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    posted a message on Bomb Warrior is killing the fun of the game

    Guys the thread is from more than a year ago, stop it (`_`)

    Posted in: General Discussion
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    posted a message on Was there a teaser in this expansion for the next we missed?

    I know this is not a teaser, but the article actually talks about some details from World of Warcraft, which may turn out to be the theme of the next expansion.

     https://www.hearthstonetopdecks.com/deciphering-the-year-of-the-phoenix-expansion-teasers-what-we-know-so-far/

    Posted in: General Discussion
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    posted a message on Custom Class Competition #6: Phase Three, Discussion
    Quote from MvonTzeskagrad >>

    I have the feeling your class is very weak on draw, you thought changing Graveyard Witch lowering stats in order to also draw a spell? As a wild guess.

     I think, I will just make her draw a spell like you said, but it will require some research. I agree that BM doesn't have much draw, but I will add much more of it in my RoS set. (If I advance to next phase, obviously)

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Three, Discussion
    Quote from MvonTzeskagrad >>

    Graveyard Witch is Ogre Magi, while Vampiric Knight is very weak.

    On the other hand, Death Prayer is a powercreep to another secret you made, (Death Ritual I think its name was)... in fact you kinda use words like Death an blood a lot. I suggest you think in synonims... or even other wow blood magic users, like the mogu and their animus as well.

    Also, most class original legendaries are not really that weak, just require support archetypes, wich may or may not be present. You may allow yourself to give Tenris a bit more love.

     

     Heck, I have already changed Graveyard Witch 3 times and it always turns out that a card like this already exists. I will need to look through all the spell damage cards in hearthstone once again and somehow fit her in. Anyway, thanks for noticing this. Regarding Vampiric Knight, I think I will just make it 5 mana 4/5, like it was before.

    Death Prayer actually is really different than Sacrifice Ritual (i guess thats the card you had in mind). The former is a card similiar Shadow Madness, but it's on a secret and has no attack restrictions. Sacrifice Ritual kills a minion when the opponent plays it. I think both of the cards are signifficantly different. Yes, they are srong, but their cost is "3" (very high for a secret) and your opponent can easilly play around them with cards like Lackeys or genuinelly other small minions. I don't think any of these two secrets powercreeps the other.

    I will deffinitely think more about Tenris.

    Thanks for your feedback. (^_^)

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Three, Discussion

    Well, that's quite a challenge I got here, but I suppose with how my cards are now, I will not have to make too many changes. Here comes the second half of my Disciple set. As always I would gladly listen to any advise, especially since there are some cards I am not yet sure about. 

    In the first part of the Disciple set I've included most of the stuff I have for "Midrange Vampire" or "Zoo Vampire" archetype. Now I would like to give my class a push in a Value or Control style of play.

    Here is a new type of minions, which would love you to haunt the game for a bit longer with the value they give - Banshees.

    (In the discussion thread last week I also included another Banshee, but I ultimately decided to cut her.)

    So, as I mentioned before, Banshees are fairly simple minions, which are meant to go into a control archetype. They give some value and all have "Stealth".

    Here are the other two secrets (one of them has 4 lines):

    I thought a lot about the amount of health "Blood Shield" should restore and ultimately I decided that 12 is a fair number. I wanted to create something resembling Ice Barrier, but in a more "bloody" way. And since the secret I mentioned gives you 8 armor before you get attacked, I think that 12 health after you get attacked is even weaker. First of all, health cannot go over 30, while armor is unlimited. Secondly, Blood Shield would not activate, if your opponent dealt lethal damage to your hero. 

    And here is the rest:

    "Blood Bolt" was probably the most problematic card I have ever created. I wanted to give Blood Mage an OTK opportunity, but as I have been advised last week, giving it the "double spell damage bonus" effect would make it to strong. Ultimately I decided to go with a simplier version. "Tenris Mirkblood" is a weak card. Even as I created him I wanted him to be reelatively weak, since he is meant to resemble the classic legendaries other classes have. Obviously Blizzard made a huge mistake with Demon Hunter's legendary cards, but I wanted my set to be more balanced, so similiarly to other classes, Tenris Mirkblood is a strong card, but with low synergies.

    I would love to hear your oppinion on the cards, and obviously - Good Luck to all contestants!

    Posted in: Fan Creations
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    posted a message on The next expansion

    So, Saviors of Uldum got its trailer released on 1st July, whch would be 4 days from now. Do you guys think we should already stard being excited? 

    Posted in: General Discussion
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    posted a message on Rarities in Arena

    Yes, there is a reason. Bad luck, obviously. What else could you expect? Arena is kinda like the usuall card games of Poker or Makao, you get a few cards and play with it. If you have really bad luck, you're gonna get weak cards, lose and wait for next time, when you will have a chance to get stronger cards. Drafts are always random, but arena is probably the most balanced thing in hearthstone. If you have the skills, you can pull off 12 wins with just commons, but you have to choose the ones with the best synergies and highest scores and play them carefully. What does it matter that your opponent has a legendary in their deck? Yeah, legs tend to be strong, but they are also situational. It's very rare that you encounter generally strong cards, like Alexstrasza. Usually whenever I see a legendary played in arena, it's very awkward, since most of the modern legendaries require speciffic deck building, which is difficult to do in arena.  

    Posted in: The Arena
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    posted a message on Custom Class Competition #6: Phase Two, Voting
    Quote from McF4rtson >>

    @Artimex723 Watch out. Your original upgraded Hero Power token was a gold card. That's against the rules. I had to make a new version of it for you.

     Thanks, I actually forgot that it's forbidden. Just wanted it to be clear which HP is the normal one and which is the upgraded one. And since I wanted to be as close to what we see in Hearthstone I thought that making it golden would be ok. Anyway, thank you for fixing it for me.

    Posted in: Fan Creations
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    posted a message on Very cool!

    While it's true that Blizzard usually gives us uncraftable cards like C'Thun or Marin the Fox, they also gave us craftable cards like a random quest with Saviors of Uldum or Archmage Vargoth, so it's understandable that it could be not clear. Well, but knowing Blizzard it was quite expected that they wouldn't give us free 1600 dust.

    Posted in: General Discussion
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    posted a message on Custom Class Competition #6: Phase Two, Submission

    Blood Mage; Disciple Set Part 1

      

    Blood Mage is a risky class, which gives you powerfull effects, but takes a lot of practice to master it's power. In order to succeed in battle Blood Mages will have to offer their own health. But don't worry, since they have powerfull allies - Vampires, who will drain life force from the enemy in order to make both you and your army of subjects signifficantly stronger, and you're definitely going to need it while invading the capital of magic - Dalaran! Blood Mage is introduced with Rise of Shadows, where an iconic character will lead his army of bloodthirsty creatures and help Rafaam and his League of E.V.I.L!

     

    The challenge card is Blood God Hakkar, who comes back with the "no-duplicate" rule, which was last seen in Mean Streets of Gadgetzan. (Note that Saviors of Uldum came out later than Blood Mage is introduced)

    Posted in: Fan Creations
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    posted a message on how do you tell what your opponent plays?

    It's almost impossible to predict, if your opponent plays Mech or Odd Pally before the 1st turn, but you can alway assume, so card like Sap or any silence card is always a safe keep against Paladin, since it ruins Mechs. A nice board clear is also welcome. Paladin unfortunately has 2 meta decks and that's what makes it difficult, but if you see Priest nowadays you can be 100% sure that it's gonna be Reno Priest, or Demon Hunter is like always odd, so it's easier to make good mulligan against these classes.

    Posted in: General Discussion
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    posted a message on Custom Class Competition #6: Phase Two, Discussion
    Quote from Klipce >>

    @Artimex723

    Concerns about the power level of your cards have already been raised and I agree with them. Still, there is one card that seems problamatic to me but hasn't been touched on : Blood Bolt. You see the key difference with Arcane Blast is that the latter can't target heroes ! A cheap damaging spell that synergies with Spell Damage is a recipe for broken combos. Malygos + Blood Bolt is already very powerful as burst, healing and tempo. In fact there are very few 1-cost spells that can deal damage to heroes and I think Malygos is a big reason for it. And then their is cost manipulation shenanigans which make 1-cost spells very dangerous.

    Also you should consider the fact that all damaging spells with Lifesteal can only target minion. Not a coÏncidence imo. But the wording might be tricky to get on 4 lines with the keyword... So I think you should change the design a bit : basically keep the same text but raise the cost and damage. This makes it less flexible and keeps the double Spell Damage in check. I would go with 4 Mana and 3 damage to make it similar to Lesser Amethyst Spellstone and it's upgraded versions. Still strong, I think, but way more tamed.

     Well, You're right, but I wanted to give my class some OTK possibilities with Malygos. Blood Bolt is the only cheap spell in my whole set that can directly damage the opponent's hero. Mage for instance has a lot of them and since my class is a "Blood Mage" i wanted to give it the option as well. Now Blood Bolt is a difficult card to balance, because taking away it's lifesteal would make it insanely bad, so I woud have to reduce the mana cost. Now 0 mana would also be bad, because it would just powercreep moonfire. Later today I will share my renewed set, in which I signifficantly reduced healing and rised the self-damage. I think blood bolt would be ok as it is, considering the changes I made.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Discussion
    Quote from MvonTzeskagrad >>

    @Artimex723

    Btw, you should consider working more on Blood Surge, since it is a 5 mana Felfire Potion. Sacrifice Ritual seems like Vaporize powercreep to me, while Voodoo Trick might be far worse -imagine minions with divine shield attacking-.

    I kinda have an awkward feeling about this class... I feel it's like playing big priest with secrets. Its biggest synergy with the class tribe is one consisting on rez, wich kind of goes against the other synergy cards, those reward play small Vampires, of wich you dont have many. I'd suggest working on more small minions in the future. This class seems to rely too much on attrition and possibly looping value of stuff -example, banshees-

     

     Yep, I just wanted to give it a lot of directions it could take, like Warlock's classic set. Obviously some would be worse and some would be better, but in the end I wanted to shape it all together with my Expansion set. I agree with your points tho and I'm already working on the cards. Tomorrow I will share my changed cards. 

    Also I wanted to mention, that while the class is meant to be a bit of a mix of Mage and Warlock, I wanted to make it a control class, with some board control, but also with Zoo options. I have also realized just now that indeed I didn't put that many cheap Vampires, so the midrange stuff makes no sense at all. I think that I will just cut some cards and add new ones.

    Thanks for your feedback :D

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Discussion
    Quote from Noah_McGrath >>
    Quote from Artimex723 >>

    I finally finished my "Initiate set", which I decided to call an "Apprentice Set". I used a watermark of the DH's set, because I wanted to follow the idea Blizzard created and didn't want to use Classic watermark. I would love to hear your opinion and some feedback, before I post my finall work in the submission thread.

                       

    Here's my Basic set from last week

     

    And here's this week's Apprentice set (the whole, I will yet think how to halve it)

    Last but not least - the tokens

     

    So that's it, I would be really glad to hear some feedback and advice about my cards. I really wanted to emphasize Blood Mage's class identity, which is like a mix of Warlock and Mage, but also with a lot of lifesteal and dangerous plays. BM's flaw should be a lack of taunt minions and general vulnerability.

    PS. There are 2 challenge cards (I've decided to use Rise of Shadows):
    1. Hakkar is meant to have the "Singleton" rule (remember that Saviors of Uldum would be released in about half a year), which we've last seen in Mean Streets of Gadgetzan (which is wild already).
    2. Blood Bolt has the effect of Arcane Blast, a TgT card.

     

     Ok, don't take this the wrong way but in my opinion you have a lot of problems with your class. 

    First of all, waaaaaay too much sustain. Almost half the cards have lifesteal, how are you supposed to play against this stuff? You have... 8 healing cards in the apprentice set alone, from 20 cards total. Most are minions with lifesteal who can heal twice or more if the opponent will trade into it. The hero power has lifesteal, you have 3 other heals in the basic set, it's too much in my opinion. I know it's a vampire class but still, this thing won't die to anything but heavy control.

    Then you have a ton of cards that are just straight up powercreep:

    • The upgraded hero power is busted. All upgraded hero powers usually double the effect. Fireblast deals 2 damage, Shapeshift gives 2 attack and 2 Health, Silver Hand summons two 1/1s etc. Particular hero powers only get inscreased by 1 (hunter) or have the downside reduced (warlock). Yours gets trippled.
    • Lurking Banshee is a better Faerie Dragon.
    • Vampiric Knight is a better Bloodworm.
    • Moonlight Banshee is a better Novice Engineer.
    • Graveyard Witch is a better Soot Spewer/Dalaran Mage.
    • Raising the Dead is a better Eternal Servitude.

    Blood Surge is a worse Twisting Nether but that's it, the only "weakness". I don't want to sound mean but i think you should tone down some stuff.

    Edit: With the new Blood surge you got 2 self damage cards which i suppose helps with my main complaint, but it's still very little overall.

     Yeah, that's exactly what I wanted to hear. Thanks, I will balance the cards you mentioned. It's still just my first time taking part in a competition like this, so I really appreciate such feedback.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Discussion
    Quote from whatTheHeck >>

    @Artimex723

    Correct me if I'm wrong, but doesn't twisting nether do the exact same thing that your card does for one less mana? The rest of the set is cool.

     Oh, yeah thanks, I forgot about Twisting Nether. I changed the card to be like this.

    Posted in: Fan Creations
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