• 2

    posted a message on Dragon Warrior

    Rend takes advantage of the dragon synergy and can be more versatile vs Tirion Fordring or Archmage Antonidas. Could always switch a bgh for the blackwing tech if you wanted.

    Thanks. can't really take the credit though. It's an Iteration of Kibler's Dragon Warrior.

    Posted in: Dragon Warrior
  • 0

    posted a message on Share Your Card Creations MEGA-Thread!

    Some Dragon Class cards :)

    Posted in: Fan Creations
  • 0

    posted a message on Most Underrated LoE Cards Before LoE.

    Jeweled Scarab? amazing in control decks

    Posted in: General Discussion
  • 0

    posted a message on 2016 Expectations?

    What I expect: 2 new expansions, 1 new adventure, new class skins.

    What I want: Death Knight class - Difficult to implement, but worth it IMO. I'd happily pay for it.

    Tournament Mode - Friendly and Ranked-ish versions

    new keywords - discover was awesome, excited to see where they go next :D

    I liked that they made up their own content for Hearthstone with League of Explorers instead of borrowing from WoW, I'd appreciate a blend of the two for future content releases.

     

     

    Posted in: General Discussion
  • 0

    posted a message on Should there be neutral spells?
    Quote from badBear11 >>

    I think the problem is that what we need in this game is more diversity, not less. It is already bad enough that some neutral minions are found in every single deck (*cough* Dr. Balanced *cough*), we don't need the same with spells. Spells that everyone can have in their deck just removes diversity from the game, and I'm not sure what good it brings to the table to compensate for it.

    ^ This guy knows what's up 
    Couldn't agree more.
    Posted in: General Discussion
  • 1

    posted a message on Should there be neutral spells?

    IMO neutral spells are a pretty dangerous thing to introduce. That being said I do like the way Blizzard implemented spare parts. So I think that any neutral spells should be kept as low impact, as spare parts were.

    High impact spells would just assimilate all the classes. Part of the fun is pitting wildly different classes against each other.

    Posted in: General Discussion
  • 0

    posted a message on Suggestion to make Shaman better: buff Overload
    Quote from SirenSetMeFree >>
    Quote from Griffin404 >>
    Quote from SirenSetMeFree >>
    Quote from BigFatMurloc >>
    Quote from Griffin404 >>

    IMO overload synergy is the best way to improve Shaman as a class.

     
     The idea I had behind Far-Seer was more about high level plays where you're setting up a combo with the reduced cost card for a future turn.
     yeah, I see the general intent. I'm just not sure that it's direct synergy with the class besides providing the 3 Overload. It's not necessarily a Tempo swing, although it's stats are good. But all it really does is take the cost of a card and give it an Overload cost of 3, while reducing it's main cost by 3. It just doesn't seem to "work" directly with Shaman cards. The cost of cards are already kept low due to overload. The low cost of cards already allows for big plays (for example Hex + Lightning Storm, 6 mana, 2 overload, kill any minion and do 2-3 damage to all other enemy minions). And it doesn't make-up for Shaman's weaknesses (minions don't have survivability, no real draw power, and no cards that produce real board presence like Unleash the Hounds/Muster for Battle/Imp-Losion/etc.).
    I see your points. These might be more functional.
    OR 
    Made it a legendary because that effect is just too powerful on anything else
    Posted in: Shaman
  • 1

    posted a message on Overload Synergy

    Some Spell ideas:

    Posted in: Fan Creations
  • 0

    posted a message on Suggestion to make Shaman better: buff Overload
    Quote from SirenSetMeFree >>
    Quote from BigFatMurloc >>
    Quote from Griffin404 >>

    IMO overload synergy is the best way to improve Shaman as a class.

     Tauren Bruiser: To cheap, 2dmg aoe is costed 4, 4/5 Minion is costed 4 +combined effekt 1 manamax this should be at least 9 Mana. So ill say propably 5 Mana 4 Overload.
    Channelers Hammer: Way to cheap, propably broken with elemental destroction and stacking overload, because you easyly get like a 7/3 for 1 mana which would be 21 damage, dont know how to fix this card idea thought seems almost always broken.
    Storm Adept: Propably balanced since no effekt on curve is kinda drawback.
    Storm Speaker: Needs stats changed to 5/4, Yeti class powercreep should be avoided, see tomb pillager/goblin blastmage.
    Far seer: same as storm speaker should be a 5/4.
     Tauren Bruiser costs a total of 7-mana. He's not at all too cheap. A 9-mana Combo would be like Azure Drake + Swipe, and that does damage to your opponent's face AND does 5 damage to a minion, not just 2-damage across the board. Similarly, cards like Consecrate cost 4 but also do damage to the face. Bruiser, in this scenario, only does damage to minions. Maybe turning him into a 3/5 would be fine, or a 4/4, but he costs just fine. It's 4-mana for Yeti stats, but 3-mana for AoE to ONLY minions. 7-mana total. Perfect.
    I agree with Hammer. But i'd rather see this become Totem-synergy (i.e. Inspire: give this weapon +1 Attack). While it can seem OP, remember that if you are taking the time to Totem, you are losing out on bigger players, and Totems have very little effect on the board unless they are already combo'd with other cards. And that's IF you get the right totems. 
    I like Storm Speaker reduced to 3-mana. Maybe 3-mana 3/5. It would be a slightly bigger Totem Golem, so obviously the devs are OK with it. 
    I don't really like Far-Seer, as I've said before. It does not really synergize with the theme of Overload. We have plenty of cards that are REALLY good and are cheap as hell, but give large overload. If you add more mechanics to remove overload (i.e. Lava Shock and Storm Speaker), reducing the cost of already cheapened cards isn't necessary. That's the whole point of overload. 
     The idea I had behind Far-Seer was more about high level plays where you're setting up a combo with the reduced cost card for a future turn.
    Posted in: Shaman
  • 0

    posted a message on Suggestion to make Shaman better: buff Overload
    Quote from Bloodbender8 >>

    Remove the RNG mechanic on his hero power. More healing cards.

    That's pretty much what they tried to addresss in TGT. Justicar Trueheart removes the RNG of the hero power. Healing Wave has massive potential healling, so it was a step in that direction.
    Posted in: Shaman
  • 0

    posted a message on Suggestion to make Shaman better: buff Overload

     

    Quote from BigFatMurloc >>
    Quote from Griffin404 >>

    IMO overload synergy is the best way to improve Shaman as a class.

    things like this;

     Tauren Bruiser: To cheap, 2dmg aoe is costed 4, 4/5 Minion is costed 4 +combined effekt 1 manamax this should be at least 9 Mana. So ill say propably 5 Mana 4 Overload.
    Channelers Hammer: Way to cheap, propably broken with elemental destroction and stacking overload, because you easyly get like a 7/3 for 1 mana which would be 21 damage, dont know how to fix this card idea thought seems almost always broken.
    Storm Adept: Propably balanced since no effekt on curve is kinda drawback.
    Storm Speaker: Needs stats changed to 5/4, Yeti class powercreep should be avoided, see tomb pillager/goblin blastmage.
    Far seer: same as storm speaker should be a 5/4.
     I agree with almost everything you said.
    Tauren Bruiser is OP with those stats.
    Channelers hammer should lose the battlecry and have a passive buff instead (as suggested by Konf - http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/83489-overload-synergy#c5)
    I'm not sure about the yeti creep thing tho, as I understand it class cards are simply better than neutrals.
     
    Posted in: Shaman
  • 0

    posted a message on Suggestion to make Shaman better: buff Overload
    Quote from SirenSetMeFree >>
    Quote from Griffin404 >>

    IMO overload synergy is the best way to improve Shaman as a class.

    things like this;

     I'm not sure I like Far-Seer or Channeler's Hammer. The other 3 are very nice cards, although Stormkeeper should probably cost one less. To make unlocking Crystals meaningful, you have to have at least 2 locked Crystals (there are very few 1 cost cards, or even 2 cost for that matter, that Shaman can make real use out of). That means this would have to be like a Turn 6 card. For its stats and whatever main follow-up 2-cost card you can play, that's a bad Turn 6 move. Reducing its Mana cost would allow for a Turn 5 that looks like Hero Power (hunting for Warth of Air Totem) + Lightning Storm, with a solid turn 6 Mana unlock. That leaves 3 Mana to spend, whnich is where Shaman's cards are useful (i.e. Hex, Lightning Storm, Feral Spirit, Lava Burst, etc.).
    That being said, I think Totems need to be the focus, because Overload is great but makes the hero power obsolete. It's a deck that won't really use it's hero power. A lot of decks get plenty of value from their hero power, which means 2 mana will provide some sort of decent benefit without actually spending a card from your hand. And if you do spend a card from your hand, it'd just give you a stronger bonus. But with an overload-centric deck, you're requiring all of your bonuses to come from your hand (i.e. playing more cards). You'll end up running real low real quickly.
     I'd be happy seeing both overload and totem synergy being developed over new expansions. There's even the possibility to blend the two.
    Maybe something like this?
    Posted in: Shaman
  • 0

    posted a message on Overload Synergy
    Quote from Caramujov2 >>

    It's kind of obvious that Blizzard just doesn't care about shaman, all these cards you posted would give a totally new dynamic for it's game.

    Let's compare, if you think about the weak point of Warrior hero power, it's that you just build your armor. But you have several cards that makes the hero power really strong, like Shield Bash or Armorsmith. Clearly, this should be done with Shaman.

     That's the thing though, Tunnel Trogg seems to be the start of Blizzard actually paying attention to Shaman.
    Posted in: Fan Creations
  • 3

    posted a message on Suggestion to make Shaman better: buff Overload

    IMO overload synergy is the best way to improve Shaman as a class.

    things like this;

    Edit: Updated Tauren Bruiser and Channeler's Hammer as reccomended.

    Posted in: Shaman
  • 3

    posted a message on Overload Synergy

    With the recent addition of the Tunnel Trogg I thought I'd see how far we can push Overload synergy.

    Here are a few Ideas;

    .Storm AdeptStorm Speaker

     Edit: Updated Channeler's Hammer as reccomended.

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.