit Lash at full board. I lost after I had dealt more than 100 damage. I think that the new Quest Priest has no weakness. Fatigue? Archbishop Benedictus. Burn Damage? Triple Amaras. Massive Board? Double PS, Double MH amd double Duskbreaker. It's litterally unbeatable...
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
In the same way you counter armor: more damage.
If armor or lifegains become an issue in the game (where it is just too easy to delay turns), it simply means they made broken cards, and those should be nerfed.
But no counter needed.
OP, the card you linked, if I'm understanding it correctly, is busted. No life gain (with exceptions already stated about armor gain & Amara) along with 12 damage per attack (6 from the weapon & 6 more for each swing).
Depending on how such a life gain block would be implemented I'd be fine with it (so long as it is not a silly not well thought out mechanic like some battlecry + permanent end-of-game aura). However, why do we need this mechanic exactly? Standard certainly doesn't need the mechanic with Jaina rotating out very soon, it wouldn't do anything to hinder wild Kingsbane rogue because they could probably afford missing out on one lifesteal swing to counter the life gain card, and in wild Jaina isn't near as unstoppable as she sometimes seems in standard.
I think the game already has them.
It's not so much about the card I linked as it is that many classes can now suddenly heal from being nearly dead to full health, multiple times in a row. Slow control decks cannot beat Shudderwock Shaman, or Kingsbane or the new combo healing Paladin really. I was just thinking maybe there should be a card (probably a lot less powerful) that just stops both players from gaining life, or halves it, or just stops lifesteal, etc.
Pallies have a double healing card, so why not a no healing card(s)? Also the weapon doesn't do 12 damage, it does 6 damage to yourself, but yeah it should be more like a 6/1 or something. It started as a stealth minion with 0 attack, I was just having fun with it :)
The main effect of the card would just be to counter / prevent people from healing back to full every time they're nearly dead. Electra + Healing Rain, Kingsbane with 12 attack, new Paladins, even hunter's discovering lifesteal minions (I do this myself) Seems like Priests are the only ones not going crazy on healing anymore
Edit: I'm all for a counter armor card too, like destroy half of your opponents armor, or whatever. Also, original idea was something like this, seems more realistic:
Ok you got me there :D
i agree, also lets remove taunts and nerf board clears, that will make the game so fun for aggro.