I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !
Class:
The Bug
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
EXAMPLE CARDS
EXPLANATION
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
Additional Information:
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
Well I really like your class ! I think it has some of the most elegant design in the competion. That being said, it may be seen as bland for that. I don't know what is better between simple and elaborate design. I think that a class definitely needs a good bit of simple cards and we should try to emulate such a design philisophy in this competition. Making original and unusual cards is always fun but when it comes to making an entire class, one should consider the importance of straight-forward cards. I don't know if it helps, just know that I love your class and look forward to what you can bring to the next Phase.
Edit: Forgot to say that the art is great ! I hope you have enough for the rest of the competition because it's beautiful.
Thank you so much ! Next phase is a Basic set, so it's gonna be... well, basic. For the showcase I have chosen cards that (more or less) define my class and give small insight to the archetypes. Now it's time to change the way of thinking, which means focusing on creating simple cards, and those super ideas will wait for other phases.
And when it comes to art... it's almost infinite ! Hollow Knight is a huge game with various NPC's, enemies and locations, so I am not afraid of running out of images :)
I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !
Class:
The Bug
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
EXAMPLE CARDS
EXPLANATION
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
Additional Information:
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)
I'm afraid there are repeated Hero Powers, or at least very similar ones. For instance, Muddler's Swindler has almost the same HP as my Alchemist. Hero Powers have a very narrow design space, so I think it's okay if there are two similar or identic ones.
Agreed. There have been a lot of people in this and past competitions with similar hero powers. Even classes with token powers are often very similar. Your classes are both very different, so I don’t see an issue with this.
I guess it's fine then :) As long as our concept are diffrent and don't go in the same direction, it is ok.
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.
Man, do you think that I have read your post and this is a copy of your class? I have been working on this for like 5 days and i haven't read even one post in the discussion topic until today. With almost 200 ideas over here it's quite normal that two of them may be similar to each other, especially when they are not so strange.
Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.
So, I assume Fury works like Combo, right? You kill a minion that turn and then it enables an effect that triggers upon playing. At least that's what the wording led me to think, and if so, it seems really weak, as do most of the weapons. If you're going for attack buffs for your hero, perhaps you should ditch weapons altogether. Training and Hive Knight, on the other hand, are too strong tools for aggro, even after the rework. And the Armor cards also feel quite weak; the reward is too small for such a high cost.
So I posted an updated version of Fury (can't paste, writing on phone) which activates WHENEVER your hero kills a minion, so it can trigger multiple times. I buffed basic weapons (will post tommorow), Dream Nail seems to be ok. Weapons allow activating Fury easier, because you don't have to spend a card each turn to activate it. I have some ideas how to fix other cards, but thanks for pointing out the issue with the Armor gain cards. They probably will receive changes later (also tommorow, maybe Tuesday). However, I'm keeping Protective Weevil unchanged, it is a nice 2-drop, which also fits Armor archetype while being a reliable option for more aggressive deck. Right now I don't have an idea how to fix Training, but Hive Knight will also be changed (probably mana cost or stats), I do not plan many AoE's or boardclears, Hive Knight will be one of the few options.
Just realized I intended Fury to work diffrently...
It should read:
Does it change the power level of all Fury cards I created ?
I'm so so so sorry for this mistake
Edit: Should I change it or leave as it is now ?
I guess Hidden Weaver makes a lot more sense. Dream Nail is a lot stronger, but it's still probably fine because it requires you'll generally need to spend 2 mana for it to be able to kill anything.
Yeah, it was the intention for Dream Nail to be able to resummon up to 4 minions (not just summon one when enters). I am very careful with giving my weapons high attack, because with more cards giving hero attack/buffs for weapons may cause some problems. Maybe I should change my mind and buff those basic weapons ? I also didn't understand that negative feedback on Hidden Weaver, but it was all my fault. It occured because English is not my native language, so I wrongly wrote Fury effect. Once again, sorry.
P.S I think I'll change Fury to this newer (actually always-intended) version.
Hey I'm still working on my class, very happy of the feedback I got. I see that some people don't like the idea of a class that is separate from Warcraft but it's what I want to do, sorry if it's not to your taste. I'll try to use more diverse art as this seems to be a big concern.
Here are the cards I was thinking about for Phase 1, tell me what you think !
THE DETECTIVE - Solving mysteries with style
Basic infos on the class :
The class' Hero, Hero Power and Token card that comes up often.
I know most of them are Wild but I think it's ok since they exemplify the class' style. Here are 3 more that could make it instead :
Always happy to get more feedback.
Happy CCC to all !
Nice class ! I also think that entries do not have to be WoW inspired. Like the idea of basing on types of cards in hand and taking advantage of giving your opponent cards.
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
==============>>>>>>>>>>>>>>
===============>>>>>>>>>>>>>>
I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
Hi again !
This time here are cards that interact with Armor, but in a diffrent way (it is not only a defensive tool)
Examples:
Basically, the idea is to exchange Armor for another benefits, whether you spend all your Armor or juts a few points. Also, there are examples of cards generating Armor. This creates another archetype (besides face-attacking/weapons and aggro/midrange) - Armor Bug (sounds stupid ik). With quest coming later, it is more defensive oriented archetype.
Slowly running out of time, but I want share my ideas for cards supporting aggro/midrange.
Changed Training:
========>>>>>>>>
Feedback always welcome ! :)
Edit: Which version of the Ice Crawler is better in your opinion ?
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
==============>>>>>>>>>>>>>>
===============>>>>>>>>>>>>>>
I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
While this Hero Power seems balanced, it is actually quite strong, as you are able to clear away most minions early-game. It is essentially "Deal 2 damage" in the early game. Keep this in mind going forward. (I've seen this Hero Power before and a friend of mine has experimented with it before as well)
A note on the overall class theme. Personally, I'm not a huge fan of video game heroes, but I know a large portion of the community is. I won't let this get in the way of looking at your class, of course.
Training is very strong. Conversely, Husk Guardian is very weak. Training is a 1-mana card draw with no downside at all. Be careful about that. (Yes, I know Power Word: Shield has no drawbacks either, but it exists in Priest, the only class that is more or less unable to capitalize on high tempo card draw)
The second card. 3 mana 2/4 is exactly 3 mana (That's for a neutral minion. Don't forget Warrior once has a 3 mana 3/4 Taunt), gain 3 armor... is basically 0.5 mana. This needs to either gain at least 5 armor, or have more stats. I personally prefer this having a bit more of both: 3/4 Taunt, gain 4 armor.
You will need to work very hard for this keyword to be good enough to use. Look at Druid right now. Rastakhan released the exact same idea as this, and Druid cannot use it. I did not see any weapons in the class, but the only way for this keyword to work is weapons. This class *must have weapons*. Otherwise, your *entire* class will be as good as Druid in Rastakhan... not very. Having seen your keyword, I now know why you chose that Hero Power. But, having weapons will then make balancing hard with your keyword. Be careful and think of as many situations as you can when making cards.
Thank you so so much for the priceless advices ! You pointed out some very important things, I will definitely keep them in mind all the time.
I rounded up the first four classes I did not see to try and give quick feedback to. If anyone else wants a few words from me, let me know.
It may sound rude/weird, but could you give a word or two about my class ? You are a Card Design Champion ! And I am just a normal dude who creates some stuff. I would be so grateful to hear your opinion ! (excuse me for my grammar, not native)
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Thank you for feedback ! When it comes to the Beast tag, yeah, they're all beasts (besides Vessels), but it doesn't fit to my class when every minion is a Beast. That's why I abandoned it.
Weapons are coming, firstly I had to see whether this cocept makes sense for people.
I agree that Ice Crawler and Husk Guardian are weak, but they are here to show how does my class works (armor, taunts, freezing face as a drawback). They are definitely going to be changed.
I also appreciate you liked the concept. I understand that probably none will dive into the lore, but I don't expect that. I like transferring my fav games to HS, this is one of the best occasions to share with others :D
Edit: More cards (probably weapons) coming tommorow, I have to sleep sometimes.
Thank you so much ! Next phase is a Basic set, so it's gonna be... well, basic. For the showcase I have chosen cards that (more or less) define my class and give small insight to the archetypes. Now it's time to change the way of thinking, which means focusing on creating simple cards, and those super ideas will wait for other phases.
And when it comes to art... it's almost infinite ! Hollow Knight is a huge game with various NPC's, enemies and locations, so I am not afraid of running out of images :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Hi !
I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !
Class:
The Bug
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
EXAMPLE CARDS
EXPLANATION
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
Additional Information:
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
...Soul of Wyrm. Soul of Root. Heart of Void...
Submission posted !
Thank you every one for the feedback, which helped me to improve my class. Good luck to all participant !
...Soul of Wyrm. Soul of Root. Heart of Void...
I guess it's fine then :) As long as our concept are diffrent and don't go in the same direction, it is ok.
...Soul of Wyrm. Soul of Root. Heart of Void...
Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.
...Soul of Wyrm. Soul of Root. Heart of Void...
So I posted an updated version of Fury (can't paste, writing on phone) which activates WHENEVER your hero kills a minion, so it can trigger multiple times. I buffed basic weapons (will post tommorow), Dream Nail seems to be ok. Weapons allow activating Fury easier, because you don't have to spend a card each turn to activate it. I have some ideas how to fix other cards, but thanks for pointing out the issue with the Armor gain cards. They probably will receive changes later (also tommorow, maybe Tuesday). However, I'm keeping Protective Weevil unchanged, it is a nice 2-drop, which also fits Armor archetype while being a reliable option for more aggressive deck. Right now I don't have an idea how to fix Training, but Hive Knight will also be changed (probably mana cost or stats), I do not plan many AoE's or boardclears, Hive Knight will be one of the few options.
...Soul of Wyrm. Soul of Root. Heart of Void...
Yeah, it was the intention for Dream Nail to be able to resummon up to 4 minions (not just summon one when enters). I am very careful with giving my weapons high attack, because with more cards giving hero attack/buffs for weapons may cause some problems. Maybe I should change my mind and buff those basic weapons ? I also didn't understand that negative feedback on Hidden Weaver, but it was all my fault. It occured because English is not my native language, so I wrongly wrote Fury effect. Once again, sorry.
P.S I think I'll change Fury to this newer (actually always-intended) version.
...Soul of Wyrm. Soul of Root. Heart of Void...
Just realized I intended Fury to work diffrently...
It should read:
Does it change the power level of all Fury cards I created ?
I'm so so so sorry for this mistake
Edit: Should I change it or leave as it is now ?
...Soul of Wyrm. Soul of Root. Heart of Void...
Nice class ! I also think that entries do not have to be WoW inspired. Like the idea of basing on types of cards in hand and taking advantage of giving your opponent cards.
...Soul of Wyrm. Soul of Root. Heart of Void...
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
==============>>>>>>>>>>>>>>
===============>>>>>>>>>>>>>>
I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
Hi again !
This time here are cards that interact with Armor, but in a diffrent way (it is not only a defensive tool)
Examples:
Basically, the idea is to exchange Armor for another benefits, whether you spend all your Armor or juts a few points. Also, there are examples of cards generating Armor. This creates another archetype (besides face-attacking/weapons and aggro/midrange) - Armor Bug (sounds stupid ik). With quest coming later, it is more defensive oriented archetype.
Slowly running out of time, but I want share my ideas for cards supporting aggro/midrange.
Changed Training:
========>>>>>>>>
Feedback always welcome ! :)
Edit: Which version of the Ice Crawler is better in your opinion ?
OR
...Soul of Wyrm. Soul of Root. Heart of Void...
Featuring new keyword, Fury !
And more cards:
There are going to be a lot of cards allowing your hero to attack (including weapons), also you have hero power.
Feedback still appreciated ! :D
New day, new ideas!
Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).
Examples:
Next feature will be cards that exchange Armor for other benefits.
Also, reworked versions of Husk Guardian and Ice Crawler
==============>>>>>>>>>>>>>>
===============>>>>>>>>>>>>>>
I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Thank you so so much for the priceless advices ! You pointed out some very important things, I will definitely keep them in mind all the time.
...Soul of Wyrm. Soul of Root. Heart of Void...
It may sound rude/weird, but could you give a word or two about my class ? You are a Card Design Champion ! And I am just a normal dude who creates some stuff. I would be so grateful to hear your opinion ! (excuse me for my grammar, not native)
...Soul of Wyrm. Soul of Root. Heart of Void...
Thank you for feedback ! When it comes to the Beast tag, yeah, they're all beasts (besides Vessels), but it doesn't fit to my class when every minion is a Beast. That's why I abandoned it.
Weapons are coming, firstly I had to see whether this cocept makes sense for people.
I agree that Ice Crawler and Husk Guardian are weak, but they are here to show how does my class works (armor, taunts, freezing face as a drawback). They are definitely going to be changed.
I also appreciate you liked the concept. I understand that probably none will dive into the lore, but I don't expect that. I like transferring my fav games to HS, this is one of the best occasions to share with others :D
Edit: More cards (probably weapons) coming tommorow, I have to sleep sometimes.
...Soul of Wyrm. Soul of Root. Heart of Void...