I'm actually just thinking now and this concept probably wouldn't work as it would turn out too close to Warrior so I'm going to try to think of something else probably.
You can do multiple hero powers like I did Frost to shadow and Shadow to frost (the same idea you had, see my post) But I made them both cost 2 mana since all hero powers in the game cost 2 mana. That probably made it ok, but making one cost one mana would throw things right out of their tracks because most people designed their hp around the fact it has to cost 2 mana. So they needed to balance it correctly.
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I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
If your class has multiple hero powers, does it fill the 2 mana cost rule as long as the initial hero power costs 2 mana, or do all of them have to cost 2 mana?
For example:
Starting hero power: Empower: 2 Mana - your hero power becomes Darkchill Blast.
Darkchill Blast: 1 Mana - Deal 2 damage. Your hero power becomes Empower.
Is Darkchill blast allowed to cost 1 mana?
It's probably best to leave them at 2 Mana as that's the standard, although I get your viewpoint. Another thing, you should probably only be able to use each Hero Power once each turn so that it isn't loopable, like Asylum said but up to you. :)
Okay, I'm nearly ready to submit! The only real question is should Ogre Skirmisher be a 2/4 charge for 3 or a 3/4 charge for 4.
High King Maulgar is a hero representing Warlord class. Warlord specializes at commanding Midrange minions (mainly Ogres) and direct combat (via weapons). The class utilizes Ogre's tribe synergy, commandments towards their minions and auras (does X for a limited time).
This hero's hero power is called "To arms!": "Give a random friendly minion +2 attack. If there are no minions summon a 0/1 Spare Ogreaxe".
Here is the Spare Ogreaxe:
.
The example cards: 1.Ogre Skirmisher
(a 2/4 for 3 mana charge is in consideration however might not be as balanced)
The idea behind this card is that Warlord does not have early game spot removal apart from the weapon(s) so he needs a card to provide an immediate response the escalating early game of the opponent.
2.Harsh language.
The idea is that you will sometimes need to remove an opposing threat but to attack something else as well. In the case of using it on a minion that already attacked it works as a *worse* windfury however you CAN use it on a minion with summoning sickness (essentially giving them a bad charge).
3. Bone Crusher
Note: By other tribe are meants ALL existing and future tribes that are not Ogre. If a non-tribe minion (f.e. Fen Creeper) dies - nothing happens.
By lore Ogres hate every single other race and so they are quite happy whenever a member of other tribe dies...preferably from their hands.
@Shanksyo's Witch Doctor: I think it would be much better if the Stasis Trap activated whenever an enemy minion attacked face. That way there is some counterplay to the secret. Else it is just a delayed Frost Nova that gives your opponent a headache. Hero power is just weird. I even think that it is just bad. Generally you don't want to use it on a minion you played from hand before it attacks. So your heropower is useless until turn3 at best. The hero power implies that the class should play minions with bad statlines but powerful effects. I dont like it =/
Preparation (used to increase the power of cards, discards a Trinket)
Trinket (spell added through heropower, only one usable in one turn)
Background: Thief's are swift and cunning, they act quickly but only those who plan ahead will get the loot. This class is based on average cards that can become really great in combination with the hero power. We do have an unatural Thief though. Synthia is, similar to Witchers in the universe of The Witcher, skilled in simple arcane magic. From simple prestidigitations to short-distance teleports; Synthia's abilities open a wide array of use.
The Hero Power: Trickery
I did think quite some time about this, yet I think I have found an elegant solution that fits the theme of the class. Basically, we have a heropower that gives us a random of 3 spells, the Trinkets. A little mana boost similar to innervate, an uncommon healing ability for units and a simple damage spell.
Considering that these have potential to get abused (as they are spells), they have a limitation. You can only use one trinket in one turn. And that's where the new keyword Preparation comes into play. Just as where you want to prepare a heist or theft for a long time, Synthia needs to prepare her actions. So certain cards have this new keyword. What does it do? It empowers the cards played, for example, you have an aoe damage (shown later down below) that deals 1 damage to all minions. But it has Preparation: Deal 2 damage instead.
Preparation only triggers when you have a Trinket in your hand, and it will discard it, or randomly chosen one, if you have more.
Basic aoe spell that can be empowered through trinkets.
Another mechanic of the Thief: Giving your opponent minions for your own benefit. Seems insane at first but has a great drawback. Kinda inspired by Gwent, I totally wanted to see this mechanic in hearthstone. Maybe it's a bit unbalanced, but I really like it.
Common spell, a combination of Power Overwhelming and Cold Blood. Stealthes a minion and greatly increases it's attack. The minion can attack only one time after that though, then it will be destroyed.
Thoughts on the hero power and it's synergies? I really would like to know what you think, overpowered, underpowered? I fear it is a bit underpowered but I'll see what you guys say.
@hinti11 Assume that I play your class, I have some sort of board and I play KT and use Wolf in sheep's clothing on him. I never attack with KT. Your move?
When you summon a minion that doesn't have charge, it appears as it's sleeping and it needs one turn to be able to attack. The secret put the minions to sleep, so they can't attack until the next turn.
Really happy to see a contest like this going on. Submitted my own class idea last night! Also some really cool hero concepts around already. Spent a good while scrolling them all through!
I fear that there is going to be 2 future big issues with this otherwise awesome contest.
The first thing I'm concerned about is the lack of artwork available for some ideas. Obviously demon, undead and already existing classes have plenty of artwork to choose from but I fear when the contest goes on, finding enough good quality artwork might turn into a problem. Actually the minimal amount of artwork is a reason why some class ideas working on theory level had to be buried from the start. Will see how this problem evolves!
The second problem is the amount of posts on a page. The already existing issue with card designing contest is that entry positioning matters a lot. The cards on first pages and on top of the pages are more likely to get viewed and the cards on the bottom of the pages are least likely to get viewed. The issue is even bigger with this contest when the pages got 20 posts and almost all of them are hero concept posts. Scrolling all the way to the bottom of the page takes ages and is even frustrating on a tablet computer.
My suggestion is to either reduce the image size even more for this contest or halves the amount of posts for one submission page. Currently the risk is that the bottom entries will get completely ignored if people don't feel like scrolling through the entire page.
Anyway, good luck everyone and keep going! Hoping to see even more awesome entries!! :D
A mod said It's ok. As far as the hero power is concerned, I only buffed it from 1 damage to 2 to make it more viable. I didn't change a single card effect or hero mechanic only visual rework and balancing.
Can we give existing cards Race tags (like Zukuu - #7 has)? We have some cards that represent Undeads but they don't have Undead tag. Also Biscutbeck's (#21) Troll tag
Is what YushyBushy (post #22) has done allowed? Changing class name, hero portrait and one of Hero Powers is too much, IMO.
Why Crlyago's Blackhand (#24) and Trunderai's Zaetar (#30) don't have class names? Isn't it one of the rules to include class name?
@kaledine (#31) - what does [b]Root[/b] mean? @Shanksyo (#55) - what does "put to sleep" mean? And aren't new (and some of existing like deathrattle) keywords forbidden on basic cards? Illumani - #9, Lilki - #15, Vol'jin - #21 (stealth and choose one), Faranell - #25 (I like the concept but Brill Guard is a basic card with a new keyword), Jeeve - #26 Cenarius - #33, Lady Vashj - #40 (I love Dive concept! But Deathrattle on a basic card prevents me from voting, yet), Synthia - #41, Engineer - #53 works like Shaman's Totems so it's fine I guess?, Mercenary - #56,
Are imageless entries like ChronoAS' (#39) allowed?
Yes, giving existing cards race tags is allowed.
Alterations to the names and artwork of entry elements is usually considered to be a minor tweak. A small balance change like adding 1 to a numerical value is also considered a minor tweak.
Yes, those entries should include Class Names. Thank you for pointing those out, I had missed that! =)
Since these are example cards that, as stated in the Submission guidelines, are not locked in place as parts of the final product, much less in their current forms, we are not policing what keywords appear on what card rarities yet.
No, that competitor will need to fix their images if they want to move onto the next round.
Hmm... So, I think it bears noting that almost half of the new Hero proposals submitted so far include a new class-exclusive keyword. This is compared to only a third of existing classes that have class-exclusive keywords. And I must say, most of the new keywords I've seen so far haven't been very inspiring, feeling more like a forced attempt at distinction rather than something truly deserving of keyword status, let alone of class-exclusive keyword status.
If you want your class to have a new class-exclusive keyword, that's totally cool! But, in case you haven't, take a look at one of the requirements for your Phase II submissions:
"- Just as Choose One, Combo, and Overload deliberately do not show up on any existing Basic cards, neither may your Basic cards include any original Class-specific keywords. Save that for future competition phases."
What that means is that you need to make sure that your class isn't entirely reliant on your new class-exclusive keyword in order to be unique and distinct. It needs to be solid enough without it if you want to get to Phase III.
Oh my... i was not aware of that particular rule. That might actually be a big problem for me. Faranell is decently focused around the Infection keyword. Of course, i was planning on not making his every card do something with the Infection mechanic. I was thinking of what other (possibly existing) mechanic in the game can he play around with. But i haven't decided yet.
Anyway, Faranell's hero ability itself spawns Oozes that are already Infected. With that in mind, i think it would be rather dumb to not give my class 2-3 basic cards that interact with the Infection mechanic. Otherwise, whats the point of having my hero ability what it is? And at this point in time, i feel like i am already kind of locked in on my submission, if i remove the Infected from Faranell's hero ability, that's probably a significant change, right? Also, i did want my Brill Death Guard to be a basic card - i wanted it to be Faranell's Water Elemental, that great 4 drop that you might even play over a Piloted Shredder!
Also, i know Choose One, Combo and Overload don't show up in their respective classes' basic cards, but most classes that don't have their own keyword play around with a specific mechanic in the game and have options for that in his basic cards. Druids play around with their mana - Innervate and Wild Growth. Mages play around with Freeze - Frostbolt, Frost Nova, Water Elemental, Shamans and Windfury - Windfury and Windspeaker, Warriors and Charge - Charge, Warsong Commander, Kor'kron Elite...
My point is, most existing in-game mechanics, even if they are not class-specific, are more or less at least trademark of existing classes. If i want to be creative, i have 3 options - make my class play around with an aspect of the game that no other class does (like scounting opponent's hand, opponent's or own deck, rearranging your deck and what not), which i feel like was never intended to be a part of the game; create a new tribe and maybe convert some existing cards to that tribe (like Trolls and Undead), or simply create a new mechanic that my class can play around with. So i feel like that rule of "neither may include any original Class-specific keywords" is a bit too extreme and rather limiting the creativity options.
At the end of the day, keep in mind that you are making us create a hearthstone class out of an unexisting wow class. So things are difficult as they are. I really want to tryhard and make something real, something that fits the wow lore and something original to Hearthstone both aesthetics and gameplay-wise - something i can realistically imagine myself playing in HS. I've been having a hard time figuring things out as i did so far, now i learn about this rule and it kind of screws with most of the things i had planned for the class.
So what am i supposed to do now? Do i have to change the hero ability, change Brill Death Guard to a common... invent a tribe? I don't know...
You don't have to change your hero power, no. With the design space for hero powers being limited enough as it is, we decided not to restrict them as much. As for the rule about class-specific keywords not being able to be used during Phase II, (A) We made sure to include that rule (as well as the rest of our current drafts for the rules, submission guidelines, and timetables for future phases of the competition) in the original submission topic so that it shouldn't catch anybody too off guard, and (B) We did have a conversation about this and whether, for example, we could excuse Deathrattle on a basic card in the case of a Necromancer class; my response was as follows:
I could picture plenty of basic Necromancer cards like...
Zombify Necromancer Basic Spell, Costs (1) "Deal 1 damage to a minion. If that kills it, summon a 1/3 Zombie (Undead)."
Unearth Necromancer Basic Spell, Costs (2) "Draw a card. If a friendly minion died this turn, draw another card."
The point is, basic cards are a test of your proposed class's ability to demonstrate a unique thematic and mechanic concept without reliance and over-centralization on a unique keyword. In short, if a class concept doesn't function without a new keyword being available at a basic level, then it might require some reevaluation.
That said, I think you should be fine. Your concept is broad enough that I don't think you need the Infection keyword for your class to get across its thematic and mechanic uniqueness. Give it some thought, but if when it comes time for Phase II you're still having trouble, that's what the Discussion Topic will be for, to help get ideas from others, and I'd even be glad to lend some ideas myself. =)
If your class has multiple hero powers, does it fill the 2 mana cost rule as long as the initial hero power costs 2 mana, or do all of them have to cost 2 mana?
For example:
Starting hero power: Empower: 2 Mana - your hero power becomes Darkchill Blast.
Darkchill Blast: 1 Mana - Deal 2 damage. Your hero power becomes Empower.
Is Darkchill blast allowed to cost 1 mana?
I'll have to talk with Murloc first, but I have to say that kind of just sounds like plain loophole abuse, and that's not something I personally want to tolerate.
If you would consider this a loophole, I understand, but let me clarify that it isn't meant to be. You can only use your hero power once per turn, even if it does change, so it creates a charge time of 1 turn as well as a total cost of 3 mana in order to get the desirable "2 damage to anything" effect. I've been trying to base my Lich class around planning ahead and scheming, and I thought this was a cool way to introduce a powerful control hero power that required you to plan ahead.
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Grommash Hellscream after drinking Mannoroth's blood would probably fit the best.
Otherwise "Troll Berserkers" are a common unit in WC3 and WoW lore. Thus, the only dedicated named Berserker is Retherokk the Berserker: http://wowwiki.wikia.com/Retherokk_the_Berserker
I'm actually just thinking now and this concept probably wouldn't work as it would turn out too close to Warrior so I'm going to try to think of something else probably.
.
@DKPaladinMDL
You can do multiple hero powers like I did Frost to shadow and Shadow to frost (the same idea you had, see my post) But I made them both cost 2 mana since all hero powers in the game cost 2 mana. That probably made it ok, but making one cost one mana would throw things right out of their tracks because most people designed their hp around the fact it has to cost 2 mana. So they needed to balance it correctly.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
It's probably best to leave them at 2 Mana as that's the standard, although I get your viewpoint. Another thing, you should probably only be able to use each Hero Power once each turn so that it isn't loopable, like Asylum said but up to you. :)
.
Class : Witch Doctor
Hero : Sen'jin
Hero Power: Curse
What do you guys think?
Okay, I'm nearly ready to submit! The only real question is should Ogre Skirmisher be a 2/4 charge for 3 or a 3/4 charge for 4.
High King Maulgar is a hero representing Warlord class.
Warlord specializes at commanding Midrange minions (mainly Ogres) and direct combat (via weapons). The class utilizes Ogre's tribe synergy, commandments towards their minions and auras (does X for a limited time).
This hero's hero power is called "To arms!": "Give a random friendly minion +2 attack. If there are no minions summon a 0/1 Spare Ogreaxe".
Here is the Spare Ogreaxe:
.
The example cards:
1.Ogre Skirmisher
(a 2/4 for 3 mana charge is in consideration however might not be as balanced)
The idea behind this card is that Warlord does not have early game spot removal apart from the weapon(s) so he needs a card to provide an immediate response the escalating early game of the opponent.
2.Harsh language.
The idea is that you will sometimes need to remove an opposing threat but to attack something else as well. In the case of using it on a minion that already attacked it works as a *worse* windfury however you CAN use it on a minion with summoning sickness (essentially giving them a bad charge).
3. Bone Crusher
Note: By other tribe are meants ALL existing and future tribes that are not Ogre. If a non-tribe minion (f.e. Fen Creeper) dies - nothing happens.
By lore Ogres hate every single other race and so they are quite happy whenever a member of other tribe dies...preferably from their hands.
@Shanksyo's Witch Doctor:
I think it would be much better if the Stasis Trap activated whenever an enemy minion attacked face. That way there is some counterplay to the secret. Else it is just a delayed Frost Nova that gives your opponent a headache.
Hero power is just weird. I even think that it is just bad. Generally you don't want to use it on a minion you played from hand before it attacks. So your heropower is useless until turn3 at best. The hero power implies that the class should play minions with bad statlines but powerful effects. I dont like it =/
Class: Thief
Hero: Synthia
New keywords:
Background: Thief's are swift and cunning, they act quickly but only those who plan ahead will get the loot. This class is based on average cards that can become really great in combination with the hero power. We do have an unatural Thief though. Synthia is, similar to Witchers in the universe of The Witcher, skilled in simple arcane magic. From simple prestidigitations to short-distance teleports; Synthia's abilities open a wide array of use.
The Hero Power: Trickery
I did think quite some time about this, yet I think I have found an elegant solution that fits the theme of the class. Basically, we have a heropower that gives us a random of 3 spells, the Trinkets. A little mana boost similar to innervate, an uncommon healing ability for units and a simple damage spell.
Considering that these have potential to get abused (as they are spells), they have a limitation. You can only use one trinket in one turn. And that's where the new keyword Preparation comes into play. Just as where you want to prepare a heist or theft for a long time, Synthia needs to prepare her actions. So certain cards have this new keyword. What does it do? It empowers the cards played, for example, you have an aoe damage (shown later down below) that deals 1 damage to all minions. But it has Preparation: Deal 2 damage instead.
Preparation only triggers when you have a Trinket in your hand, and it will discard it, or randomly chosen one, if you have more.
Basic aoe spell that can be empowered through trinkets.
Another mechanic of the Thief: Giving your opponent minions for your own benefit. Seems insane at first but has a great drawback. Kinda inspired by Gwent, I totally wanted to see this mechanic in hearthstone. Maybe it's a bit unbalanced, but I really like it.
Common spell, a combination of Power Overwhelming and Cold Blood. Stealthes a minion and greatly increases it's attack. The minion can attack only one time after that though, then it will be destroyed.
Thoughts on the hero power and it's synergies? I really would like to know what you think, overpowered, underpowered? I fear it is a bit underpowered but I'll see what you guys say.
@hinti11
Assume that I play your class, I have some sort of board and I play KT and use Wolf in sheep's clothing on him. I never attack with KT. Your move?
Other than that looks interesting.
When you summon a minion that doesn't have charge, it appears as it's sleeping and it needs one turn to be able to attack. The secret put the minions to sleep, so they can't attack until the next turn.
Hey!
Really happy to see a contest like this going on. Submitted my own class idea last night! Also some really cool hero concepts around already. Spent a good while scrolling them all through!
I fear that there is going to be 2 future big issues with this otherwise awesome contest.
The first thing I'm concerned about is the lack of artwork available for some ideas. Obviously demon, undead and already existing classes have plenty of artwork to choose from but I fear when the contest goes on, finding enough good quality artwork might turn into a problem. Actually the minimal amount of artwork is a reason why some class ideas working on theory level had to be buried from the start. Will see how this problem evolves!
The second problem is the amount of posts on a page. The already existing issue with card designing contest is that entry positioning matters a lot. The cards on first pages and on top of the pages are more likely to get viewed and the cards on the bottom of the pages are least likely to get viewed. The issue is even bigger with this contest when the pages got 20 posts and almost all of them are hero concept posts. Scrolling all the way to the bottom of the page takes ages and is even frustrating on a tablet computer.
My suggestion is to either reduce the image size even more for this contest or halves the amount of posts for one submission page. Currently the risk is that the bottom entries will get completely ignored if people don't feel like scrolling through the entire page.
Anyway, good luck everyone and keep going! Hoping to see even more awesome entries!! :D
May your nets always be full! 🎣
@RoaghdusME
A mod said It's ok. As far as the hero power is concerned, I only buffed it from 1 damage to 2 to make it more viable. I didn't change a single card effect or hero mechanic only visual rework and balancing.
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Yes, giving existing cards race tags is allowed.
Alterations to the names and artwork of entry elements is usually considered to be a minor tweak. A small balance change like adding 1 to a numerical value is also considered a minor tweak.
Yes, those entries should include Class Names. Thank you for pointing those out, I had missed that! =)
Since these are example cards that, as stated in the Submission guidelines, are not locked in place as parts of the final product, much less in their current forms, we are not policing what keywords appear on what card rarities yet.
No, that competitor will need to fix their images if they want to move onto the next round.
Would you accept heroes that doesn't belong to the wow universe?
The one on the right
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Right
Right
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
You don't have to change your hero power, no. With the design space for hero powers being limited enough as it is, we decided not to restrict them as much. As for the rule about class-specific keywords not being able to be used during Phase II, (A) We made sure to include that rule (as well as the rest of our current drafts for the rules, submission guidelines, and timetables for future phases of the competition) in the original submission topic so that it shouldn't catch anybody too off guard, and (B) We did have a conversation about this and whether, for example, we could excuse Deathrattle on a basic card in the case of a Necromancer class; my response was as follows:
The point is, basic cards are a test of your proposed class's ability to demonstrate a unique thematic and mechanic concept without reliance and over-centralization on a unique keyword. In short, if a class concept doesn't function without a new keyword being available at a basic level, then it might require some reevaluation.
That said, I think you should be fine. Your concept is broad enough that I don't think you need the Infection keyword for your class to get across its thematic and mechanic uniqueness. Give it some thought, but if when it comes time for Phase II you're still having trouble, that's what the Discussion Topic will be for, to help get ideas from others, and I'd even be glad to lend some ideas myself. =)
If you would consider this a loophole, I understand, but let me clarify that it isn't meant to be. You can only use your hero power once per turn, even if it does change, so it creates a charge time of 1 turn as well as a total cost of 3 mana in order to get the desirable "2 damage to anything" effect. I've been trying to base my Lich class around planning ahead and scheming, and I thought this was a cool way to introduce a powerful control hero power that required you to plan ahead.