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    posted a message on Introducing: The Death Knight...

    Hmm, it force enemy minion to attack in your turn. not in their ? Still, there is no double targets in this game, nor any input in opponent's turn. Which would make the card not fit guidelines.

    Yes, it forces an attack during your turn, not during the enemys turn. And there IS a double target mechanic in this game... you do it all the time if you pick a minion and an enemy to attack it with... This card would just reverse it, I don't get how it's so hard to understand.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    If enemy attack you while you have weapon, your hero don't attack with a weapon. Maybe that was the intend, but then card have wrong wording i think.

    If a minion attacks your Hero, during your turn, while you have a weapon, it takes damage from the weapon, and the weapon doesn't lose a durability. This does not happen oft, and only with Misdirection in play, but I think it works as the devs intended.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    Thanks for the feedback. I didn't have much time lately to change anything or come up with new ideas. It is really interesting how you rate most of my cards as too weak. About 80% of the feedback I got on forums and reddit told me, that most of the cards are way to op or even broken.

    To clarify some stuff:

    Deathcharger returns to your hand at the start of your next turn. So your opponent has 1 turn to deal with him. The downside is, it doesn't stay on the board, so you need to spend 7 mana if you want to attack again.

    Frosteater isn't immune to Freeze, he is immune to Frozen minions, that means, if you freeze an enemy minion with, for example, The Hungering Cold, you can attack that minion with Frosteater, and he takes no combat damage.

    Dark Command actually don't do anything most of the time

    Thank you. I've been told so many times that Dark Command would be so OP... It actually don't do anything most of the time. That's why it's cheap and a cantrip (= draws you a card). But it still can be usefull sometimes: Force you enemy to make a trade he wouldn't do normally or make an enemy minion attack your hero with an active weapon (= you do damage but don't lose a durability, just like Misdirection works)

    Shadowmourne is absurd, broken. There are no token in the game

    You are right, there are no token in the game. That doesn't mean there can't be tokens in the game or that it would be impossible to treat minions spawned from the Hero power, Imp Master, Army of the Dead, Acolyte of the Damned etc. as tokens.

    Why exactly you didn't used undead trait ? Warlock isn't bound to demon synergy

    It was just my personal preference to not make undead synergy. I just don't like it.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...
    Quote from Gi0w »

    Wow, really cool stuff!!!!! 

    What tools did you use to create the cards?

    I think there should be a "Hearthstone card creation app" to send funny cards to your friends ^_^

    Thanks. There is a card creation website. It's really easy: Just type the name, stats and text of the card in and choose an image. I linked it in the starting post. But here you go: http://achievementgen.com/hearthstone/

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    These are some nice ideas, my favourite one is the Vengeance secret. That's really fitting. But can you please resize your images and put 3 or 4 in a row, so is is more readable? (you can input the dimensions with the insert image option from the editor. just type 200 in the first box of "Dimensions".

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...
    Quote from ProShift »

    Some of the cards are extremely OP, but the idea and the artwork are simply amazing, you should be one of the designers for blizzard honestly because the drawings that you provided are much better than most cards in the game.

    No, please don't give me credit for that. These artworks were all made by the awesome artist from Blizzard. I got them all from: http://us.battle.net/wow/en/media/artwork/ .

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...
    Quote from BallbreakerX »

    Great Job!
    I think Sindragosa would be great as one of the neutral "Dragon" cards, she is one of the aspects after all.

    You can consider to make "The Lich King" as class legendary instead of frostmourne, which replaces the Arthas just like Lord Jaraxxus on warlock deck. Remember, Arthas becomes LK when he wears the mask, not equipping Frostmourne. After that he can have the Frostmourne and icy touch just like you made.

    And lastly, a comment on your Baron Rivendare card, you can't give a Divine Shield ability on any DK card. It's just wrong, however you said you didn't play WoW, so i give it to that.

    Thanks for the suggestions. About the 4 Horsemen card: I actually read up the lore for the four horsemen and tried to fit thier abilities to it. According to the wiki: (from: http://www.wowwiki.com/Sir_Zeliek)

    Sir Zeliek is an undead paladin who seemingly resisted being turned into a Death Knight like the other Horseman due to his powerful faith. 

    So I thought it would be quite fitting for him to have divine shield. Even as a non-wow player I can imagine that divine shield is a paladin ability and certainly not from Death Knights, however, just for that 1 card it's perfect.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    Ice Shards is a little strong...  if you amp it with spell power...

    What's you point, Cone of Cold is even more powerful with spell damage. Three times 2 damage and 3x guaranteed freeze. Ice shards is only 4 missiles that hit randomly, and may not even freeze your desired target. And half of the heros don't even care if they are frozen. This card is fine. Every spell is stronger with spell damgage, thats the whole point.

    Dark Command... ...current framework of Hearthstone... ... Death Grip would be a more appropriate... 

    From the Wowwiki: "Commands the target to attack you, but has no effect if the target is already attacking you.I think this skill is fitting enough. A lot of people seem to misunderstand this card and they think it would make a minion of your opponent to attack another minion of your opponent, which is false. I think this card is okay because it allows you to do 1 favourable trade at best. You can compare it with Commanding Shout, the old version of Charge or Shadow Madness but with one of your own minions. Yes, they would need to implement a new mechanic to HS: Choose 2 targets instead of 1, or simplified: Choose an enemy minion to attack something on your side of the board. Wow, that can't be too hard to do. But it's funny that you speak of the current framework of HS and then continue speaking of stuff like Graveyard and sentences with " Do X, where X is the amount of Y in Z"... There is NO Graveyard in HS and this is also not Algebra: The Gathering. I'm sorry I got a little carried away, but this seems hypocrite to me.

    Dark Transformation...

     

    The idea with transforming AND buffing something is good, but the main reason for this card, is the transformation effect, which makes this card situational. Not only you can buff one of your 1/1 ghouls to have a decent minion, you can also use it to silence a dangerous enemy Tirion Fordring or Ragnaros. Also about the turning ino an "undead"... I explained this a few times, and I will do it again: I don't want the DK to have synergies with "undead" minions, because these synergies suck and limits you too much into 1 playstyle, 1 deck and the same combos over and over... I want diversity, not restrictions. It may seem appropriate and fitting to say "Hey let's have the DK with undeads and cards that benefits undeads, why not?" but if you really think about it, this will just limit the number of combos and fancy stuff you can do with your cards.

    Chilling Gaze is a bit OP...

    Maybe the mana cost can be tuned, but I don't see how a card that does effectively nothing can be OP. Look at Earth Shock and Frost Shock and then think about the fact, that usually 1 mana = 1 dmg. Again, this is a very situational card, that either silences you opponents Blessing of Kings or Ysera, OR it freezes a minion so you can kill it with Frosteater. And in rare occasions it can be both.

    Corpse Explosion is cool. There are a couple of ways to do this card. The current one is a bit strong.

    Just like Flamestrike, Explosive Shot or Betrayal: Strong, costly, and you can play around it, which makes this card more interactive than Flamestrike. Keep in mind: Every class has a hardremoval, and every class has AoE board damage. The DK lacks boardclear around 4-5 mana (Consecration, Holy Nova) This is his only killcard without a condition, and not even an effective boardclear. Strong - Yes, but you have to look at the whole picture.

    Frost Strike


    This is just the DKs version of Cleave, Multi Shot or Forked Lightning. It requires 2 available targets on the board, and it can be countered with 4 drops like Chillwind Yeti etc.

    Death's Advance needs it cost picked up. I would advocate 5 cost due to the Dk's hero power. This brings it in line with Nourish.

    I'm sorry, is your calculator broken? Or maybe I forgot to mention, that the DK hero power costs 2 mana, like every other hero power. For real now: 2+3=5, which is the same as Nourish, however it is different from Nourish: Nourish grants you the option to gain 2 Mana crystals instead which makes it better. However Death's Advance is better if you use it on a free token minion like Tusker from Razorfen Hunter. That's what it's all about: equal strong cards, for every class, that are different in some situation. If it would cost 5 mana and you use it with a token that would be 7 (2+5=7) which would be like Sprint. So it should draw 4 cards.

    Shadowmourne Is either the weapon that never ends or the worst card in the deck. DKs play seems to be based around token play which would make this weapon useless.

    I guess you'd have to test it in some games to make a real conclusion. Normally when playing a control game, you trade at least one of you own minions anyway per turn. I's not like DK can't use all the neutral minions.

    Obliterate Back to obliterate, This card is similar to bloodlust. I must ask if you want friendly minions to permanently gain +2 as its ambiguous for a card game. Why not just make this card OP since priests and paladins can permanently reduce attack, just have obliterate permanently increase every minion you have and why not give them charge? Don't worry about reducing enemy attack. Plus the Yu-gi-oh references go through the roof with this card in play. I just really don't have any idea of what to do here.

    Okay bro, let me start with this: http://www.wowwiki.com/Obliterate . I didn't make this up, this IS a DK ability. I guess the Yugioh reference is just a funny side effect. The +2 damage is also only for this turn. A LOT of people who read this card think it's super OP, but is it really? Look at Bloodlust, when I saw this the first time in HS while looking trough all the card on the database I though: "OMG WTF this card is insanely broken and OP" But now it is rarely played by Shamans and it punishes only those, who don't control the enemy board. The shaman hero power is the best the flood the board, and cards like Feral Spirit are really good for that too. But still, bloodlust isn't considered OP for shaman. Why? Because it's easy to controll. Against some boardclears it is a dead card in your hand.

    Back to Obliterate, imagine some scenarios where this card would be used: 1. You have some minions on the board, your opponent has no taunt and low life -> use it to finish him. For that use, it is worse than Savage Roar and Bloodlust, because more expensive respectively, less damage. 2. Your opponent has 3 minions, you have 2, you want to trade -> summon an extra 1/1 charge which is now a 3/1 and trade favourable which grants you a 2 for one or 3 for 1 for 8 mana. fine, this isn't better than most flamestrikes. Also comparable to Commanding Shout. 3. Your opponents plays the controll game and clears you board every turn as good as possible, leaving you 1 minion at best -> Obliterate becomes a dead card or is a 1 for 1 if you use it to kill 1 minion. And now add the fact, that the DK can't flood the board as effeiciently every turn like the shaman can do, and please picture me, in which scenarios this card is as OP, as everyone thinks it is?

    OK that's it, enough rambling. Sorry if I didn't agree with you most of the time, don't get me wrong. Thanks for the time you put into your thoughts about my cards, it's nice to get an opportunity to explain my reasoning behind some of them. 

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...
    Quote from vladimeir »

    Overall, I think this is a very solid hero. Obviously I think there is some room for adjustment. As far as balancing goes, it's more of a math problem than playing the deck. Mainly just quick adjustments to mana costs to bring in line with other similar cards. There are a few that are no brainers and a few that have a lot of potential but cost too much.

    Yes, but balancing all the cards would take a lot of time actually playing the class rather than theorycrafting. I'm sure that's what the Blizz devs do on a test client before releasing updates or new cards. Unfortunately we can't do that, and it's really hard to predict how exactly each and ever cards would behave and how it should be adjusted.

    Hero power I think is unique and comparable to others

    Agree. There are people suggesting it should be like shaman and summon a random rune or have another random effect. I don't like it that much because a consistent ability with advantages and drawbacks is more fun and balanced. Also Death Coil which would deal 1 dmg or heal an undead does imo not fit, I explained already why I don't like the concept of an undead synergy class. Also the disease ability someone suggested doesn't fit into the game that well. It would either be OP or way too complicated. If you played MM:DoC you know where this would lead to.

    I love the frost wyrm card... ...if it should be a basic card or epic...

    The rarity was my least concern when making these, I assigned it more or less random. It really only matters in low ranked play and arena. 

    Archerus death charger

    First about the wording, I was using the same wording as in Headcrack but it doesn't matter if everyone knows what it does. I had this card at 6 mana for a long time but it felt too powerfull. It's almost a guaranteed 2 for one if you charge and kill a minion and then your opponent has to spend another card to kill it. And in late game topdeck situations this is just ridiculous. Now if you want to attack with it every turn, you have to pay 7 mana which is fine. It's also a beefy charger which I really like, I don't want to change that.

    Acolyte of the damned I think could read "When a minion dies, summon a 1/1 ghoul."

    No way, this would be to OP, you could sacrifice your own 1/1s and produce almost an infinite amount of them. The idea behind the Acolyte is, it converts fallen foes into 1/1 servants, so I think this card is find. (Maybe some stat adjusting, but I think it's fine with the same stats as Violet Teacher and Taz'Dingo.)

    Frost eater, again excellent concept. 3/1 with charge. Cost 3

    I don't think this needs charge, and it would make it op. The idea behind this card is not to always force it's effect to trigger at all cost. It is just a 3/2 with benefits, just like Knife Juggler If you can protect it with Remorseless Winter if your opponent cant get rid of it instantly, it can be devasting with The Freezing weapon. But it's never a plain surprise 2 for 1, beacuse you always have to use a card to freeze the minion first.

    Krog the deathfist is lack luster

    Agree, Krog is the bastard child, more a Tirion ripoff, and I didn't spend much time on him. I jut liked the art and wanted to turn him into a card. But yeah Syndragosa or the 4 Horsemen are the better legendarys, I just can't decide which one

    Legendary - Runic Empowerment

    Could be cool, but so far there are only legendary minions and I think for a good reason. It's just more fun to play big minions that actually do something instead of strong support cards, that are useless on their own. Also I don't think the manaramp fits to this class.

    Thanks for your feedback, I always like hearing the opinion of others and some great suggestions. I'm curious on your thoughts of the Spell cards.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    Keep in mind Syndragosa freezes your minions for a whole turn, that means they can't attack the next turn, they are still frozen. And now compare it to King Krush a 8/8 charge for 9. It is very comparable but Syndragosa is stronger on a full enemy board and much weaker on an empty or 1 enemy minion board, or if your opponent has a Hex or another answer to it. The only OP combo could be Syndragosa + Shatter on turn 10.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...
    Quote from Kaiyuni »

    I would tone down a handful of these cards...

    Thanks for the great input. It definitely helps to get a second opinion on this kind of stuff.

    About shadowmourne: A lot of people on reddit think it's OP, and I also think it is a really strong card with high value. If you play control, you're most likely going to trade a own minion anyway each turn, so you don't really sacrifice anything but instead get an almost permanent 2 dmg weapon.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    Death Grip sounds interesting. Maybe something like this:

    It's a little bit much text for my taste...

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...
    Quote from PoeticStanziel »
    Quote from FonteTavina »

    Hero:

     

     

    What fonts did you use for these images? The font you used for Arthas and the name of the Hero power ... and the font used in the Hero Power description?

    I also don't know the font. I typed the text I wanted into http://achievementgen.com/hearthstone/index.php and photshopped it into the image I wanted.

    @zura_janai Sacrificial Pact is currently considered one of the worst cards in the game (unless you destroy jaraxxus with it, but who does that?)

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    Yeah the "undead" minion type was my first idea but then... Look at Hunter. Basically it's terrible. No one plays beast synergy decks, and thus some cards are completely useless. Cards like "Undead minions" and "Buff an undead minion" restrict you way too much, and you can either build a deck around it or ignore it and have some useless cards. It also sucks for arena.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    Thanks for submitting this to reddit. It's nice to see all the comments.

    @Fizzletop I think the risk is to pay 10 mana for a 4/3 charger and then it gets silenced :P

    Posted in: Fan Creations
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