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    posted a message on New Warlock Card - Bloodfury Potion

    Should have been 2 mana, then it would be perfect. Even if this wasn't conditional and always gave +3 health, it still wouldn't be very good. At 2 mana the condition makes sense, and it would have been good demon synergy for once.

    Fuck sake, make demon decks viable and stop giving Warlock's trash like this please Blizzard.

    Posted in: Card Discussion
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    posted a message on Pls. Blizzard make RENO JACKSON part of the basic/classic set!

    Yes, and Loatheb should be moved there with him.

    I think this is something Blizzard should have planned to do from the beginning. I would love to see a lot of the tech cards (Like Loatheb) and the unique deck defining cards (Like Reno) be playable in the standard format. Creating deck's with those cards in mind is just more fun.

    Posted in: Card Discussion
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    posted a message on Yarr! Reinforcements be here, haha! (buff bad legendaries?)

     Yes, there are many old legendaries and old cards in general that should be buffed. But it likely won't happen, because the dev team are under the misguided belief that a lot of people who play this game "enjoy winning with bad cards" and think that having bad cards with interesting effects somehow add's variety to the game and makes it more fun. Yes, that totally makes sense Blizzard, if you give us bad cards that never see play and we end up fighting the same group of net decks over and over made from the small pool of cards that are actually good, that somehow makes the game have more variety. Mhm.

    Also from a slightly more "tinfoil hat" perspective, if the old cards from the classic and basic set are good, then what incentive does anyone have to buy the expansions? That'd be the F2P players dream, to make a 30 card deck entirely from basic and classic cards that's still competitively viable. Then they could save their gold and dust to get the few, *ahem,* fun cards from the expansions that they want and never have to spend money on the game.

    Posted in: Card Discussion
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    posted a message on Shaman is too broken. What was Blizzard thinking?

    Hey guys, I discovered this one crazy trick that ANY class can use to kill a Flamewreathed Faceless, Shaman's hate it!

    It's an old card from the classic set that never saw much use called Big Game Hunter. At 5 mana it comes out the very turn after your opponent plays a Flamewreathed Faceless. I think it's very unique ability is perfect for countering those 7 attack minions, and on top of that you get a 4/2 minion on the board so it's great value for the mana.

    Posted in: Shaman
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    posted a message on The Problem With Flamewreathed Faceless

    Handlock has been playing 4 mana 8/8's since the dawn of time, without the overload drawback. There are counters to big minions. Put more removal in your deck. BGH can be played the very turn after your opponent plays their Flamewreathed Faceless. Anyone calling BGH "dead" is over reacting immensely.

    Posted in: Shaman
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    posted a message on Make the Card

    Not quite sure what you meant by "a berserker" so I hope this works:

    Next, a rogue card based off of Dark Souls, or Bloodborne.

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

    A card that synergizes with Overload:

     

    Next, a hunter weapon with a Deathrattle.

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

    A Shovel Knight card, the man himself:

     

    Next, a mage weapon with some kind of spell synergy.

    Posted in: Fan Creations
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    posted a message on Shaman Expansion: New Tribe - Elemental

    I've thought for a long time that Elemental's should become a new tribe. It would be a natural fit for Shaman, and a much better synergy for them to work with than Murlocs. Among the cards you've designed, I really like how a lot of them have Battlecries to synergize with Rumbling Elemental. If Elemental's ever did become a thing I'd hope some of them would have spell synergy as well, since so many Shaman spells are elemental attacks, like Lightning Bolt, Lava Burst, and Earth Shock.

    I do have one question though. What's the advantage to Elemental Ascendant? I can't really imagine one. If he has to destroy a friendly elemental to gain it's effects, wouldn't that be far too much of a downside to using him, being forced to destroy one of your own minions? With the recent release of Unearthed Raptor, I don't think it would be too powerful for Elemental Ascendant to simply copy the effects of a friendly Elemental, with no downside and keeping the solid body.

    Posted in: Fan Creations
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    posted a message on Balance concepts, please advise.

    Well, I can't really argue with that, most of my points have already been made. And thank you for the solid reasoning in your arguments, this is the kind of discussion I was hoping for. I would like to add something however.

    Firstly, I somehow forgot to mention anything about Crackle. That's another card I think could probably use a change. The comparison between it and Lava Burst is apt, but currently I don't feel like Crackle is such a great option for board control either. Again, like Lightning Storm, it's because of the randomized damage. It makes it hard to use reliably. And yes, Shaman has the spellpower totem, which again is unreliable, though admittedly "easy" the way you put it. This has made me realize, I think some of the problems with Shaman could be resolved if they got a class specific spell damage minion. Something like a 2 mana 2/3 with spellpower, 3 mana 1/5 totem with spellpower maybe? Their hero power is too random to ever count on getting the spellpower totem, crackle's damage is too random to reliable take out minions with 5 or more health, lightning storm is too random to reliably take out minions with 3 health, and Earth Shock would probably be too powerful with 2 base damage. Yeah, I'll admit you convinced me on that, I forgot just how many 2 health minions with Deathrattle there are. Though at the same time, a hard counter to Mad Scientist would be more than welcome.

    Secondly, a smaller point. I agree that, in the grand scale of things, none of these changes are strictly necessary. I'm familiar with the Ben Brode school of thought that it's better to add new cards which enable previously "useless" cards to find a niche, rather than updating old cards to become better and risk upsetting the balance even more. However, I personally find this way of keeping the game balanced and keeping old cards relevant to be inefficient. I prefer a more proactive approach, I think it would be more effective. Obviously I'm not in charge of the game's design choices, which is yet another reason why I had to make this thread to vent and dream. I also understand that when I propose changes like these, it can look as if I'm making the cards more "samey" and therefor diluting the elements of what makes each class unique (1 mana 2 damage spells across the board, etc). That's merely because I feel like things such as mana cost and damage should be more or less equivalent across all the different cards. I think it should be in the unique additional effects, or lack thereof, that makes the cards stand out, and from there the strategies form. Although I'm no psychic, I feel like that would be the best step towards making a wider range of deck types viable. If every class has a solid base to start with, cards that aren't complicated, still a bit different from the other class options, but over all just "get the job done" so to speak, then I think that would widen the range of viable deck types.

    Okay, I was wrong. That wasn't a small point.

    Posted in: Fan Creations
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    posted a message on Balance concepts, please advise.
    Quote from ShadowsOfSense >>

    So, all I'm seeing is needlessly buffing cards because you think they are weaker than another classes counterpart. The problem with this is that each class has cards of a specific power level because of the tools available to the class, and most of the changes you've made to cards have made them far too good for their mana cost, and you still end up with some cards that are clearly more powerful than their counterparts.

    The change to Earth Shock, for example, is ludicrous, as is the change to Frost Shock, and both changes make them much, much better than the proposed Arcane Shot and Holy Smite. You seem to misunderstand the value of Freeze and Silence, and also the fact that Shamans don't need inherently powerful spells, because they have easy access to Spell Damage. This is an example where the Hero Power of the class helps define the cards available to it.

    You also suggested changes to cards that are already run - Consecration, Darkbomb, Lightning Storm, Lava Burst and Slam are all run in various decks, so why do they need these arbitrary 'buffs'? I say 'buffs' because the change to Slam doesn't make it better for its most common use, which is the card draw, and arguably the Darkbomb change would make people less likely to run it in Handlock, making it a 'worse' card.

    In general, I just genuinely don't think that cards need to be changed because another class has a better version of it. If every class had the same tools available to it then why would there ever be any need for classes in the first place?

     And again I'll point out that "because another class has a better version" is not my only reason for coming up with these ideas. I'm sick of explaining myself so many times. If you people disagree with whether or not a card is imbalanced, that's fine. But repeatedly harping on the thing that I explained was my initial reason for coming up with these idea's, not the only thing I'm taking into consideration when rebalancing them, is not very helpful or constructive at all.
    Now as for the various cards you gave as examples (thank you for actually giving examples by the way), I'll try to explain my reasoning behind my ideas.
    Earth Shock: I understand very well the value of silence when coupled with damage. But in it's current state, Earthshock is only very powerful in situations where you need to silence an enemy before killing it (Like against powerful Deathrattles), or against a very small group of minions that can be killed through silencing them. Twilight Drake, for example. In all other situations, when you need to use it for plain old board control, it's an undervalued 1 damage for 1 mana option. This usually means being forced to group it with a minion to take out an enemy minion, which means you're trading two for one and possibly losing board control. If it did 2 damage at base, then it could be used as regular board control against the still very common 2 mana 3/2's as an even trade. Also, I heavily disagree that Shaman has "easy access to spell power." Shaman has a 1 in 4 chance of getting a spellpower totem. That's not reliable in the slightest. Plus, it costs 2 mana to use your hero power, which often means having to set it up the turn before and hoping your opponent doesn't take it out. So now you're looking at turn 2 hero power, turn three Earthshock to try and do a board losing, low tempo play, while your opponent keeps playing minions and laughing.
    Frost Shock: Similar deal here. 2 damage for one mana is just fine. I don't see your point about freeze being over powered. Maybe if mages had a 2 damage Frost Shock then I could see your point. They could use Frost Shock, stall a minion with 3 health, then ping it next turn, or use the same combo on any turn like a bit lower mana value Frostbolt. Shaman don't have the mage hero power, Freeze does not help them nearly as much.
    Arcane Shot: The change I proposed for this was about giving the card a bit more variety, not about making it more powerful in the traditional sense. Face hunters love using hero power as often as they can. Making Arcane Shot reduce the cost of your next hero power would basically give them the option of dealing 4 damage for 2 mana, a very good deal, with the option of splitting 2 of that damage to a minion instead of face (if they ever wanted to). For a control hunter (praying it'll become a thing some day) they could use arcane shot to set up a potential combo with Steamwheedle Sniper in any situation. Perhaps arcane shot on turn one if your opponent plays something, play whatever turn two, then turn three could be Steamwheedle + Hero power. And obviously the hero power effect could be used in an Inspire deck of some kind. I've actually played against a few hunters who tried to use Mukla's Champion before. It didn't turn out too well for them, but with my proposed change for arcane shot, maybe they could pull off that combo a turn earlier.
    Holy Smite: This one, I admit, was a bit of a shot in the dark. I don't play Priest much. Nonetheless, I feel like Holy Smite could use a small push. I figured healing was an obvious choice (perhaps too obvious) so I wanted to give it some kind of healing ability. However I thought healing for 3 might be too much, when Holy Smite is already a good combo tool with Vol'jin, so Holy Smite was perhaps the least in need of change. Plus with How often Auchenai Soulpriest is run (namely, in every deck), putting too much healing on the card could reasonably discourage people from using it. In the end I came up with healing your hero for 2. I didn't think it was too powerful in any direction, and still managed to give a bit of a boost to the cards over all usefulness. I'm open to other suggestions.
    Consecration: I already explained twice why I put that card in there and made the small change I did. It's a direct result of the changes I proposed for Lightning Storm. Ironic that people tell me I'm not taking into consideration how each of the cards in each class is different, and then seem to continually look at my idea's in a complete void without considering how they fit with my other ideas.
    Darkbomb: This one is barely a change at all. Protecting yourself from taking 2 damage, one time, is not going to kill the games balance. It's still not as good of an effect even as the freeze from mages frost bolts. What it does do however, is make a slower control style Warlock deck a bit safer to try. Currently the two best Warlock decks are Zoo and Handlock. Handlock counts on taking damage to summon Molten Giant, and keeps themselves safe with various heals and health resets. Zoo plays out a ton of minions and tries to kill there opponent so fast that taking damage from the hero power does't matter. However, for a midrange or non-handlock slow control deck, taking damage from your hero power is annoying to say the least. Having a card to help counteract that, even if it's only one or two times throughout the game, would be a small relief to try and widen the viable decks for Warlock. And I'm not buying the idea that Handlocks would have to stop running the card. Molten Giants would still be just as powerful. Worst case scenario is they'd have to postpone summoning it by a turn because of the Darkbomb's effect. Hardly gonna outweigh the usefulness of 3 damage cheap removal.
    Lightning Storm:  Lightning Storm, in it's current state, is a flat out bad option for AoE removal. Unfortunately, it's also Shaman's only remotely usable option. It costs too much mana. You can never count on it doing a specific amount of damage. It sacrifices board control for two turns in a row if you play it on curve. It has so many problems wrong with it, something needs to be changed. In it's current state, it's a worse consecration for a class that is already low on options for early game removal. Shaman weapons are bad, Shaman spells are too situational, overload fucks up your early curve too much. Over all, I think the randomness is the most crippling aspect of the card.If it always did three damage, then it would be a great AoE spell. However, then the total damage to mana ratio would be better value than Consecration, which is why in a post-buff-Lightning Storm world, Consecration would need a little edge.
    Lava Burst: The only time anyone ever runs Lava Burst is as a finisher. It's not usable in a standard board control fashion, the 2 overload is way too detrimental. Lowering it to 1 overload does not inhibit it's usefulness as a finisher. It doesn't make the card too powerful. You're still using 4 total mana for 5 damage and weakening your next turn. It would be just fine. It would be a better balanced and more all around useful card, while still sticking to a high tempo/low value type of playstyle, which is exactly the kind of play style that the overload effect is suppose to enable.
    Slam: I'm not sure how you can say people commonly play this card. I rarely ever see it when I play against warriors. I don't use it in my own CW deck, because CW has too many essential cars to fit it in. I barely see it on any decklists. Now, yes, the intended effect of the card is for drawing by not killing the target you hit, so doing more damage counteracts this. But in the times I have seen Slam used, it's almost always on a large minion with 6 or more health, setting it up for an Execute. Dealing one extra damage is not going to matter in that scenario. But where it could matter is in, again, board control. The extra damage could enable it to kill an early minion if you got unlucky and didn't draw your Fiery War Axe. During the midgame you could combine a 3 damage slam followed up by a hit from Fiery War Axe or Death's Bite to kill a 6 or 7 health minion. While giving Slam one extra damage does, technically, lower the viability of it's draw mechanic it also opens up the card for a wider range of possibilities in general-purpose killing things.
    Posted in: Fan Creations
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    posted a message on Balance concepts, please advise.

    Updating for weapon ideas:

     

     

     

     

     

     

     

    Posted in: Fan Creations
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    posted a message on Balance concepts, please advise.
    Quote from Hatchie_47 >>
     Class cards and classes hero power define what decks are played by that class
     That's basically the opposite of what you said in your last post.
    Now I'm seriously done replying to all of these posts about "balancing for the classes." The overwhelming majority of cases in which a card is made worse because it has to be "balanced for the class" end up with the card being completely underpowered. This includes Mortal Strike.
    My proposed balance changes are entirely dealing with cards that even within the context of their class still deserve to be made better. The bottom line is, most of them are currently useless cards, and the rest are cards that are only situationally useful. The only exception to this is Consecration, which I already explained is currently balanced, but in a world where Lightning Storm always deals 3 damage I feel like Consecration would deserve a bit of a boost. I went with a bit of hero healing because that fits the theme of the class, and doesn't make it too powerful for the mana cost.
    I think some confusion may have been caused by the fact that I started off talking about the stupid Fireball vs. Mortal Strike thing. That was just a single example, among arguably many, about the balance between cards not being great. That's not even the main point of my thread here, I'm not only changing cards that I think are "Worse versions of other cards," if anything it's the other way around. I'm mostly focusing on cards that are just plain imbalanced in my opinion. Whatever. I'm not even done yet. Hopefully as I keep adding idea's to this thread maybe people will see what I mean. I plan on doing weapons next.
    Posted in: Fan Creations
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    posted a message on Balance concepts, please advise.
    Quote from Hatchie_47 >>

    I think you kinda misunderstood my point. The context of other same class cards, hero power and played decks styles is crucial when evaluating any class card.

    Why no Warrior deck runs Mortal Strike? Because no Warrior deck have place for such a card! All Warrior decks are either Control (different versions of CW) or Combo (Patron is still out there even tho not FotM anymore). Both of those decks have cards that helps them achieve their goal which is kinda simillar - to stall the game - either until they get all the combo pieces, they get to overwhelm the opponent with huge threats or exhaust and outsurvive the opponent and win the fatigue wars. Dealing damage using spell for 4 mana won't help them achieve that goal be it 4, 6 or 8 damage, not next to Death's Bite. Thats why no Warrior plays Mortal Strike and no Warrior would play Fireball right now even if they could.

    Shaman is not very good example for any analysis right now since there are virtualy no Shaman decks played at all (at least not consistently). Closest to that is now a Murloc Shaman which gets another 2 potentialy good cards in LoE. That deck tries to swarm their board with multiple minions buffing each other and overpower their opponent with aggression. No need for weapons at all since the deck wants to spend every single mana to swarm the board. Won't use the Stormforged Axe for sure, but wouldn't use Fiery War Axe if they could either!

     Sorry, but you are wrong. Common deck's do not define the stats of the cards played in them. The stats determine if the cards are playable, and which cards are playable form the common decks. You can't say for certain that no Warrior's would run Mortal Strike if it's damage/mana was different, because we don't live in that world. I main Shaman, played nearly a thousand games as that one class, and I would kill for Fiery War Axe. It's the perfect early game weapon that can be played as early as turn 2, and still kill almost any 2 drop minion as well as many 3 drops.
    Quote from Braven10 >>
    Quote from TheWamts >>

    Shadow Bolt is meant to hit minions only.

    Consecration is fine.
    The randomness effect of Lightning Storm is part of Shaman.
     Randomness is not "part" of any class. That's ridiculous. Are you people really trying to say you care more about the "style" and "flavor" of cards than you do about the cards actually being balanced and playable? And btw, I actually only proposed the small change to consecration to make it more in line with the change I made to Lightning Storm. If Lightning Storm always dealt three damage it would basically become the more aggressive AoE of the two, while giving Consecration some healing to make it a more defensive AoE. That's still in line with keeping the classes distinct, isn't it?

    Quote from FirebugRM >> Living Roots isn't better then Arcane Shot and Holy Smite. Instead its more versatile. Druids are about the Choose One effect since they're so versatile. The 2 damage for 1 mana is still there, but there is also an option to do something else. A 2nd option on the same card doesn't make it better.

     There is literally no situation in which anyone would prefer having Holy Smite or Arcane Shot over a Living Roots. Never. Even if the meta for the game demanded you always have some 1 mana 2 damage spell, and you almost always used the 2 damage version of Living Roots, you would always still choose Living Roots over the other two because at least sometimes you want to summon the two 1/1's instead. It is better.
    Posted in: Fan Creations
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    posted a message on Balance concepts, please advise.
    Quote from Hatchie_47 >>

    By the very definition you can't say that one card is objectively better than another if those two aren't from the same class (or both neutral) since they don't share the same context of cards/decks they can be played with/in.

    E.g. Ice Rager is objectively better than Magma Rager, but Fireball is NOT objectively better than Mortal Strike.

    Quote from paleezer >>

    PArt of the debate with fireball vs mortal strike is one of identity. Mage by definition is supposed to have stronger spell damage. what youre calling imbalance is actually partially defining a calss and setting it apart from other classes.

     
    That's nice and all, but actual practice shows that it's hardly important, and not a consistent design decision that Blizzard sticks to. If that was really the case, then you would see Warriors running Mortal Strike despite it's imbalanced damage to mana ratio because it still "fits the class playstyle." But you don't see any Warriors running that, because that's not what really matters. If a card is only going to do 4 damage, for 4 mana, with no other upside, then it's simply not good enough to run in any viable deck.
    It's the same reason Shaman's run so few, if any, weapons. Just because Warrior is "suppose" to have stronger weapons because it fits the class, that doesn't mean Shaman are going to start playing all of their weapons. Stormforged Axe doesn't have good enough stats to be worth the Overload which cripples your next turn. And the Powermace comes in a turn too late (minimum three) to be a quick solution for stopping aggro. Those weapons may not be "objectively" worse than a Fiery War Axe, but in terms of actual practical application, Fiery War Axe is better in 90% of all cases, and therefor actually worth putting in your deck.
    Posted in: Fan Creations
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