i'd like to create a new custom class in Hearthstone, as the title says, based on a new keyword: INSANITY. It should be something related to the insanity as intended in WoW with shadow priests (the one that transform the character in the void form). Another idea could be make this keyword like a malus, something like Overload. It could be an additional "cost" for the card and, when the player reaches a fixed amount of Insanity, he loses the game, for example. I'd like something like that, maybe with a not-so-big drawback, but I struggle in creating something kinda balanced and meaningful even from the lore point of view.
Feel free to share your opinions and ideas :)
EDIT: The intent of this thread is getting together some ideas for creating a new mechanic based on the keyword INSANITY. It comes from WoW and it is an "ability" used by shadow priest. However, it isn't necesary to create a custom class for running that, so it could be something only for priest or for everyone, it doesn't matter. What we got until now is that it should something that accumulates on the character and when it reaches a fixed value it inflicts the player a huge malus. INSANITY should be something like Overload which not disappear after a turn but helps in playing catds with a lower amount of mana.
The intent of this thread is getting together some ideas for creating a new mechanic based on the keyword INSANITY. It comes from WoW and it is an "ability" used by shadow priest. However, it isn't necesary to create a custom class for running that, so it could be something only for priest or for everyone, it doesn't matter. What we got until now is that it should something that accumulates on the character and when it reaches a fixed value it inflicts the player a huge malus. INSANITY should be something like Overload which not disappear after a turn but helps in playing catds with a lower amount of mana.
This is the updated version of the main post.
Any forthcoming idea is welcome. For any doubt feel free to ask :)
It’s very hard to balance. It’s likely to lend too heavily towards aggro style that relies on burning down your opponent before the negative becomes an issue. Think lifetapping in zoolock. You could also build around a deck that just doesn’t have enough insanity cards to meet the limit.
So to make it work you’ll need a few things working. RNG amount of insanitywould make it easier to get into trouble and less easy to calculate. I would also argue this would also be more thematic.
Things like minions that give insanity at the end of turn or when damaged would be an interactive way for your opponent to add to your insanity. “Do I kill this minion or leave it alive so you are closer to losing?”
The biggest hurdle is making it fun to play against. Is me winning by you getting screwed by RNG or mismanagement of resources interactive? Others can take a crack at it but it feels like a solitaire trap.
This is so true. If you want an example, search or HearthCards a custom "Shadow Priest" class which uses insanity. You'll discover it is very unbalanced.
It’s likely to lend too heavily towards aggro style that relies on burning down your opponent before the negative becomes an issue.
It is not only likely to aggro style, but, depending or the card created, it can also use powerful control cards. Like I've already said, this really depends on the card printed with insanity, but also from all the other cards that give support to a kinda aggro deck. For example, giving something like Flamewreathed Faceless or Mind Blast to the class could be very OP, even if you put something like Insanity(4) e the maximum limit of insanity is 10.
You could also build around a deck that just doesn’t have enough insanity cards to meet the limit.
One way to avoid build around deck is creating a complentary mechanic which says "You can play this card only if you've gained already during this game", or maybe even "this turn". While the second option is something to limit insane turns, the first way makes the build around deck building more tricky, beacause, for example, if you just wanted to use two INSANITY cards withoout reaching the limit, with this mechanic you have to something else ta gives insanity. Maybe the card you wanted to play and the "other" insanity cards in total give too much insanity, so you have to include something that drains insanity. In conclusion, for playing 2 cards, you have to put at least 4 dead cards in the deck.
So to make it work you’ll need a few things working. RNG amount of insanitywould make it easier to get into trouble and less easy to calculate. I would also argue this would also be more thematic.
Things like minions that give insanity at the end of turn or when damaged would be an interactive way for your opponent to add to your insanity. “Do I kill this minion or leave it alive so you are closer to losing?”
This could be an idea. Something like Bittertide Hydra. but I think cards of this kind would never be played. The main focus of class is on spell, so maybe it could be done that insanity(x) doesn't give exactly x insanity, but something that ranges from x-1 e x+1. So, insanity(4) could give from 3 to 5 insanity points.
The biggest hurdle is making it fun to play against. Is me winning by you getting screwed by RNG or mismanagement of resources interactive? Others can take a crack at it but it feels like a solitaire trap.
This the very hard part. I think my RNG is not a good way to have fun. If it is a competitive deck, we can put us in the hands of RNG, because when the oppo lose for that and not for the skill is too frustrating. About the solitaire trap, if t hasn't the possibility to do much damage from the hand, it isn't a solitaire, so it shouldn't have a possibility of an otk combo. Maybe the class can borrow some mechanics from Warlock, like taking damage or discarding, so it has less value against aggro in thefirst case and control in the second. Or it could use a custom mechanics that mills the first X cards of your deck as an aggiuntive cost of casting. Then it could be replaced some recover-from-graveyard mechanics, but not enough to make this cost not so harmful. Another idea could be drawing X fatigue cards as an aggiuntive cost. However, make decks fun to play against is not easy. Even actual hearthstone is full of deck which feels like a solitaire to be played against.
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Hi,i'd like to create a new custom class in Hearthstone, as the title says, based on a new keyword: INSANITY. It should be something related to the insanity as intended in WoW with shadow priests (the one that transform the character in the void form). Another idea could be make this keyword like a malus, something like Overload. It could be an additional "cost" for the card and, when the player reaches a fixed amount of Insanity, he loses the game, for example. I'd like something like that, maybe with a not-so-big drawback, but I struggle in creating something kinda balanced and meaningful even from the lore point of view.Feel free to share your opinions and ideas :)EDIT: The intent of this thread is getting together some ideas for creating a new mechanic based on the keyword INSANITY. It comes from WoW and it is an "ability" used by shadow priest. However, it isn't necesary to create a custom class for running that, so it could be something only for priest or for everyone, it doesn't matter. What we got until now is that it should something that accumulates on the character and when it reaches a fixed value it inflicts the player a huge malus. INSANITY should be something like Overload which not disappear after a turn but helps in playing catds with a lower amount of mana.
So you want the class to give insanity to the opponent or it’s something your character accumulates?
Something the character accumulates.
Giving insanity to the opponent is op in my point of view, because he can't get rid of that
This is the updated version of the main post.
Any forthcoming idea is welcome. For any doubt feel free to ask :)
It’s very hard to balance. It’s likely to lend too heavily towards aggro style that relies on burning down your opponent before the negative becomes an issue. Think lifetapping in zoolock. You could also build around a deck that just doesn’t have enough insanity cards to meet the limit.
So to make it work you’ll need a few things working. RNG amount of insanitywould make it easier to get into trouble and less easy to calculate. I would also argue this would also be more thematic.
Things like minions that give insanity at the end of turn or when damaged would be an interactive way for your opponent to add to your insanity. “Do I kill this minion or leave it alive so you are closer to losing?”
The biggest hurdle is making it fun to play against. Is me winning by you getting screwed by RNG or mismanagement of resources interactive? Others can take a crack at it but it feels like a solitaire trap.
This is so true. If you want an example, search or HearthCards a custom "Shadow Priest" class which uses insanity. You'll discover it is very unbalanced.
It is not only likely to aggro style, but, depending or the card created, it can also use powerful control cards. Like I've already said, this really depends on the card printed with insanity, but also from all the other cards that give support to a kinda aggro deck. For example, giving something like Flamewreathed Faceless or Mind Blast to the class could be very OP, even if you put something like Insanity(4) e the maximum limit of insanity is 10.
One way to avoid build around deck is creating a complentary mechanic which says "You can play this card only if you've gained already during this game", or maybe even "this turn". While the second option is something to limit insane turns, the first way makes the build around deck building more tricky, beacause, for example, if you just wanted to use two INSANITY cards withoout reaching the limit, with this mechanic you have to something else ta gives insanity. Maybe the card you wanted to play and the "other" insanity cards in total give too much insanity, so you have to include something that drains insanity. In conclusion, for playing 2 cards, you have to put at least 4 dead cards in the deck.
This could be an idea. Something like Bittertide Hydra. but I think cards of this kind would never be played. The main focus of class is on spell, so maybe it could be done that insanity(x) doesn't give exactly x insanity, but something that ranges from x-1 e x+1. So, insanity(4) could give from 3 to 5 insanity points.
This the very hard part. I think my RNG is not a good way to have fun. If it is a competitive deck, we can put us in the hands of RNG, because when the oppo lose for that and not for the skill is too frustrating. About the solitaire trap, if t hasn't the possibility to do much damage from the hand, it isn't a solitaire, so it shouldn't have a possibility of an otk combo. Maybe the class can borrow some mechanics from Warlock, like taking damage or discarding, so it has less value against aggro in thefirst case and control in the second. Or it could use a custom mechanics that mills the first X cards of your deck as an aggiuntive cost of casting. Then it could be replaced some recover-from-graveyard mechanics, but not enough to make this cost not so harmful. Another idea could be drawing X fatigue cards as an aggiuntive cost. However, make decks fun to play against is not easy. Even actual hearthstone is full of deck which feels like a solitaire to be played against.