• 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

    How do some of these tweaks feel:

     -> or 

    I'm ok with dampen magic being near useless against Minion heavy decks.

    Is -2 spell damage too much?

    Im concerned with the spell also dealing damage however as it would make the minion easier to trade away thus negating its own effect.

     -> or 

    Cost change to differentiate the use from dampen magic, Is (3) too much with the draw a card or is it fine?

     ->  or 

    Personally, if Saronite Vapors changes to 2 mana I'm leaning towards spells cost (2) less. There shouldnt be much game-winning combo potential from spells hopefully

     Outside of those:

    I'm going to rework Twisted elements a bit, ill keep you updated.

    To fill the new card i needed i had an idea to make the "win condition" of the class a bit more clear as to simply last as long as possible in the game.

    Its just a concept at the moment, so it will be based a little bit on your feedback.

    Not going with it

     

    Edit: Costs (1) less at the start of your turn.

    Basically the idea is: Your win condition is to hit fatigue.

    Is it a bit too useless? If so, would it also work at a lower cost, so to artificially make the game shorter? 

     

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic
    Quote from DonnieMcKarlo jump

    It's a weaker freeze in essence. It's supposed to further emphasise the 'hard to kill' concept of my class. I think the drawback of the charachter still attacking a minion might be insignificant enough to warrant this as an actual card. Thoughts? Especially you murloc, as I mostly got duped into this by you, seeing you as the biggest fan of my class so far.

     Have you considered "give your hero stealth until the start of your next turn" at a slightly higher cost ? I think it would make a better card, although it would unfortunately push it out of the basic set. Maybe something like it in addition to what you currently have for elusive.

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

    @DialM4Murloc

    My only concern with adding damage on Dampen Magic is that it can work against the card itself. If you're trying to use it to make the mages flamestrike worse and you hit his minion for 2, it makes it so much easier for him to trade it away and make the spell useless.

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

    @The_Odinson

    Thanks , glad you like most of the changes:

    1. Dampen magic and Saronite Vapors - I was also a little concerned with that, given Chopycat's suggestion i might consider pushing Saronite Vapors to a more "Shield Block" or "Shiv" type slot. I think Dampen magic needs to stay at 1 mana if i decide to keep that "self damaging spells" idea.

    2.Twilight Warden - The idea for Worldbreaker Shaman isn't necessarily gone, just pushed back to the classic set. The evolution of the idea made the card a bit too wordy for the basic set.

    3.Surge of Darkness - As i said in my reply to DonnieMcKarlo,  i think it should be more usable than shadow bolt at 5 damage due to the impact of a lot of 5 health minions (Thaurissan, sylvanas, etc.). I dont think its too weak in comparison with other spells though considering Lava Burst is essentially 5 mana for 5 damage and any target.

    4. Doomseer Matron - Yeah i might make it hit all cards, that's probably reasonable for a 3 health body.

    5. Twisted Elements - Again as i mentioned above, i was perhaps over worried about spell damage affecting it.

    6. Visions - yeah.. seems pretty divisive so far. I'm definitely reconsidering the effect. 

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic
    Quote from Chopycat jump

    @Arkasaur


    I'd give Dampen Magic the ability to do 1 damage to the target aswell.
    And what if Saronite Vapors gives you 3 Armor aswell but only increases spell cost by (2)?

     Thanks,

    I'll definitely think about that extra armor, if i go with armor on it though i might do +2 armor on the dampen magic rather than a damage point. I had been considering a small amount of armor in the class considering he's a giant lobster-monster with a hard carapace.

     

    Quote from Chopycat jump


    I prefer this version of Faceless Corruptor:

    And Twisted Elements should cost at least 6 mana (if not 5).
    Even though they are different classes i just have to compare it to Flamestrike

     I guess i over-weighted the potential for twisted elements to be a bit more bursty to minions. 

    The way I've worded it though might lend itself to being affected 3 times by spell damage ie. +1 = deals 12 total damage. Any better ways to word it to avoid this if i bring the cost down?

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

     

    Quote from DonnieMcKarlo jump

    Surge of Darkness - I suppose it's borderline bad just for the 1 damage it loses in comparison to fireball. From a constructive perspective we can tell however, that 5 damage is the magic number to kill a lot of widely played minions. I'm just wondering why you made it minions only, at that mana cost, I think the 'able to hit face' option is hardly worth a mana difference either way.

     I added the minion restriction since it already felt powerful doing that 5 damage, the magic number to many impactful minions, and i wanted to avoid the possibility of face damage in this form from the class to give the class a bit of a weakness. (two intended now: difficult against super-aggro, and little way of closing out a game other than just out valuing the enemy)

    Quote from DonnieMcKarlo jump


    Twisted Elements - Seems abnormally weak. From the wording I understand that if the opponent has just 3 minions, all will be hit, but If the opponent has 2, the card can still be played and will hit 2, but it will always hit 3 times if 3 or more minions are on the enemies board. I can't fathom how you reasoned the mana cost of 7 for this. I guess when you compared it to the mana jump from a cleave to a multishot being 2 mana and the added versatility, it still strikes me as very weak, and very justifiable at 5 mana, considering Explosive shot also available to the hunter class outputs the same amount of damage and isn't random.

    Visions of Insanity - I was specifically told by asylum, that blizzard development doesn't endorse effects like discarding cards from your opponents hand, nor destroying his mana crystals. As such, your card simply doesn't make the cut on an official level. I however quite like this sort of thing and your class should be allowed to have it. But that being said, I think this kindof effect is worth 5 mana.

    Twisted elements: Is supposed able to hit the same minion more than once regardless of  how many minions are on the board, thats partly why i priced it at a higher cost since it would be possible to kill a a 8-9 health minion if you get lucky. I took some cues on balancing from avenging wrath as well which deals 8 damage for 6 mana.

    Visions of Insanity: that's a shame about not being liked on an official level, i guess i'll make a replacement card just in case then. 5 mana for pricing though seems really high to me even with the "loss of turn" possibility. Just that possibility might be too powerful or is there something else I'm not considering?

    Thanks for the feedback by the way, any thoughts on which faceless corruptor to use however?

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

    I think I've got a good set of basic cards that kind of represent my class and the mechanics it might use, while maintaining the "basic" feel, Theres a few cards that i need some outside views on however to just figure out the balancing appropriately:

    A number of my previous ideas got scrapped, redesigned, repurposed or pushed back to the classic set.

    Class philosophy: Take and maintain board control by denying your enemies the chance to use their spells and cards as effectively.

    Dampen Magic - Helps prevent board wipes, Also opens the possibility for future spells that are balanced by your hero taking damage (a la Flame Imp, using it on your own minions would make those spells have less drawback). It felt too strong at 0 mana since it could be used perfectly on curve to throw out an opponents board clear, at 1 mana it at least forces you to make a tempo loss on that turn. 

    Saronite Vapors - Similar vein to Dampen magic, another anti-spell card, but works more against combo-spell decks and also actually works against "Destroy" board clears.

    Twilight Warden - Its a slightly better Frostwolf Grunt, also would make it the only collectible 2/3 taunt.

    Curse of Flesh - Polymorph, but punishes you slightly if you lack board control and cant remove the trogg, also very useless against aggro.

    Not sure which faceless corrupter to use, thoughts?

    Faceless Corruptor - Both built to punish combo-plays, 1 damage effect may be too low impact for that purpose however.

    Surge of Darkness - A playable variant of Shadow Bolt?

    Doomseer Matron - Makes a nice combo piece with Dampen Magic or Saronite Vapors to allow for some board building while denying a clear.

    Saronite Animus - Big guy, rewards you for having board control (so he doesnt get traded away). "Can't be targeted by spells and Hero Powers" doesnt show up on any basic cards, i think its acceptable for it to do so here since there is a mechanical focus on denying the enemies effective use of their spells.

    Twisted Elements - A big Cleave, its able to hit the same target more than once simply to offset the opportunity cost that playing a 7 mana spell comes with.

     

     Trogg Token: 

     Theres one spell that I'm a little hesitant on the balancing in particular:

    In theory it functions the same way Wild Growth does (Puts you 1 mana ahead of opponent). The problem with this one is that it has the capability of making the opponent lose a turn if they would have otherwise had a perfect curve (1,2,3,4 drops etc.) and im not sure how to weight the cost against that possibility.

    Another interesting consideration is that while Wild Growth can technically help against aggro, I dont think visions helps as much since aggro makes use of early turns with little mana.

    Card idea was reworked.

     

    Posted in: Fan Creations
  • 1

    posted a message on Class Creation Competition Phase II - Discussion Topic
    Quote from Kingslayer jump

    So, for the people who care about stuff like that ~~~ Where do you get your artwork from? Artwork is really important to me and while I am making good progress with the cards, I got some real problems finding good art for some. I browsed the WoW tcg art - and there is some good stuff there, but most of it doesn't fit my theme. I mostly look for night elf stuff btw, as it fits my class the most.

     The card creation sticky in the fan creations forum has good links to where a lot of the artwork can be found, sometimes you just cant though i know many a times i've been forced to use some grainy card image from the WoW TCG game since many of the actual artworks used arent anywhere online.

    Heres a few of the links: Official TCG artworks, WoW Fan artWoW TCG card viewer

    Sometimes you just have to scroll through google images for hours, I find that using the "view similar" (Related images) option that google has been very useful for this. 

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

    @Shanksyo

    Quote from Shanksyo jump

    Hey guys, I'm thinking about changing one of my cards but I'm not sure which version to choose and would like to have your opinion.

     

     

     1. Give it 2 mana cost and i think its balanced.

    2. Spells costing (2) less might be too much, imagine if Preparation also drew you a card, (1) less might be better. (This might also depend on how expensive all of the classes other spells will be, the more at 2-4 mana and the more combo potential the more this card needs to be priced i think)

    3. I think this is a little bit too powerful (again based on how many spells/combos in the deck) A better version might be "Draw 2 cards, if a spell was drawn gain 2 mana crystals this turn only" for 4 mana, just so it doesnt have the possibility of doubling up.

    This ones interesting to think about for balancing I think about "if" effects kind of like rogue combo cards, if this read "4 mana, Draw 2 cards combo: Costs (2) less" i think it would be about right

    Edit: Answering your question, I like the second option best (but I'm biased towards cost affecting mechanics myself =P) 

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

    ugh.. yeah you're right... maybe i need some sleep instead of making cards at the moment.

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

    @Zukuu

    Yeah, sorry dont know what i was thinking with shadow crash, anyway I've redesigned the Removal spell:

    The intent here is to have the removal tie in with silence, silencing the minion will put it to 0/0 and kill it. Curse of flesh may have to cost 1 since it can lock temporary buffs in place, but otherwise doesn't technically do anything by itself.

    I also increased the cost of surge of darkness to 4 and reduced the + attack of black blood to 3, that should prevent a lot of the burst combo from the two cards i think. 

    I'm rethinking surge of darkness a little as the intent of it was very "Savagery druid" enabling card, but I'not sure doubling of attack is the right way to do something like that.

    @DonnieMcKarlo 

    See above for my cards

    I think thrill of the hunt may need to cost at least 3 mana, since it can basically turn any minion into a acolyte of pain, and thats a 1 mana body and was considered overpowered at 4 health. This could turn Mogu'shan Warden into a 7 health acolyte, might be a bit much.

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic
    Quote from Zukuu jump

    Making it work on attacks is kinda weird to implement. It attacks, target dies.. what happens? Does it attack nothing? Does it STILL attack, even tho the minion has 0 health? etc I can see the latter part being done, but that would make the card basically a slightly better 3/2 vanilla minion, so it's kinda pointless.

     That happens with misdirection and explosive trap triggering, if i remember correctly, the minion counts as not having attacked (which would be very overpowered for worldbreaker here), so that would be have to change for this card.

    But yes, a 2/2 seems like the best option for it. It would still be quite strong with Sunfury Protector / Defender of Argus combos.

    In addition to that,  I've got 3 more cards to show:

    Quote from Arkasaur jump

     Hey guys!, Thanks to everyone who upvoted the Twilight's Hammer in Phase 1, and GL to everyone else in phase 2.

    I've got a few concepts roughly worked out for my basic set and would love some feedback on them before i finalise them.

    Saronite Vapours - I Think spell cost (3) more is a good spot for this card due to its 1 mana cost making it very easy to fit  into other turns. The loatheb precedent (spell cost (5) more for ~0-0.5 mana) is a bit skewing for this kind of effect i feel.  

    Worldbreaker Shaman - I'm worried this might be too strong at 2 health and slightly too weak at 1 health. Currently i have it at 2 since all classes (i think) have a way of dealing 2 damage with spells/hero powers by turn 2.

    Faceless Corruptor - Some Hero power synergy, 2/5 makes it a stick to board a bit and punishes expensive plays.

    Saronite Animus - The "fire elemental" of the set, its a big threat around turn 6 that cant be dealt with using spells, rewards you for having maintained board control or forces the opponent to trade minions to conserve their health.

    Thats all i have ready to show at the moment

     Let me know what you guys think =)

     

     

    Shadow Crash -  The basic removal, similar to Deadly Shot or Shadow Word: Death, while having the drawback of damaging your hero instead of a restriction or random targeting. Scrapped it.

     Black Blood - Similar to Bite and Heroic Strike, not much to say here, in terms of balance it seems fine, possibly slightly underpowered if you take 2 damage to minion = 1 mana

    Surge of Darkness -  I'm considering delaying it till the rest of the classic set instead since it can clearly form a finisher combo with Black Blood, and i dislike having both pieces in the basic set. Balancing - similar to Blessed Champion and Windfury, priced it slightly above windfury due to double combo potential that windury lacks by itself

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic
    Quote from Zukuu jump

    The effect is fine, but as a 1/2 your opponent can kinda ignore it forever, since it can't trade for shit and 1 damage / turn isn't very impacting. Also dies to AoEs, so it kinda needs taunt or be an actual threat in terms of damage.

     Haha, didn't mean to get it so close to your idea =P, sorry.

    Thats what i was asking with the effect also occuring when it attacks so its basically a 3/2 but 2 of its damage always gets applied first, like first strike in magic: the gathering, It seems slightly underwhelming defensively and slightly overpowered offensively.

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic
    Quote from Zukuu jump

    I don't know how you can balance Shaman without making it a late game card. Even then, I think I really dislike the ability. Tbh, I would rather see it gone. The potential BM with Argus / Sunfury is just too strong and that card alone can fend of an own deck archytype... you can even play 2 of those.

     True, i hadn't considered that interaction actually.

    How about this one, which is still thematically what i had envisioned for the card of the shaman throwing a fireball before the attack occurs:

    Working similarly to explosive trap, where the damage applies before the attack occurs.

    Would it be too powerful to also make it do the damage when it attacks? , if not, how could i word that effect without using the entire card face? 

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition Phase II - Discussion Topic

     

     

    Quote from Zukuu jump

    Worldbreaker Shaman's title is truly fitting, it can be very problematic and I think it has well too much of an impact on the grand scheme of things.

    edit: Even with the wording change, it's too strong - at least against certain classes. It has permanent Divine Shield against minion. That's not remotely balanced for 2 mana 2/2.

     Yeah i was worried that might be the case, Does it feel any more appropriate as a 1/2 or at  3 mana? (I would personally prefer the minion to keep its cost at 2 as it was designed more as a early game control piece)

    Quote from Zukuu jump


    Faceless Corrupter's effect is also a bit too bursty for my taste. Just think about it, you play this on turn 9 or something your opponent now can't make use of his mana at all, unless he has a direct removal (which is needed for 5+ health), board presence or is willing to take 9 damage. Since you play it at the end of your turn, you get the benefit. If you are ahead, health means less to you. 2/5 stats for 3 mana are also over the top compared to VANILLA Druid of the Flame. I think dealing a flat amount (likeMagmatron), would be better.
     

     I had made it a 2/4 after Elmo1191's post. The flat amount of damage does seem a bit smoother to play with/against, I've got it at 1 damage at the moment as i felt 2 was a bit much damage considering you can have 2 of these guys.

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.