Honestly, I felt hard to balance this kind of Hero Power. The idea was to make it more viable during a control fight, assuming on turn 6 if you're facing an aggressive deck the game should be almost decided (in general). I tried to make this kind of mechanic a little more useful and hard to play around with (for example, a warrior with 1 minion could proc the effect and then use Grommash, a mage could attack with one minion and then Piroblast your face...), but I know this could be seen as a downgrade (and I'm not even completely sure it isn't).
I don't know, maybe "Ignore the first 3 or less and the first 4 or more sources of damage next turn?"
Void ritual seems a bit weak sauce...you use a card to mayyybe draw a card. It can definitely draw two cards, considering you discard the minion. Plus there's the risk of doing nothing with it.
As for the enhanced hero power, how about " Ignore the first source of damage next turn. If you do, restore (half/full, depending on your opinion) of that damage as health to your hero."?
Yea seriously though you need a job at blizzard, and i wanna see a testing server so we can play some of these concepts and make changes as needed. This is incredible, way to put in some effort.
And as for the better version of the hero power the guy above me hit the nail on the head, ignore the first source of damage and heal (heres what id change) ANY character for that amount. So if you do have full health or good health and youd rather keep a minion on the board then theres the option.
@Octavarium95: Hey, thanks! Agree, I could definitely go crazy for something like a server test :D
@ Mechahunter: Void Ritual was intended to work with Planeswalk; it's a card meant to be a finisher (or a last stand). For example, your opponent has a very big minion you need to kill to win/prevent loss (as Mal'Ganis or a big Taunt); you don't have answers, so you're going to use a Planeswalk card to place something you need on top of your deck, and then draw it with Void Ritual (it can help you drawing Collapse or some other hard removal). If you win the joust you discard a minion which isn't going to be helpful anyway, considering you were dead on the next turn (or you could not be able to win). For the Hero Power you got some seriously good idea, I'm going to planning something about it :)
@Killvious: I think there could be targeting problems this way, and with Void Mage you could do the same thing if using the HP on minions. Also, I fear that way the HP would be a little OP :) Thanks for the kind words, they made my day!
I get what you mean with Void Ritual. I still think the card might be a little bit weak in the current state. How about giving it Planeswalk (2) before the jousting? At least the card can work on its own a bit.
@Mecha: Honestly atm I like how Void Ritual would work, so I don't think I'm gonna change it (but I'll keep in mind your advice for sure!).
@Squyddylicious: That would be a nice solution, however there are no similar mechanics in game (the only "buff" heroes can get is Immune I think - while the other that come in mind, Windfury, is linked to the Doomhammer). Those would be a nice implementation, though. Also I didn't want to make the Hero Power dispellable (it would give advantage to your opponents if they're playing Blood Knight). Thanks for your feedback! :)
Honestly, I felt hard to balance this kind of Hero Power. The idea was to make it more viable during a control fight, assuming on turn 6 if you're facing an aggressive deck the game should be almost decided (in general). I tried to make this kind of mechanic a little more useful and hard to play around with (for example, a warrior with 1 minion could proc the effect and then use Grommash, a mage could attack with one minion and then Piroblast your face...), but I know this could be seen as a downgrade (and I'm not even completely sure it isn't).
I don't know, maybe "Ignore the first 3 or less and the first 4 or more sources of damage next turn?"
I love Blessing of the Void. Awesome.
Void ritual seems a bit weak sauce...you use a card to mayyybe draw a card. It can definitely draw two cards, considering you discard the minion. Plus there's the risk of doing nothing with it.
As for the enhanced hero power, how about " Ignore the first source of damage next turn. If you do, restore (half/full, depending on your opinion) of that damage as health to your hero."?
Yea seriously though you need a job at blizzard, and i wanna see a testing server so we can play some of these concepts and make changes as needed. This is incredible, way to put in some effort.
And as for the better version of the hero power the guy above me hit the nail on the head, ignore the first source of damage and heal (heres what id change) ANY character for that amount. So if you do have full health or good health and youd rather keep a minion on the board then theres the option.
@Octavarium95: Hey, thanks! Agree, I could definitely go crazy for something like a server test :D
@ Mechahunter: Void Ritual was intended to work with Planeswalk; it's a card meant to be a finisher (or a last stand).
For example, your opponent has a very big minion you need to kill to win/prevent loss (as Mal'Ganis or a big Taunt); you don't have answers, so you're going to use a Planeswalk card to place something you need on top of your deck, and then draw it with Void Ritual (it can help you drawing Collapse or some other hard removal). If you win the joust you discard a minion which isn't going to be helpful anyway, considering you were dead on the next turn (or you could not be able to win).
For the Hero Power you got some seriously good idea, I'm going to planning something about it :)
@Killvious: I think there could be targeting problems this way, and with Void Mage you could do the same thing if using the HP on minions. Also, I fear that way the HP would be a little OP :)
Thanks for the kind words, they made my day!
I get what you mean with Void Ritual. I still think the card might be a little bit weak in the current state. How about giving it Planeswalk (2) before the jousting? At least the card can work on its own a bit.
Awesome work on the rest of the cards btw.
@Mecha: Honestly atm I like how Void Ritual would work, so I don't think I'm gonna change it (but I'll keep in mind your advice for sure!).
@Squyddylicious: That would be a nice solution, however there are no similar mechanics in game (the only "buff" heroes can get is Immune I think - while the other that come in mind, Windfury, is linked to the Doomhammer). Those would be a nice implementation, though.
Also I didn't want to make the Hero Power dispellable (it would give advantage to your opponents if they're playing Blood Knight). Thanks for your feedback! :)