So some cards are not balanced. Leper Gnome, Harvest Golem, Antique Healbot, and Sen'jin Shieldmasta. Antique Healbot is an abomination in particular because he breaks the flavor of the game by providing healing to classes which should not have it like Warlock and Mage.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
Actually charge is usually valued by doubling the minion's attack value, and windfury is usually calculated by multiplying the attack value by 1.5.
Battlecries are typically valued the same as if the extra ability were a card of its own. Deathrattles get a 50% discount over the Battlecry value.
Random abilities are typically only 1/2 as expensive as their non-random counterparts.
Recurring abilities typically cost 2x what an ability that only goes off once will cost.
Cards that charge up with specific events are usually priced as if that event will occur twice.
An ability that targets a whole side of the board is typically 4x as expensive as an ability that targets a single minion.
Class minions typically get a 1/2 mana discount. Same for Legendaries. Class Legendaries get both discounts.
Conditional effects typically get a 50% discount unless the condition is very common (AoE healing is typically priced like a conditional since it's only useful if a character is damaged).
Actually charge is usually valued by doubling the minion's attack value, and windfury is usually calculated by multiplying the attack value by 1.5.
Battlecries are typically valued the same as if the extra ability were a card of its own. Deathrattles get a 50% discount over the Battlecry value.
Random abilities are typically only 1/2 as expensive as their non-random counterparts.
Recurring abilities typically cost 2x what an ability that only goes off once will cost.
Cards that charge up with specific events are usually priced as if that event will occur twice.
An ability that targets a whole side of the board is typically 4x as expensive as an ability that targets a single minion.
Class minions typically get a 1/2 mana discount. Same for Legendaries. Class Legendaries get both discounts.
Conditional effects typically get a 50% discount unless the condition is very common (AoE healing is typically priced like a conditional since it's only useful if a character is damaged).
Thanks I fix those too but what you meant in Recurring ? and can you give me example of Conditional card??
it is over value but the rate is between 1-2 stats for 0 cost I guess.
I think the rate is probably 3 points worth of base stats for 0 cost, or even pushing towards 4 points if Blizzard decides to push the card competitively. Wisp is terribly underpowered; it's even unplayable in Arena. I wouldn't even play it if it had Taunt. Target Dummy is also unplayable in both constructed and Arena. I wouldn't play a 0-cost 1/2 either, unless it were a mech/beast in a deck that could abuse its tribal synergy. 0-cost 1/2 with Taunt might see some play, but I doubt it would cause any problems. 0-cost 2/1 would probably see some play too. It would be strong, because it would be able to trade up, but I don't think it would be overpowered. Presumably at a higher rarity than Wisp, for Arena balance.
Hello everybody:
Balance is something important in each card game include Hearthstone.
what is balance card means:
Balance card is a card which is not the most over power but not the most weak.
A minion with taunt devine shield windfury cost 1 and 10/10 is Over OP ,but 10 cost 0/1 is Over weak.
There is Value for each card which I wrote down, mostly waht I wrote came from :
http://www.hearthpwn.com/forums/hearthstone-general/theorycrafting/31276-value-of-key-words-in-mana-crystals
Half mana per state ( health or attak) .
taunt, Spell damage and sealth are half mana.
Charge is usually valued by doubling the minion's attack value, and windfury is usually calculated by multiplying the attack value by 1.5.
Random abilities are typically only 1/2 as expensive as their non-random counterparts.
Battlecries are typically valued the same as if the extra ability were a card of its own. Deathrattles get a 50% discount over the Battlecry value.
how to sum up with stats only 1+2x. X is mana cost. without the abilitys.
if a cost is 0 so minion will get 1 stat ( 0/1)
if it cost 1 it might be minion with 1/2 or 2/1 or 0/3 .
Battlecry and enrage are depands on what is doing.
Class minions typically get a 1/2 mana discount. Same for Legendaries. Class Legendaries get both discounts.
I still working to complate /fix this thread (spells and weapons)
If you have something to add wrote it here it will help me and prehaps the others on this forum :)
I will keep edit this thread.
Thanks!
Is Wisp OP?
while i understand English isn't your native tongue, Please spell check your post. hard to take you seriously when you misspell almost every word
Doctor Who? Dr. Boom. Timelord and Friend of All Daleks(Boom Bot).
So some cards are not balanced. Leper Gnome, Harvest Golem, Antique Healbot, and Sen'jin Shieldmasta. Antique Healbot is an abomination in particular because he breaks the flavor of the game by providing healing to classes which should not have it like Warlock and Mage.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Actually charge is usually valued by doubling the minion's attack value, and windfury is usually calculated by multiplying the attack value by 1.5.
Battlecries are typically valued the same as if the extra ability were a card of its own. Deathrattles get a 50% discount over the Battlecry value.
Random abilities are typically only 1/2 as expensive as their non-random counterparts.
Recurring abilities typically cost 2x what an ability that only goes off once will cost.
Cards that charge up with specific events are usually priced as if that event will occur twice.
An ability that targets a whole side of the board is typically 4x as expensive as an ability that targets a single minion.
Class minions typically get a 1/2 mana discount. Same for Legendaries. Class Legendaries get both discounts.
Conditional effects typically get a 50% discount unless the condition is very common (AoE healing is typically priced like a conditional since it's only useful if a character is damaged).
it is over value but the rate is between 1-2 stats for 0 cost I guess.
I will try to fix my spelling
Thanks I fix those too but what you meant in Recurring ? and can you give me example of Conditional card??
I think the rate is probably 3 points worth of base stats for 0 cost, or even pushing towards 4 points if Blizzard decides to push the card competitively. Wisp is terribly underpowered; it's even unplayable in Arena. I wouldn't even play it if it had Taunt. Target Dummy is also unplayable in both constructed and Arena. I wouldn't play a 0-cost 1/2 either, unless it were a mech/beast in a deck that could abuse its tribal synergy. 0-cost 1/2 with Taunt might see some play, but I doubt it would cause any problems. 0-cost 2/1 would probably see some play too. It would be strong, because it would be able to trade up, but I don't think it would be overpowered. Presumably at a higher rarity than Wisp, for Arena balance.
0 cost minion might be nice with combo ( for rogues ), but yea it is not the best.