• 1

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

    Yes, that's probably a problem in your case. However it fits the current set release theme - we are to submit our Naxx, GvG, and BRM content on the last phase, which generally opened up new possibilites for the existing classes.

    Maybe you can work a way out with the wording 'whenever a minion dies' and not assigning actual deathrattles to the cards themselves, creating a synergistic minion base that promotes board presence. Also would have nice synergy with your hero power.


    It's important that it is a Deathrattle, because that way it draws at least one card. Might be a bit too strong, but nerfing it to a 1/1 could be possible.

     Either that or you should perhaps redesign the card to not be an undead. In general these sort of draw engines are only nececary in the mid-lategame. Compare to battle rage, which might not even cycle, whereas yours does guaranteed. Works well in a rushy deck aswell. Definetaly a minor nerf necessary in my opinion.

    Posted in: Fan Creations
  • 1

    posted a message on Class Creation Competition Phase I - Discussion Topic
    Quote from Elmo1191 jump

    Allright, i need some help with this one. I created... something...

    I thought, if i can't use most keywords in my basic cards, i might create something REALLY wild that does not have a key word. I also wanted to give Faranell a piece of hard removal. Since he's an alchemist, maybe some sort of transform effect, that is not Polymorph or Hex. So... here it is! Initially it drew you 2 cards if the minion was 5 or more, and if it was less than 5 you discarded a card. But then i decided i don't want to mess with the cards in hand, so i made it like that. I also thought about making it interact with the new minion's health instead of it's mana cost...

    I don't know! I don't know if its overcosted or undercosted i don't know if the values are good, i don't know if my other ideas were better... this card confuses me so i thought i could confuse you with it as well. THOUGHTS? :))))

     I'm astonished you can fit that much text in one card. Probably can shorten it quite a bit by instead of putting 'if it's 4 or less' - 'otherwise'. Nevermind, it's not that much.

    Too flashy are my initial thoughts. If there's something you want to get rid of really badly I suppose it's worth it? It has this naturalise feeling to it though, where it can screw you over horribly. So I suppose you can make it cost 2? Otherwise with your design there's not alot of tweaks possible. 

    Going with a rewording I might suggest something like this in line with your class. Cost: 3 Transform a minion with infection into a 1/2 slime with infected.

    Posted in: Fan Creations
  • 28

    posted a message on Weekly Card Design Competition #22: Submission Topic

    Not very inspiring, but hey, here's some tool for warlock for more precise damaging options. Can be used in emergencies as well as a single use removal.

    Posted in: Fan Creations
  • 1

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

    This is borderline advertisement, which I'm not sure is quite tolerated in this thread. Nice work, anyway.

    Here's some of the stuff I want advice about though, sorry if the images are messed up a bit, but I'm making every card idividually, thus there is alot of small issues I have to adress with my poor skillset. I'm in dialogue with mokthol, who can hopefully give me some means to make this process a bit more standartised.

    An extra bit to the hard to bring down part which I touched upon in the class introduction. Image by me, quite proud of that one actually *huff*.

    The card draw engine or atleast cycle.

    A combo piece for the later stages of the game, when weapon swapping will become a thing. Or just a small tempo card.

    The wardens version of a board clear. Ouch, can be used as a finisher.

    These are all basic cards(if you couldn't tell) I was particulary curious if I've covered the sort of baseline that makes the class self sufficient and can be a bit more wild in my approach of the rest of the basic set. Or is it even that these same cards are non-essential. I'd like to hear your thoughts.

    Posted in: Fan Creations
  • 1

    posted a message on Class Creation Competition Phase I - Discussion Topic
    Quote from Tenkazu jump
    Quote from DonnieMcKarlojump 

    Good points on defending the tiger I suppose. In the end it's not all about balance anyway, I myself have quite the unfair hero power design when compared to existing classes, just as an attempt to give the entry a bit of sentimental feel. As for yours, I believe it might not be outrageous to push the hero power to reducing a random card's cost by 2. I played a couple of scenarious in my head and thought it wasn't too broken.

    Considering what you said and what Zukuu said, I'm reconsidering the Hero Power and if the following change seems appropriate by the community and not as being a too significant change to the class to break the rules, I guess I'd go with the one of these.

    The first version is similar to Paladin's Reinforce so I won't discuss it further. The second one plays to the same idea but you add a card to your hand instead. In this way you can counter cards like Mirror Entity and your minion isn't exposed unless you want it to be. However, unlike Paladin, Moon Priest wouldn't have buffs like Blessing of the Kings to transform generated minions into formidable opponents. Instead, it would have cards that require Wisps to activate (Detonate, for example) which is in line with Warcraft lore and would fit the class thematically. I'm just not sure if generating a card would be too strong as it fuels cards like Mountain Giant and Twilight Drake which might be a thing for the class but I'm not too convinced at the moment. And saying this I guess the choice is obvious. ^^'

     

     Hmm, I think I like the change. Alas, I don't think we have alot of wiggle room when designing hero powers. Here is an excellent(in my opinion) design by Shanksyo in the 15th wdc:

    Just perfectly captures the flavour of detonate, you might have to tweak some stuff based on your accesibility to wisps, but I think it could work.

    Posted in: Fan Creations
  • 1

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

    Hmm... So, I think it bears noting that almost half of the new Hero proposals submitted so far include a new class-exclusive keyword. This is compared to only a third of existing classes that have class-exclusive keywords. And I must say, most of the new keywords I've seen so far haven't been very inspiring, feeling more like a forced attempt at distinction rather than something truly deserving of keyword status, let alone of class-exclusive keyword status.

    If you want your class to have a new class-exclusive keyword, that's totally cool! But, in case you haven't, take a look at one of the requirements for your Phase II submissions:

    "- Just as Choose One, Combo, and Overload deliberately do not show up on any existing Basic cards, neither may your Basic cards include any original Class-specific keywords. Save that for future competition phases."

    What that means is that you need to make sure that your class isn't entirely reliant on your new class-exclusive keyword in order to be unique and distinct. It needs to be solid enough without it if you want to get to Phase III.

     This. I think neutral cards from the existing set are not given enough consideration when these classes are designed and thus bar creativity in terms of how the class works in the currently existing format. I'm not sure, how well I myself am doing on that front, since that sort of balancing off the top of your head is ridiculously hard and the reason blizz devs are doing hundreds of testing matches when designing new cards.

    Quote from Shanksyo jump

    Class : Witch Doctor

    Hero : Sen'jin

    Hero Power: Maledict

     

    What do you guys think?

     I really, really like the flavour you have going in here. Hero power seems a bit too strong. Maybe it's worth making it - a minion with lower cost. I'm curious on your other ideas, because this is about as much as I know from the shadow hunter and polishing the class further might be difficult.

    Quote from hinti11 jump

    Class: Thief

    Hero: Synthia

    New keywords:

    • Preparation (used to increase the power of cards, discards a Trinket)
    • Trinket (spell added through heropower, only one usable in one turn)

    Thoughts on the hero power and it's synergies? I really would like to know what you think, overpowered, underpowered? I fear it is a bit underpowered but I'll see what you guys say.

     First off, your class introductory mechanics seem a bit too complex. Starting from the trinkets which don't really seem too relevant as well as the 1 per turn restriction to their neccesity in being held for the preparation effects. You essentially gave preparation cards (pay 2 more) for their enhanced effects and I don't really like that in your concept, it feels very locked down to the class and when you can't think of stuff from the existing set that works well with your ideas, I feel there needs to be a simpler baseline, but that is my personal evaluation of it. What I do like, however, is that your design is very consistent in those cards, and I can picture very well as to how the class would play out. Finish up a few more cards if you are lucky in the 1st phase, and I would be very excited how much more you can piece it together. 

    Quote from Ethenil jump

    So, here is the final form on the Demon Hunter:

    The idea is to make it a mix between Mage, Warrior (Rogue?) and Warlock -> Fiery spells, evasion and armor, and demon control. Of course, flavor-wise demons aren't "summoned", but "controled". Thus a mock of Mistress of Pain. I plan on doing a mock for warlock demons, as if the demon hunter were taking control of these demons.

    Thoughts? Ideas? Thanks!

     I don't like the flavour. Demon Hunters should be a class oriented around more fighting, but these cards are very controlly. Their individual design is satisfactory, but I think you need to give the class itself a little bit more personality.

    Quote from Vonrith jump

    My idea for a hero is: The Trade Prince. Good deals, fresh supplies and the master of economics. Those are his themes. His play style: hand control and risky plays. The former means losing the cards you don't need and replacing them with those that you do need, the latter finds it's meaning in his personal keyword [b]influx[/b]. Influx reads "An effect that only applies the turn you draw this card".

    I'd love to hear your thoughts and ideas.

     A concept very well put together, but as I commented on @hinti11's idea, there isn't much room for neutral card input. I can see 'draw' cards working somewhat but that makes the concept somewhat non-interactive from the opponent's perspective. You are essentially 'playing with yourself' alot of the time in managing your hand composition but aside from that, there is alot of appeal in the design.

    Posted in: Fan Creations
  • 19

    posted a message on Weekly Card Design Competition #21: Submission Topic

    7 letters, 7 in the text and 7 words in text.

    A bit of tech against a slower meta. An alternative to Sap for more control oriented rogues.

     

    Posted in: Fan Creations
  • 1

    posted a message on nerf Emperor Thaurissan?
    Quote from brantkin jump

    Only card that needs to go is bgh. The rest can stay for all i care, bgh single handed screwed the meta and made rush decks pretty much the only viable deck. The only deck that can compete right now and can play big minions is handlock sadly. That's only because they use the giants to there advantage, i personally hate how over powered bgh is. He is the single best removal in the game and is way to good for what he cost. I feel he should be a 7 mana card at the very least, since you destroy a 7 attack minion most of them are 7 mana or over. And not only that but you also have a 4/2 which can kill off another minion a 3 mana 4/2 that destroys a big minion with no counter, it is bs. A single card shouldn't change the meta completely and ruin a bunch of viable decks.

    If i had my way i would make him a 10 mana, when played discard your hand. And kill this minion and all friendly minions on the board.

     the only reason for the rise of bgh is dr. 7, which came with the gvg expansion. Bgh is just an indirect response to the meta which had a 7 attack minion in almost every single deck. So if you are going to complain - there's alot of dr. boom salt threads out there.

    To the OP. I also think Thaurissan is a little bit broken, but not in a game hurting kind of way. Even enabling otk's is done over 2 turns so you do have some time to prepare in some cases, but doing other cute stuff like enabling how you called them 'soft combos' which hit the board way too late to be impactful otherwise. In general the card has alot of application but people just tend to play the strongest stuff out there but I really don't think Thaurissan is to blame.

    Posted in: Card Discussion
  • 2

    posted a message on Velen Shadowpriest

    The 2 most recent priests I've played ran something along the lines of this list, so I figured it has to be some kindof new trend I'm not aware of. Can't find the actual list so I'll rant here a bit, if you don't mind.

    Haven't played it in first person, but the deck is incredibly frustrating to play AGAINST. I will try to iterate the changes I noticed.

    My opponents played something along the lines of

    -1 Shrinkmeister
    -1 Shadow Madness
    -1 Cabal Shadow Priest
    -2 Loot Hoarder
    -2 Acolyte of Pain
    -1 Earthen Ring Farseer
    -1 Sylvanas Windrunner
    +1 Shadow Word: Pain
    +1 Holy Nova
    +2 Thoughtsteal
    +2 Coldlight Oracle
    +2 Deathlord
    +1 Antique Healbot
    +1 Doomsayer

    That's roughly what I can recall, as again, I've only seen the deck on the receiving side. It's really similar to the 'outlast' druid from a while back, and I can't really tell which is stronger in what it does, druid certainly had more milling options, but priests removal and health preservation seems better. My question, did you encounter this sort of deck on ladder and made adjustments that fit your playstyle or is it like you said - something that was inspired by other class archetypes.

    As for your deck, I guess I owe you some critique:

    Honestly, I feel like if you stick a Velen in there you might want to go all the way and make it a straight up cheese combo deck - what I'm saying, more cycles - power word shield, novice engineer, maybe a random drake even or thalnos. Add mechanical sheep for some additional clears, something along those lines. But that's all suggestions, if the deck is working for you as is, I'm glad and wish you best of luck all the way still. Cheers!

    Posted in: Velen Shadowpriest
  • 1

    posted a message on Weekly Design Competition #19 - Discussion Thread
    Quote from Varox89 »

     

    What do you guys think? I need some balance feedback!

     Both Xavalis and One with the Pack don't really fit this contests theme, you are helping/hindering yourself, not the race. As for Felguard Lieutenant you should probably go with a 'when another friendly demon is attacked, this minion becomes the new attack target.' Sounds like taunt, but really isn't, and the whole reducing damage thing is too much, some cards just become useless in that respect.

    Quote from Hackergrad »

    This is my entry for this week's competition. Yes, it makes Frostwolf Grunt cry, but it's a Paladin-only card (class specific card), and so does Anodized Robo Cub, which is a Druid-only card (also a class specific card).

    The effect is kindof boring, but I wanna say, that's what makes me like it.

    Posted in: Fan Creations
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