• 8

    posted a message on Is it worth buying the old adventures?

    Short answer: Yes.

    Long answer: Yeeeeeeeeeeeeeeeees!

    Posted in: General Discussion
  • 3

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]

    THE COMMANDER

    The commander is a master of the art of war and by the use of clever strategy and tactics can lead their troops to victory in almost any situation. The default hero for the class is Sir Anduin Lothar, the Lion of Azeroth, a legendary hero that fought in the First War between orcs and humans and later commanded the armies of the Alliance of Lordaeron during the Second War, at whose end he perished at the base of Blackrock Mountain. And yes, the Anduin that we all know and love is named in his honor so you can bet this guy is quite popular to the people of Stormwind.


    KEYWORD - TRAIN

    Minions and weapons with Train can attack other friendly minions (dealing damage, of course) to give them a specified effect like +1/+1 or Rush. Train is thought to be an option the card has to make it more versatile and not something you want to be doing every turn. Identifying when you want to Train and when to attack your enemy is key to mastering this class.


    EXAMPLE CARDS

    • Reinforce is great for dealing with an early threat while developing the board. The 0/3 token might look underwhelming but buffing your minions is part of the identity of this class (as you might have guessed).
    • Trained for Combat is very strong in conjunction with your hero power or Reinforce. It basically forces your opponent to always consider dealing with your New Recruits if they don't want you to buff them when you get a chance.
    • Backline Strategist mixes two very important elements of this class, Taunt and minion placement. When played correctly this card can create some really annoying boards for your opponent to deal with by forcing them to kill your minions in a very specific order.
    • Inspiring Blade is a strong midrange threat for board flooding decks. Buffing your New Recruits from 0 to 1 Attack makes quite the difference and if left uncontested you can deal a lot of damage to the enemy hero over 2 turns.
    • If you can't beat 'em... join 'em. This card is a late value removal option for the class. You can destroy a threat if you're desperate or you can wait for your opponent to play a big minion to gain control of it, albeit damaged. It's especially good against minions with Divine Shield or if you can restore the Health of your minions.

    REMAINING CARDS


    PREVIOUS PHASE

    You can find a link to my phase 1 post here.

    Posted in: Fan Creations
  • 1

    posted a message on Mana Cost Nerfs are Lazy and Bad Game Design
    Quote from Haussenfuss >>

    I think the OP has overplayed his hand - he admits that there are only three ways to nerf a card, one of which is unacceptable. Sometimes Blizz nerfs cards by changing stats, sometimes by changing cost - it's difficult to see how either is "lazy".

    I'm not a fan of the nerfs, because they undermine the entire rationale of the Hall of Fame, and Wild in general, while undercutting Blizzard's own philosophy of preserving a "safe place" for casual and part-time players to invest in building a collection that will "never go away." The only way to preserve that safe place is to take the HoF seriously, and begin supporting Wild - it's difficult to see how nerfing a bunch of evergreens in December, and Feb, a few months before HoF relegations are meant to take place, contributes to their own stated objectives, or the health of the game as a whole.

     What I meant was that changing cards by changing their cost should only be done when a card by itself is too powerful. Examples of this are Emerald Spellstone and Call to Arms. If a card's cost is already what it should be given its stats and effect changing it will most likely kill the card, especially for the lower cost ones since going from 1 to 2 essentially means duplicating the cost. If you want to change the cost of the card because you think the effect is too good for the early game (see Mana Wyrm) you should also increase its stats. For example I think the new Mana Wyrm should have 4 health for it to be a balanced card (if you play 1 spell it would be better than a vanilla 2 drop and therefore worth it).

    Posted in: General Discussion
  • 2

    posted a message on Mana Cost Nerfs are Lazy and Bad Game Design
    Quote from TB124 >>

    Most of the balace changes are good, and you are not right about them.

    Equality was too powerfull with 2mana, and was an auto include in all non-Odd paladin decks...

    The same thing can be told aboit Flametongue totem, it was in all decks, and it allowed Shamans to buff their early garbage minions very early on.

     

     So if Equality is fair at 4 mana, could you explain how Shrinking Ray is not broken at 5? It seems like a substantially better card for 1 more mana. I'm not saying that equality wasn't a good card, it certainly was. I don't know if it needed a nerf but as it stands, duplicating its mana cost is not the best way to reduce its power level.

    Regarding Flametongue Totem it was only played by aggressive decks. Now at 3 mana unless you're playing an extremely heavy totem deck you're just better off running Dire Wolf Alpha instead. Minions with 0 attack need to have really good upsides and a 3 mana Flametongue simply isn't worth it.

    Posted in: General Discussion
  • 6

    posted a message on Mana Cost Nerfs are Lazy and Bad Game Design

    I love how most people look at the balance changes from the perspective of the most powerful decks that played them. Sure, the power of odd rogue has been reduced, but at what cost? Well, 1 more mana, to be precise. Cold Blood is now a joke of a card. Just compare it to Blessing of Might and tell me with a straight face that it's good game design. And I could say the same thing about Equality vs Shrinking Ray or Flametongue Totem vs Dire Wolf Alpha.

    The truth is that cards in Hearthstone have an inherent balanced mana cost associated to them. A 2/3 minion should cost 2 mana, dealing 2 damage costs 1 mana and giving a minion +4/+4 costs 4 mana. When you combine all the effects of a card their inherent mana costs should add up to the total cost of the card. There are some slight exceptions to this when the effects of a single card are extremely synergistic, such as Vilebrood Skitterer's Poisonous + Rush. If two very synergistic effects exist on a 2 card combo there's a lot more leeway though, since the extra resources you spend come in the form of an extra card you have to draw and use.

    To shake up the meta and to force people to use more expansion cards blizzard is tuning down the powerlevel of the Basic and Classic sets. Now this isn't bad on it's own. Personally I would much rather prefer to rotate all of Basic and Classic out of standard and add a clasic mode for new and old players alike. Still, if you're certain about keeping those cards away from rotation and reducing their power level so that people play with new cards the way blizzard has ignored the very basic rules of card design that i described earlier shows that they don't have a grand vision for what Basic and Classic should look like.

    There are three basic ways to nerf a card. Change the stats, change the mana cost and change the effect. Since changing the effect beyond just tweaking numbers (stats and mana) changes the card entirely I don't think it's a good practice unless the effect itself is bad for the game and needs to be replaced. Changing the mana cost is bad since as I said earlier cards already have an inherent mana cost associated to them. Lastly I think that changing stats is the best way to nerf cards because it lets you do micronerfs that reduce a card's powerlevel without making it entirely useless. For example, Flametongue Totem could have had its health reduced to 2 while keeping its original mana cost. The card is less powerful than before but it still feels like a 2 drop.

    "But I hate this deck, or this other deck!" Some people will say. "I don't want them to be viable at all!" Well, it's true that some decks can be oppressive to the game but the only way for that to happen is for some cards in them to be OP. Emerald Spellstone is actually a good example of this. 6/6 worth of stats and beast synergy with no downside for 5 mana already sounds pretty good. Add the fact that you can go all the way to 12/12 by playing secrets that you want in your deck anyways and you have a broken card. At 6 the card is balanced because no one would put a 6/6 for 6 in a deck. Hunters would just run Savannah Highmane instead. But if you run a lot of secrets it's worth it. There you have it, balanced design. Still, I feel like the only reason blizzard nerfed this card is because everyone was complaining about it and they would not have been able to get away with this batch of nerfs to basic and classic cards if they hadn't included this one.

    So to sum up, blizzard is nerfing decks, not cards and they're nerfing the cards that didn't deserve it because they want weak basic and classic sets so they can print better expansion cards that will rotate and you need to buy. Nice to see what they really care about after all.

    There's one last thing I want to try out in this post. Below you can see some cards I made a while back for my custom expansion. Their mana costs have been removed and what I want you to do is reply below with what you think they should cost and why. I'm not expecting everyone to guess correctly but I'm interested to see if cards really do have this inherent mana cost I've talked about.

      

    So, what do you think? Am I crazy and what blizzard is doing is good game design or do I offer some pretty solid points? Do cards have an inherent mana cost? Let's find out.

     

    Posted in: General Discussion
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from Ragnador >>
    Quote from HyperOrange >>
    Quote from Ragnador>>
    Quote from HyperOrange>>

    Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.

    THE COMMANDER

      

    For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.

    Here are a couple examples so you can grasp how it works.

     

    Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.

    But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.

    • Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
    • Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
    • Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
    • Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
    • Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
    • Defend the Gates is just some good token generation with some protection.
    • Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
    • Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
    • Rain of Arrows is just good AOE.
    • Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.

    And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.

    •  Night Watch should probably read "end your turn." instead
    • Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
    • Inspiring Blade should read "after your hero attacks" Ex: Piranha Launcher Woecleaver
    • This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?

    Other than that, the other cards look fine to me. 

    Yeah I agree with you on Nightwatch and Inspiring Blade, I'll go fix them right now. Now about Charging Knight, are you sure that it wouldn't bypass Taunt? If a minion with Taunt can't be attacked (by being Immune or by having Stealth) the Taunt effect doesn't apply. Also Rush minions will bypass a hero with taunt (check The Curator fight in One Night in Karazan.

    Regarding Surrender I guess I could find a better name for it. The idea is that after dealing so much damage to a minion, it chooses to surrender and fight at your side. I don't know if there's a better word for it but I'll consider your options.

    Lastly I forgot to mention this in my original post but what are the 5 cards that you think I should showcase? I'm still trying to decide that. Anyways thanks for replying, I really appreciate the feedback.

    I'm 75% sure about it, If I'm not wrong stealth and immunity makes you unable to target the minion, that's why you can bypass taunt. And for the Curator fight i can only said small indie company hahahaha. Maybe to be sure you could put "can bypass taunt" instead?

    And personally I would go for: Reinforce-Trained for combat-Defend the gates- backline strategist and Inspiring blade, for the showcase cards.

     

     The way I see it is the following. First the game checks what you can target when you attack. Then if any of those targets have Taunt they must be attacked instead of the ones that don't. Because of this ordering, Taunt can never make a minion unable to attack. Think about why they added those 'Taunt doesn't affect minions with Stealth or Immune' "rules" for a moment. They could have perfectly just said: 'No, if a Taunt minion can't be targeted your minions can't attack anything else.' But it makes more sense, both from a game design perspective and from a flavour one (you're supposed to attack it because it is taunting you) that Taunt only works on the things that you can attack in the first place.

    Regarding the showcase cards I think those are the best ones to show. Thanks for that!

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from Ragnador>>
    Quote from HyperOrange>>

    Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.

    THE COMMANDER

      

    For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.

    Here are a couple examples so you can grasp how it works.

     

    Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.

    But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.

    • Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
    • Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
    • Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
    • Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
    • Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
    • Defend the Gates is just some good token generation with some protection.
    • Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
    • Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
    • Rain of Arrows is just good AOE.
    • Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.

    And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.

    •  Night Watch should probably read "end your turn." instead
    • Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
    • Inspiring Blade should read "after your hero attacks" Ex: Piranha Launcher Woecleaver
    • This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?

    Other than that, the other cards look fine to me. 

    Yeah I agree with you on Nightwatch and Inspiring Blade, I'll go fix them right now. Now about Charging Knight, are you sure that it wouldn't bypass Taunt? If a minion with Taunt can't be attacked (by being Immune or by having Stealth) the Taunt effect doesn't apply. Also Rush minions will bypass a hero with taunt (check The Curator fight in One Night in Karazan.

    Regarding Surrender I guess I could find a better name for it. The idea is that after dealing so much damage to a minion, it chooses to surrender and fight at your side. I don't know if there's a better word for it but I'll consider your options.

    Lastly I forgot to mention this in my original post but what are the 5 cards that you think I should showcase? I'm still trying to decide that. Anyways thanks for replying, I really appreciate the feedback.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.

    THE COMMANDER

      

    For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.

    Here are a couple examples so you can grasp how it works.

     

    Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.

    But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.

      

      

      

    • Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
    • Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
    • Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
    • Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
    • Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
    • Defend the Gates is just some good token generation with some protection.
    • Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
    • Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
    • Rain of Arrows is just good AOE.
    • Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.

    And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.

    Posted in: Fan Creations
  • 2

    posted a message on Help choosing some cards, pls.
    Quote from Pullaaa >>
    Quote from Deck_Fiend >>
    Quote from HyperOrange >>
    Quote from HyperOrange >>

     My version of Dragon Priest doesn't run shadow visions so I'd say craft the other epics.

    Also prepare to have your mind blown:

    Marsh DrakePotion of Madness

     This is the deck in case anyone is wondering.

    S T A T S
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (26) Ability (4)
    Loading Collection

     thanks. I ended up crafting faceless shambler and molten giant for my evenlock though... probably going to work on this next though so thanks. 

     I suggest not to. your original deck was significantly better, this deck is weaker due to having poor board clears (who runs only one dragonfire anyways?)

     Dude I don't know what you're talking about. I've climbed to rank 5 with this deck and I've also played it in high wild legend, it works.

    It's a tempo/midrange deck based on overwhelming your opponent with stats and value so 3 boardclears (Duskbreakers + Potion) are more than enough. Even then, against aggro you can discover more Duskbreakers through Netherspite Historian.

    Next time, how about you tell me Even Shaman is bad because its only boardclear is Maelstrom Portal.

    Posted in: Priest
  • 0

    posted a message on Help choosing some cards, pls.
    Quote from HyperOrange >>

     My version of Dragon Priest doesn't run shadow visions so I'd say craft the other epics.

    Also prepare to have your mind blown:

    Marsh DrakePotion of Madness

     This is the deck in case anyone is wondering.

    S T A T S
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (26) Ability (4)
    Loading Collection

    Posted in: Priest
  • 1

    posted a message on Help choosing some cards, pls.
    Quote from Unknown27 >>

    Thats a two card power word death right there...

     If you ignore the 5/4, the fact that you can target minions below 5 attack and minions that can't be targeted by spells and Hero Powers, the dragon synergy and you being able to also use both cards separately...

    Then yeah, it's a two card power word death.

    Glad to be on the same page.

    Posted in: Priest
  • 2

    posted a message on Help choosing some cards, pls.

     My version of Dragon Priest doesn't run shadow visions so I'd say craft the other epics.

    Also prepare to have your mind blown:

    Marsh DrakePotion of Madness

    Posted in: Priest
  • 4

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]

    THE COMMANDER

    The commander is a master of the art of war and by the use of clever strategy and tactics can lead their troops to victory in almost any situation. The default hero for the class is Sir Anduin Lothar, the Lion of Azeroth, a legendary hero that fought in the First War between orcs and humans and later commanded the armies of the Alliance of Lordaeron during the Second War, at whose end he perished at the base of Blackrock Mountain. And yes, the Anduin that we all know and love is named in his honor so you can bet this guy is quite popular to the people of Stormwind.

    Now, that's a nice backstory and all but what you're thinking right now is that his Hero Power seems a bit weak. I mean, a 0/3 can't be good for much, right? Well, if you want to obtain victory you'll need to have an army and an army isn't going to train itself. And with that we arrive at the Commander's own keyword, Train.

    A good warrior doesn't come from nowhere. Tons of dedication and perseverance is needed to be able to properly fight, as well as a master that is willing to teach you. Minions and weapons with Train can attack other friendly minions (dealing its damage of course, how else are they going to learn how to fight?) to give them a specified effect. Let's see some example cards:

    As you can see most Train cards don't suffer much stat-wise for having their train effect. This is because training a minion means that you're not attacking an enemy and you're dealing damage to your own stuff. They're not meant to be used to train every single turn and should be seen more as an option that makes them more versatile. Training Stick can be used on turn one to clear an enemy 1-drop and then on turn 2 it can buff your New Recruit if you use your Hero Power. Worgen striker can be used in the early game to remove a threat or in the late game to give rush to a minion that isn't meant to have it, enabling powerful interactions. Degree provider is not a Train card per se but it shows how you can be rewarded by using other cards with Train.

    Before we continue let me explain the precise details about how this mechanic works. The bonus is applied even if the attacker or the recipient die during training. Worgen Striker for example could give Rush to an 8/8 minion just fine but it wouldn't live to tell the tale. In the same vein, Fighting Stick could be used with a 1 Health minion and the +1/+1 would make it survive even though its Health dropped to 0 momentarily.

    Before I finish I'd like to show two more general cards that don't involve this new keyword.

    Make Camp allows you to make efficient trades and then let your minions recover from combat immediately. It needs to be the last thing that you do in your turn though so if your minions were already low on Health it's not going to be as effective since you can't use it right before trading.

    Battle Orders: Ambush is one of the many Battle Order cards that the Commander will have. They'll all be 4 mana secrets so you can bet they'll be quite powerful. This one particulary makes you think about how you position your minions to increase its effectiveness, which will be a recurring theme for the class.

    And that's it for now. I hope you're as excited as I am to see where this class goes. There are still some things I haven't shown you yet but most of the cards still need to be designed of course. I'll certainly be looking forward to further developing this class and seeing how it turns out. See you next phase!

    Posted in: Fan Creations
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