Alright so despite going out due it being summer, I finally got the first idea for my basic set ready:
The Bounty Hunter
So firstly to reply to the comment that said the Hero Power wasn't really fitting to the gunslinger class, I kinda agree. The idea behind the flavor as it stands is that as a Bounty Hunter you hop towns often while hunting your target, leaving you limited time to rest up and restock your inventory in each town.
With some help on the wording, I think this is the final variant of it, though I'm also considering making it 'when it attacks' but that isn't quite as flavorful.
So first thing in the basic set, the minions:
One thing you can already see just from the first two cards is that weapons are a large part of this class and it will become even more solidified in the spells and future expansions. The Known Fugitive card shows the other side of the bounty hunt, the hunted. The flavor behind it is pretty obvious, there are two mechanical ideas behind it. The first is that this class will have an archetype that can go wide and fight for board. The second is one that is not yet seen in the basic set due to lack of the keyword. There will be ways to give enemy minions the Bounty keyword with negative effects attached to them. An example being: Bounty: Taunt - Deal 2 damage to adjacent allied minions.
These two spells are the main card draw for the class. The first one is meant to synergies with your hero power, though not exclusively and if in the future the class gets a weapon with a deathrattle effect, this would gain some more value. As it stands, according to my calculations it's about the same power level as Arcane Intellect since your HP costs 2 and the weapon you get from it is around 1 mana. The second card is simpler in the fact that it's your standard Draw 2 cards + an affect. Thematically, these cards are meant to show the bustling night market life of areas such as Gadgetzan which are often found in deserts.
These are some pretty self explanatory cards. Difficult Bounty is used to go wider or trade. Empty the Chambers is just board clear that could be manipulated into your favor with some spell damage. Claim the Bounty is your standard 5 Mana Destroy a minion, with the addition of a Coin which could be saved for a later turn or used immediately.
Pretty boring survivability card. Probably the one I'm least happy with from the basic set.
Pretty simple weapon, not sure of the balance given it could be pretty sticky.
Carrier Camel's art is already on druid, in Saviors of Uldum.
Known Fugitive is kind of a design flaw for me. I mean... Bounty Hunters should be going after the fugitive, that tries not to be caught, not protect her while she tries to get hurt. Also, having to identical tokens but one having rush and the other not, is not great.
Not a fan of both What a Steal and Deals at Night having you drawing 2 cards. What a Steal perhaps is the one I like less of them, as you can either cast it with no weapon, or is clunky because of all those interesting weapons you might destroy instead of a crappy gun.
Claim the Bounty is a bit overcosted now, as Assasinate costs 4.
Silk Vandages is not only boring, but terrible. Divine Hymn costs 2 and heals for 6. As it stands now, I'd put it at 0 mana.
S.A. Crossbow so far looks weak to me. Hunter's Descent of Dragons hammer is better in each and every way, as it has 2 durability and its condition does'nt compromise your face in a class with so far low healing.
I'd recommend not using pictures from WoW, because low quality 3d doesn't look realy good in Hearthstone. Portrait should be easy to change simply by changing it to Hearthstone Isiset art, here's the link. Also, Armor on minions isn't realy better than giving them +Health, and I'd say you should balance it this way, so your HP could gice 2 Armor, and Protective Field could give 4 or 5 Armor. I'm not sure how Runecaster's Mace works, since in Hearthstone there are no cards allowing targeted effect after attacking. Maybe it should just target random friendly minion? I think Emergency Purge could do more damage at base, otherwise first part of the effect seems kinda irrelevant, i'd say 3 damage would be fine. Temple Guardian is kinda strong, I'd say Lone Champion is a good comparison. Your card is a class card so it may be a bit better, but maybe it should be 3/4 and Gain +1 Attack and Taunt if you have no other minions. I'd say Power Surge may cost 2, or give +3 Attack instead of 3 Attack this turn. Halt, Intruders is a worse Frost Nova. It could cost 3 Mana, but no more. Stern Guardian could cost 5, or hav 1-2 more stats. Maintenance Unit is kinda weak too, I'd say it could cost 7, or have 2-4 more stats.
@Laurendor
I'd say you went a little too much with buffing Assessing Symptoms. It's just 1 Mana more than consecration, and it gives a huge area buff and reduces enemy minions Attack. I'm still not cxovinced about balance of Slimepalooza, but all other cards look pretty balanced. Maybe Touch of Slime could deal 1 less damage, or cost 1 more, now that I think about it.
@whatTheHeck
These changes look fine, and the rest of your set is also good imo.
@El_Skele
Your class seem solid, and I only see one balance issue, being Silk Bandages, maybe that's not exactly fair comparison, because priest is meant to excel at healing, but Divine Hymn is just much better, and it would be fair for your card to cost 1.
I think the hero power is a lot better, but you might want to ask for some feedback on it, since summoning a taunt each turn might not be the most interactive way of playing. I think it isn't too bad though.
Underpriced blacksmith still needs a capitalized "Armor". I think Dynamite Shot is honestly a bit strong. You can keep most of the functionality by doing "Deal 3 damage to a minion. Deal 1 damage to all other enemy minions."
Explosive Enthusiast, check and then copy the wording on Despicable Dreadlord. Also, this means you have three low-damage AOE cards in your basic set. Possibly swapping one out is an idea.
Just checking here, Ritual is essentially Inspire but one time? If so, I think you should specify it is one-time, as Spellburst specifies it is one-time.
Not sure, is 3 mana 3/6 in stats a little too good in Carved Assistants?
Not a fan of the token generation in Deathnet Wand, as you do not need that token anywhere else in the basic set. Can you not just keep it simple and "When a friendly minion dies on your turn, refresh a mana crystal and lose 1 Durability"?
Yeah as other people have said, giving a minion Armor is a little strange since it is usually the same as just giving it Health. Your class doesn't seem to be healing minions a lot, so there isn't much difference. I think that is the first thing you should address, and if you do change this up, I'll give more feedback on your cards.
I like the new versions of the cards a lot better. The only thing now that remains is the cost changing which is never seen in Basic, but I suppose if you kept it through your revisions your class increases Cost of cards a lot.
I am a *little* scared about a 3 mana 4/3 charger. It will depend on how many cheap weapons your class gets.
I'm also looking at your other cards here, not a whole lot to say, it all looks solid. You do have a bunch of stuff that can hit your own minions, maybe adding a minion that benefits from that in your Basic will tighten it even further.
I like the new versions of the cards a lot better. The only thing now that remains is the cost changing which is never seen in Basic, but I suppose if you kept it through your revisions your class increases Cost of cards a lot.
How bad do you think is to have the Increase mechanic on a basic set? I can come up with some alternatives but I really like the flavour of it and I think is a sort of signature of the class.
I'd say you went a little too much with buffing Assessing Symptoms. It's just 1 Mana more than consecration, and it gives a huge area buff and reduces enemy minions Attack. I'm still not cxovinced about balance of Slimepalooza, but all other cards look pretty balanced. Maybe Touch of Slime could deal 1 less damage, or cost 1 more, now that I think about it.
I might change the Assessing Symptoms to +1/+1 / -1/-1. I think this should solve the problem.
Slimepalooza I do understand your concern but to me is a weaker version than Twisting Nether considering is completely dependent from the slots available on the battlefield. Is it true that you can save your minions but most likely you won't be able to clear the board either
First of all, thanks everyone for the feedback you've given so far, it's been very helpful.
So, the armor-on-minions thing.
I must admit, I thought a lot about this, and was pretty unsure about it myself. Ultimately, I decided to stick with it for a couple reasons: One, it seemed a little more flavorful, for the concept of giving a minion protection rather than healing/'changing' it. The more important reason, though, is that I plan on having care about armor on minions/amount of armor on a minion, in a way that I think would be a lot harder/weirder with just health increases. Maybe I should have one of those cards in basic, but there certainly will be some in initiate. I know this it's still strange, but those are my thoughts. Let me know what you think about that.
As for the cards I made changes to:
I made a few just generically more powerful. I was a little nervous about ramping things up too much, so some might not have gone far enough. The targeting thing with Runekeeper's Mace was just an oversight (oops). As for Halt, Intruders! I knew there was going to be one of these 'X but way worse things,' so there it is. After thinking about it, I decided the original concept just wasn't going to work, so here's a new take.
Changed Cards (And Hero)
Everything Else
Again, thanks for all the help, I hope I've managed to address some of it.
Water Warden's -2 *Attack* needs to be capitalized. It is still a weaker Shrinkmeister.
Actualy, Shrinkmeister only works during your turn, while this reduces attack during opponent's next turn too. I'd rather compare it to Scarlet Subjugator, but it still may be kinda weak.
Just checking here, Ritual is essentially Inspire but one time? If so, I think you should specify it is one-time, as Spellburst specifies it is one-time.
Not sure, is 3 mana 3/6 in stats a little too good in Carved Assistants?
Not a fan of the token generation in Deathnet Wand, as you do not need that token anywhere else in the basic set. Can you not just keep it simple and "When a friendly minion dies on your turn, refresh a mana crystal and lose 1 Durability"?
Ritual isn't minion-only mechanic, and it is meant to work kinda like Daring Fire-Eater. It's just an extra effect for the next Hero Power you use.
Carved Assisstants can't attack heroes, so I balanced them to be as good as a 1/1 rather than a 1/2, they might be a little better though.
I planned to use Ju-ju Essence as a token for more cards in the future, but few people complained that I have little card draw, so maybe I could just use it starting from next phase, and now just give Deathnet Wand draw instead, and increase it's cost to 3 or 4.
Hi everyone ! I've been going through a lot of iterations, so I think I'm pretty much good to go. I just wanted to check back in to see what you all think. I also change the Hero Power because it was just a little too complex and unintuitive.
A bunch of cards changed, especially the weapons which I converted into spells and minions. The Sand school is also gone because I didn't have many design ideas for it. I'm generally going to take the Warrior route and ignore spell schools for the most part.
Also a couple new cards I don't think I've shown yet.
Rest of the set.
So that's that, I think I'll showcase Fast Forward, Sand Blast, and Bronze Drake. What do you think ?
Question: Since the core set was introduced, most classes have fewer than 10 basic cards. How should we think about our basic set then? Should we be looking at pre-core card sets for guidance?
Secondly, I'm thinking of not using a keyword for my class. A lot of people seem to be using them, but I figure I can get around it somehow. I might even add a spell school, but that wouldn't really be very helpful given we can't actually use spell schools until later sets.
Known Fugitive is a weird concept to me , I think you should boost it and summon the bounty hunters for your opponents if anything.
Silk Bandages should heal more, 5 minimum. Or do something else in addition to the healing effect.
The crossbow could become damn powerful but I'm sure you are aware of it. To balance it a bit maybe I would increase its cost.
Also the token are inconsistent at the moment.
@Klipce
I think your entry looks much more polished than before. I like how you removed the Sand School and even though I liked the mechanic of the hourglasses I think like this is way easier and definitely more "basic". My only suggestion would be to change the Bronze Drakonid so it cost less for each card you played LAST turn. I think it's a kind of cool mechanic and it fit the chronomancer theme.
I;m a bit confused about the +2 Armor to minion. I think it would be more natural to just give him + Health. Apart from that and the typo that other mentioned the cards looks fine. Power Surge I think deserve a better artwork, if is about electric type of thing you are after you can have a look at Lei Shen artwork on google which he is also linked to the Titans :)
For my entry guys I'm thinking to change some cards as follow...I removed the all "Increase costs mechanic" as it might be too much for a basic set as suggested by some of you, what do you guys think?
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I really need a better artwork here but for the moment will do.
Question: Since the core set was introduced, most classes have fewer than 10 basic cards. How should we think about our basic set then? Should we be looking at pre-core card sets for guidance?
Secondly, I'm thinking of not using a keyword for my class. A lot of people seem to be using them, but I figure I can get around it somehow. I might even add a spell school, but that wouldn't really be very helpful given we can't actually use spell schools until later sets.
Long time no see, teknician.
So yeah the core set was a nightmare to plan around. I have used the first four weeks to simulate the arrival of our custom classes before the core set hits, so it'll be just like how DH was introduced. Week five, the core set is consolidated. Check the weekly details in the OP for more info.
Alright so with the feedback I got so far most of it was pretty streamlined with the same concerns being pointed out.
Bounty Hunter v1.1 changes:
Carrier Camel - Changed Art due to the other one already being in use in Hearthstone. Known Fugitive - 5/2/4 Taunt -> 3/0/4 Taunt. Name changed to Bulletin Board. Silk Bandages - 2 Mana Restore 2 to all friendly -> 1 Mana Restore 3 to all friendly. Tanarian Scorpid - Wording fix.
Balance changed cards:
The crossbow was the other point of concern for people and I got some mixxed opinions on it's powerlevel. I personally thought it was on the strongside since compared to Stormhammer it did not require you to have any board whatsoever. It also curved out really well with Tanarian Scorpid since no matter what minion you attack that turn it always kills. I made some variations of the weapon, don't know if any of these are balanced enough so if you have any suggestions please do tell.
Mostly just played around with stats/Mana, with the last one being the exception. The last one is by far my least favorite since it wouldn't feel as fluid to play and has quite a bit of text for a basic card. It also doesn't really fit the flavor I wanted for the card which was that you have a single arrow left and if you kill with it you can collect the arrow to use it again but if you don't, it's gone.
Known Fugitive is a weird concept to me , I think you should boost it and summon the bounty hunters for your opponents if anything.
Silk Bandages should heal more, 5 minimum. Or do something else in addition to the healing effect.
The crossbow could become damn powerful but I'm sure you are aware of it. To balance it a bit maybe I would increase its cost.
Also the token are inconsistent at the moment.
@Klipce
I think your entry looks much more polished than before. I like how you removed the Sand School and even though I liked the mechanic of the hourglasses I think like this is way easier and definitely more "basic". My only suggestion would be to change the Bronze Drakonid so it cost less for each card you played LAST turn. I think it's a kind of cool mechanic and it fit the chronomancer theme.
I;m a bit confused about the +2 Armor to minion. I think it would be more natural to just give him + Health. Apart from that and the typo that other mentioned the cards looks fine. Power Surge I think deserve a better artwork, if is about electric type of thing you are after you can have a look at Lei Shen artwork on google which he is also linked to the Titans :)
For my entry guys I'm thinking to change some cards as follow...I removed the all "Increase costs mechanic" as it might be too much for a basic set as suggested by some of you, what do you guys think?
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I really need a better artwork here but for the moment will do.
I know Hammer of Wrath and Starfire did'nt see much play... but this is one hell of a powercreep to those.
Assessing Symptoms I think it's a good job now. Absorption Studies... well, appart from your hero power having essentially Lifesteal so it gets a bit awkward to talk about both its damage and healing, I kind of understand and somewhat support the card, although in the end is Wildfire.
Hi there, I've made a little bit of a last chance decision to take part in the competition and as such I'd like to present you -
The Winglord
A little bit of a name clarification - I have at first considered just a Gryphon Rider class, but it seemed pretty limiting in terms of flavor. Then I looked for a similar theme and remered that Dwarven Gryphon commanders in Outland were named Wing Commanders but as that is already a card (tauren sadly), I replaced Commander with a Lord. This would allow me to have more flavor space when creating cards.
Now a first slight issue I am not sure about is the Hero Power, I do not know if the restriction at being able to have only one a time is big enough to make it a 2/2, perhaps a 1/3 or even 1/2 statline would be better?
Lore Note: Sky'ree was a loyal friend and companion of Kurdran until she passed away during the times of Cataclysm.
Basic Cards and themes:
1, Sky'ree - Hero Power
Winglord counts on his loyal companion to fight as one as such quite some cards of the class will work to buff your companion while also being somewhat powerful without her (to be playable through random in other classes, while under pressure or with Finley gameplan).
2, Beast synergy
Not every minion could ride a single gryphon:) some of the cards will work with any Beast not just Sky'ree.
3, Beasts
As the point above stated some of your cards require Beasts in order to reach full potential and Winglord does not relly only on neutral Beasts but also has some of his own.
4, Lightning Magic
Gryphon riders are able to channel the magic of the storms so they share a little bit of similarity with Shamans there.
5, Other
Nest Guardian - Basic early game protection option.
Gryphoneer's Mallet - A basic weapon to get the copmlete image of a Gryphon rider inspired by Warcraft3. Improvised name as Stormhammer is already taken.
My Questions
Hero Power balance ideas? What about cards? Does the class look too similar to Hunter?
Thank you for your time, I'll try to start working on feedback for your entries as soon as I can.
Feedback - (W.I.P) - please do note that I do not have much experience with custom classes.
El_Skele's Bounty Hunter
My feels from the class flavor - Bounty Hunter is not a typical Warcraft thing in my mind, but there are more than enough quests for someone's head in WoW so its fine with me, also you probably will not have problem with making different and unique flavors in each expansion.
Hero Power - A mix between Rogue and Priest, untargetable heal, seems balanced.
Keyword - Have to see some cards first, so I will comment on it in later weeks
Cards -
Carrier Camel - 1/3 was very rare in early HS, but nowadays its probably okay even in Basic, effect works pretty well with Hero Power and introduces a weapon buff theme for a class. 4.75/5
Tanarian Scorpid - Should probably be a Beast, you said the wording is corrected. Nice Card and a base class removal. 5/5
What a Steal - Do not get the connection between the name and the effect. Ooze is a part of basic so weapon removal works. Unique price for card draw work fine as well. To teach people that Mana Crystals are not the only resource in the game. 4.5/5
Deals at Night - Simple card draw card. Fine with me, just be careful not to have too much card draw as you already have 2 pretty decents draw two cards. 5/5
Difficult Bounty - Nice and simple. Powercreeps the Druid Treant summon spell with having Rush, OK as long as there is not a heavy synergy with wide boards and Bounty Hunters as Treants have. 4.5/5
Empty the Chambers - Maybe a bit complex for a basic, but its ok. 4/5
Claim the Bounty - Nice flavor, completes class fantasy. Assasinate was buffed so maybe 5 Mana could also work. 5/5
S.A. Crossbow - I like 3 2/1 Statline the most. Altough I do not undersand the S.A. abbrevation 5/5
Bulletin Board/Known Fugitive - Both versions works for me. Having the option to play with the hunted as well opens more creativity in card art and mechanics. Board is probably closer in terms of flavor. 5/5
Overall - I quite like the class, just some minor things specified above.
WKitsune's The Watcher
My feels from the class flavor - Keepers are all over Azeroth so quite some diverse options. I quite like their lore myself. Isiset as Hero works just as well as most others. Altough your basic set is perhaps too centered in Uldum. You could include a Valarjar, something from Ulduar, Uldaman, etc.
Hero Power - Basicaly +2 Health to a minion, seems balanced. Still not convinced about the Armor though. Makes too much changes for not much in return for now. Also if you have minions with some default Armor you'll probably have to do a lot of photoshoping.
Cards -
Water Warden - If the art stays, should be an Elemental, could be a 1/4. 4/5
Tol'vir Garrison - Powecreeps Force of Nature a little bit, but probably okay as you do not plan on having a wide board support. 5/5
Runecaster's Mace - Work well with the class, if the Armor turns out to work well. 4.5/5
Temple Guardian - Nice with a late gameplan, probably good but okay. 4.5/5
Stern Guardian - In basic Guardian evokes Taunt for me at least. 3/5
Power Surge - Without seeing Armored minions working it is just a Blessing of Kings. Could fill a different mana slot maybe. 2/5
Maintenance Unit - I get the flavor in Maintaning the Board control, as it in basic set it could be easier to just deal damage to all enemy minions. Altough Multishot was in Basic as well. 4/5
Emergency Purge - Seems that it could be of Arcane tribe. Other than that good flavorful card. 5/5
Protective Field - OK there, but Blessing of Might was probably better, maybe 4 Health could still be balanced. 4.25/5
Halt, Intruders! - Seems realy complex for a basic card, for me at least. 1/5
Overall - I like the possible flavor of the class I am just not sure about the Armor thing as I do not have much faith in it for now.
Alright, have made some changes to my basic set but decided to keep the Hero power the same. The majority of people were ok or even liked it, so i won't change it.
Class summary:
SCALEBORN
Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 flights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.
Core Themes:
Dragon Ancestry: From being able to partially shift into a half dragon form, to using the full power of the magic granted to the dragon flights by the titans, Scaleborns show a unique combat style of merging knightly cadence and tactics, with the raw power of a charging dragon from above.
Family: A scaleborn has the weirdest and most interesting family tree of anyone in Azeroth. Some of the cards will show these core theme of family, and the self discovering journey you will take to discover your real ancestors.
Swarm Tactics: Unlike the dragons we've seen before in hearthstone, Scaleborns take them to a new, aggressive level, focusing on Attacking synergy and proactive mechanics.
Tactics and Plans: The Hero power and connected Heritage cards let you plan ahead and empower your minions before playing them. This keeps true with other cards that prepare the field in advance, so when your flight finally descends they are in the best conditions for the win!
Strengths:
Sustain and stickiness due to Heritage cards
Card Draw
Wide Boards
Strong Buffs, but held back by RNG
Adaptability and Tools for any situation
Weaknesses:
Recovering a lost board
Late game threats
Unconditional board clears
Family Gatherings >_>
BASIC SET
Not a lot of changes but everything seems balanced and well received by everyone so not a lot to change. I'll provide feedback later.
Hero Power balance ideas? What about cards? Does the class look too similar to Hunter?
Thank you for your time, I'll try to start working on feedback for your entries as soon as I can
So far my favorite class! :D really nice! Flavor-wise, I think it looks more of a knight (paladin + warrior) than hunter. Perhaps you can mix some features of these 4 classes (counting shaman, but with no overloads, please! hahah). The hero power is good on its own. You may be careful when creating cards that buff the Skyree, I can see some "OP-potential" from them. (not from the power itself). The +2 attack on Cooperative Strike is for the Hero?
Alright, have made some changes to my basic set but decided to keep the Hero power the same. The majority of people were ok or even liked it, so i won't change it.
The way you developed the class is really good! But it is too OP, because nothing is stronger than family. xDDD For serious now, the only thing I worry about is the Hero power. In some situations, and not that hard to pull off, it can be VERY strong, as you can just choose the minion who will get the buff. I would go for a more "safe" approach, like giving +2 attack or health, 'Summon a 1/1 Whelp', or +1 spell damage (this one is fine).
Let me try my hand at some feedback, not sure how helpful this will be, but oh well.
@Ardin427
My primary concern is the reliability of the hero power. That is, we've seen how dangerous it can be to have decks built around an element that you always have access to, both in the form of Kingsbane Rogue and that bad old days of Silver Hand Recruit Paladin. You can wind up in a position where you can't print cards that interact with the main theme of the class because the critical mass of Sky'ree buff cards are just too consistent. My feeling, though others might have a different idea, is that this would have to be a pretty minor theme of the class, as well as the "have a beast" cards (as you can always meet that criteria, too).
As you say, the class looks pretty good, and I think you're pretty much there. The only thing I might suggest is that you cut down on the number of options for the hero power, as you might wind up in the classic shaman totem situation, where you hit the hero power and get a situationally useless option. Perhaps you could make non-hero power heritage cards to expand the theme in later sets?
Hello everyone, I have a small question. I was tinkering with a custom class "Secret Agent" for some time and was going to upload it for a discussion and feedback. However I just noticed that this class already was created and made it to the finals of second custom class competition. Does that mean I can't make that class?
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Alright so despite going out due it being summer, I finally got the first idea for my basic set ready:
The Bounty Hunter
So firstly to reply to the comment that said the Hero Power wasn't really fitting to the gunslinger class, I kinda agree. The idea behind the flavor as it stands is that as a Bounty Hunter you hop towns often while hunting your target, leaving you limited time to rest up and restock your inventory in each town.
With some help on the wording, I think this is the final variant of it, though I'm also considering making it 'when it attacks' but that isn't quite as flavorful.
So first thing in the basic set, the minions:
One thing you can already see just from the first two cards is that weapons are a large part of this class and it will become even more solidified in the spells and future expansions. The Known Fugitive card shows the other side of the bounty hunt, the hunted. The flavor behind it is pretty obvious, there are two mechanical ideas behind it. The first is that this class will have an archetype that can go wide and fight for board. The second is one that is not yet seen in the basic set due to lack of the keyword. There will be ways to give enemy minions the Bounty keyword with negative effects attached to them. An example being: Bounty: Taunt - Deal 2 damage to adjacent allied minions.
These two spells are the main card draw for the class. The first one is meant to synergies with your hero power, though not exclusively and if in the future the class gets a weapon with a deathrattle effect, this would gain some more value. As it stands, according to my calculations it's about the same power level as Arcane Intellect since your HP costs 2 and the weapon you get from it is around 1 mana. The second card is simpler in the fact that it's your standard Draw 2 cards + an affect. Thematically, these cards are meant to show the bustling night market life of areas such as Gadgetzan which are often found in deserts.
These are some pretty self explanatory cards. Difficult Bounty is used to go wider or trade. Empty the Chambers is just board clear that could be manipulated into your favor with some spell damage. Claim the Bounty is your standard 5 Mana Destroy a minion, with the addition of a Coin which could be saved for a later turn or used immediately.
Pretty boring survivability card. Probably the one I'm least happy with from the basic set.
Pretty simple weapon, not sure of the balance given it could be pretty sticky.
Tokens:
Edit: Card Sizes
@El_Skele
I have some issues with your cards.
Carrier Camel's art is already on druid, in Saviors of Uldum.
Known Fugitive is kind of a design flaw for me. I mean... Bounty Hunters should be going after the fugitive, that tries not to be caught, not protect her while she tries to get hurt. Also, having to identical tokens but one having rush and the other not, is not great.
Not a fan of both What a Steal and Deals at Night having you drawing 2 cards. What a Steal perhaps is the one I like less of them, as you can either cast it with no weapon, or is clunky because of all those interesting weapons you might destroy instead of a crappy gun.
Claim the Bounty is a bit overcosted now, as Assasinate costs 4.
Silk Vandages is not only boring, but terrible. Divine Hymn costs 2 and heals for 6. As it stands now, I'd put it at 0 mana.
S.A. Crossbow so far looks weak to me. Hunter's Descent of Dragons hammer is better in each and every way, as it has 2 durability and its condition does'nt compromise your face in a class with so far low healing.
Click to see my Hearthstone projects:
@Wkitsune
I'd recommend not using pictures from WoW, because low quality 3d doesn't look realy good in Hearthstone. Portrait should be easy to change simply by changing it to Hearthstone Isiset art, here's the link. Also, Armor on minions isn't realy better than giving them +Health, and I'd say you should balance it this way, so your HP could gice 2 Armor, and Protective Field could give 4 or 5 Armor. I'm not sure how Runecaster's Mace works, since in Hearthstone there are no cards allowing targeted effect after attacking. Maybe it should just target random friendly minion? I think Emergency Purge could do more damage at base, otherwise first part of the effect seems kinda irrelevant, i'd say 3 damage would be fine. Temple Guardian is kinda strong, I'd say Lone Champion is a good comparison. Your card is a class card so it may be a bit better, but maybe it should be 3/4 and Gain +1 Attack and Taunt if you have no other minions. I'd say Power Surge may cost 2, or give +3 Attack instead of 3 Attack this turn. Halt, Intruders is a worse Frost Nova. It could cost 3 Mana, but no more. Stern Guardian could cost 5, or hav 1-2 more stats. Maintenance Unit is kinda weak too, I'd say it could cost 7, or have 2-4 more stats.
@Laurendor
I'd say you went a little too much with buffing Assessing Symptoms. It's just 1 Mana more than consecration, and it gives a huge area buff and reduces enemy minions Attack. I'm still not cxovinced about balance of Slimepalooza, but all other cards look pretty balanced. Maybe Touch of Slime could deal 1 less damage, or cost 1 more, now that I think about it.
@whatTheHeck
These changes look fine, and the rest of your set is also good imo.
@El_Skele
Your class seem solid, and I only see one balance issue, being Silk Bandages, maybe that's not exactly fair comparison, because priest is meant to excel at healing, but Divine Hymn is just much better, and it would be fair for your card to cost 1.
I think the hero power is a lot better, but you might want to ask for some feedback on it, since summoning a taunt each turn might not be the most interactive way of playing. I think it isn't too bad though.
Underpriced blacksmith still needs a capitalized "Armor".
I think Dynamite Shot is honestly a bit strong. You can keep most of the functionality by doing "Deal 3 damage to a minion. Deal 1 damage to all other enemy minions."
Explosive Enthusiast, check and then copy the wording on Despicable Dreadlord. Also, this means you have three low-damage AOE cards in your basic set. Possibly swapping one out is an idea.
Just checking here, Ritual is essentially Inspire but one time? If so, I think you should specify it is one-time, as Spellburst specifies it is one-time.
Not sure, is 3 mana 3/6 in stats a little too good in Carved Assistants?
Not a fan of the token generation in Deathnet Wand, as you do not need that token anywhere else in the basic set. Can you not just keep it simple and "When a friendly minion dies on your turn, refresh a mana crystal and lose 1 Durability"?
Yeah as other people have said, giving a minion Armor is a little strange since it is usually the same as just giving it Health. Your class doesn't seem to be healing minions a lot, so there isn't much difference. I think that is the first thing you should address, and if you do change this up, I'll give more feedback on your cards.
I like the new versions of the cards a lot better. The only thing now that remains is the cost changing which is never seen in Basic, but I suppose if you kept it through your revisions your class increases Cost of cards a lot.
Tanarian Scorpion: Just a bit of syntax/wording: Should be "Give your weapon XYZ this turn."
I'm pretty nervous about the crossbow. I would try to balance it against Stormhammer.
Silk Bandages, probably needs to heal for 7.
Other than that, I think this is a very solid start!
I am a *little* scared about a 3 mana 4/3 charger. It will depend on how many cheap weapons your class gets.
I'm also looking at your other cards here, not a whole lot to say, it all looks solid. You do have a bunch of stuff that can hit your own minions, maybe adding a minion that benefits from that in your Basic will tighten it even further.
How bad do you think is to have the Increase mechanic on a basic set? I can come up with some alternatives but I really like the flavour of it and I think is a sort of signature of the class.
I might change the Assessing Symptoms to +1/+1 / -1/-1. I think this should solve the problem.
Slimepalooza I do understand your concern but to me is a weaker version than Twisting Nether considering is completely dependent from the slots available on the battlefield. Is it true that you can save your minions but most likely you won't be able to clear the board either
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
First of all, thanks everyone for the feedback you've given so far, it's been very helpful.
So, the armor-on-minions thing.
I must admit, I thought a lot about this, and was pretty unsure about it myself. Ultimately, I decided to stick with it for a couple reasons: One, it seemed a little more flavorful, for the concept of giving a minion protection rather than healing/'changing' it. The more important reason, though, is that I plan on having care about armor on minions/amount of armor on a minion, in a way that I think would be a lot harder/weirder with just health increases. Maybe I should have one of those cards in basic, but there certainly will be some in initiate. I know this it's still strange, but those are my thoughts. Let me know what you think about that.
As for the cards I made changes to:
I made a few just generically more powerful. I was a little nervous about ramping things up too much, so some might not have gone far enough. The targeting thing with Runekeeper's Mace was just an oversight (oops). As for Halt, Intruders! I knew there was going to be one of these 'X but way worse things,' so there it is. After thinking about it, I decided the original concept just wasn't going to work, so here's a new take.
Changed Cards (And Hero)
Everything Else
Again, thanks for all the help, I hope I've managed to address some of it.
You have some typos:
You needed a bolded "Hero Power" on your hero power, check in-game ones.
Halt Intruders has a typo.
Protective Field needs a capitalized Armor.
Water Warden's -2 *Attack* needs to be capitalized. It is still a weaker Shrinkmeister. And try using this art: https://i.imgur.com/MLhdKx9.jpeg
Actualy, Shrinkmeister only works during your turn, while this reduces attack during opponent's next turn too. I'd rather compare it to Scarlet Subjugator, but it still may be kinda weak.
Ritual isn't minion-only mechanic, and it is meant to work kinda like Daring Fire-Eater. It's just an extra effect for the next Hero Power you use.
Carved Assisstants can't attack heroes, so I balanced them to be as good as a 1/1 rather than a 1/2, they might be a little better though.
I planned to use Ju-ju Essence as a token for more cards in the future, but few people complained that I have little card draw, so maybe I could just use it starting from next phase, and now just give Deathnet Wand draw instead, and increase it's cost to 3 or 4.
Edit: Sorry for double-posting.
Hi everyone ! I've been going through a lot of iterations, so I think I'm pretty much good to go. I just wanted to check back in to see what you all think. I also change the Hero Power because it was just a little too complex and unintuitive.
A bunch of cards changed, especially the weapons which I converted into spells and minions. The Sand school is also gone because I didn't have many design ideas for it. I'm generally going to take the Warrior route and ignore spell schools for the most part.
Also a couple new cards I don't think I've shown yet.
Rest of the set.
So that's that, I think I'll showcase Fast Forward, Sand Blast, and Bronze Drake. What do you think ?
Question: Since the core set was introduced, most classes have fewer than 10 basic cards. How should we think about our basic set then? Should we be looking at pre-core card sets for guidance?
Secondly, I'm thinking of not using a keyword for my class. A lot of people seem to be using them, but I figure I can get around it somehow. I might even add a spell school, but that wouldn't really be very helpful given we can't actually use spell schools until later sets.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
@El_Skele
Known Fugitive is a weird concept to me , I think you should boost it and summon the bounty hunters for your opponents if anything.
Silk Bandages should heal more, 5 minimum. Or do something else in addition to the healing effect.
The crossbow could become damn powerful but I'm sure you are aware of it. To balance it a bit maybe I would increase its cost.
Also the token are inconsistent at the moment.
@Klipce
I think your entry looks much more polished than before. I like how you removed the Sand School and even though I liked the mechanic of the hourglasses I think like this is way easier and definitely more "basic". My only suggestion would be to change the Bronze Drakonid so it cost less for each card you played LAST turn. I think it's a kind of cool mechanic and it fit the chronomancer theme.
@WKitsune
I;m a bit confused about the +2 Armor to minion. I think it would be more natural to just give him + Health. Apart from that and the typo that other mentioned the cards looks fine. Power Surge I think deserve a better artwork, if is about electric type of thing you are after you can have a look at Lei Shen artwork on google which he is also linked to the Titans :)
For my entry guys I'm thinking to change some cards as follow...I removed the all "Increase costs mechanic" as it might be too much for a basic set as suggested by some of you, what do you guys think?
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I really need a better artwork here but for the moment will do.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Long time no see, teknician.
So yeah the core set was a nightmare to plan around. I have used the first four weeks to simulate the arrival of our custom classes before the core set hits, so it'll be just like how DH was introduced. Week five, the core set is consolidated. Check the weekly details in the OP for more info.
Alright so with the feedback I got so far most of it was pretty streamlined with the same concerns being pointed out.
Bounty Hunter v1.1 changes:
Carrier Camel - Changed Art due to the other one already being in use in Hearthstone.
Known Fugitive - 5/2/4 Taunt -> 3/0/4 Taunt. Name changed to Bulletin Board.
Silk Bandages - 2 Mana Restore 2 to all friendly -> 1 Mana Restore 3 to all friendly.
Tanarian Scorpid - Wording fix.
Balance changed cards:
The crossbow was the other point of concern for people and I got some mixxed opinions on it's powerlevel. I personally thought it was on the strongside since compared to Stormhammer it did not require you to have any board whatsoever. It also curved out really well with Tanarian Scorpid since no matter what minion you attack that turn it always kills. I made some variations of the weapon, don't know if any of these are balanced enough so if you have any suggestions please do tell.
Mostly just played around with stats/Mana, with the last one being the exception. The last one is by far my least favorite since it wouldn't feel as fluid to play and has quite a bit of text for a basic card. It also doesn't really fit the flavor I wanted for the card which was that you have a single arrow left and if you kill with it you can collect the arrow to use it again but if you don't, it's gone.
Also, could you please clarify what you meant with this, since I didn't see any inconsistencies but maybe I'm missing something.
Thanks to everyone who gave me some feedback, much appreciated. Will try give feedback of my own later in the day.
I know Hammer of Wrath and Starfire did'nt see much play... but this is one hell of a powercreep to those.
Assessing Symptoms I think it's a good job now. Absorption Studies... well, appart from your hero power having essentially Lifesteal so it gets a bit awkward to talk about both its damage and healing, I kind of understand and somewhat support the card, although in the end is Wildfire.
Click to see my Hearthstone projects:
Hi there, I've made a little bit of a last chance decision to take part in the competition and as such I'd like to present you -
The Winglord
A little bit of a name clarification - I have at first considered just a Gryphon Rider class, but it seemed pretty limiting in terms of flavor. Then I looked for a similar theme and remered that Dwarven Gryphon commanders in Outland were named Wing Commanders but as that is already a card (tauren sadly), I replaced Commander with a Lord. This would allow me to have more flavor space when creating cards.
Now a first slight issue I am not sure about is the Hero Power, I do not know if the restriction at being able to have only one a time is big enough to make it a 2/2, perhaps a 1/3 or even 1/2 statline would be better?
Lore Note: Sky'ree was a loyal friend and companion of Kurdran until she passed away during the times of Cataclysm.
Basic Cards and themes:
1, Sky'ree - Hero Power
Winglord counts on his loyal companion to fight as one as such quite some cards of the class will work to buff your companion while also being somewhat powerful without her (to be playable through random in other classes, while under pressure or with Finley gameplan).
2, Beast synergy
Not every minion could ride a single gryphon:) some of the cards will work with any Beast not just Sky'ree.
3, Beasts
As the point above stated some of your cards require Beasts in order to reach full potential and Winglord does not relly only on neutral Beasts but also has some of his own.
4, Lightning Magic
Gryphon riders are able to channel the magic of the storms so they share a little bit of similarity with Shamans there.
5, Other
Nest Guardian - Basic early game protection option.
Gryphoneer's Mallet - A basic weapon to get the copmlete image of a Gryphon rider inspired by Warcraft3. Improvised name as Stormhammer is already taken.
My Questions
Hero Power balance ideas? What about cards? Does the class look too similar to Hunter?
Thank you for your time, I'll try to start working on feedback for your entries as soon as I can.
Feedback - (W.I.P) - please do note that I do not have much experience with custom classes.
El_Skele's Bounty Hunter
My feels from the class flavor - Bounty Hunter is not a typical Warcraft thing in my mind, but there are more than enough quests for someone's head in WoW so its fine with me, also you probably will not have problem with making different and unique flavors in each expansion.
Hero Power - A mix between Rogue and Priest, untargetable heal, seems balanced.
Keyword - Have to see some cards first, so I will comment on it in later weeks
Cards -
Carrier Camel - 1/3 was very rare in early HS, but nowadays its probably okay even in Basic, effect works pretty well with Hero Power and introduces a weapon buff theme for a class. 4.75/5
Tanarian Scorpid - Should probably be a Beast, you said the wording is corrected. Nice Card and a base class removal. 5/5
What a Steal - Do not get the connection between the name and the effect. Ooze is a part of basic so weapon removal works. Unique price for card draw work fine as well. To teach people that Mana Crystals are not the only resource in the game. 4.5/5
Deals at Night - Simple card draw card. Fine with me, just be careful not to have too much card draw as you already have 2 pretty decents draw two cards. 5/5
Difficult Bounty - Nice and simple. Powercreeps the Druid Treant summon spell with having Rush, OK as long as there is not a heavy synergy with wide boards and Bounty Hunters as Treants have. 4.5/5
Empty the Chambers - Maybe a bit complex for a basic, but its ok. 4/5
Claim the Bounty - Nice flavor, completes class fantasy. Assasinate was buffed so maybe 5 Mana could also work. 5/5
Silk Bandages - Buffed version seems better (Circle of Healing) 5/5
S.A. Crossbow - I like 3 2/1 Statline the most. Altough I do not undersand the S.A. abbrevation 5/5
Bulletin Board/Known Fugitive - Both versions works for me. Having the option to play with the hunted as well opens more creativity in card art and mechanics. Board is probably closer in terms of flavor. 5/5
Overall - I quite like the class, just some minor things specified above.
WKitsune's The Watcher
My feels from the class flavor - Keepers are all over Azeroth so quite some diverse options. I quite like their lore myself. Isiset as Hero works just as well as most others. Altough your basic set is perhaps too centered in Uldum. You could include a Valarjar, something from Ulduar, Uldaman, etc.
Hero Power - Basicaly +2 Health to a minion, seems balanced. Still not convinced about the Armor though. Makes too much changes for not much in return for now. Also if you have minions with some default Armor you'll probably have to do a lot of photoshoping.
Cards -
Water Warden - If the art stays, should be an Elemental, could be a 1/4. 4/5
Tol'vir Garrison - Powecreeps Force of Nature a little bit, but probably okay as you do not plan on having a wide board support. 5/5
Runecaster's Mace - Work well with the class, if the Armor turns out to work well. 4.5/5
Temple Guardian - Nice with a late gameplan, probably good but okay. 4.5/5
Stern Guardian - In basic Guardian evokes Taunt for me at least. 3/5
Power Surge - Without seeing Armored minions working it is just a Blessing of Kings. Could fill a different mana slot maybe. 2/5
Maintenance Unit - I get the flavor in Maintaning the Board control, as it in basic set it could be easier to just deal damage to all enemy minions. Altough Multishot was in Basic as well. 4/5
Emergency Purge - Seems that it could be of Arcane tribe. Other than that good flavorful card. 5/5
Protective Field - OK there, but Blessing of Might was probably better, maybe 4 Health could still be balanced. 4.25/5
Halt, Intruders! - Seems realy complex for a basic card, for me at least. 1/5
Overall - I like the possible flavor of the class I am just not sure about the Armor thing as I do not have much faith in it for now.
Alright, have made some changes to my basic set but decided to keep the Hero power the same. The majority of people were ok or even liked it, so i won't change it.
Class summary:
SCALEBORN
Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 flights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.
Core Themes:
Strengths:
Weaknesses:
BASIC SET
Not a lot of changes but everything seems balanced and well received by everyone so not a lot to change. I'll provide feedback later.
So far my favorite class! :D really nice! Flavor-wise, I think it looks more of a knight (paladin + warrior) than hunter. Perhaps you can mix some features of these 4 classes (counting shaman, but with no overloads, please! hahah).
The hero power is good on its own. You may be careful when creating cards that buff the Skyree, I can see some "OP-potential" from them. (not from the power itself). The +2 attack on Cooperative Strike is for the Hero?
The way you developed the class is really good! But it is too OP, because nothing is stronger than family. xDDD
For serious now, the only thing I worry about is the Hero power. In some situations, and not that hard to pull off, it can be VERY strong, as you can just choose the minion who will get the buff. I would go for a more "safe" approach, like giving +2 attack or health, 'Summon a 1/1 Whelp', or +1 spell damage (this one is fine).
Let me try my hand at some feedback, not sure how helpful this will be, but oh well.
@Ardin427
My primary concern is the reliability of the hero power. That is, we've seen how dangerous it can be to have decks built around an element that you always have access to, both in the form of Kingsbane Rogue and that bad old days of Silver Hand Recruit Paladin. You can wind up in a position where you can't print cards that interact with the main theme of the class because the critical mass of Sky'ree buff cards are just too consistent. My feeling, though others might have a different idea, is that this would have to be a pretty minor theme of the class, as well as the "have a beast" cards (as you can always meet that criteria, too).
@JeanTheMedicRat
As you say, the class looks pretty good, and I think you're pretty much there. The only thing I might suggest is that you cut down on the number of options for the hero power, as you might wind up in the classic shaman totem situation, where you hit the hero power and get a situationally useless option. Perhaps you could make non-hero power heritage cards to expand the theme in later sets?
Hello everyone, I have a small question. I was tinkering with a custom class "Secret Agent" for some time and was going to upload it for a discussion and feedback. However I just noticed that this class already was created and made it to the finals of second custom class competition. Does that mean I can't make that class?