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    posted a message on [Class Concept] Death Knight v1.2
    Quote from Tyomcha >>

    You forgot to make a card writeup for Horn of Winter.

     Thank you, good catch!
    It continues to make me happy that people are reading the writeups :)
    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2
    Quote from Alkoviak >>
    Quote from DKPaladinMDL >>

    The fact that Potions should be representative of core class themes, and not just be new (and useless) effects that are tossed in randomly is a completely fair criticism. I will 100% rework Scourge Potion for the exact reason you suggested. I'm somewhat open to reducing the disease mechanic to only 1-2 cards instead of having it be the main theme of the entire MSoG set, and maybe expanding it beyond MSoG, but I really wanted to explore the concept of a micromechanic. I got some positive feedback specifically on that, where someone said it was interesting how DK actually got a new theme in MSoG instead of just regurgitating old stuff. As for its placement in the Kabal, I probably won't change that, unless I can find a good enough legendary effect to take Selendre's place, and even then it would be quite the undertaking. But it's not *completely* out of the picture.

    Thanks again and I'll be reviewing your class shortly :)

     First and foremost I wanted to tell that you death knight is an amazing work. I like the theme and the mechanic, everything seems interesting and playable which is nice.
    I was surprised to by the fact that the deathknight would be Kabal but I accepted it quickly as it leaves the most design space available. Handbuff is weak and un-interesting, and jade do not fit with the feel of the class.
    I really like the disease idea but I would think blizzard would implement more than 3 diseases to make sure that you don't have a reliable way to get exactly the disease you need, maybe 5 or 6. With at least one disease with both detrimental and beneficial effect (ex: give +1/+1 can only attack the target in front of him)
    Patient zero and outbreak I don't like. I would prefer the [undead] to be immune to disease so outbreak would read : infect every minion on board with a (either random or discovered) disease. Patient zero could be more controlish  without the undead tag, with the text: 3 mana 3/7 Taunt, diseased infect every minion it trade with. And it would work nicely with scourge potion which you can use to protect a minion from disease or heal the disease form patient zero
    Blighted blade feels a little too weak. Any target which you would want to hit with this weapon is bound to be the dangerous kind meaning that you probably would have to hero power to use the blade to avoid taking too much damage, making the blade a 7 mana 3/3 with an slow effect. I would prefer to infect a random enemy minion. Clear the token infect the threat
    I would remove completely necrofire. I feels too powerful and outbreak is already a soft board clear, you could add the potion name to outbreak and add something in relation with the disease theme. As it infect every minion getting it from kabal chemist would be less powerful for another class
    Disease mechanic should not be easily controllable, once you release the disease on the board you should have a hard time removing and having the risk that it contaminate your own minion. The only work around being to play undead which are immune.
     Alright I talked with a friend for about 45 minutes regarding your post and in general all of the criticisms of the MSoG set. I'm sorry to say that in the end, we are only changing two things:
    - Frost Fever now reads "Freeze a minion. Reduce its Attack by 3, but not to less than 1."
    - Patient Zero no longer has taunt.
    Let me explain how we came to this conclusion and respond to some of your suggestions. I may be wrong, but it seems like these were the main things you wanted to see change about the disease mechanic:
    1. Have more than 3 diseases, and introduce some randomness into Disease-giving.
    2. Make Undead minions Immune to disease.
    3. Make Patient Zero a 3 mana 3/7 with Taunt that infects itself with a random disease and then gives that disease to whatever it attacks.
    4. Make Outbreak affect all minions.
    5. The disease mechanic should not be easily controllable. 
    6. Implied by the previous one, that whenever an infected minion attacks it spreads its infection?
    7. Remove Necrofire Potion.

    First, let me respond to #1. It would be hard for me to accomplish this because there are actually only two diseases in DK in WoW - Blood Plague and Frost Fever. Crypt Virus is a spin on the ability "Crypt Fever" which I believe is a talent for Frost Fever - it's not even an actual standalone ability, and it doesn't have anything to do with summoning a Crypt Fiend. So, already I feel like I've gone pretty deep into BS territory. To take diseases, one of the most iconic mechanics of DK, and create new ones that don't exist in the source material, I feel like this would rub DK mains that are excited to see their class ported to hearthstone the wrong way. 

    Next I'll take on #2 and #6 at the same time. This is also hard to implement, but for a different reason. Without explicitly stating in every Disease-generating card that Undead minions are immune to the effects and that whenever an infected minion attacks it spreads the disease, it's hard to communicate that this is how diseases work. The only solution would be to create a keyword - but this ruins the idea of a micromechanic, since a keyword would require me to build much more of the class around diseases and spread them outside of the MSoG set, which I'm definitely against doing. Overall either one of these two interactions, let alone both of them, make the disease mechanic much more convoluted than it already is as a micromechanic, and so I don't think its feasible to implement them. 

    Now for #3. It seems like a lot of the interesting interactions with this version of Patient Zero come from the fact that you can make it Undead to remove the diseases from it. Since we've established that those things can't happen, and that I've been wanting to remove Scourge Potion, it weakens the motivation to make this change.  We thought about this idea with the current disease system, and the card just didn't seem to come together. Unless it has Taunt, it's an extremely slow card, to the point that it was unbearably weak. Even then, the way that the Diseases cause this minion to take such a beating before you can even use it make it feel really weak. And if the Diseases are random, then this card would probably only be playable in arena, where all you need is a disease and the specifics don't matter. Overall the current design of Patient Zero was much simpler, and more balanced with the upcoming change to Frost Fever. 

    With #4, the same reasoning applies as in #3 - the novelty of this effect comes from Undead minions being immune to diseases. This was probably the most compelling part of the argument, as I think it'd be really cool to tie diseases more strongly into controlling Undead minions. Again though, being unable to make Undead minions immune to a certain type of effect without introducing an entirely new keyword makes this effect hard to implement. 

    #5 and the randomness part of #1 is probably one of the few things that I actually really disagree on. My intentions with the Disease mechanic were for you to be able to respond to situations by choosing precisely the disease you needed. This is why the Diseases had very specific purposes - not general things that have approximately the same effect in any situation. Totems and Animal Companions are random because they do approximately  the same things - despite their differences in abilities, totems put a token on your board and Animal Companion puts a 3.5-4 mana cost beast on your board. The three diseases share almost nothing in common, by design, other than the fact that they do something bad to enemy minions. Furthermore, I see the DK as the manipulative master of diseases - not someone who haphazardly mixes up their effects, implying randomness and effecting their own minions. Patient Zero is sort of the exception to this, since Patient Zero isn't a DK, it's someone who has presumably been effected by one. If Outbreak affected your own minions or was random, it would seem like you as a DK are inexperienced or bad, which isn't the design I'm going for.

    Finally, #7. I've gotten a lot of feedback on Necrofire - some people say it's weak, some people say it's balanced, and you're the first one to say it's strong. We actually really like this card and are definitely not going to get rid of it. Furthermore, I think it's the type of card where, even if it were overpowered, it could be fixed by increasing the mana cost as opposed to removing it entirely. AoE is also one of DK's strengths and I don't feel bad about giving them two AoE options in the same set.

    I think that in an alternate DK concept diseases could work quite nicely as you described them. However, that system has a completely different feel than the one that I was going for as an MSoG micromechanic, so I don't think it really fits into this class.

    Hope this clears things up.

    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2

    Card writeups are updated up to TGT.

    Added in Breath of Sindragosa, which I mistakenly forgot to put in either the imgur album or the post here (it has always existed).

    @Alkoviak, I will get back to you later, right now I have to get some sleep.

    Posted in: Fan Creations
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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    My offer for a review trade on my Death Knight still stands - if anyone wants to give some feedback on my DK class (Link in signature) then I'll give your class a review in return, whether it has its own thread or it's still in the works in this one. 

    (I'm going to try to match your length, so don't be lazy :P)

    Posted in: Fan Creations
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    posted a message on The Removal Druid Needs

    This card is way too strong and reliable for a class which is supposed to lack removal.

    Posted in: Fan Creations
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    posted a message on Make the Card

    All jokes aside, I think that library manipulation is something we need more of in Hearthstone.

    Next: Give me your best incarnation of Professor Putricide.

    Posted in: Fan Creations
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    posted a message on waterwaIker's House of Cards 2.0 (UPDATE: MASKED cycle, DRAFT keyword)

    There are some nice cards here, and a few need some work.

    Ancient of Arcane is probably a little weak - since each effect is worth roughly the mana that you lose from the poor stats, most of the time you would rather just have a 5 mana 5/5 or a 7 mana 7/7 and play your cards normally.

    Volley fire is a nice and simple control hunter card, I like it.

    Judgement probably shouldn't exist, it's extremely powerful and paladin shouldn't have efficient hard removal like that.

    Helping hand is a really nice design.

    Gurubashi punisher is cool - maybe on the strong side though. It's a good replacement for Death's Bite.

    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2
    Quote from csguba >>

    Just wanted to say I absolutely love the theme and design of the cards, great work. With the exception to a few cards such as consume soul I think most are quite balanced too

     Interesting, you think consume soul is overpowered? It's like innervate but you get 1 extra mana at the cost of a friendly minion. It has a minimum mana cost of 3 as well, so you can't play this for ridiculous turn 1 shenanigans and it also makes it harder to play if you don't have a board already.
    If there's some compelling reason you have that I didn't consider, then I'm open to nerf it. It is the type of card that can become very strong very quickly.
    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2
    Quote from Ninja_on_Disco >>

    Wow nice work but i think frostmourne should be legendary not epic. 

     I think a legendary weapon would feel quite underwhelming in place of a minion. Note how even when they introduced legendary quests they made sure to still have a legendary minion in the set.
    I agree with you that from a lore perspective it should be legendary, but in terms of gameplay it felt better as an epic, in line with Gorehowl.
    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2
    Quote from Tyomcha >>

    The Classic Set Explained part mentions a card named "Glacial Advance", but it doesn't seem to actually be in the thread. Also, I'm pretty sure it should be "Ebony" Queen and Rook, not "Ebon".

    Really good set, though... well, at least that's the opinion I have after just quickly glancing over most of the cards, I haven't actually thought about any of them too much yet. But for now, this seems to me like a pretty nice class.

     "Ebon" is a synonym for Ebony, and it's supposed to play off of how the organization of Death Knights in WoW is called "The Ebon Blade."
    Good catch on Glacial Advance, though - nice to know people are actually reading the blurbs :P
    Posted in: Fan Creations
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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    Too Strong

    Zuvembi Brew would be very strong but at least somewhat reasonable if it was limited to minions.

    Unstable Hex should probably summon a 2/3 or a 3/3. I'd lean towards 3/3 because 2 mana removal is very strong.

    Blackspear Technician would be very strong, but somewhere maybe close to acceptable if it was a 3 mana 2/3 that gave +1/+1.

    Too Weak

    Shaka Skull is hard to fix, since making it a reduction of (2) could get out of hand very quickly. Maybe make it a reduction of (2), but the card itself costs (2) mana? It's still weak but has potential to do something.

    Blackspear Berserker I would just scrap the design. It's not very interesting and it just brings the minion to vanilla stats. Redesign.

    Summon Zombie Dogs should just cost (3) mana.

     

    Theses changes should be decent, good luck with your class!

    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2
    Quote from ruan1209 >>

    "Horror" should be 9/9

     Horror has been one of the hardest cards for me to balance, and if it's within a margin of +1/+1 of balance then I'd rather keep it stronger that weaker as it should be one of your main win conditions in a frost DK deck.
     
    Quote from PatrickLR1998 >>

    Damn there are some OP cards for DK :P

    But Great job, I love the idea/fantasy of the class and hope that blizz will someday add DK,Monk and DH

     Which cards did you have in mind as OP? There are definitely some strong ones - some of which I intentionally made strong, others which are probably too good by accident. If you give me a list then I can take a look at them.
    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2

    As I said, I planned to have DK released alongside an adventure or expansion, and I've settled down on making an Icecrown Citadel adventure. The purpose is to introduce more Undeads into the game, and while DK will truly be the class that's best with Undeads (much like Hunter is the best with beasts), I want to make sure most classes have access to them and access to counters, as well as access to Freeze counters. 

    Here are the 15 class cards I've made so far (expect a new thread soon):

    Posted in: Fan Creations
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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    Some of these cards (zuvembi brew, unstable hex, blackspear technician) are absurdly strong, while others (shaka skull, summon zombie dogs) are very underpowered.

    Posted in: Fan Creations
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    posted a message on Make the Card

    Here, I'll just respond to my own to straighten everything out.

    Next: An Enrage minion.

    Posted in: Fan Creations
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