Overall very interesting, creative and I think balanced. Has some OP class cards, like every other class.
Only Ancient keeper worries me a bit. 4-10 seems a bit too strong to me, but it will probably die by itself without being a nuisance too much. 5 mana is appropriately costed for a card like this. Can be strong with heals though.
Also, I didn't like deal 1-4 damage type of rng cards.
Yeah, Ancient Keeper is a product of experimenting, giving cards high stats for low mana cost using some sort of drawback. I love to go out-of-the-norm and try some unique stuff. I, at least, try to balance most of the cards I make. :)
I understand if you dislike cards like my Leap Strike and Spiritual Outbreak or stuff like Crackle. Cards that often break or make games. Some people like it, some people hate it. I am of the side that likes it. It makes for exciting or otherwise, "What, really?" type of games. Usually games these days don't make you feel scrambled or giddy, so I think it's great that Hearthstone does this.
I'm not sure if anyone else mentioned it, but I believe there are a little too many mechanics being covered by this hero. If you look at the other heroes, there is 1 unique key word, such as Combo, Choose one:, etc. Other than that, it's hard to figure out how many different mechanics a class can have, but the other classes look generally a lot more simple than the Blademaster class you've created.
When I created the class, I wanted to create a new general Status Effect and have the Blademaster have its own unique Keyword as well being Flow. Perhaps Flow was a little unnecessary, yes. However, any bit to make the class a little bit more interesting aside from Bleed this, Bleed that, Bleeding, etc.
"The class's playstyle is unique in that it's ALL about preparation. It can involve sacrificing a part of your health to benefit. Always waiting until next turn to unleash your combos and burst. In the end, finishing off your opponent in a clean, swift, and powerful fashion."
I personally really hope that you make more sets like these because it was awesome to look at those cards and discuss with you about them.
Just as a last thing, I think Seiza is now a bit too good against Control... the draw a card effect is pretty important. What prevents Innervate from being OP is exactly the fact that you need two cards to play... with Seiza, you only need one card and you replenish even more mana later on. I think it will be fine being a 0 mana spell with the text: Refill 2 empty mana crystals. Flow(2) Refill 4 instead. This way this card would still be greater than Innervate later on but it wouldn't be OP... drawing a card would make it really good because you actually get a 4 mana discount without even paying a card... it's basically free. It would be an Innervate that is a worse earlier on and better later on... I think it gets balanced this way.
NOW I really didn't see that you've made Starcraft cards and I REALLY REALLY REALLY love that game... I MUST see them NOW!
The next two sets, particularly the next Class set, will shake the foundations of Hearthstone imo. But I guess we'll see. :)
Yeah, I should revert Seiza back lolz. I admit I was a little hasty.
Yup, I made the whole three races of Starcraft a long while back. I believe there's still some unbalanced eggs in there. xD
I think nerfing Ancient Preserver to 7 mana would make him quite bad... I would prefer if you nerfed just the life by one then, making him a 6/9 for 6 mana.
About Reghar Earthfury, I wouldn't like it to be BGHable... I think you could just buff him to a 6/8 with the same text or make him a 4/7 with the text: Turn any damage done to your hero into heal. It would be like Mal'Ganis but it would cost one less and not have the demon synergy. I like it this way...
About Fel Cleaver... no, it isn't more OP as a 4/1 with that text for 3 mana. You just need to compare it to Deadly Shot: they fit similar roles, but the difference is that this Fel Cleaver would be a more risky and greedy option... you get a 4/1 for the cost of the extra randomness. The big difference between the two is that this Fel Cleaver is insane while you are behind, but dead when ahead... Deadly Shot is just good regardless... so, it's not OP. BUT a 3/2 seems reasonable to me so you could nerf it to a 3/2.
Spiritual Burst seems balanced to me in the way I suggested, Forsaken Berserker would still be quite powerful as a 3/7 and Bloodthirsty Berserker would be fine as a 7/9 I think... the BGH weakness would make the card less OP for the cost.
About Flow, yeah I really think you should choose just one part of it, and at least to me the flow +X seems much more simple and awesome as a mechanic. I would choose it.
About the hero power, I would nerf it to Bleed a minion or your own hero. And I think you should put between parenthesis that it is the last of the End Turn effects to trigger.
Anyways, the pleasure is mine to give feedback... I love theorycrafting so it's being awesome to talk with you. The thing is that I'm not that creative to make cards myself, but I'm analytical enough to critique and suggest and try to balance cards.
PS: What about changing Injured Blademaster to a 3 mana 4/7 with the text: Deal 3 damage to itself and bleed it?
Ancient Preserver is a 6/9 now.
Rehgar Earthfury retains 5/7 stats but reduced to (7) from (8). Buffed ability.
Fel Cleaver now a 3/2.
Spiritual Burst now (4) Mana and deals 2 damage Flow (2): 3 damage instead as per suggested.
Bloodthristy Berserker is now a 7/9.
Flow is no longer Flow (-x) or (x+). It is now more simple and uses the (x+) side of Flow being the term: "Flow (x)"
Hero Power nerfed to "Bleed a minion or your hero."
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Hanzo Blade is now a (8) Mana 5/1 card with 50% chance of dealing 2x damage from 25%.
Seiza changed to Refill (2) Mana Crystals. Flow (2): (4) instead and draw a card.
Concentration is now a 2 Mana card with the same effect except, "Flow (3): Restore 4 Health instead and draw a card."
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Yes, it has been great talking with you as well. I hope you'll be there to critique my next unique Hero set coming soon. :)
I also have a Neutral set incoming as well.
P.S. The change about Injured Blademaster is quite funny. I probably should've done that ha, ha.
Rehgar Earthfury would also serve as a sort of Mal'Ganis in that respect though if done with your suggestion. Perhaps 8/7 or 7/9 for (8) would give it the threatening power it deserves? I do like the idea of it being a different interpretation of Mal'Ganis' ability.
Yeah, I was a little unsure about the whole Flow of Meditation again. Flow: (2) does work out better.
3/7 sounds good to me as well for Forsaken Blademaster.
I definitely wanted Bloodthristy Berserker to be something like Pit Lord in that you get insane stats for the Mana Cost, but you take a lot of damage in return. Arguably, the best stats for a 6 Mana card is 5/8 or 6/7, so I really wanted to bump up the insanity meter if I could. Honestly, if you're taking 6 damage, perhaps even the way it is is a little subpar. Even a 7/10 (That way it could also be Big Game Hunter'd), would've been OK too, I think.
There are kinds of interesting ways to make something like the Ancient Preserver serve its unique role. Your suggestions are no doubt, really fascinating. However, the way I wanted Ancient Preserver to function is to have a changing role type of thing depending on how and when you played your cards. If you played your cards wrong, your Ancient Preserver could not swing in for the kill or help you kill the enemy Taunt say like Fen Creeper for the lethal. It's something I'm looking at a lot though. Preserver is indeed one of my favorite cards though. I personally believe the nerf to a (7) Mana is possibly the best solution without changing everything about it.
Your Spiritual Burst suggestion does sound quite balanced. It also serves as 3 (9) damage removal on Turn 6 I suppose. I was also thinking too much about Shaman when doing the Spiritual cards. :)
Actually, I think Fel Cleaver is even MORE OP with your suggestion, because you can set up in a way where only your opponent's minion dies in the same turn. Or even better when you're behind, your field is empty, and your opponent has a big creature. Swing to the face, deal 4 damage, destroy your opponent's lone big minion AND gain a major Tempo swing. I suppose 3/2 is better in the end, even though I was trying to avoid it.
No, the Stealth would not "Re-Stealth" for Wind Walk. I said you get the Stealth in the beginning and that once you attack, it would get rid of the Stealth forever. IT would work like actual Wind Walk where if you attacked now, you would lose Stealth and get the Attack bonus. What I really wanted to do was something like this:
"Give your minions Stealth until the start of your next turn. If they attack this turn, gain +2 Attack for this turn."
It's difficult to word this properly without making it sound awkward like that.
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I was talking to my brothers earlier about your first suggestion for card balancing. I've come to the conclusion that I really do like the suggestion presented, seeing as Hearthstone prides itself in being as simple as possible. I think that choosing which part of Flow I would want to include sounds better.
Actually, I've already intended that Bleed damage occurs after all End of Turn effects, so no worries. Yes, I figured you would talk about how it's sort of a power creep over the Mage Hero Power. I am agreeing to the notion that the slight nerf to "Bleed a minion or your own hero." is a good solution.
Wow! Really, thanks a lot for the feedback, bro. I seriously appreciate it! It is thrilling to work and analyze these things. It helps a lot for when I do future cardsets. I have LOTS of ideas in mind for the far future that's all innovative or otherwise, just plain crazy. I always like to think that if someone at Blizzard somehow gets some sort of inspiration if they read our cards, it already makes our day entirely. ;)
Same thing as Smith: love the concept, apreciate the effort, but I have some concerns about balancing. Another concern is that the flow mechanic might be a bit too hard to understand for newer players, in contrast with everything in the game already.
Meditation: Power Creep over Arcane Intellect. If played on t3, then it is as good as Arcane Intellect. If played later, it is strictly better than Arcane Intellect. So... how is this not OP? Because you have to think, decide? Isn't the point of the game deciding? I'd make the card a 2 mana spell with text: Draw a card. [Flow +3] Draw 2 cards instead.
Wind Walk: At 3 mana it is a insane power creep over Savage Roar. At 4 or even in 5, this card continues to be insane because it gives two turns of stealth and 2 turns of bonus attack... it's like a double Savage Roar double Conceal in a single card! Hated the design... I'd make the card a 3 mana spell with text: Give all friendly minions +1 attack this turn. At the end of this turn, give them stealth until the start of your next turn.
Doppelganger: It's almost a strictly better Faceless Manipulator. For one less mana you manage to copy the minion and give it charge? And possibly even Windfury? The dream is like Sylvanas Windrunner, or Cairne Bloodhoof, or really any minion that you have on the board and you just summon a copy of it with charge! Redesign this card please... too broken!
Spiritual Burst: So it is a 3 mana Consecration that if played on turn 5 becomes a 3 mana Flamestrike? That's the dream of every Control player! But it would break Arena so much that I bet that almost every single time this class was an option it would be chosen just to get this card! It's quite rare for any board removal to get more than 3 minions and what this card does is basically refuse to cover that possibility and instead gain you a 1 mana discount for Consecration(worst case) or a 4 mana discount for a Flamestrike that can even be played a turn earlier(best case)... Aggro would vanish with this card. I'd make it a 3 mana spell with the text: Deal 1 mana to an enemy minion and the adjecent ones. [Flow +2] Deal 2 damage instead.
Forsaken Blademaster: Very cool card design, but the stats are super broken for the cost... it is basically a 5/8 for 5 with the potential of upside given the intense bleeding synergy of the class... I'd make him either be a 5 mana 3/6 with the same text or a 6 mana 3/8 with the same effect.
Bloodthisrty Berserker and Ancient Preserver: While kinda balanced in Constructed, would be kinda broken in Arena because of their low rarity and insane value for the cost. Their battlecries are irrelevant since in Arena it's all about board Control.
Rehgar Earhfury: Nothing wrong about balancing but... this card doesn't seem like a legendary, it seems like a rare card as it's effect is too generic. Moreover... REHGAR IS A SHAMAN LOL! I am not a lore expert but I really think that Rehgar would fit much better in Shaman than here... I think you should get another Warcraft character for this.
Fel Cleaver: Just as a 3 mana 3/3 this card would already be OP as 4/2 weapons, which most often will be kinda worse than 3/3 weapons, cost 4. But now the weapon has the deathrattle: Bleed your hero, which should be seen as an upside, and an ability to kill a random minion, which should be seen as a gigantic upside since you choose when to activate the deathrattle... I'd make it a 3/2 3 mana weapon j with the deathrattle: Bleed yourself and a random minion. If you wanna make a card that kills a random minion, make a 1 mana spell that kills a random minion...
Hanzo Blade: I think it should be either a 6 mana 5/1 with that same effect or a 7 mana 5/2 with that same effect. As it is, it is TOO expensive.
Meditation has been quite a hefty card to balance for me it seems. xD Perhaps I've been thinking too much about Druid when I was making the card. I do like the suggestion presented a lot however. But how about something like this:
I don't know where you're getting these double Stealth and Attack bonus from Wind Walk. Wind Walk is simply a Conceal + Savage Roar in one without the hero getting the attack buff. It could be bumped up to (5) though upon further consideration again. Although, +1 Damage instead of +2 would serve the purpose you're proposing.
Stealth means nothing on your turn. The Stealth just gets added at the start because that's how Wind Walk in the game works. Once you exit Stealth, you get an Attack Bonus. If you attack with the Stealth minions on the turn you use Wind Walk, then they lose the Stealth simple as that. If possible I'd like to find a way to word it in a way where the Attack bonus is gone when you exit Stealth. But perhaps it's looking too much into the original game.
However, your Wind Walk suggestion is most definitely appreciated. It is a great suggestion, and maybe I'll change it to that.
Here's something I can do with Doppelganger instead. I failed to realize about the minion abilities that could be duplicated when using it.
Spiritual Burst is more of an earlier, but slightly weaker Explosive Shot. Blademasters don't really have that great of a board wipe without cards like these. Also, you need to be on Turn 6 not Turn 5. The Flow Effect was at one point, 3 damage though. Which could've been a better change upon consideration.
5 Mana, 3/7 or 4/6 for Forsaken Blademaster sounds plausible to me in my opinion. 3/8 for 6 isn't that great, I feel. Even with all the synergies involved.
6/9 for Bloodthristy Berserker could possibly be better? Ancient Preserver is also another card that's interesting to balance. I could change it to (7) Mana instead?
I'm not sure if you're thinking about Rehgar Earthfury properly. It says, "Any Spell Damage inflicted to your hero, restores Health instead." You don't see the potential synergies involved? All the spells that deal damage to you such as:
Would restore Health to you instead of killing you with Rehgar.
Also, about Rehgar Earthfury. Yes, he's a Shaman, but before he was also a Gladiator which are what Blademasters are alternatively called. He also fought with Hyku Steeledge (the Blademaster hero being used here) and were teammates.
Well Fel Cleaver got changed not too long ago, so now it deals damage to you instead of Bleeding to avoid potential Bleed synergy. I just like the random aspect of destroying a random minion once the Cleaver dies.
Hanzo Blade is a little difficult to balance as it has the chance to 2x in Attack. If you use ALL of your Attack buffs, it can be potential deadly. Perhaps 50% chance and changing to 7 mana would be better? It's meant to be a quick, sudden finisher such as like Gorehowl. Real life opinions have also said it was excessively over-costed too.
Read the beginning. Otherwise: Bleeding: A status effect that's applied like Freezing/Frozen. Bleeding will deal 1 damage at the end of your turn, unless silenced. Its effect happens and goes away at the end of the turn as well. Bleeding cannot be stacked in damage, so if Bleeding were to be applied twice to the same card, it will not deal 2 damage at the end of the turn.
Flow Mechanic: The Blademaster class uses the Flow mechanic, which involve the proper managing of your Mana Crystal usage. The order in which you use your cards in is important. For example, when a card says the following:
Flow (-1): You must have at least (1) Empty/Used Mana Crystal BEFORE using the card to get the additional Effect.
Flow (1+): You must have at least (1) Available/Unused Mana Crystal AFTER using the card to get the additional Effect.
I would love to offer some critique, but right now it's 3am and I'm having trouble wrapping my head around all the combos XD
So far, nothing stands out as incredibly OP - the only thing I'd suggest looking at would be the percentage-based cards. I think that 50% chance is something most people are OK with, but the 75% and 25% seem awkward to me. I don't know how you'd re-balance the cards though, so perhaps it would be better to keep them as they are.
I love the thought you've put into this though - great to see such original ideas :D
Lol, it's OK. Whenever you have time or feel like it. xD
Yeah, I was a little iffy with the percentage cards that have odd stuff like 75% or 25%. It probably might be simpler to understand to just make it 50%.
First of all really appreciate the effort you put into this. But i've got som concerns with the balance of those cards:
Wind Walk: Basically a Savage Roar just much better for the same mana cost
Breath of Poison: Seein how Execute is at one mana this could be at one easily, the condition is much harder to apply.
Meditation: Just Arcane Intellect with the potential to be better than that. I don't really like it.
Demonic blood: Will just end up like Shadowform since it's even slower than that. You just can't afford to spent 5 mana on doing nothing.
Doppelganger: Looks like a pretty broken concept to me. You just need one Big minion to be dropped on an empty board and have it survive a turn to ensure super ridicolous burst damage.
Fel Cleaver: Just looks super strong. Even without any card text it would be pretty good.
Substitute Death: Thats an Ice Block you simply don't need to play. Making it a 0 mana Ice Block.
Goblin Blast Marksman: Can't really decide wether is card is horrible or super OP. It basically grants you an 8/3 body while having 8 "charge" damage.
Those were just my 2 cents. In the end it's all just theory crafting and for fun so don't take any of my critizism too serious :)
Now that I read Wind Walk again, I could make it 4 mana instead. I totally forgot the effect wasn't the same as the other Wind Walk I made.
I find it interesting that there are all kinds of opinions on Breath of Poison. One guy said it was OP because you could use hero power and Breath of Poison, and now there's you saying it's not. It's hard to say.
Meditation, It's more of a do I need 2 cards or 3 cards now? You cannot get the 3 cards until turn 6 or later. Mages can use Arcane Intellect without really thinking too much about it, but Meditation is dependent on whether you want to wait until later to get your combo cards, or if you're Aggro, get those cards immediately. It's kinda of a Druid thing in that sense. This is also an iffy card to me as well.
Demonic Blood was originally at (4), and I wasn't sure otherwise if it could stay like that. Perhaps 4 Mana was OK for it?
Doppelganger is as situational as it is really good. It's a card you have to build your deck around, so it's not broken. That would be like saying Ancestor's Call is OP. It requires that you have a minion, and it doesn't help that you need at least 6 Mana to do it.
Fel Cleaver is indeed a powerful card. However, it needs to have the drawback, otherwise, it would be too good lol. I may change the Bleeding effect it has to Deal 4 damage to your hero instead.
Substitute Death can be compared to Ice Block. HOWEVER, the biggest difference between the two is that you can still kill your Blademaster opponent in the same turn. Substitute Death does not make you immune. Although, the coolest part about the card is how much potential synergy it has with all of the Blademaster's spells. Harakiri comes to mind.
Goblin Blast Marksman - Neither can I lol.
I would love it if you had more critiques to offer if anything. Thank you very much for the writeup ;)
I know that some people have seen me make this class, I understand. However, one day I looked at the entire class concept and decided to remake most, if not the whole foundation of the class in general. I believe that my new iteration of the Blademaster is what I had envisioned all along when I first started the class.
For the people new to this, if I were to describe this class, it would be like a mixture of Warrior, Shaman, Rogue, somewhat Warlock, and what the Monk would probably be like. The class's playstyle is unique in that it's ALL about preparation. It can involve sacrificing a part of your health to benefit. Always waiting until next turn to unleash your combos and burst. In the end, finishing off your opponent in a clean, swift, and powerful fashion. Anyway, enjoy reading (or rereading for some people) my Blademaster class!
With the Blademaster class, I introduce a few new concepts and terminologies such as the new Status Effect:
Bleeding: A status effect that's applied like Freezing/Frozen. Bleeding will deal 1 damage at the end of your turn, unless silenced. Its effect happens and goes away at the end of the turn as well. Bleeding cannot be stacked in damage, so if Bleeding were to be applied twice to the same card, it will not deal 2 damage at the end of the turn.
Flow Mechanic: The Blademaster class uses the Flow mechanic, which involve the proper managing of your Mana Crystal usage. The order in which you use your cards in is important. For example, when a card says the following:
Flow (1): You must have at least (1) Available/Unused Mana Crystal AFTER using the card to get the additional Effect.
Basic Set:
Expert Set:
Naxxramas Set:
Goblins vs Gnomes Set:
Legendaries:
For Fun Legendaries:
Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards were created using http://hearthcards.net/
If you enjoyed reading through this, please check out my Starcraft cards located all here:
Thank you for the comment. :)
Yeah, Ancient Keeper is a product of experimenting, giving cards high stats for low mana cost using some sort of drawback. I love to go out-of-the-norm and try some unique stuff. I, at least, try to balance most of the cards I make. :)
I understand if you dislike cards like my Leap Strike and Spiritual Outbreak or stuff like Crackle. Cards that often break or make games. Some people like it, some people hate it. I am of the side that likes it. It makes for exciting or otherwise, "What, really?" type of games. Usually games these days don't make you feel scrambled or giddy, so I think it's great that Hearthstone does this.
When I created the class, I wanted to create a new general Status Effect and have the Blademaster have its own unique Keyword as well being Flow. Perhaps Flow was a little unnecessary, yes. However, any bit to make the class a little bit more interesting aside from Bleed this, Bleed that, Bleeding, etc.
"The class's playstyle is unique in that it's ALL about preparation. It can involve sacrificing a part of your health to benefit. Always waiting until next turn to unleash your combos and burst. In the end, finishing off your opponent in a clean, swift, and powerful fashion."
The next two sets, particularly the next Class set, will shake the foundations of Hearthstone imo. But I guess we'll see. :)
Yeah, I should revert Seiza back lolz. I admit I was a little hasty.
Yup, I made the whole three races of Starcraft a long while back. I believe there's still some unbalanced eggs in there. xD
Ancient Preserver is a 6/9 now.
Rehgar Earthfury retains 5/7 stats but reduced to (7) from (8). Buffed ability.
Fel Cleaver now a 3/2.
Spiritual Burst now (4) Mana and deals 2 damage Flow (2): 3 damage instead as per suggested.
Bloodthristy Berserker is now a 7/9.
Flow is no longer Flow (-x) or (x+). It is now more simple and uses the (x+) side of Flow being the term: "Flow (x)"
Hero Power nerfed to "Bleed a minion or your hero."
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Hanzo Blade is now a (8) Mana 5/1 card with 50% chance of dealing 2x damage from 25%.
Seiza changed to Refill (2) Mana Crystals. Flow (2): (4) instead and draw a card.
Concentration is now a 2 Mana card with the same effect except, "Flow (3): Restore 4 Health instead and draw a card."
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Yes, it has been great talking with you as well. I hope you'll be there to critique my next unique Hero set coming soon. :)
I also have a Neutral set incoming as well.
P.S. The change about Injured Blademaster is quite funny. I probably should've done that ha, ha.
Rehgar Earthfury would also serve as a sort of Mal'Ganis in that respect though if done with your suggestion. Perhaps 8/7 or 7/9 for (8) would give it the threatening power it deserves? I do like the idea of it being a different interpretation of Mal'Ganis' ability.
Yeah, I was a little unsure about the whole Flow of Meditation again. Flow: (2) does work out better.
3/7 sounds good to me as well for Forsaken Blademaster.
I definitely wanted Bloodthristy Berserker to be something like Pit Lord in that you get insane stats for the Mana Cost, but you take a lot of damage in return. Arguably, the best stats for a 6 Mana card is 5/8 or 6/7, so I really wanted to bump up the insanity meter if I could. Honestly, if you're taking 6 damage, perhaps even the way it is is a little subpar. Even a 7/10 (That way it could also be Big Game Hunter'd), would've been OK too, I think.
There are kinds of interesting ways to make something like the Ancient Preserver serve its unique role. Your suggestions are no doubt, really fascinating. However, the way I wanted Ancient Preserver to function is to have a changing role type of thing depending on how and when you played your cards. If you played your cards wrong, your Ancient Preserver could not swing in for the kill or help you kill the enemy Taunt say like Fen Creeper for the lethal. It's something I'm looking at a lot though. Preserver is indeed one of my favorite cards though. I personally believe the nerf to a (7) Mana is possibly the best solution without changing everything about it.
Your Spiritual Burst suggestion does sound quite balanced. It also serves as 3 (9) damage removal on Turn 6 I suppose. I was also thinking too much about Shaman when doing the Spiritual cards. :)
Actually, I think Fel Cleaver is even MORE OP with your suggestion, because you can set up in a way where only your opponent's minion dies in the same turn. Or even better when you're behind, your field is empty, and your opponent has a big creature. Swing to the face, deal 4 damage, destroy your opponent's lone big minion AND gain a major Tempo swing. I suppose 3/2 is better in the end, even though I was trying to avoid it.
No, the Stealth would not "Re-Stealth" for Wind Walk. I said you get the Stealth in the beginning and that once you attack, it would get rid of the Stealth forever. IT would work like actual Wind Walk where if you attacked now, you would lose Stealth and get the Attack bonus. What I really wanted to do was something like this:
"Give your minions Stealth until the start of your next turn. If they attack this turn, gain +2 Attack for this turn."
It's difficult to word this properly without making it sound awkward like that.
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I was talking to my brothers earlier about your first suggestion for card balancing. I've come to the conclusion that I really do like the suggestion presented, seeing as Hearthstone prides itself in being as simple as possible. I think that choosing which part of Flow I would want to include sounds better.
Actually, I've already intended that Bleed damage occurs after all End of Turn effects, so no worries. Yes, I figured you would talk about how it's sort of a power creep over the Mage Hero Power. I am agreeing to the notion that the slight nerf to "Bleed a minion or your own hero." is a good solution.
Wow! Really, thanks a lot for the feedback, bro. I seriously appreciate it! It is thrilling to work and analyze these things. It helps a lot for when I do future cardsets. I have LOTS of ideas in mind for the far future that's all innovative or otherwise, just plain crazy. I always like to think that if someone at Blizzard somehow gets some sort of inspiration if they read our cards, it already makes our day entirely. ;)
Meditation has been quite a hefty card to balance for me it seems. xD Perhaps I've been thinking too much about Druid when I was making the card. I do like the suggestion presented a lot however. But how about something like this:
I don't know where you're getting these double Stealth and Attack bonus from Wind Walk. Wind Walk is simply a Conceal + Savage Roar in one without the hero getting the attack buff. It could be bumped up to (5) though upon further consideration again. Although, +1 Damage instead of +2 would serve the purpose you're proposing.
Stealth means nothing on your turn. The Stealth just gets added at the start because that's how Wind Walk in the game works. Once you exit Stealth, you get an Attack Bonus. If you attack with the Stealth minions on the turn you use Wind Walk, then they lose the Stealth simple as that. If possible I'd like to find a way to word it in a way where the Attack bonus is gone when you exit Stealth. But perhaps it's looking too much into the original game.
However, your Wind Walk suggestion is most definitely appreciated. It is a great suggestion, and maybe I'll change it to that.
Here's something I can do with Doppelganger instead. I failed to realize about the minion abilities that could be duplicated when using it.
Spiritual Burst is more of an earlier, but slightly weaker Explosive Shot. Blademasters don't really have that great of a board wipe without cards like these. Also, you need to be on Turn 6 not Turn 5. The Flow Effect was at one point, 3 damage though. Which could've been a better change upon consideration.
5 Mana, 3/7 or 4/6 for Forsaken Blademaster sounds plausible to me in my opinion. 3/8 for 6 isn't that great, I feel. Even with all the synergies involved.
6/9 for Bloodthristy Berserker could possibly be better? Ancient Preserver is also another card that's interesting to balance. I could change it to (7) Mana instead?
I'm not sure if you're thinking about Rehgar Earthfury properly. It says, "Any Spell Damage inflicted to your hero, restores Health instead." You don't see the potential synergies involved? All the spells that deal damage to you such as:
Would restore Health to you instead of killing you with Rehgar.
Also, about Rehgar Earthfury. Yes, he's a Shaman, but before he was also a Gladiator which are what Blademasters are alternatively called. He also fought with Hyku Steeledge (the Blademaster hero being used here) and were teammates.
Well Fel Cleaver got changed not too long ago, so now it deals damage to you instead of Bleeding to avoid potential Bleed synergy. I just like the random aspect of destroying a random minion once the Cleaver dies.
Hanzo Blade is a little difficult to balance as it has the chance to 2x in Attack. If you use ALL of your Attack buffs, it can be potential deadly. Perhaps 50% chance and changing to 7 mana would be better? It's meant to be a quick, sudden finisher such as like Gorehowl. Real life opinions have also said it was excessively over-costed too.
Thank you for the feedback! :)
Read the beginning. Otherwise: Bleeding: A status effect that's applied like Freezing/Frozen. Bleeding will deal 1 damage at the end of your turn, unless silenced. Its effect happens and goes away at the end of the turn as well. Bleeding cannot be stacked in damage, so if Bleeding were to be applied twice to the same card, it will not deal 2 damage at the end of the turn.
Flow Mechanic:
The Blademaster class uses the Flow mechanic, which involve the proper managing of your Mana Crystal usage. The order in which you use your cards in is important. For example, when a card says the following:
Flow (-1): You must have at least (1) Empty/Used Mana Crystal BEFORE using the card to get the additional Effect.
Flow (1+): You must have at least (1) Available/Unused Mana Crystal AFTER using the card to get the additional Effect.
Lol, it's OK. Whenever you have time or feel like it. xD
Yeah, I was a little iffy with the percentage cards that have odd stuff like 75% or 25%. It probably might be simpler to understand to just make it 50%.
Thank you! I love to do stuff like this. :)
Now that I read Wind Walk again, I could make it 4 mana instead. I totally forgot the effect wasn't the same as the other Wind Walk I made.
I find it interesting that there are all kinds of opinions on Breath of Poison. One guy said it was OP because you could use hero power and Breath of Poison, and now there's you saying it's not. It's hard to say.
Meditation, It's more of a do I need 2 cards or 3 cards now? You cannot get the 3 cards until turn 6 or later. Mages can use Arcane Intellect without really thinking too much about it, but Meditation is dependent on whether you want to wait until later to get your combo cards, or if you're Aggro, get those cards immediately. It's kinda of a Druid thing in that sense. This is also an iffy card to me as well.
Demonic Blood was originally at (4), and I wasn't sure otherwise if it could stay like that. Perhaps 4 Mana was OK for it?
Doppelganger is as situational as it is really good. It's a card you have to build your deck around, so it's not broken. That would be like saying Ancestor's Call is OP. It requires that you have a minion, and it doesn't help that you need at least 6 Mana to do it.
Fel Cleaver is indeed a powerful card. However, it needs to have the drawback, otherwise, it would be too good lol. I may change the Bleeding effect it has to Deal 4 damage to your hero instead.
Substitute Death can be compared to Ice Block. HOWEVER, the biggest difference between the two is that you can still kill your Blademaster opponent in the same turn. Substitute Death does not make you immune. Although, the coolest part about the card is how much potential synergy it has with all of the Blademaster's spells. Harakiri comes to mind.
Goblin Blast Marksman - Neither can I lol.
I would love it if you had more critiques to offer if anything. Thank you very much for the writeup ;)
I know that some people have seen me make this class, I understand. However, one day I looked at the entire class concept and decided to remake most, if not the whole foundation of the class in general. I believe that my new iteration of the Blademaster is what I had envisioned all along when I first started the class.
For the people new to this, if I were to describe this class, it would be like a mixture of Warrior, Shaman, Rogue, somewhat Warlock, and what the Monk would probably be like. The class's playstyle is unique in that it's ALL about preparation. It can involve sacrificing a part of your health to benefit. Always waiting until next turn to unleash your combos and burst. In the end, finishing off your opponent in a clean, swift, and powerful fashion. Anyway, enjoy reading (or rereading for some people) my Blademaster class!
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With the Blademaster class, I introduce a few new concepts and terminologies such as the new Status Effect:
Bleeding: A status effect that's applied like Freezing/Frozen. Bleeding will deal 1 damage at the end of your turn, unless silenced. Its effect happens and goes away at the end of the turn as well. Bleeding cannot be stacked in damage, so if Bleeding were to be applied twice to the same card, it will not deal 2 damage at the end of the turn.
Flow Mechanic:
The Blademaster class uses the Flow mechanic, which involve the proper managing of your Mana Crystal usage. The order in which you use your cards in is important. For example, when a card says the following:
Flow (1): You must have at least (1) Available/Unused Mana Crystal AFTER using the card to get the additional Effect.
Basic Set:
Expert Set:
Naxxramas Set:
Goblins vs Gnomes Set:
Legendaries:
For Fun Legendaries:
Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards were created using http://hearthcards.net/
If you enjoyed reading through this, please check out my Starcraft cards located all here:
http://www.hearthpwn.com/forums/off-topic/general-chat/18704-starcraft-hearthstone-terran-cards-concept
http://www.hearthpwn.com/forums/off-topic/general-chat/19376-starcraft-hearthstone-zerg-cards-concept-balance
http://www.hearthpwn.com/forums/off-topic/general-chat/19310-starcraft-hearthstone-protoss-card-concepts
And check out my latest new class concept, the Spiritualist:
http://www.hearthpwn.com/forums/off-topic/general-chat/28319-the-spiritualist-class-concept-60-cards-update-2
Imgur Album if need be:
http://imgur.com/a/Jv3gh