Ok, I've seen some feedback and decided to change the hero power and reduce the self-damage of some cards, i hope that still conveys the dangerous and unstable nature of the Void.
BTW I put Extract Power and Disintegrate in the Initiate Set.
I'm also quite torn about the rebalancing of some cards, what do you prefer?
Now, time for some feedback: @whatTheHeck:
Gold Fueled Construct IMO is overcosted and at the time you can play 9 Mana minions, probably you wouldn't play a stat-stick with a drawback, probs should be a 5- Mana 7/6.
Extortion Income is too weak and probably should deal 5 damage.
Leeching Banker is understatted and shouldn't have the "can't attack penalty."
By the way, nice class, the idea of a combination of sacrifice and druid-like ramp makes the class very flexible.
@Granduroi
The dual hero idea looks very interesting, but some cards are weird:
Lava Touch is literally Holy Smite, and maybe could deal more damage, but with a drawback, Crystallized Power should give 4 Attack or 5 Armor, now feels like it's too weak either as a tempo or defensive tool, Frozen Wave feels out of place, a mix of Warrior and Warlock shouldn't have freeze effects, Weapon Enchantment limits weapon design space heavily, Alter Ego is too strong, for a 5 Mana 8/8 disabling your hero power is too little of a drawback. Plume of Corruption could easily cost 6 Mana.
@SirTrumpet:
Empowered Wand could make you draw cards when you attack, to make it feel less like the weapon part is tacked on, Dread reaper could have the passive effect without the battlecry to ssimplify the card, like a 5 Mana 5/5, If you want to nerf Shadowstrike to 6 Mana, make it also hit face.
@McF4rtson
I don't like Empty Palm Arts very much, without attack buffs it's literally useless, especially because i see none of them in your basic set, synergy dependant cards should have at least a little effect when alone, this without other cards is literally useless. Honestly I think Bamf! should summon a 3/3, so you can have a flexible card that can be used as removal and as a token buff at the same time. Transformation Jutsu is too strong, should summon a 7/7 at best.
@Noah_McGrath
Fan the flames feels situational at best and useless at worst, should cost 0 or give +2 spell damage. Cauterize is a pretty interesting card, but I feel it's too weak against control decks and too strong against aggro. Tribe defender feels out of place as a simple taunt minion in a burn based class.
@ravennos:
Touch of death should cost 2 because of it's similarity with Hunter's Mark. Kegstaff is too weak, despite possible synergies, bouncing minions without cost reduction is still a drawback, probably should have +1 Attack or +1 Durability. Spinning Crane Kick feels like a stronger Blade Flurry, but it's different enough to be viable. IMO Dragon Spirits is too weak, bump all numbers to 4.
@SoupCake:
Wicked Enchantress is too strong, should deal 2 damage or be a 2/2. Unseen Escape could cost 1, like a Skaterbot that works on every minion but is class specific. By the way, a spell that makes a minion rush into the battlefield doesn't feel like an escape, especially an unseen one. Darkowl Bearer is too weak, could easily be a 3/6. Death Ritual is basically a one sided boardclear, should cost 8 or higher. Stew Overseer feels out of place in a class with no warrior-like pinging, but the card is pretty strong.
I tried to use similar wording to both Priest and Druid, so the intention that the heal is targeted on anything, while the Attack buff is not. So yes, it is weaker then druid if you use it on yourself, but the intention was to have the heal 1 go anywhere. Glad do hear everything else is good though!
A few thoughts on your set: You have a lot of minions for a base set, I saw other people bring this up but the most right now is hunter at 4. I think Grim Extortionist and Leeching Banker (more so Leeching Banker) are both a bit overly complex for the basic set.
The other cards are good! The amount of early ramp might be worrying though, since it can snowball so much so early if any of the minions live to see your next turn. That kind of makes it hard to assess some of the cards, since with the right setup, Strongbox Guard can come out on turn 3. You might want to consider a mana bump on some of the rampers with a bit of stat compensation.
Rollback Post to RevisionRollBack
Rastakhan's Rumble has some good art, lemme tell you... Also I'm a Class Design Finalist! Check out the Monk here!
Thanks for review! I think I will keep Soulfire, and Shadowstrike in current state, but I appreciate your opinion. For your class the cards looks realy good. I only wonder if the Hero Power is not slightly unfair comparing to other classes. I mean, without the refresh part it would be balanced as well as Druid, Warrior and Priest. Even if it's not realy big addition, the refresh part is a bit odd, even if it fits your class mechanics.
Actually, I had the first class concepts before DH came out, and it was only "Gain 1 Attack this turn, Refresh...". I only added Restore 1 Health after DH, since I thought the Hero Power would then be too weak. What do you think? And since this is a core part of my class, I invite others' opinions as well (ignore the name differences, it will end up being called "Spirit Bomb":
I don't like Empty Palm Arts very much, without attack buffs it's literally useless, especially because i see none of them in your basic set, synergy dependant cards should have at least a little effect when alone, this without other cards is literally useless. Honestly I think Bamf! should summon a 3/3, so you can have a flexible card that can be used as removal and as a token buff at the same time. Transformation Jutsu is too strong, should summon a 7/7 at best.
The Hero Power grants +1 Attack. It will never be a dead card and is balanced with the Hero Power in mind. There's going to be a *lot* of 0-attack weapons.
Now, you are not the first person to say Jutsu should be 7/7. Just to clarify, since you said "summon", Jutsu doesn't summon, it transforms an existing minion into an 8/8. You were aware of that right?
I really don't think you should go with Spirit Bomb. Let's be honest, literally everyone immediately thinks of DBZ when hearing that. It inherently creates a confusing class identity.
Also, it doesn't really make sense that a bomb is giving you 1 attack and healing something. So on that note I think you should find a new name entirely besides the two you've currently considered. Just my 2 cents, gl.
I really don't think you should go with Spirit Bomb. Let's be honest, literally everyone immediately thinks of DBZ when hearing that. It inherently creates a confusing class identity.
Also, it doesn't really make sense that a bomb is giving you 1 attack and healing something. So on that note I think you should find a new name entirely besides the two you've currently considered. Just my 2 cents, gl.
Sure, the name isn't a huge deal. (And I was actually thinking of DBZ, since you can stack the Hero Power multiple times for a big attack).
That being said, the name somewhat hinges on which version of the Hero Power I use, the one with healing, or the one without. What do you think it should be?
I'm aware that Transformation Jutsu is, indeed, a transformation effect, and, after further thinking, I realized that, considering that, at turn 7, you're unlikely to have a small token laying around (especially in a token-light class like yours) and the "tribute summon" effect of this card may be steeper than I thought.
Regarding the 0 Attack weapons, I didn't look accurately to the hero power, I was confused between that and Monk's, but now that I looked at it better and knowing that there will be more weapons like that, I'd like to compliment you for the originality of that idea.
Ok, it's my time to join. I introduce you a Pirate class!
All the Guns:
This class is mainly about flooding board, especially with Pirates as well as taking advantage of weapons and weapon buffs. Pirate has ability to quickly defeat opponent, but also has tools to handle with single minions. It has more problems with full boards or realy big threats because he lacks board clears or hard removals. Card draw is also not his strong side.
Your Hero Power has a lot of variance in power. The Rogue dagger clone (1/2) and the 1/1 Deal 1 damage to enemy hero are significantly weaker than 2/1 and the mini-shadowmourne.
Overheated pistol is broken. By its wording, (based on Truesilver Champion) it will gain Attack before your Hero attacks. However, even if corrected to "after", it's pretty busted. It's as good as Fiery War Axe, and will be *very* powerful in a weapon-synergy class such as this.
Lead the Crew is Umberwing-level of power. What that power level means to you, I'll leave it up to your discretion.
I'm not so keen on Bloodsea Brute. That's some really overt powercreep right there. You could do a 4/5 taunt pirate for 4 mana, I'd be ok with that.
Open Fire, while it should normally cost 6, I think is... sort of ok at 5 since it's a bit clunky.
Deckbreaker has got to go.
I need some feedback as well. Let me know which Hero Power you think is better, and if the spell should transform a 7/7 or an 8/8.
Hey there. This is my very first time doing anything custom Hearthstone, and I'd like the present the Chanter! This likely comes out in Rise of Shadows, because Dalaran seems like a good place to introduce a magical Lorekeeper. Without further ado, everyone's favourite bookkeeper:
Lorewalker Cho, and all Chanters, make use of their trusty Scrolls to help them keep their focus and build up passive effects, but the most basic ones can be used to bap pesky loudmouths if necessary.
Their magic comes from stories, memories, and maintaining rhythms. Chanters are good at generating cards, creating wide buffs and debuffs, often centered on a scroll, and performing niche, but wide board clears. They are decent at healing, and will have synergy with Silence and other buff/debuffs. They are bad at drawing cards, as well as single target removal or face damage.
Ok, it's my time to join. I introduce you a Pirate class!
All the Guns:
This class is mainly about flooding board, especially with Pirates as well as taking advantage of weapons and weapon buffs. Pirate has ability to quickly defeat opponent, but also has tools to handle with single minions. It has more problems with full boards or realy big threats because he lacks board clears or hard removals. Card draw is also not his strong side.
Extra Ammo is too strong, especially in a class with big weapons like Deckbreaker, at best it should be 0 mana with +1 durability. I don't like Overheated Pistol that much, looks like too strong for a 2 mana weapon.
@Frost2Dragon:
Your class looks pretty nice: the idea of powerful enchantable items that have effects over time is pretty interesting and I'm looking foward with interest for all the possible applications. Follow the Footsteps looks too weak, the buff is worth 2 Mana, the copy in hand 1 Mana and the hand-buff is worth 1.5 Mana (refer to Grimy Goons cards from Mean Streets of Gadgetzan.) The card could cost 4 or 5.
@McF4rtson:
Regarding the hero power, I would add something more appropriate for the vicious tactics of a ninja, like "give an enemy minion -1 attack".
Hey everyone ! So I knew this would happen but I hoped it would be later on. I kinda goofed :
Yeah that card is to powerful... Balance isn't my strong suit so I figured that rather than fixing it hoping no one noticed wouldn't lead to much learning. So here I am asking : Is it cool if a change it ?
I have a few ideas on how to make it more fair. I think what happenend is that I have a card that I'm excited about coming up in the next set and I didn't want to step on it's toes but still provide an alternative. You've seen it already :
So while bumping Butterfly Effect to 6 Mana or bringing the damage down to 3 would be easy fixes, it would make it redondant with Primordial Wind. I often find myself in this situation where I don't want to make two cards too similar so I make poor balance decisions... Anyways I'd like to pitch some changes that I think could make Butterfly Effect more balanced and distinct :
I would choose the one which deals damage to one minion and one of its neighbours. Also, I would give Cristalline Hippo +1 stat. Double type doesn't seem to be strong enough to balance it's poor stats. Nightmare Amalgam, for example, has all types, and doesn't lose much power. I also wonder if your Hero Power isn't just a powercreep on Paladin. The rest looks pretty good.
@Frost2Dragon
Nice idea. But, I would change Blank Scroll into 1/3, so it can be used well without other cards. That's how all Hero Power can be used. Also, i would reduce cost of March of Death, Follow the Footsteps of Heroes and Scroll of Lethargy by 1. Angry Librarian, however is probably a bit too strong considering you can play her with minions which benefit from SIlence. Maybe reduce her Health by 1. Chanter's Assistant should have Battlecry. I also think you use too many existing arts. While using arts of adventure-specific cards like you did with Scroll of Lethargy is good, but using arts of collectible cards is not a good thing, at least I think so. I mean specifically: March of Death, Recurring Themes Whisper, and Mic Quiver, Healing Chant, Silvermoon Lorekeeper and Follow the Footsteps of Heroes.
@McF4rtson
Maybe change it to +1 Attack this turn. Restore 1 Health to your hero. After you play a card, refresh this. Of course if it won't take more than 3 lines. I think that Transformation Jutsu is ok at 8/8. Also, Bamf may be a bit too strong, maybe Stump should one more Health. I saw your first version of this card, and I think it would also be quite good as 2 Mana transform into 3/3. That way you can also use it on your minions. The rest of your set looks ok.
@Reizarion
Your set looks solid at its current state. I would choose a version of Halberd which randomly splits damage, and version of Shadow Strike which deals 3 damage to your Hero. Also, it looks like you forgot 'this turn' on Shadow Strike. In its current state it will give you Attack permamently. You should also be aware that your Madness Mist is a copy of Ramming Speed.
@SirTrumpet
Your set looks quite good. Dread Reaper is surely more flavourful on its previous state, so you could make it a bit weaker, but without a Battlecry. But, if you want to keep the self damage you may choose the second version. But, maybe just change name and art, but move Dread Reaper into later set with few changes. Soulburn is copy of Drak Bomb, but it you can keep it. But, if some better idea will come to your mind, you should replace it.
@whatTheHeck
Your class looks very good. Balance is probably at best possible state. But, i don't like your Keyword so much. Surely, on paper it's pretty well, but it's useless starting on turn 9 while no other class keyword has that problem.
@Granduroi
Oh, a double hero Class. Wish you will afford to do it well. So far it looks pretty nice. Cards I would change is Demonic Alter Ego and Enslaved Doomguard. Enslaved Doomguard is probably too strong, so i would reduce its stats to 4/4, while Demonic Alter Ego is quite hard to balance. At its current state i'm sure it's definetly too strong. Disabling Hero Power realy isn't so bad. At most i would make it 6/7, or something like that, because Hero Power are in general not worth playing, and you use them only if you realy have no better choice, or if you play specific deck, like Face Hunter. Lava Touch is exactly the same as Holy Smite, but I think that's ok.
@Noah_McGrath
Your class looks vey solid. As many said Fan the Flames are a bit weak, but that depends on your will. All other cards are balanced well. However Blood Nova look worse than Chaos Nova.
Alright, due to popular demand, Fan the Flames is out for now. I added a new card, Magma Whelp in it's place. Since there are many self damage classes this time, some dragon synergy will set mine apart i think and make Bloodburner feel more unique.
For my highlight cards i'm thinking these 3:
Fire Within for the Hero Power synergy i plan to go heavily on
Bloodflame Bolt to show how the class benefits from self harm and uses it as an advantage
Your set looks solid at its current state. I would choose a version of Halberd which randomly splits damage, and version of Shadow Strike which deals 3 damage to your Hero. Also, it looks like you forgot 'this turn' on Shadow Strike. In its current state it will give you Attack permamently. You should also be aware that your Madness Mist is a copy of Ramming Speed.
Oh, that's why Madness Mist fit so perfectly in my mind, I completely blanked on that card! I replaced it with Dissolve, a 1 mana spell that puts a DOT on a enemy minion, fixed Shadow Strike, buffed Essence Steal (It's strictly better than Siphon Soul, but IMO that's OK considering that Warlock cards are often strictly worse than other classes' cards because of their Hero Power) and buffed Blaster to fit in the challenge (I hope it isn't too broken). Any last minute changes you would like me to add?
I'm not sure Shadowmoon Brawler is really balanced. It's hard to remove, specially in a deck as tempo/aggro ish class as this one, where most of its removal will be already used on other things, is insta destroy as soon as you hold 2, and gets really oppressive the moment it is on board.
Comparing it to Savage Combatant, your card doesnt need to spend mana to get as much attack as the druid one, including the Hero Power, has 1 point less stats and no tag, but its stats are better as cards with this sort of effect values Health way over Attack.
I'd suggest making it give +2 Attack, that keeps some pressure from opponents and lets them try to counter them with minions as well.
@Klipce
I like the third choice, 1 damage to a minion and 4 damage to nearby. So far most similar spells to that are Betrayal and Avalanche, and I feel this game could use more cards open to interesting positioning ideas.
Hi everyone, I tried my hand at this. Not sure if I broke the rules allowing my class to heal pass 30hp.
Do I need to adhere to Warcraft lore? The short answer: no.
Great! So here goes:
Lenha Pem is a demi-god. Completely unbeknownst to this fact, she is drawn to dealing death and the dark arts, yet is protected at every turn by divine intervention.
Lenha Pem is a fatigue class specialising in very late OTKs - which would manifest in the Classic Set.
Some cards:
More cards:
Thanks, I'll try contributing with feedback for all too. I must say, finding pictures is the hardest part of this, so apologies for inconsistency.
Btw, I was meaning to bring a class of my own, and here are my first thoughts:
THE NARRATOR
This lady has dedicated her life to store ancient books and scrolls, thus getting to use such knowledge in the most varied ways. Like:
Magic has infused the books with life of their own, and strength to be reckoned, and the Narrator can use her tomes, helpers, and own skills at story telling in her advantage.
Wich one of those you think I should be highlighting? In theory, I'm going to add in next sets stuff like hand and spells interactions and secrets.
This is pretty much the only thing I can think of regarding my Hero Power without entirely scrapping half of the class' identity. Would this be better?
I may not understand, but for the Devilish voidcaster, it burn four card just to summon a 2/2 creature ? That seem a lot too much ? Unlike the Twisted Torturer, which i find a little too strong, maybe it would be good to lower its stats to 2/3 ?
And my own cards modified after your feedbacks, thank you for helping me ! (And please make other feedback if it is still not good !)
Ok, I've seen some feedback and decided to change the hero power and reduce the self-damage of some cards, i hope that still conveys the dangerous and unstable nature of the Void.
BTW I put Extract Power and Disintegrate in the Initiate Set.
I'm also quite torn about the rebalancing of some cards, what do you prefer?
Now, time for some feedback:
@whatTheHeck:
Gold Fueled Construct IMO is overcosted and at the time you can play 9 Mana minions, probably you wouldn't play a stat-stick with a drawback, probs should be a 5- Mana 7/6.
Extortion Income is too weak and probably should deal 5 damage.
Leeching Banker is understatted and shouldn't have the "can't attack penalty."
By the way, nice class, the idea of a combination of sacrifice and druid-like ramp makes the class very flexible.
@Granduroi
The dual hero idea looks very interesting, but some cards are weird:
Lava Touch is literally Holy Smite, and maybe could deal more damage, but with a drawback,
Crystallized Power should give 4 Attack or 5 Armor, now feels like it's too weak either as a tempo or defensive tool,
Frozen Wave feels out of place, a mix of Warrior and Warlock shouldn't have freeze effects,
Weapon Enchantment limits weapon design space heavily,
Alter Ego is too strong, for a 5 Mana 8/8 disabling your hero power is too little of a drawback.
Plume of Corruption could easily cost 6 Mana.
@SirTrumpet:
Empowered Wand could make you draw cards when you attack, to make it feel less like the weapon part is tacked on,
Dread reaper could have the passive effect without the battlecry to ssimplify the card, like a 5 Mana 5/5,
If you want to nerf Shadowstrike to 6 Mana, make it also hit face.
@McF4rtson
I don't like Empty Palm Arts very much, without attack buffs it's literally useless, especially because i see none of them in your basic set, synergy dependant cards should have at least a little effect when alone, this without other cards is literally useless.
Honestly I think Bamf! should summon a 3/3, so you can have a flexible card that can be used as removal and as a token buff at the same time.
Transformation Jutsu is too strong, should summon a 7/7 at best.
@Noah_McGrath
Fan the flames feels situational at best and useless at worst, should cost 0 or give +2 spell damage.
Cauterize is a pretty interesting card, but I feel it's too weak against control decks and too strong against aggro.
Tribe defender feels out of place as a simple taunt minion in a burn based class.
@ravennos:
Kegstaff is too weak, despite possible synergies, bouncing minions without cost reduction is still a drawback, probably should have +1 Attack or +1 Durability.
Spinning Crane Kick feels like a stronger Blade Flurry, but it's different enough to be viable.
IMO Dragon Spirits is too weak, bump all numbers to 4.
@SoupCake:
Wicked Enchantress is too strong, should deal 2 damage or be a 2/2.
Unseen Escape could cost 1, like a Skaterbot that works on every minion but is class specific. By the way, a spell that makes a minion rush into the battlefield doesn't feel like an escape, especially an unseen one.
Darkowl Bearer is too weak, could easily be a 3/6.
Death Ritual is basically a one sided boardclear, should cost 8 or higher.
Stew Overseer feels out of place in a class with no warrior-like pinging, but the card is pretty strong.
Sorry if I'm late, i'm in a vacation in Europe!
I tried to use similar wording to both Priest and Druid, so the intention that the heal is targeted on anything, while the Attack buff is not. So yes, it is weaker then druid if you use it on yourself, but the intention was to have the heal 1 go anywhere. Glad do hear everything else is good though!
A few thoughts on your set:
You have a lot of minions for a base set, I saw other people bring this up but the most right now is hunter at 4.
I think Grim Extortionist and Leeching Banker (more so Leeching Banker) are both a bit overly complex for the basic set.
The other cards are good! The amount of early ramp might be worrying though, since it can snowball so much so early if any of the minions live to see your next turn. That kind of makes it hard to assess some of the cards, since with the right setup, Strongbox Guard can come out on turn 3. You might want to consider a mana bump on some of the rampers with a bit of stat compensation.
Rastakhan's Rumble has some good art, lemme tell you... Also I'm a Class Design Finalist! Check out the Monk here!
Actually, I had the first class concepts before DH came out, and it was only "Gain 1 Attack this turn, Refresh...". I only added Restore 1 Health after DH, since I thought the Hero Power would then be too weak. What do you think? And since this is a core part of my class, I invite others' opinions as well (ignore the name differences, it will end up being called "Spirit Bomb":
The Hero Power grants +1 Attack. It will never be a dead card and is balanced with the Hero Power in mind. There's going to be a *lot* of 0-attack weapons.
Now, you are not the first person to say Jutsu should be 7/7. Just to clarify, since you said "summon", Jutsu doesn't summon, it transforms an existing minion into an 8/8. You were aware of that right?
I really don't think you should go with Spirit Bomb. Let's be honest, literally everyone immediately thinks of DBZ when hearing that. It inherently creates a confusing class identity.
Also, it doesn't really make sense that a bomb is giving you 1 attack and healing something. So on that note I think you should find a new name entirely besides the two you've currently considered. Just my 2 cents, gl.
Sure, the name isn't a huge deal. (And I was actually thinking of DBZ, since you can stack the Hero Power multiple times for a big attack).
That being said, the name somewhat hinges on which version of the Hero Power I use, the one with healing, or the one without. What do you think it should be?
I'm aware that Transformation Jutsu is, indeed, a transformation effect, and, after further thinking, I realized that, considering that, at turn 7, you're unlikely to have a small token laying around (especially in a token-light class like yours) and the "tribute summon" effect of this card may be steeper than I thought.
Regarding the 0 Attack weapons, I didn't look accurately to the hero power, I was confused between that and Monk's, but now that I looked at it better and knowing that there will be more weapons like that, I'd like to compliment you for the originality of that idea.
Sorry for the misjudgement and good luck!
Ok, it's my time to join. I introduce you a Pirate class!
All the Guns:
This class is mainly about flooding board, especially with Pirates as well as taking advantage of weapons and weapon buffs. Pirate has ability to quickly defeat opponent, but also has tools to handle with single minions. It has more problems with full boards or realy big threats because he lacks board clears or hard removals. Card draw is also not his strong side.
Showcase Cards:
Rest of cards:
Token:
Any feedback would be appreciated.
Your Hero Power has a lot of variance in power. The Rogue dagger clone (1/2) and the 1/1 Deal 1 damage to enemy hero are significantly weaker than 2/1 and the mini-shadowmourne.
Overheated pistol is broken. By its wording, (based on Truesilver Champion) it will gain Attack before your Hero attacks. However, even if corrected to "after", it's pretty busted. It's as good as Fiery War Axe, and will be *very* powerful in a weapon-synergy class such as this.
Lead the Crew is Umberwing-level of power. What that power level means to you, I'll leave it up to your discretion.
I'm not so keen on Bloodsea Brute. That's some really overt powercreep right there. You could do a 4/5 taunt pirate for 4 mana, I'd be ok with that.
Open Fire, while it should normally cost 6, I think is... sort of ok at 5 since it's a bit clunky.
Deckbreaker has got to go.
I need some feedback as well. Let me know which Hero Power you think is better, and if the spell should transform a 7/7 or an 8/8.
Chanter
Still figuring out how forums work.
Hey there. This is my very first time doing anything custom Hearthstone, and I'd like the present the Chanter! This likely comes out in Rise of Shadows, because Dalaran seems like a good place to introduce a magical Lorekeeper. Without further ado, everyone's favourite bookkeeper:
Lorewalker Cho, and all Chanters, make use of their trusty Scrolls to help them keep their focus and build up passive effects, but the most basic ones can be used to bap pesky loudmouths if necessary.
Their magic comes from stories, memories, and maintaining rhythms. Chanters are good at generating cards, creating wide buffs and debuffs, often centered on a scroll, and performing niche, but wide board clears. They are decent at healing, and will have synergy with Silence and other buff/debuffs. They are bad at drawing cards, as well as single target removal or face damage.
Featured Cards:
Remaining Basic Set:
Upgraded Hero Power
well, I love it! :-)
Dranzerr#2178
@MrBurger:
Extra Ammo is too strong, especially in a class with big weapons like Deckbreaker, at best it should be 0 mana with +1 durability.
I don't like Overheated Pistol that much, looks like too strong for a 2 mana weapon.
@Frost2Dragon:
Follow the Footsteps looks too weak, the buff is worth 2 Mana, the copy in hand 1 Mana and the hand-buff is worth 1.5 Mana (refer to Grimy Goons cards from Mean Streets of Gadgetzan.) The card could cost 4 or 5.
@McF4rtson:
Regarding the hero power, I would add something more appropriate for the vicious tactics of a ninja, like "give an enemy minion -1 attack".
Hey everyone ! So I knew this would happen but I hoped it would be later on. I kinda goofed :
Yeah that card is to powerful... Balance isn't my strong suit so I figured that rather than fixing it hoping no one noticed wouldn't lead to much learning. So here I am asking : Is it cool if a change it ?
I have a few ideas on how to make it more fair. I think what happenend is that I have a card that I'm excited about coming up in the next set and I didn't want to step on it's toes but still provide an alternative. You've seen it already :
So while bumping Butterfly Effect to 6 Mana or bringing the damage down to 3 would be easy fixes, it would make it redondant with Primordial Wind. I often find myself in this situation where I don't want to make two cards too similar so I make poor balance decisions... Anyways I'd like to pitch some changes that I think could make Butterfly Effect more balanced and distinct :
What do you think ?
Time for my revies!
@Klipce
I would choose the one which deals damage to one minion and one of its neighbours. Also, I would give Cristalline Hippo +1 stat. Double type doesn't seem to be strong enough to balance it's poor stats. Nightmare Amalgam, for example, has all types, and doesn't lose much power. I also wonder if your Hero Power isn't just a powercreep on Paladin. The rest looks pretty good.
@Frost2Dragon
Nice idea. But, I would change Blank Scroll into 1/3, so it can be used well without other cards. That's how all Hero Power can be used. Also, i would reduce cost of March of Death, Follow the Footsteps of Heroes and Scroll of Lethargy by 1. Angry Librarian, however is probably a bit too strong considering you can play her with minions which benefit from SIlence. Maybe reduce her Health by 1. Chanter's Assistant should have Battlecry. I also think you use too many existing arts. While using arts of adventure-specific cards like you did with Scroll of Lethargy is good, but using arts of collectible cards is not a good thing, at least I think so. I mean specifically: March of Death, Recurring Themes Whisper, and Mic Quiver, Healing Chant, Silvermoon Lorekeeper and Follow the Footsteps of Heroes.
@McF4rtson
Maybe change it to +1 Attack this turn. Restore 1 Health to your hero. After you play a card, refresh this. Of course if it won't take more than 3 lines. I think that Transformation Jutsu is ok at 8/8. Also, Bamf may be a bit too strong, maybe Stump should one more Health. I saw your first version of this card, and I think it would also be quite good as 2 Mana transform into 3/3. That way you can also use it on your minions. The rest of your set looks ok.
@Reizarion
Your set looks solid at its current state. I would choose a version of Halberd which randomly splits damage, and version of Shadow Strike which deals 3 damage to your Hero. Also, it looks like you forgot 'this turn' on Shadow Strike. In its current state it will give you Attack permamently. You should also be aware that your Madness Mist is a copy of Ramming Speed.
@SirTrumpet
Your set looks quite good. Dread Reaper is surely more flavourful on its previous state, so you could make it a bit weaker, but without a Battlecry. But, if you want to keep the self damage you may choose the second version. But, maybe just change name and art, but move Dread Reaper into later set with few changes. Soulburn is copy of Drak Bomb, but it you can keep it. But, if some better idea will come to your mind, you should replace it.
@whatTheHeck
Your class looks very good. Balance is probably at best possible state. But, i don't like your Keyword so much. Surely, on paper it's pretty well, but it's useless starting on turn 9 while no other class keyword has that problem.
@Granduroi
Oh, a double hero Class. Wish you will afford to do it well. So far it looks pretty nice. Cards I would change is Demonic Alter Ego and Enslaved Doomguard. Enslaved Doomguard is probably too strong, so i would reduce its stats to 4/4, while Demonic Alter Ego is quite hard to balance. At its current state i'm sure it's definetly too strong. Disabling Hero Power realy isn't so bad. At most i would make it 6/7, or something like that, because Hero Power are in general not worth playing, and you use them only if you realy have no better choice, or if you play specific deck, like Face Hunter. Lava Touch is exactly the same as Holy Smite, but I think that's ok.
@Noah_McGrath
Your class looks vey solid. As many said Fan the Flames are a bit weak, but that depends on your will. All other cards are balanced well. However Blood Nova look worse than Chaos Nova.
More reviews will come later, that's all for now.
Thanks for the feedback everyone!
Alright, due to popular demand, Fan the Flames is out for now. I added a new card, Magma Whelp in it's place. Since there are many self damage classes this time, some dragon synergy will set mine apart i think and make Bloodburner feel more unique.
For my highlight cards i'm thinking these 3:
What do you guys think?
Bloodburner
Hero and Hero Power:
Classic Set:
Oh, that's why Madness Mist fit so perfectly in my mind, I completely blanked on that card! I replaced it with Dissolve, a 1 mana spell that puts a DOT on a enemy minion, fixed Shadow Strike, buffed Essence Steal (It's strictly better than Siphon Soul, but IMO that's OK considering that Warlock cards are often strictly worse than other classes' cards because of their Hero Power) and buffed Blaster to fit in the challenge (I hope it isn't too broken). Any last minute changes you would like me to add?
@Reizarion
I'm not sure Shadowmoon Brawler is really balanced. It's hard to remove, specially in a deck as tempo/aggro ish class as this one, where most of its removal will be already used on other things, is insta destroy as soon as you hold 2, and gets really oppressive the moment it is on board.
Comparing it to Savage Combatant, your card doesnt need to spend mana to get as much attack as the druid one, including the Hero Power, has 1 point less stats and no tag, but its stats are better as cards with this sort of effect values Health way over Attack.
I'd suggest making it give +2 Attack, that keeps some pressure from opponents and lets them try to counter them with minions as well.
@Klipce
I like the third choice, 1 damage to a minion and 4 damage to nearby. So far most similar spells to that are Betrayal and Avalanche, and I feel this game could use more cards open to interesting positioning ideas.
Click to see my Hearthstone projects:
Hi everyone, I tried my hand at this. Not sure if I broke the rules allowing my class to heal pass 30hp.
Great! So here goes:
Lenha Pem is a demi-god. Completely unbeknownst to this fact, she is drawn to dealing death and the dark arts, yet is protected at every turn by divine intervention.
Lenha Pem is a fatigue class specialising in very late OTKs - which would manifest in the Classic Set.
Some cards:
More cards:
Thanks, I'll try contributing with feedback for all too. I must say, finding pictures is the hardest part of this, so apologies for inconsistency.
Btw, I was meaning to bring a class of my own, and here are my first thoughts:
THE NARRATOR
This lady has dedicated her life to store ancient books and scrolls, thus getting to use such knowledge in the most varied ways. Like:
Magic has infused the books with life of their own, and strength to be reckoned, and the Narrator can use her tomes, helpers, and own skills at story telling in her advantage.
Wich one of those you think I should be highlighting? In theory, I'm going to add in next sets stuff like hand and spells interactions and secrets.
Thanks in advance for your comments.
Click to see my Hearthstone projects:
This is pretty much the only thing I can think of regarding my Hero Power without entirely scrapping half of the class' identity. Would this be better?
I will try to make some feedback, with my little knowlegde in balancing ! I will try to not say too much absudities !
@McF4rtson
I really like this Hero Power ! It can be very strong with the Empty Palm Arts and can make great combos !
@MvonTzeskagrad
I like the theme of your class ! I just think that Darkflame Tome may be a little too weak ?
@BallsMassive
I like angel ! In my opinion, the basic blade is a little too dangerous to be played, the 50% chance of breaking are really penalizing.
@Reizarion
I may not understand, but for the Devilish voidcaster, it burn four card just to summon a 2/2 creature ? That seem a lot too much ? Unlike the Twisted Torturer, which i find a little too strong, maybe it would be good to lower its stats to 2/3 ?
And my own cards modified after your feedbacks, thank you for helping me ! (And please make other feedback if it is still not good !)
My Fan-Class : The King