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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]

     

     

    Hey I am almost rank 42!  Coincidence? I THINK NOT!

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]

    Hey wondering if I can make an edit to fix a few things in my post.  I made one slight typo in the hero description, and just realized that you can actually change the color of the hero banner. 

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]

    The Archaeologist

    Gelena is all about adventure and shiny things. What she lacks in intelligence, she makes up for with bravery and optimism!  So what if she just broke the seal unleashing an ancient evil upon the world? That kinda stuff is common in Azeroth! It  will sort it's self out by tea time.

    Gelena's whole focus is digging to the bottom of her deck as fast as possible to find the answers she needs. I understand having a class based around card draw is a dangerous design choice. So I have to key rules in mind for this class.

    1: This is at it's core, a defensive class, focusing on surviving and winning with late game value and combos. Every card I make will attempt to deter aggro

    2: I am going to avoid giving this class hard removal. Having a class with this much draw and strong removal options would be no fun to play against.

    So what is going to encourage players to draw through their deck like madmen? That is where her new keyword comes into play.

    And to verify, the bonus occurs when the card is played, not when the card is drawn. These cards will help Gelena win the value game against her opponent when both players trying to outdraw each other.

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from Sinti >>
    Quote from Wrought >>

    Yeah, I was going to say something about the art as well...there's plenty of decent art featuring Rehgar out there, especially since he became a character in HoTs...the cartoony thing really doesn't fit very well.

    I wouldnt rly say there is plenty of decent art out there. Only other two decent pics iv found r these

    but the first one is more shaman-y than anything and the second one id like to save for DK card (if i get that far lol) :X To be honest, i dont even like the second one, but he at least looks (un)dead-ish there, so i can use it for something.
    This is kinda small, but I feel like this would be perfect. I has him facing the screen directly, and you can see him in an arena. But if you don't like the art, you don't like the art. You could change the hero to another gladiator like character, perhaps make your own. 
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from Sinti >>
    Quote from Wrought >>

    Yeah, I was going to say something about the art as well...there's plenty of decent art featuring Rehgar out there, especially since he became a character in HoTs...the cartoony thing really doesn't fit very well.

    I wouldnt rly say there is plenty of decent art out there. Only other two decent pics iv found r these

    but the first one is more shaman-y than anything and the second one id like to save for DK card (if i get that far lol) :X To be honest, i dont even like the second one, but he at least looks (un)dead-ish there, so i can use it for something.
     The second one feels more gladiator like. I would just cross the Deathknight bridge when you get there.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from Sinti >>
    Quote from HenryXLII >>
    Eager Defender: Pretty good, but is the +2/+2 buff permanent? If not, does it carry over to your enemies turn? I think you need to make that more clear. 
     
    Im not gonna make too many weapons for this class, there will be like one per expansion. And also while i am goin to try and make some different Momentum cards that can give permanent effects or something like that, i will try to balance it out with the fact that u might not need to spend 2 mana for hero power every single turn. That being said, Momentum only works during your turn, and only on the turn your hero attacked, so some of those minions r much weaker during your opponents turn than during yours.
    Parry: yeah, the effect would just "stay there" for the rest of the game, until an enemy would attack your hero. I know it might be a bit weird, if the opponent forgot about it or something, but even if they did, the downside for them is rather negligable, its "just" a "heal" for you, so not like its super punishing or anything. Its just a nice and flavorful way to give this class some defensive tools. And you draw a card on the turn you play it, that part is not tied to the blocking of attack. (Shiv, Flare)
    Eager Defender: i have written its (and all other cards) description in a spoiler :P guess u havent look hard enough :/
    Seemingly simple card with hidden complexity; on your opponent's turn its just a 5/5 taunt, but on your turn, if your hero attacked, its a 7/7 minion. The hidden complexity comes in the Health buff part, it acts as "heal" or a "dmg cushion", since the base Health is 5.
    Imagine scenario: Your opponent pinged the minion and it ended up as 5/4. Your turn. You attack with your hero, Momentum activates and the minion goes to 7/6. You go face and end your turn. The Momentum deactivates and the +2/+2 buff disappears, but the base Health is 5 so ithe minions sits at 5/5. Hope it is clear how would this work ;-)
     AH I MISSED THAT DETAIL!!!! I forgot that temporary buffs to health can actually heal, and that makes me appreciate the card a lot. Forgive me for not reading hard enough when it comes to the momentum detail! 
    On a side note can you give me feed back on my class? I am not sure how to link you directly to the post, but it is around the center of page 23. 
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from PRKSlayer >>
    Quote from HenryXLII >>
    Quote from PRKSlayer >>
     

     

     'Drawn with an effect' seems a little too vague. Does it include the Hero Power? If I were you I would change it to say: 'Gain a bonus effect when drawn by a Card or Hero Power'. I understand it does not look as clean, but it makes much more sense.
    As for your Hero Power, it seems very powerful, especially considering how good your class cards are. In Warlock you usually don't use the card you draw right away, so considering that the 'can't use' aspect does not seem like a downside. I would change it to making it two turns, so making the wording: "Draw a card. You cannot use it for two turns" or something more clean if you can thing of it.
    Temple Guardian: This card works well with the class, and because of that I think 3 mana for a 5/5 seems too good. I think a 3 mana 5/4 would be more fair. 
    Heart of Ice: I'm fine with the effect, but as someone mentioned above, the effect doesn't match the artwork and name. Change it to something that makes more sense.
    Other than that I really enjoy this class, I will definitely vote for it when it goes up. Good luck!
     My reasoning behind the hero power is that while it is a direct upgrade to Warlock in most situations, you cannot draw at the start of your turn, making you lose some flexibility. I will still rethink the hero power though, especially if I get more feedback from others.
    Temple Guardian I can agree with.
    The hardest part of Heart of Ice was thinking of an item to represent the card, I thought of a heart because when squeezed it could emit a pulse, but it is kinda a stretch. Any ideas on what to swap it with?
    Thanks for the feedback and support! Knowing I have at least one person that is going to vote for me is actually kinda motivating!
     I think you should stick with the current Hero Power then, the flavor is pretty awesome and I would hate for you to rework it to something else. In the form it is I do think it is powerful for the reason I stated before, but its probably not too powerful to be considered over powered. 
    As for the Heart of Ice:
    I think this makes a bit more sense, some sort of dug up weapon / bomb. I did change the expansion symbol since it no longer made sense as a KoT card.
     Ah thank you, I will try to find one similar that fits an expansion I am not using at the moment. What would really help is where you got that art from!  Google keeps giving me photos of IOS shovel ware whenever I type anything remotely fantasy based.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from Sinti >>

    Ok, so this should be the final thing before submitting, there r some new cards in there and i will show the ones i think id like to showcase and rest will be in a spoiler, feel free to tell me your thoughts on the cards etc., thanks!

    Gladiator

    Rehgar was a gladiator and gladiator-slave owner in his early days. He even owned Valeera and Varian "Croc-bait" Wrynn for some time. Ultimately, he decided to retire from the gladiator business and became one of Thrall's advisers. But fear not! Rehgar is back in the action and ready to relive his glory days in the alternate universe of Hearthstone :)

    New Keyword: Similar to Enrage, but the trigger is "if your hero attacked this turn". It is basically an "aura" effect, that is turned on by your hero attacking and turned off at the end of your turn. (The flavor is, you attack and create an opening for another action(s) > hence Momentum.)



    Example:

    For example, an existing card Silithid Swarmer would read

    Class Identity:

    • Strong Arena class
    • Minion focus
    • Extra advantages from being in board control / attacking with your weapon(s)
    • Weak AOE
    • Minimum life gain / protect mechanics

    Cards for the Phase I submission:
    (i would probably showcase Chef, but he is MSoG as well and i feel like Meanstreet Brute is a better card to show off :/)

    Rest of the cards i have so far:

    Notes to individual cards:

    Basic set

    • Clean Sweep: strictly worse Consecration, cause strong AOE is a main weakness for this class. But a solid arena card nonetheless, that would always be avaliable since its from Basic set.
    • Parry: ok, the card is fixed now! Thanks to Teknician and Mewdrops for suggestions. I can move it to the Basic set as i originally intended and it will represent the basic way of protection for this class. Yay!

    Classic set

    • Throwing Knives: simple card that introduces how the new mechanic works.
    • Centurion: simple card that shows the main focus and strength of the class, decent minion on its own, but gets an extra advantage from your hero attacks each turn. The effect ends at the end of your turn, so you have to attack again next turn to actiavte it once more.
      Additional exmplanation: The minion is a 4/8 on your opponent's turn, every time. The effect doesnt give any permanent (and/or stacking) buffs. its like an aura that turns on when your hero attacks and turns off with the end of your turn. Hope that explains why this card isnt OP as some thought that it is a permanent buff :)

    Whispers of the Old Gods

    -

    One Night in Karazhan

    • Z-00 K33-P3R: im rly proud of this one, i think i managed to capture the flavor of menagerie cards while not making it a buff card. Btw thanks to Teknician again for the perfect name suggestion!

    Mean Streets of Gadgetzan

    • Meanstreet Brute: this will (most likely, like 95%) be the only card from all sets to have this effect. It is a quite unique one, given its the only other way to trigger Momentum other than by your hero attacking.
    • Chef Gash'nul: well, the original idea was to make a MSoG card from a Grimy Goons family ... i wanted to go all in on the buff your minions thing, but it kinda ended up as a combo of The Mistcaller, Mukla's Champion and Grimestreet Enforcer. Not sure im too happy about how it ended up. You tell me, thanks!

    Journey to UnGoro

    • Loremaster's Halberd: im quite happy with this one, nicely represents the strengths of the class in all main aspects. The name might be a bit weird for someone, but i took the art from the Loremaster Pooth artwork, so i just went with it. Who is to say that loremasters cant become gladiators or that gladiators cant get hands on their weapons? I think the flavor is there, given its an UnGoro card :)

    Knights of the Frozen Throne

    • Bone Horror: very simple minion, but very effective. Better stats and cheaper than Bloodworm, cause class minion and all that. But also no beast tag. This class will not have many ways to heal or defend itself, so this would be one of very few tools in its disposal. Mby i could make it 5/3, if it feels too strong, but that would weaken the card significantly, also dont rly want to do 4/4 tbh.
    • Eager Defender: seemingly simple card with hidden complexity; on your opponent's turn its just a 5/5 taunt, but on your turn, if your hero attacked, its a 7/7 minion. The hidden complexity comes in the Health buff part, it acts as "heal" or a "dmg cushion", since the base Health is 5.
      Imagine scenario: Your opponent pinged the minion and it ended up as 5/4. Your turn. You attack with your hero, Momentum activates and the minion goes to 7/6. You go face and end your turn. The Momentum deactivates and the +2/+2 buff disappears, but the base Health is 5 so ithe minions sits at 5/5. Hope it is clear how would this work ;-)

    Kobolds and Catacombs

    -


    Alright, if anyone feels like givin me feedback, i would appreciate it. Leave a link to the post with your class, so i can return it, if i didnt do it previously (or you want some more)! ;-)

     

     Ok so first off I would change the art for your hero since it does not really sync up with the rest of your card's art. Especially because his name sounds so Orc like. Perhaps you could make him a blackrock Orc, or a Tauren. 
    Hero Power: I actually like this quite a bit, It is aggressive as hell, but the one durability makes you really think on how your going to use it. It works really well with your unique text. Speaking of that....
    Momentum: I was not a big fan at first, but it has actually grown on me. It encourages you to make big plays and go all in with your turns. I also think the text has potential to do more than just boost stats. Which while you are exploring, I would like to see more of. That said, I have a major concern regarding this mechanic, and its how you balance class weapons. Swinging a weapon with your class has more value than swinging a weapon with any other class, and the mechanic becomes pretty bonkers on any weapon with at least two durability, and has the potential to really snowball. So your going to have to be extra careful with how each weapon you print interacts with each and every single card.
    Parry: I like this card... I like this card a lot. Two questions though, is it a buff that lasts the whole game if they don't swing face? We have never had a card like that in Hearthstone that was not a secret so its hard to tell. Secondly, does it draw a card before or after you block the damage?
    Trowing Knives: Seems very fair and balanced. Overall I like it! 
    Meanstreet Brute: I am pretty indifferent about this card. It makes sense that it exists, but It does not excite me very much.
    Lorewalker's halberd: This is what I was warning about earlier. Adapt is a pretty strong effect, but adapting a minion and triggering a momentum minion at the same time? Absolutely disgusting. The fact that it is random helps out a bit, but imagine if a strong momentum minion gets windfury? That is really scary.  
    Eager Defender: Pretty good, but is the +2/+2 buff permanent? If not, does it carry over to your enemies turn? I think you need to make that more clear. 
     
    Quote from Opal736 >>
    Quote from Opal736 >>

    I'm new here, never felt like posting before although I love this site, however I somewhat got interested by this year's CCC (I like the idea of challenges) and I thought i'd give it a go. So, well, as a great RPG lover I got my idea from a D&D/Pathfinder class that never got really popular despite it being based on a really cool concept: the Soulknife. Now, I still have to decide whether to keep the original name or to change it, probably the former though. For those who don't know him, a Soulknife is a fighter who's able to generate weapons with spiritual energy. His so called mind blade can be shaped in any form making him a versatile and adaptive warrior. So that's what I thought as a start, still working on the cards.

    Tokens:

    So, well, his Mind Blade is not really a blade, it can even become a bolt shaped projectile. But that was the name in the official class and that's one of the few things I want to keep together with the class name itself. The only thing here that has to be explained maybe is the mind dagger... the only important thing is that its power is not a deathrattle, and, if it's somehow buffed and destroys a weapon you'll still equip a new mind blade losing the old one together with its buffs (unless you've buffed it with Combine, read below). I'm also considering a mind shield:

    However I'm not sure about it. It's basically a divine shield that can be removed with oozes, could give more survivability, but you lose the certainty to always trade small minions with your hero power... Still as the class is probably going to be based on weapons, this might become interesting if buffed.

    Lastly I'll go with the keyword. Right now I have thought of 2 possibilities:

    The first one might seem overcomplicated, but it's actually pretty simple: if a card has "Learn (2)(Spell): Draw 1 card", each time your opponent plays 2 spells you draw a card (each time the effect activates the counter resets). The requirement might be a card type as well as its cost or tribe, or there might even not be a restriction (in very few cases). It makes the Soulknife an adaptive fighter who "learns" from your opponent plays, punishing their repetitiveness while enhancing his own cards. Something like "A cheap trick like that only works once".

    The second one is more obvious for such a weapon oriented class: when you have a weapon with "Combine" as a keyword you don't have to worry about it being destroyed when playing another one, as it will gain all of the remaining stats of the previous weapon, as well as its bonus effects (one sidenote though, I probably have to add "the other" before "effects", meaning that the new weapon won't gain the "Combine" effect (also to gain more design space)). This would make our Soulknife even more weapon oriented, with the ability of combining his weapons to enhance their stats and might either lead to a more aggressive playstyle (yeah I'm looking at you, Pirates, but I mostly hate those guys, so I'll have to find a way to prevent abusing this power) or control-ish with mechanics similar to Kingsbane rogue decks (but different under several aspects).

    So that's all right now, I know my ideas are still quite confused and in the early stages, but I've actually started to think about this today. Any review for the current stuff will be gladly appreciated.

     

     

    Ok second round, this time I'll focus more on Combine. If that doesn't work I'll bring back Learn in the following form (Learn (XXX): If your opponent plays two (XXX) cards, this card gains a bonus effect.). I feel like it could actually still have a chance.
    If you want to read about the lore of the class read the old post above.
    The Soulknife
     
    Thanks GearOFF for your help with the wording.
    Thanks GearOFF for your help with the keyword. I was wondering if saying "and other text" would be better, but I think this way it's clearer. Anyway let's go with the new tokens generated by the hero power.
    So I changed them all to better work with the Combine mechanic and the weapon buffs that the class will get. I am unsure on 2 points: Mind Bolt, as the mechanic may seem a bit too much for an hero power, in that case I could just make it a 2/1 weapon like before; Mind dagger, as it's useless without buffs/combining (that's still the main theme of the class) and I'm also still not sure about the artwork, in case I could change it to lifesteal but I don't know if that's allowed on hero powers. That said I'll provide some example cards, this class will focus on combining normal weapons with energy made Mind Blades, I'm still missing most of the Weapons (there will be at least one for each set), but these cards will give you an idea of what kind of class I'm creating.
    As of now a lot is missing:
    Liquid Blade is just the basic card to learn the Combine mechanic.
    Storm of Blades is Consecration, but instead of doing 2 damage to the enemy hero you get a weapon first (and you might even highroll spell damage).
    Energy Channeller facilitates Combining weapons.
    Gar'hal gives sure high-rolling (I know I know you're wondering what will the improved hero power be now that I can't copy shaman, well actually I already have the answer ready, but I'll be waiting for the TGT challenges to be posted before).
    Mantis Warrior is what's left of a reactive class to your opponent's plays, there will be more like this card, and also more weapon buffs ofc.
    Forging the Mind is useless with the cards shown right now, I'll be releasing more tomorrow though.
    Also a couple of cards that still need tweaks and might change both in name and artwork (any idea is gladly accepted on those guys):
    In particular I think the cost and stats might not be appropriate for both of them. Mireya might even be completely game breaking with her effect (although actually you just need a taunt to stop her), so maybe I should rise the cost to 8 and/or lower the base stats. The crystal guardian probably needs a better artwork, also maybe making it cost 9 or 10 might balance it more. Please let me know what you think about it.
    Thanks in advice for any reply guys.

     

     Combine: I like this keyword quite a bit in concept, but it has the potential to be really OP so be careful when balancing. I would also find a way to shorten the explanation, it is kind of cluttered at the moment.
    Shape Energy: This is like if you combined Shaman's hero power with Rogue's hero power, and that is waaaaay to good. Firstly a majority of the time your hero power is just going to be outright better than or equal to Rogue's, And mind sword is SUPER OP. Weapon removal is very limited in this game, and if your opponent does not have any, you can just hold onto this sword for the entire game. And even if they do remove it, you have a chance to get it back! I would change the basic concept of this hero power, make it not random, and balance it to be equal to the other classes, even though it does have an interesting effect with your keyword, it is just too strong.
    Liquid Blade: Seems fine for the most part. Not that great on it's own, but it turns out to be pretty good when combined with the hero power. Though I would still change the hero power
    Storm of blades: A direct upgrade to Consecration, which is allready a good card. Not a fan of this one.
    Energy Channeller : A cool idea but......
    Forging Mind:  This card does the same thing but it's much better over all. I would use this over Energy Channller any day. 
    Mantis Warrior: Seems a bit too good. Your opponent is most likely going to have to play a minion to respond, so the effect is almost always going to happen.
    Gar'hal: Seems kinda weak. Choosing your weapon once (most likely) is a little underwhealming, even with combine in mind. Imagine if Shaman had this as a legendary. It's just kinda weak and kinda boring if I am going to be honest.
    Overall I am sorry to have such generally negative feedback. This class needs a lot of work in my eyes, but with proper balancing It could be really cool. 
    Quote from Lathy >>

    I've tried to cook up something with the limited time currently on my hands (as usual). All the cards are not likely to be final versions, I just wanted to show the general idea of the class. I hope the cards and class identity are pretty self-explanatory, cause I'm off for bed now.

    Engineer

    The new keyword is Augment (any suggestions on the wording?).

     

      

     Augment: I am not a big fan of this text. While the idea is neat,  it is really hard to balance and judge the power of. I see the same problems between your cards, which I will go over later. I also want to know if it is possible to stack more than one Augment on a single turn.
    Aspiring Apprentice: I actually like this one. Augment seems to lean more towards being a really powerful effect, so the fact that your balancing card's that trigger it to be weaker gives me confidence in the text as a whole.
    Bionic Arms and Rotting Spare Parts: Both have the same problem, they are both way too weak as standalone cards when Augmentation has not been triggered. Even when it is activated, Bionic arms is just Arcane Intellect. And while Rotting Spare Parts is ether really bad, or really good. And I would change it's name because it reminds me too much of spare parts as an overall card mechanic.
    Rabblerouser: This card I like, it is a good standalone card, and becomes pretty good if not a little clunky when it is augmented. I would not change this one, I would just make more like it.
    Deep Sea Rumbler: I think this card is really good, and it is probably my favorite in your current set.
    Posted in: Fan Creations
  • 2

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from PRKSlayer >>
     

     

     'Drawn with an effect' seems a little too vague. Does it include the Hero Power? If I were you I would change it to say: 'Gain a bonus effect when drawn by a Card or Hero Power'. I understand it does not look as clean, but it makes much more sense.
    As for your Hero Power, it seems very powerful, especially considering how good your class cards are. In Warlock you usually don't use the card you draw right away, so considering that the 'can't use' aspect does not seem like a downside. I would change it to making it two turns, so making the wording: "Draw a card. You cannot use it for two turns" or something more clean if you can thing of it.
    Temple Guardian: This card works well with the class, and because of that I think 3 mana for a 5/5 seems too good. I think a 3 mana 5/4 would be more fair. 
    Heart of Ice: I'm fine with the effect, but as someone mentioned above, the effect doesn't match the artwork and name. Change it to something that makes more sense.
    Other than that I really enjoy this class, I will definitely vote for it when it goes up. Good luck!
     My reasoning behind the hero power is that while it is a direct upgrade to Warlock in most situations, you cannot draw at the start of your turn, making you lose some flexibility. I will still rethink the hero power though, especially if I get more feedback from others.
    Temple Guardian I can agree with.
    The hardest part of Heart of Ice was thinking of an item to represent the card, I thought of a heart because when squeezed it could emit a pulse, but it is kinda a stretch. Any ideas on what to swap it with?
    Thanks for the feedback and support! Knowing I have at least one person that is going to vote for me is actually kinda motivating!
     
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]

    Ok here is the second draft of my hero. The Archaeologist Class!  

    This class is based around drawing through your deck as much as possible. But I want to class to lean more towards control and combo decks than aggro. So I made the hero power this

    A nerfed version of the previous hero power. I am really curious how balanced this one is, and it's the first place I want feedback.

    Here is an example of a card locked by the Excavate Effect (Particles will be reworked in the future)

    (sorry Millhouse, you gotta wait a turn.)

    To promote card draw I have given the class the following keyword.

    And here is my new batch of cards for the class. I am curious if the basic set meets the requirement for tour de azeroth.

     

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from linkblade91 >>
    Quote from HenryXLII >>

    Hey I have two questions. So my cards cannot produce tokens, but what about art changes? I have a card in my head where the art changes based on how buffed it is (kinda like what Jade Golems do.) 

    And am I allowed to show off my quest? That requires its own token card, so I want to know if it's fair game.

     Currently you cannot show off your Quest, as it would presumably create a unique Token card and we don't want those for Phase 1. You can hold onto the idea for a later Phase, though.
    In a similar vein, I'd chill with the art changes for now: they don't affect gameplay, and while potentially interesting they're not really anything more than simple flash. You should devote your time and energy toward creating a good first impression that doesn't rely on such things, you know?
     I agree! Thanks for clearing that up.
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]

    Hey I have two questions. So my cards cannot produce tokens, but what about art changes? I have a card in my head where the art changes based on how buffed it is (kinda like what Jade Golems do.) 

    And am I allowed to show off my quest? That requires its own token card, so I want to know if it's fair game.

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from Turkeybag >>

    Current ideas!


    New Keyword: Tome. This shows up like a secret but visible to both players. They are buffs to your hero that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once.


    Class Focus: Spell Heavy, tomes, for the rest of the turn style effects, some self damage with lots of cards that deal damage multiple times (maybe), multiplet tribe synergies to further boost archetypes made possible by the hero power.


    What do you guys think?

     Question about the hero power, does it stack? Because if it does not which is how I am assuming it work, it is kinda OP with certain cards, especially Reno Jackson in wild. You could get unlimited Reno's by spending 10 every turn (Reno into hero power, into reno clone into hero power.) I would restrict it to spells for flavor, and even then it might be too good.
    Tome is an interesting concept, but you have yet to sell it to me since you are only showing one card it applies to. I want to see more examples.
    Scroll of Flames: This card makes me have to do too much thinking for a low cost removal spell. Maybe that is my problem, not your, but it is a problem none the less. The random element is doing this to me because I gotta think about each and every possible damage spread. 
    Inscribed Golem: I like this card quite a bit, but as I said before I am not a big fan of the hero power. That said this card shows the potential the hero power has, and I like that.
    Scroll of Equalization: My favorite out of the batch, this card is just fun and has so many different possibilities when it comes to crafty plays. 
    Tome of the Old Gods: I get the concept, but it seems a little weak, especially for your only Tome card on display.10 don't always stay on the board for very long, and it's normally because your winning the game. So your spending 4 mana on a buff that will probably only last a turn. It just does not work for me, I do like the flavor though.
    Tyran: I like this card quite a bit, but it feels a little out of place in this display as we have seen none of these targeted spells in your display, unless you count Scroll of Flames which is not what you want hitting this card. I can't really tell how powerful it is. Also the name made me think it had something to do with Tomes at first, so I would change that to be a bit less misleading.
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from HenryXLII >>

    Behold everyone! The first concept for my class is complete. I introduce you to Gelena Runeseeker the Archaeologist!

     Gelena's whole focus is digging to the bottom of her deck as fast as possible to find the answers she needs! I understand having a class based around card draw is a dangerous design choice. So I have to key rules in mind for this class.

    1: This is at it's core, a defensive class, focusing on surviving and winning with late game value and combos. Every card I make will attempt to deter aggro

    2: I am going to avoid giving this class hard removal. Having a class with this much draw and strong removal options would be no fun to play against.

    So what is going to encourage players to draw through their deck like madmen? That is where her new keyword comes into play.

    This effect is still a work in progress, as the class originally did not have a new keyword. But I wanted something to push the card draw theme of this class. 

     

     

     
    Quote from MvonTzeskagrad >>
     The class looks promising, I liked many of the cards, my favorite might be the Temple Guardian, stuff that keeps you away from drawing cards sounds counter-intuitive for your class, but perhaps that is what makes it that daring and also key as tech stuff against mills and so. In fact, I can't but think this has a lot of uses, maybe even allow a sort of aggro/midrange/tempo deck to happen.
    The hero power, however, might be a bit over the top. You basically force players to keep killing soft taunts because at the moment someone puts two workers and you can't kill them quick you have almost won. Also, I think Saftey Inspector is written wrong (safety), and inmune is a keyword.
    Just out of curiosity, if I get to fatigue, take 1 damage fatigue, then draw and take 2 damage fatigue, do I have a Voxrul with 9 or 10 Attack?
     
    Quote from Turkeybag >>

    @HenryXLII

    Not too sure what to do with the hero power. It just seems too strong even as a 0/1, Slightly weaker than Mana Tide Totem for cheaper without a card. Might need reworked a bit.


     So I have come up with some potential reworks for the hero power. None of these are final, but they are potential directions to go.
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from MvonTzeskagrad >>
     The class looks promising, I liked many of the cards, my favorite might be the Temple Guardian, stuff that keeps you away from drawing cards sounds counter-intuitive for your class, but perhaps that is what makes it that daring and also key as tech stuff against mills and so. In fact, I can't but think this has a lot of uses, maybe even allow a sort of aggro/midrange/tempo deck to happen.
    The hero power, however, might be a bit over the top. You basically force players to keep killing soft taunts because at the moment someone puts two workers and you can't kill them quick you have almost won. Also, I think Saftey Inspector is written wrong (safety), and inmune is a keyword.
    Just out of curiosity, if I get to fatigue, take 1 damage fatigue, then draw and take 2 damage fatigue, do I have a Voxrul with 9 or 10 Attack?
     Voxrul gains attack equal to the damage taken. So in your example. He gains +1/+1 after the first draw, then on the second draw he gains +2/+2.
    Its becoming clear to me that the hero power is not working. I will prioritize finding a card draw based hero power that is not OP. (Rather tricky, some would argue Life Tap is already an OP hero power and that's really basic)
    Posted in: Fan Creations
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