@DonnieMcKarlo : An interesting concept. To balance the hero power, you could have it only target minions, thus differentiating from the mage hero power. Also, small bit, but I'd replace the first comma with a period, which would help differentiate the two phases.
The weapon seems balanced. It's a worse light's justice if left alone, or a better stormforged axe if combo'd. I like it!
I think the minion is too powerful, even with such weak stats. Consecration is an example of dealing 2 damage to all enemies, which is 4 as a spell. The closest minion is probably the rogue one which backstabs everything, but even then the ability is worth 2 mana as a conditional. On top of that, additional damage is dealt to mechs. I'd either mess with the damage values, like 1 to all and 3 to mechs, or bump up the mana cost.
The spell is costed at about 3 minions dying, otherwise it's a weaker druid heal spell. Previous cards with that type of conditional appear to be costed around 2 minions dying (Solemn Vigil being the best example), so you can probably bump the healing up to 4 or decrease the cost to 2.
I like the theme!
I feel you on the hero power, unfortunately I have quite a fraction of the cards already in my mind. And it seems that without some reach through the class ability the hero has weak appliance in doing enough damage to the enemy hero. I might think about making a card that makes it able to target heroes, but for now (I have time till my card borders, hopefully, get uploaded on hearthcards.net) I'll keep it like this.
I was pressed for wording on the sapper. The original version required the sapper to deal damage instead of having deathrattle, so you could dispose of it with spells and it wouldn't go off. Unfortunately that made me have 4 lines of text which greatly messed up the aesthetic. In my defence for the comparison to consecration. It's a spell with an immediate effect - and the 3 health on the sapper makes his effect, well, less immeadiate. But for what it's worth, I'm not very happy with the card. I just kindof need a GvG filler, because right now, I can't get a mech concept together.
As for balancing Vengeance, I actually was going to make it a restore 4 health card, but then it would be ridiculously broken against zoo, eboladin or even facehunter to some extent. Considering I am going to introduce more endurance cards, I actually want to have the hero still 'killable' =)
My goal here is to have a race that has a huge focus on deathrattles and tokens, as well as fatality. That, and the Nerubians fascinate me anyway. I haven't decided if the theme is based around the undead (crypt fiends and the like), the living nerubians (either the viziers or Anub'arak before he fell), or a mix of both, but I'll cross that bridge when I get to it.
Hero power:
I realize that this somewhat breaks from the current mold of always being able to use your hero power, but I like what it brings to the table, especially with the other cards I have in mind. Thematically, spiderlings can hatch from other creatures, which here takes the form of a deathrattle. This gives the class an innate ability to be sticky. It differentiates itself from the paladin class power because they can't be innately summoned, they may only be applied to minions. Also, the effect can stack, so you can cast it twice on a minion and they will spawn 2 spiderlings.
The first basic I had in mind. The idea here is that where there is one Nerubian, you will find more. At first, it acts as an unaltered echoing ooze with a bit of a stat bonus, leaving behind 2 at the end of your turn, but if they are left alone, they will multiply like mad: 2 goes to 4, 3 goes to 6, etc. I'm a bit iffy on stats and am tempted to make it a 1/3.
Nerubians were also quite xenophobic, and "dedicated to wiping out any who were not like themselves." As such, this minion completely wipes out any it kills, and even steals their power for it's own uses. As an example, if it kills a loot hoarder, not only does the deathrattle not trigger for the loothoarder, but the Deathsinger then has the deathrattle. Under the pretense that Fatility works even if the minion dies, this can be effective against, say, a harvest golem as well, or if it has an attack buff, it can even steal the shredder's ability.
This is where the combos start to get interesting. With this card, we suddenly have synergy with the above two. the broodling will spawn another broodling, leading to 4 being spawned on the turn, and if you have stolen any effects with the Deathsinger, they then can be triggered here. Note that this extends beyond deathrattles, as opposed to feign death: any trigger effect (that makes sense: fatality, for example, wouldn't do anything), will activate. This even synergizes with the hero power, as any minion you've targeted will spawn a broodling. Low value, in that case, but the fact remains; the synergy here is crazy.
Well, that's what I've got. Too broken, too sissy, or ready to submit? (thanks in advance)
The Twilight's Hammer class focuses on spell disruption, making it harder and harder for the enemy to control the board with their spells while General Vezax himself begins to slowly overwhelm them.
Cards:
The Twilight Adherent is one of the commons of the set, giving both hero's -1 spell damage, it works well to disrupt your enemies control if they rely too heavily on spells.
(I'm thinking that it may need to be 2 damage for balancing?)
The AoE of the set, while it deals 3 damage, it only hits enemy minions (comparable to flamestrike), the Armor destruction is an added bonus against the 2-3 classes that regularly get armor.
More disruption effects, but this time in a 'reverse thaurissan', he even curves nicely at turn 10 with your hero power to make him harder to remove. If he stays alive on board for more than a turn, expect the game to snowball heavily in your favour.
Hopefully you guys like the concept, let me know what you think about the ideas and balancing, thanks.
@Ethenil Try to find higher res artwork. I know it's hard for a spell icon from WoW / Wc3, because I looked for hours as well, but the blurry pic kinda ruins it. I would also simply word it "At the start of the next two turns, deal 1 damage to an enemy character." I think it is implied that it's the same minion.
Mana Burn is overpriced. Compare it to Mind Blast. Maybe make it targetable AND lower the cost?
Why not stay true to the Demom Hunter and simply call it "Evasion"? :p
@DonnieMcKarlo I think all Hero Portraits are from the waist upwards. Might want to zoom out a bit. That said, I like the concept. Always loved to play as the Warden in WC3.
Shadowstrike is hard to balance as hero power due to the direct damage effect. It would be balanced 2 delayed damage (e.g. start of your next turn or something), but I'm not sure how viable that would be.
Goblin: "Deal 2 damage to all enemies. If it's a Mech, deal 4 instead." Should be "enemy minions" only imo. It's a 4 mana effect in a 3 mana minion with a 1,5 mana body. Seems a bit too strong.
Vengeance is a weird name for a heal effect and also the ultimate from the WC3 hero, so you might want to consider another name for it.
As for the new archtype Undead, I think we will get them sooner or later anyway. We already had a full expansion that introduced a new one and altered existing cards. I kind of agree, but that's how Ner'Zhul is portrayed everywhere. Long before he truly became the Lich King, he already made use of dark arts. He also gave the Necromancers their dark power. I would have loved to use Kel'Thuzad instead.
@nobravery Don't really feel the hero power. It requires minions AND additional mana. I think adding ONE Spare Part which costs 0 would be more interesting, since most hero powers have a worth of 0.5 - 1 mana.
Burnt mechanic doesn't sound too exciting. A fix threshold would be better (e.g. 5 cards in your hand) I feel.
@Zoughtba I would Zoom in more. (:
Again, not a fan of a hero power that doesn't do anything without a minion. Can work, but I don't see it. Spawning a 1/1 is also incredibly weak for a deathrattle and 2 mana. You could buff the spawned creature.
I like Broodling. Not sure about its power level without seeing it in action, tho.
incubation rewording: "Trigger all effects of a friendly minion." Considering Feign Death, it might be a bit too weak for 2 mana single target.
New Keyword - Burn : When you are holding 10 cards, the next card you draw gets Burnt.
Idea: use spare part cards to fill your hand, then trigger Burn effect to gain extra profit.
The hero power and burn ideas are cool. So burn works like "When a card is Burnt, deal X damage to a random enemy"? Or similar kind of thing?
Will additional spare parts from the hero power be burnt?
If not, then one thing I'm unsure on is with the hero power, it might be a little under-powered (unless burn is ridiculously overpowered) since it does nothing the turn you use it and then requires you to use 2 more mana to get any effect from the spare parts.
Maybe one route to go could be making those spare parts cost (0) (like Nefarians hero power in the brawl) so that you can get effect from it? Then burn might be more of a choice of play style than the class being pigeonholed into using its effects.
I'd love to see some of the card examples to see how burn will work out.
The Twilight's Hammer class focuses on spell disruption, making it harder and harder for the enemy to control the board with their spells while General Vezax himself begins to slowly overwhelm them.
Spells:
The Twilight Adherent is one of the commons of the set, giving both hero's -1 spell damage, it works well to disrupt your enemies control if they rely too heavily on spells.
(I'm thinking that it may need to be 2 damage for balancing?)
The AoE of the set, while it deals 3 damage, it only hits enemy minions (comparable to flamestrike), the Armor destruction is an added bonus against the 2-3 classes that regularly get armor.
More disruption effects, but this time in a 'reverse thaurissan', he even curves nicely at turn 10 with your hero power to make him harder to remove. If he stays alive on board for more than a turn, expect the game to snowball heavily in your favour.
Hopefully you guys like the concept, let me know what you think about the ideas and balancing, thanks.
Love the concept, totally! Some people would call it 'unfun' though.
My goal here is to have a race that has a huge focus on deathrattles and tokens, as well as fatality. That, and the Nerubians fascinate me anyway. I haven't decided if the theme is based around the undead (crypt fiends and the like), the living nerubians (either the viziers or Anub'arak before he fell), or a mix of both, but I'll cross that bridge when I get to it.
Hero power:
I realize that this somewhat breaks from the current mold of always being able to use your hero power, but I like what it brings to the table, especially with the other cards I have in mind. Thematically, spiderlings can hatch from other creatures, which here takes the form of a deathrattle. This gives the class an innate ability to be sticky. It differentiates itself from the paladin class power because they can't be innately summoned, they may only be applied to minions. Also, the effect can stack, so you can cast it twice on a minion and they will spawn 2 spiderlings.
The first basic I had in mind. The idea here is that where there is one Nerubian, you will find more. At first, it acts as an unaltered echoing ooze with a bit of a stat bonus, leaving behind 2 at the end of your turn, but if they are left alone, they will multiply like mad: 2 goes to 4, 3 goes to 6, etc. I'm a bit iffy on stats and am tempted to make it a 1/3.
Nerubians were also quite xenophobic, and "dedicated to wiping out any who were not like themselves." As such, this minion completely wipes out any it kills, and even steals their power for it's own uses. As an example, if it kills a loot hoarder, not only does the deathrattle not trigger for the loothoarder, but the Deathsinger then has the deathrattle. Under the pretense that Fatility works even if the minion dies, this can be effective against, say, a harvest golem as well, or if it has an attack buff, it can even steal the shredder's ability.
This is where the combos start to get interesting. With this card, we suddenly have synergy with the above two. the broodling will spawn another broodling, leading to 4 being spawned on the turn, and if you have stolen any effects with the Deathsinger, they then can be triggered here. Note that this extends beyond deathrattles, as opposed to feign death: any trigger effect (that makes sense: fatality, for example, wouldn't do anything), will activate. This even synergizes with the hero power, as any minion you've targeted will spawn a broodling. Low value, in that case, but the fact remains; the synergy here is crazy.
Well, that's what I've got. Too broken, too sissy, or ready to submit? (thanks in advance)
Way too snowbally for my tastes, though the somewhat weak hero power makes up for it I suppose.
@DonnieMcKarlo I think all Hero Portraits are from the waist upwards. Might want to zoom out a bit. That said, I like the concept. Always loved to play as the Warden in WC3.
Shadowstrike is hard to balance as hero power due to the direct damage effect. It would be balanced 2 delayed damage (e.g. start of your next turn or something), but I'm not sure how viable that would be.
Goblin: "Deal 2 damage to all enemies. If it's a Mech, deal 4 instead." Should be "enemy minions" only imo. It's a 4 mana effect in a 3 mana minion with a 1,5 mana body. Seems a bit too strong.
Vengeance is a weird name for a heal effect and also the ultimate from the WC3 hero, so you might want to consider another name for it.
Yeah, I will get alot of hate for the hero power. I'm not going to try to defend it, but I am gonna try to balance the class so that it's not that much stronger than a mage hp.
There were other options for the hero portrait, but I think this one is quite the iconic one (it's the full art, nothing to zoom out here =P). Subject to change.
'To enemy minions only' duly noted.
Well, the idea is that since wardens tap their power from vengeance it gives them their resilience against superior numbers. I totally missed the part that that was the ultimate name though, I'll think about that one.
New Keyword - Burn : When you are holding 10 cards, the next card you draw gets Burnt.
Idea: use spare part cards to fill your hand, then trigger Burn effect to gain extra profit.
The hero power and burn ideas are cool. So burn works like "When a card is Burnt, deal X damage to a random enemy"? Or similar kind of thing?
Will additional spare parts from the hero power be burnt?
If not, then one thing I'm unsure on is with the hero power, it might be a little under-powered (unless burn is ridiculously overpowered) since it does nothing the turn you use it and then requires you to use 2 more mana to get any effect from the spare parts.
Maybe one route to go could be making those spare parts cost (0) (like Nefarians hero power in the brawl) so that you can get effect from it? Then burn might be more of a choice of play style than the class being pigeonholed into using its effects.
I'd love to see some of the card examples to see how burn will work out.
I re-considered and now I think both spare part ideas and Burn effect is too luck-dependent for a new hero. So I'll make another one.
Main ideas of the class is Management, mainly in three ways:
The order of cards in your hand (Hand Management), Searching for information of your opponent (Information Management). Still considering how to add Deck Management into the class.
So I have two shadow hunter class keyword ideas. Consume a fatality style one or curse which activates whenever a minion deals non lethal damage to an enemy minion. Which should I investigate further if any?
So I have two shadow hunter class keyword ideas. Consume a fatality style one or curse which activates whenever a minion deals non lethal damage to an enemy minion. Which should I investigate further if any?
Curse exists already, but not as a keyword. Fatality might be easier to understand.
@nobravery Hero power is pretty meh on various levels.
Timewalkers are a faction which its goal is to protect the timeways.
in the timewalkers has a dragons and other races such as human high elf and more.
I think the timeways has uniqe way to present a class in Hearthstone.
For the Hero I choose Chromie.
Chronormus is a bronze dragon which most of the time seen as a gnome. she help the allaince and the horde in thier time travels . she can be found even in dreanor ina quest.
Hero power:
I hoped to find better art.
Nozdormu alaways has the upper hand . this has no effect if nozdurmo is on the board and not siliance.
Curses seem interesting, but would probably have to be pretty damn strong, considering dealing non lethal damage to minions is disincentivised at the current state of the game. Which makes balancing hard.
I think that Hero Power are going to be the trickiest thing to get right for this phase of the competition, so I'm going to devote specific attention towards them:
The idea of a Time-themed hero sounds super cool to me, but I don't think that this hero power works very well. Most of the time, it's just not doing to do anything, particularly because players playing against this hero will be particularly wary of paying attention. Unfortunately, if you simply powered it up to actually be effective consistently, that runs into a major fun problem. Remember, that's why Nozdormu is a card that's intentionally under-powered, because his effect is one that, while neat, is not something the developers want to see influencing real game-play on a regular basis. I'd recommend starting from scratch with this hero power, but unfortunately it's already been submitted so only minor tweaks are allowed.
While cool conceptually, I'm having a hard time imagining a slow enough meta-game where this would not only get much use but also end up giving significant enough information to swing the game in your favor. Mostly, I think it's troublesome that it just doesn't do anything immediately or really even ever, and I think you're overestimating the value of the knowledge that it would give the hero.
I love your hero concept, but this is another Hero Power I'm having a hard time getting behind, mostly because its value is just SO dependent on what kind of deck your facing, even more so than any current Hero Power. I mean, there are plenty of decks that run few to no spells that this would be pretty much useless against. If I can make a suggestion, what if you also include Hero Powers? Everybody uses their Hero Power. Maybe something like "The next time an enemy casts a spell or uses a Hero Power, it costs (1) more."? That could even stack.
As others have noted, this isn't very powerful and is questionable as a hero power because of how it depends on minion presence in order to just basically function. I have a couple of ideas though! 1) What if your Hero Power had dynamic text? While you have at least one friendly minion out, your Hero Power's text is exactly as you currently have it. BUT, if you have no friendly minions, its text instead reads simply "Summon a 1/1 Nerubian Spiderling."? So it's sort of like the Paladin power in that it's all about board presence, but it only lets you place Deathrattles if you already have board presence. B) What if you give it an additional, minor effect? For example "Gain 1 Armor and give a friendly minion Deathrattle..." or "+1 Attack this turn and give a friendly minion Deathrattle...". This lets you benefit from the power at least somewhat even if you don't have any minions to target.
The Burn Keyword sounds really interesting, and I like how you've incorporated your Hero Power into it, but it just feels like the sort of thing that wouldn't work in practice, particularly because, like others have said, you need to invest too much into getting this Hero Power to be worth it. I think that a more balanced approach would be to just have it give one Spare Part that costs (0), but that wouldn't play as well into your Keyword. I think I'm on the fence, though. I might be able to be convinced. =)
I think I already addressed yours, but just for completion, I think it's fine. It initially appears under-powered compared to the Mage's power, but this one can actually receive buffs, so that makes it interesting. I think the only thing that'll maybe hold this back is the comparison to Amaz's work, unfortunately. Or that could end up working to your advantage. Who knows?
I think that you've already been told that this is pretty much entirely better than the Mage's power, which is saying something because the Mage's power is already one of the best. Have you considered attaching a downside like the Warlock has? Like, maybe at the start of your next turn, it deals 1 damage to the same target and also deals 1 damage to your hero? Or something like that.
This is interesting, and I like it. Nice work! I'm not 100% sure about it's balance, but it strikes me as close enough not to worry about. The only thing I'd clarify is that it counts both your enemy's turn and your turn. So really this will never stack because its effect will be over by the time you get to use it again, unless we get some method of refreshing hero powers.
I don't think that this works very well as a hero power. First, there are no current hero powers that require minion presence at all in order to basically function, and that's intentional that they be more broadly useful than that. Second, I can't think of a single situation where the Mage power isn't entirely better. Wait, there's one, buffing an enemy minion from 6 Attack to 7 so you can BGH it. But that's it.
I already told you that I like this and why. I'm really looking forward to seeing more of your class's spells, though. That's what'll really seal the deal. And I have to say that, more than any of the other newly invented keywords so far, this one strikes me as having the most potential and being the best thought out. Folks forget, only one third of existing classes have a unique keyword. Don't do it just for the sake of doing it to be special. Do it because it's what comes naturally.
I don't think that this works very well as a hero power. There are no current hero powers that require minion presence at all in order to basically function, and that's intentional that they be more broadly useful than that. If you want to keep this effect though, I have an idea: What if your Hero Power had dynamic text? While your opponent has at least one friendly minion out, your Hero Power's text is exactly as you currently have it. BUT, if they have no friendly minions, its text instead reads, for example "Deal 2 damage to the enemy hero." or something else simple and perfectly usable against an empty enemy board?
I love your hero concept, but this is another Hero Power I'm having a hard time getting behind, mostly because its value is just SO dependent on what kind of deck your facing, even more so than any current Hero Power. I mean, there are plenty of decks that run few to no spells that this would be pretty much useless against. If I can make a suggestion, what if you also include Hero Powers? Everybody uses their Hero Power. Maybe something like "The next time an enemy casts a spell or uses a Hero Power, it costs (1) more."? That could even stack.
How about All cards costing (1) more? that way it still has the same effect on spells, and if your using it every turn you are still behind by 1 mana essentially.
I personally dislike the idea of the effect stacking as it could be possible to completely lock an opponent out from using spells that way.
Regarding Despair, I think the following could work:
"The first card the opponent plays cost (1) more next turn."
Yes, thank you =), i was kind of leaning that way after my post as well. I think it works a bit better as well as it still allows more than 1 card to be played a turn rather than having the power 'double up'
As others have noted, this isn't very powerful and is questionable as a hero power because of how it depends on minion presence in order to just basically function. I have a couple of ideas though! 1) What if your Hero Power had dynamic text? While you have at least one friendly minion out, your Hero Power's text is exactly as you currently have it. BUT, if you have no friendly minions, its text instead reads simply "Summon a 1/1 Nerubian Spiderling."? So it's sort of like the Paladin power in that it's all about board presence, but it only lets you place Deathrattles if you already have board presence. B) What if you give it an additional, minor effect? For example "Gain 1 Armor and give a friendly minion Deathrattle..." or "+1 Attack this turn and give a friendly minion Deathrattle...". This lets you benefit from the power at least somewhat even if you don't have any minions to target.
Well, that downright fixes my issues. Thank you! I'll have a go at what feels best when it's not past midnight (for me).
New Keyword - Burn : When you are holding 10 cards, the next card you draw gets Burnt.
Idea: use spare part cards to fill your hand, then trigger Burn effect to gain extra profit.
THERE IS NO GAME.
I feel you on the hero power, unfortunately I have quite a fraction of the cards already in my mind. And it seems that without some reach through the class ability the hero has weak appliance in doing enough damage to the enemy hero. I might think about making a card that makes it able to target heroes, but for now (I have time till my card borders, hopefully, get uploaded on hearthcards.net) I'll keep it like this.
I was pressed for wording on the sapper. The original version required the sapper to deal damage instead of having deathrattle, so you could dispose of it with spells and it wouldn't go off. Unfortunately that made me have 4 lines of text which greatly messed up the aesthetic. In my defence for the comparison to consecration. It's a spell with an immediate effect - and the 3 health on the sapper makes his effect, well, less immeadiate. But for what it's worth, I'm not very happy with the card. I just kindof need a GvG filler, because right now, I can't get a mech concept together.
As for balancing Vengeance, I actually was going to make it a restore 4 health card, but then it would be ridiculously broken against zoo, eboladin or even facehunter to some extent. Considering I am going to introduce more endurance cards, I actually want to have the hero still 'killable' =)
Your critique is appreciated.
Class: Nerubians
My goal here is to have a race that has a huge focus on deathrattles and tokens, as well as fatality. That, and the Nerubians fascinate me anyway. I haven't decided if the theme is based around the undead (crypt fiends and the like), the living nerubians (either the viziers or Anub'arak before he fell), or a mix of both, but I'll cross that bridge when I get to it.
Hero power:
I realize that this somewhat breaks from the current mold of always being able to use your hero power, but I like what it brings to the table, especially with the other cards I have in mind. Thematically, spiderlings can hatch from other creatures, which here takes the form of a deathrattle. This gives the class an innate ability to be sticky. It differentiates itself from the paladin class power because they can't be innately summoned, they may only be applied to minions. Also, the effect can stack, so you can cast it twice on a minion and they will spawn 2 spiderlings.
The first basic I had in mind. The idea here is that where there is one Nerubian, you will find more. At first, it acts as an unaltered echoing ooze with a bit of a stat bonus, leaving behind 2 at the end of your turn, but if they are left alone, they will multiply like mad: 2 goes to 4, 3 goes to 6, etc. I'm a bit iffy on stats and am tempted to make it a 1/3.
Nerubians were also quite xenophobic, and "dedicated to wiping out any who were not like themselves." As such, this minion completely wipes out any it kills, and even steals their power for it's own uses. As an example, if it kills a loot hoarder, not only does the deathrattle not trigger for the loothoarder, but the Deathsinger then has the deathrattle. Under the pretense that Fatility works even if the minion dies, this can be effective against, say, a harvest golem as well, or if it has an attack buff, it can even steal the shredder's ability.
This is where the combos start to get interesting. With this card, we suddenly have synergy with the above two. the broodling will spawn another broodling, leading to 4 being spawned on the turn, and if you have stolen any effects with the Deathsinger, they then can be triggered here. Note that this extends beyond deathrattles, as opposed to feign death: any trigger effect (that makes sense: fatality, for example, wouldn't do anything), will activate. This even synergizes with the hero power, as any minion you've targeted will spawn a broodling. Low value, in that case, but the fact remains; the synergy here is crazy.
Well, that's what I've got. Too broken, too sissy, or ready to submit? (thanks in advance)
Class: Twilight's Hammer / Cultist / Faceless (not pinned down yet.)
The Twilight's Hammer class focuses on spell disruption, making it harder and harder for the enemy to control the board with their spells while General Vezax himself begins to slowly overwhelm them.
Cards:
The Twilight Adherent is one of the commons of the set, giving both hero's -1 spell damage, it works well to disrupt your enemies control if they rely too heavily on spells.
(I'm thinking that it may need to be 2 damage for balancing?)
The AoE of the set, while it deals 3 damage, it only hits enemy minions (comparable to flamestrike), the Armor destruction is an added bonus against the 2-3 classes that regularly get armor.
More disruption effects, but this time in a 'reverse thaurissan', he even curves nicely at turn 10 with your hero power to make him harder to remove. If he stays alive on board for more than a turn, expect the game to snowball heavily in your favour.
Hopefully you guys like the concept, let me know what you think about the ideas and balancing, thanks.
@Ethenil
Try to find higher res artwork. I know it's hard for a spell icon from WoW / Wc3, because I looked for hours as well, but the blurry pic kinda ruins it. I would also simply word it "At the start of the next two turns, deal 1 damage to an enemy character." I think it is implied that it's the same minion.
Mana Burn is overpriced. Compare it to Mind Blast. Maybe make it targetable AND lower the cost?
Why not stay true to the Demom Hunter and simply call it "Evasion"? :p
@DonnieMcKarlo
I think all Hero Portraits are from the waist upwards. Might want to zoom out a bit. That said, I like the concept. Always loved to play as the Warden in WC3.
Shadowstrike is hard to balance as hero power due to the direct damage effect. It would be balanced 2 delayed damage (e.g. start of your next turn or something), but I'm not sure how viable that would be.
Goblin: "Deal 2 damage to all enemies. If it's a Mech, deal 4 instead." Should be "enemy minions" only imo. It's a 4 mana effect in a 3 mana minion with a 1,5 mana body. Seems a bit too strong.
Vengeance is a weird name for a heal effect and also the ultimate from the WC3 hero, so you might want to consider another name for it.
As for the new archtype Undead, I think we will get them sooner or later anyway. We already had a full expansion that introduced a new one and altered existing cards.
I kind of agree, but that's how Ner'Zhul is portrayed everywhere. Long before he truly became the Lich King, he already made use of dark arts. He also gave the Necromancers their dark power. I would have loved to use Kel'Thuzad instead.
@nobravery
Don't really feel the hero power. It requires minions AND additional mana.
I think adding ONE Spare Part which costs 0 would be more interesting, since most hero powers have a worth of 0.5 - 1 mana.
Burnt mechanic doesn't sound too exciting. A fix threshold would be better (e.g. 5 cards in your hand) I feel.
@Zoughtba
I would Zoom in more. (:
Again, not a fan of a hero power that doesn't do anything without a minion. Can work, but I don't see it. Spawning a 1/1 is also incredibly weak for a deathrattle and 2 mana. You could buff the spawned creature.
I like Broodling. Not sure about its power level without seeing it in action, tho.
incubation rewording: "Trigger all effects of a friendly minion." Considering Feign Death, it might be a bit too weak for 2 mana single target.
The hero power and burn ideas are cool. So burn works like "When a card is Burnt, deal X damage to a random enemy"? Or similar kind of thing?
Will additional spare parts from the hero power be burnt?
If not, then one thing I'm unsure on is with the hero power, it might be a little under-powered (unless burn is ridiculously overpowered) since it does nothing the turn you use it and then requires you to use 2 more mana to get any effect from the spare parts.
Maybe one route to go could be making those spare parts cost (0) (like Nefarians hero power in the brawl) so that you can get effect from it? Then burn might be more of a choice of play style than the class being pigeonholed into using its effects.
I'd love to see some of the card examples to see how burn will work out.
Love the concept, totally! Some people would call it 'unfun' though.
Way too snowbally for my tastes, though the somewhat weak hero power makes up for it I suppose.
Yeah, I will get alot of hate for the hero power. I'm not going to try to defend it, but I am gonna try to balance the class so that it's not that much stronger than a mage hp.
There were other options for the hero portrait, but I think this one is quite the iconic one (it's the full art, nothing to zoom out here =P). Subject to change.
'To enemy minions only' duly noted.
Well, the idea is that since wardens tap their power from vengeance it gives them their resilience against superior numbers. I totally missed the part that that was the ultimate name though, I'll think about that one.
I re-considered and now I think both spare part ideas and Burn effect is too luck-dependent for a new hero. So I'll make another one.
THERE IS NO GAME.
Main ideas of the class is Management, mainly in three ways:
The order of cards in your hand (Hand Management), Searching for information of your opponent (Information Management). Still considering how to add Deck Management into the class.
THERE IS NO GAME.
So I have two shadow hunter class keyword ideas. Consume a fatality style one or curse which activates whenever a minion deals non lethal damage to an enemy minion. Which should I investigate further if any?
Heroic Drakkisath (The Fire Lord?) - #1 Heroic Drakkisath Deck Guide, Featuring Majordomo Executus, by yours truly.
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Curse exists already, but not as a keyword. Fatality might be easier to understand.
@nobravery
Hero power is pretty meh on various levels.
My Hero/class idea is Timewalker.
Timewalkers are a faction which its goal is to protect the timeways.
in the timewalkers has a dragons and other races such as human high elf and more.
I think the timeways has uniqe way to present a class in Hearthstone.
For the Hero I choose Chromie.
Chronormus is a bronze dragon which most of the time seen as a gnome. she help the allaince and the horde in thier time travels . she can be found even in dreanor ina quest.
Hero power:
I hoped to find better art.
Nozdormu alaways has the upper hand . this has no effect if nozdurmo is on the board and not siliance.
I forgot to make it yellow . (time kepper)
Curses seem interesting, but would probably have to be pretty damn strong, considering dealing non lethal damage to minions is disincentivised at the current state of the game. Which makes balancing hard.
Thanks. I'll use Vashj then.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
I think that Hero Power are going to be the trickiest thing to get right for this phase of the competition, so I'm going to devote specific attention towards them:
The idea of a Time-themed hero sounds super cool to me, but I don't think that this hero power works very well. Most of the time, it's just not doing to do anything, particularly because players playing against this hero will be particularly wary of paying attention. Unfortunately, if you simply powered it up to actually be effective consistently, that runs into a major fun problem. Remember, that's why Nozdormu is a card that's intentionally under-powered, because his effect is one that, while neat, is not something the developers want to see influencing real game-play on a regular basis. I'd recommend starting from scratch with this hero power, but unfortunately it's already been submitted so only minor tweaks are allowed.
While cool conceptually, I'm having a hard time imagining a slow enough meta-game where this would not only get much use but also end up giving significant enough information to swing the game in your favor. Mostly, I think it's troublesome that it just doesn't do anything immediately or really even ever, and I think you're overestimating the value of the knowledge that it would give the hero.
I love your hero concept, but this is another Hero Power I'm having a hard time getting behind, mostly because its value is just SO dependent on what kind of deck your facing, even more so than any current Hero Power. I mean, there are plenty of decks that run few to no spells that this would be pretty much useless against. If I can make a suggestion, what if you also include Hero Powers? Everybody uses their Hero Power. Maybe something like "The next time an enemy casts a spell or uses a Hero Power, it costs (1) more."? That could even stack.
As others have noted, this isn't very powerful and is questionable as a hero power because of how it depends on minion presence in order to just basically function. I have a couple of ideas though!
1) What if your Hero Power had dynamic text? While you have at least one friendly minion out, your Hero Power's text is exactly as you currently have it. BUT, if you have no friendly minions, its text instead reads simply "Summon a 1/1 Nerubian Spiderling."? So it's sort of like the Paladin power in that it's all about board presence, but it only lets you place Deathrattles if you already have board presence.
B) What if you give it an additional, minor effect? For example "Gain 1 Armor and give a friendly minion Deathrattle..." or "+1 Attack this turn and give a friendly minion Deathrattle...". This lets you benefit from the power at least somewhat even if you don't have any minions to target.
The Burn Keyword sounds really interesting, and I like how you've incorporated your Hero Power into it, but it just feels like the sort of thing that wouldn't work in practice, particularly because, like others have said, you need to invest too much into getting this Hero Power to be worth it. I think that a more balanced approach would be to just have it give one Spare Part that costs (0), but that wouldn't play as well into your Keyword. I think I'm on the fence, though. I might be able to be convinced. =)
I think I already addressed yours, but just for completion, I think it's fine. It initially appears under-powered compared to the Mage's power, but this one can actually receive buffs, so that makes it interesting. I think the only thing that'll maybe hold this back is the comparison to Amaz's work, unfortunately. Or that could end up working to your advantage. Who knows?
I think that you've already been told that this is pretty much entirely better than the Mage's power, which is saying something because the Mage's power is already one of the best. Have you considered attaching a downside like the Warlock has? Like, maybe at the start of your next turn, it deals 1 damage to the same target and also deals 1 damage to your hero? Or something like that.
This is interesting, and I like it. Nice work! I'm not 100% sure about it's balance, but it strikes me as close enough not to worry about. The only thing I'd clarify is that it counts both your enemy's turn and your turn. So really this will never stack because its effect will be over by the time you get to use it again, unless we get some method of refreshing hero powers.
I don't think that this works very well as a hero power. First, there are no current hero powers that require minion presence at all in order to basically function, and that's intentional that they be more broadly useful than that. Second, I can't think of a single situation where the Mage power isn't entirely better. Wait, there's one, buffing an enemy minion from 6 Attack to 7 so you can BGH it. But that's it.
I already told you that I like this and why. I'm really looking forward to seeing more of your class's spells, though. That's what'll really seal the deal. And I have to say that, more than any of the other newly invented keywords so far, this one strikes me as having the most potential and being the best thought out. Folks forget, only one third of existing classes have a unique keyword. Don't do it just for the sake of doing it to be special. Do it because it's what comes naturally.
I don't think that this works very well as a hero power. There are no current hero powers that require minion presence at all in order to basically function, and that's intentional that they be more broadly useful than that. If you want to keep this effect though, I have an idea:
What if your Hero Power had dynamic text? While your opponent has at least one friendly minion out, your Hero Power's text is exactly as you currently have it. BUT, if they have no friendly minions, its text instead reads, for example "Deal 2 damage to the enemy hero." or something else simple and perfectly usable against an empty enemy board?
How about All cards costing (1) more? that way it still has the same effect on spells, and if your using it every turn you are still behind by 1 mana essentially.
I personally dislike the idea of the effect stacking as it could be possible to completely lock an opponent out from using spells that way.
Yes, thank you =), i was kind of leaning that way after my post as well. I think it works a bit better as well as it still allows more than 1 card to be played a turn rather than having the power 'double up'
Looks like Conviction and Focus are the same new keyword. That didn't take long.
Galavant Animation
I looooove this so much! I'm getting to work right away!
Well, that downright fixes my issues. Thank you! I'll have a go at what feels best when it's not past midnight (for me).