Quickly is pretty much better than the warrior spell charge-1 less mana without +2 attack. Extremely overpowered. Elune's Grace, like dustincr said, is the warlock one without the drawback.
Quickly! doesn't work as a hero power. Notice that no existing hero power depends on the presence of any minions in order to be useful or usable. This is not by coincidence but rather by deliberate design.
And as the others have said, Elune's Grace is just plain overpowered.
It's not totally true that hero powers don't need minions, most Adventure bosses have hero powers that involve minions (KT phase 2 being the most obvious one). But if you want these as replacement hero powers (a la Shadowform), then the ones you have are not in a good direction.
It's not totally true that hero powers don't need minions, most Adventure bosses have hero powers that involve minions
Okay, if I've misinterpreted the topic and Quickly! is supposed to be for an Adventure boss, then I'm down. But if it's supposed to be for an actual playable hero, like Warrior, then what I said is definitely totally true.
To those complaining that new Hero Powers designed for playable classes shouldn't rely on minion presence, good luck designing simple enough powers which aren't already in the game or strictly better/worse than those already in the game. Even Blizzard clearly had trouble thinking up 9 when you look at Thrall's Hero Power and to an extent, Warlock's. I guarantee if there were only 8 playable classes (no Shaman) and someone said here I designed a Shaman class and this is its Hero Power, those people would immediately complain it's too complicated to be in the game.
I am not advocating either of the OP's Hero Powers as I think they're absurd, but I can't see a way to design any more meaningful Hero Powers without venturing into reliance on some other aspect of the game, minions being the most intuitive.
To those complaining that new Hero Powers designed for playable classes shouldn't rely on minion presence, good luck designing simple enough powers which aren't already in the game or strictly better/worse than those already in the game.... I can't see a way to design any more meaningful Hero Powers without venturing into reliance on some other aspect of the game, minions being the most intuitive.
I can think of plenty, multiple approaches even. The first approach would be doing what Druid does and sort of splitting the difference between other existing hero powers. Druid does Rogue/Warrior, but we could also have Warrior/Priest, Warrior/Hunter, Rogue/Priest, Rogue/Hunter, and Priest/Hunter. Another approach could be doing what Shaman does but with something other than totems: equip a random weapon, put a random secret into the battlefield, put a random spell in your hand (Spare Parts?), or even just have a different set of minions. The approach of putting a card of some sort in your hand also works in general, like an alternate Rogue power that puts a Coin in your hand. There's also the warlock approach of having a more powerful effect that comes with an additional cost. You could even combine some of these approaches, like an alternate hero power for Warlock that was take 2 damage and summon a random demon. Or if you really want a hero power that can buff your minions, it could have an additional alternative effect, like an alternative Hunter power that said give a random friendly beast +1/+1 or if you don't have any summon a 1/1 Beast. And I'm sure there are tons more viable apprpaches than these.
Almost everything you listed besides the Rogue coin one is just more RNG (ignoring the Hunter one because it's essentially strictly better than Paladin's). Of all the aspects of the game, Hero Powers should definitely stay away from RNG especially when you're combining it with the design principle that they should always be usable. It bothers me that you'd rather an abundance of RNG than reliance on a simple condition like having a minion.
On that Hunter one, even ignoring the superiority to Paladin's, I'm astonished you'd say a Hero Power with that much text is fine while telling people in other threads that their card design is bad because it has too much text.
Almost everything you listed besides the Rogue coin one is just more RNG.
What? There was plenty of what I listed that wasn't RNG, like combining existing hero powers the way Druid already does or doing what Warlock does and having a more powerful effect for some additional cost. Also, some of us like well-done RNG effects just fine, and there's plenty of opportunity for that with some if the sorts of effects I described. Other than that, I think the Hunter example I gave was just fine in terms of power, though I will concede you may have a point on the wording depending on just how it's done.
Hunter + Paladin - Deal 1 damage to enemy hero and summon a 0/1 Beast Hunter + Priest - Deal 1 damage to enemy hero and restore 1 Health to yours Hunter + Rogue - Deal 1 damage to enemy hero and gain +1 Attack this turn Hunter + Warrior - Deal 1 damage to the enemy hero and gain 1 Armor
Paladin + Priest - Restore 1 health and summon a 0/1 Paladin + Rogue - Gain +1 Attack this turn and summon a 0/1 Paladin + Warrior - Gain 1 Armor and summon a 0/1
Priest + Rogue - Restore 1 health to your hero and gain +1 Attack this turn Priest + Warrior - Restore 1 health and gain 1 Armor
More to come!
I don't understand what these are for. I mean, the second one is just Warlock's without a drawback...
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Quickly is pretty much better than the warrior spell charge-1 less mana without +2 attack. Extremely overpowered. Elune's Grace, like dustincr said, is the warlock one without the drawback.
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Quickly! doesn't work as a hero power. Notice that no existing hero power depends on the presence of any minions in order to be useful or usable. This is not by coincidence but rather by deliberate design.
And as the others have said, Elune's Grace is just plain overpowered.
It's not totally true that hero powers don't need minions, most Adventure bosses have hero powers that involve minions (KT phase 2 being the most obvious one). But if you want these as replacement hero powers (a la Shadowform), then the ones you have are not in a good direction.
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Okay, if I've misinterpreted the topic and Quickly! is supposed to be for an Adventure boss, then I'm down. But if it's supposed to be for an actual playable hero, like Warrior, then what I said is definitely totally true.
I'm not sure if these are just meant to be troll Hero Powers as these are just blatantly OP. If I'm wrong, please correct me.
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To those complaining that new Hero Powers designed for playable classes shouldn't rely on minion presence, good luck designing simple enough powers which aren't already in the game or strictly better/worse than those already in the game. Even Blizzard clearly had trouble thinking up 9 when you look at Thrall's Hero Power and to an extent, Warlock's. I guarantee if there were only 8 playable classes (no Shaman) and someone said here I designed a Shaman class and this is its Hero Power, those people would immediately complain it's too complicated to be in the game.
I am not advocating either of the OP's Hero Powers as I think they're absurd, but I can't see a way to design any more meaningful Hero Powers without venturing into reliance on some other aspect of the game, minions being the most intuitive.
I can think of plenty, multiple approaches even. The first approach would be doing what Druid does and sort of splitting the difference between other existing hero powers. Druid does Rogue/Warrior, but we could also have Warrior/Priest, Warrior/Hunter, Rogue/Priest, Rogue/Hunter, and Priest/Hunter. Another approach could be doing what Shaman does but with something other than totems: equip a random weapon, put a random secret into the battlefield, put a random spell in your hand (Spare Parts?), or even just have a different set of minions. The approach of putting a card of some sort in your hand also works in general, like an alternate Rogue power that puts a Coin in your hand. There's also the warlock approach of having a more powerful effect that comes with an additional cost. You could even combine some of these approaches, like an alternate hero power for Warlock that was take 2 damage and summon a random demon. Or if you really want a hero power that can buff your minions, it could have an additional alternative effect, like an alternative Hunter power that said give a random friendly beast +1/+1 or if you don't have any summon a 1/1 Beast. And I'm sure there are tons more viable apprpaches than these.
Almost everything you listed besides the Rogue coin one is just more RNG (ignoring the Hunter one because it's essentially strictly better than Paladin's). Of all the aspects of the game, Hero Powers should definitely stay away from RNG especially when you're combining it with the design principle that they should always be usable. It bothers me that you'd rather an abundance of RNG than reliance on a simple condition like having a minion.
On that Hunter one, even ignoring the superiority to Paladin's, I'm astonished you'd say a Hero Power with that much text is fine while telling people in other threads that their card design is bad because it has too much text.
We need some passive hero powers like in BRM. That would make some interesting new classes.
What? There was plenty of what I listed that wasn't RNG, like combining existing hero powers the way Druid already does or doing what Warlock does and having a more powerful effect for some additional cost. Also, some of us like well-done RNG effects just fine, and there's plenty of opportunity for that with some if the sorts of effects I described. Other than that, I think the Hunter example I gave was just fine in terms of power, though I will concede you may have a point on the wording depending on just how it's done.
Hunter + Paladin - Deal 1 damage to enemy hero and summon a 0/1 Beast
Hunter + Priest - Deal 1 damage to enemy hero and restore 1 Health to yours
Hunter + Rogue - Deal 1 damage to enemy hero and gain +1 Attack this turn
Hunter + Warrior - Deal 1 damage to the enemy hero and gain 1 Armor
Paladin + Priest - Restore 1 health and summon a 0/1
Paladin + Rogue - Gain +1 Attack this turn and summon a 0/1
Paladin + Warrior - Gain 1 Armor and summon a 0/1
Priest + Rogue - Restore 1 health to your hero and gain +1 Attack this turn
Priest + Warrior - Restore 1 health and gain 1 Armor
Seems pretty fucking boring to me lol
Most of the existing hero powers are boring, so I'm not sure why that's a problem for new ones.