• 7

    posted a message on Loving Heroic Brawl

    I think most people are upset because this replaces this week's regular brawl, if this was a separate game mode then it would be better

    Posted in: Tavern Brawl
  • 9

    posted a message on New Card Reveal: Seadevil Stinger & Bomb Squad

    Bomb Squad is a decent Evolve target, kill a minion then transform it into a 6 drop on turn 6 plus evolving others if you are ahead, pretty good Recombobulator target for wild too

    Posted in: News
  • 6

    posted a message on New Card Reveal: Knuckles

    Knuckles out for HARAMBE

    Posted in: News
  • 0

    posted a message on Cards Created for my Game Design Studies
    Quote from RedneckBudha >>
     Gold Golem should be epic, not legendary. None of the other golems are legendary.
     
     AHA!!!!!!!!!!!!
    Giants are not legendary but are epic... I just realized that in my first iteration of this card, I changed it to 'golem' for that reason
    Posted in: Fan Creations
  • 0

    posted a message on Cards Created for my Game Design Studies
    Quote from TheWamts >>

     

    Defias Mercenary: 0/5 For Chrissakes, Rogue's burgle mechanic has finally been settled upon, don't do this. If you really want to force another path for Rogue, make a card that's strong enough to justify it like Raptor and Peddler already has.

     Okay I can try that
    Gold Golem

     Treasure Chest

    Brazen Thief

    Posted in: Fan Creations
  • 0

    posted a message on Cards Created for my Game Design Studies
    Quote from RedneckBudha >> 
    Arena Master - Well named for a common card. It has the basic vanilla stats and a good battlecry. May be a bit under-costed though. See Jeweled Scarab for reference. May want to make the master cost 3 mana.
     
    Bound Vortex - Good card, however it could still work without the overload cost. Feels a bit weak in its current state.
     
     I was thinking that the high variance for Arena Master would offset the stats of the minion itself. I mean look at Babbling Book, 1 mana 1/1 with a very high chance of getting a decent spell card. Arena Master can get you anything within the rules of discover. The more I think about it though, some of the best minions in the game is 8 mana. Playing an 8 drop immediately after playing a 2 mana 2/2 is pretty... not fun. 3 mana does sound better I'll be changing that.
    As for Bound Vortex, is it really that weak? I am thinking of raising its stats due to it's reliance of not ever being hit. Is the overload unnecessary if I buff it up higher? Also I want it to synergize with cards that activate when an overload card is player. Tunnel Trogg, Unbound Elemental, cards like that
    Posted in: Fan Creations
  • 0

    posted a message on Cards Created for my Game Design Studies

    Whoops, I guess my imgur was messed up, I fixed the pics now you should be able to see em

    Posted in: Fan Creations
  • 0

    posted a message on Cards Created for my Game Design Studies

    I removed some of the harder to balance to plan those out better, while rewording others to make more sense

    Posted in: Fan Creations
  • 0

    posted a message on Cards Created for my Game Design Studies

    Thanks for the feedback guys, I learned a bunch just now and I going to make adjustments based on feedback

    Blue Brothers: I really wanted a splitting minion, like how Echoing Ooze or Wobbling Runts work but for mid game, I am probably going to raise that to 5 mana since I now realize Cairne is 6 mana and it would fit on curve with it. It also doesn't seem that unique compared to other summoning deathrattle minions, I'll call that one off until I have a better idea

    Meeting Stone: I though the trade off of not attacking would be sufficient for the high variance (wisps to Deathwings) maybe set it to 5 cost minions? sure it has the highest stat variants but it should be more stable than ANY minion. I rather it be any minion, but I think I'll lay off on that one until a better idea is formed

    Highmountain Tracker - I didn't realized how it would effect the other player. How about this: At the start of you turn cast Tracking? That way the effect is still felt like the original card, but if kept up too long it will discards lots of your needed cards. I'll adjust the stats too it does seem too strong statwise

    Defias Merc - That one was a tricky idea, I'll probably change it so that it summons a plain 2/1 minion for each coin used. Easily removable minions

    Azure Magus - I need to clarify that the MINION gets immune not anything else, Ill get on that

    Bound Vortex - I need to clarify that when it takes damage and SURVIVES it goes back into your hand, get on that too

    Reckless Raider - WIll clarify that to attack instead of strongest

    Drunk Rider - Awww you guys don't like that? I thought Purify needed a boost... In all seriousness, I thought a high stat really weird minion would be cool to mess around with

    The rest I await more feedback from... I am going to remake the ones listed

     

     

    Posted in: Fan Creations
  • 0

    posted a message on Cards Created for my Game Design Studies

    I'm trying to get into that internship for the Hearthstone design and a part of the application is to make a card. I had a couple of ideas, but I want to run it through you guys first to see what seems balanced or what seems at least fun. I would love your opinion on them, good or bad. I want to learn as much as I could. 

     Arena Master

     

      Darkspear Throat Slicer

     Poxbringer

    Highmountain Tracker: 

    Bound Vortex

     

    Reckless Raider

    Drunk Rider

    Azure Magus

    Defias Mercenary

    Flight Master

     

    Posted in: Fan Creations
  • 3

    posted a message on Spawn of N'Zoth

    its a looks like the lovechild of a muppet and a squid

    Posted in: Spawn of N'Zoth
  • 1

    posted a message on Reno Jackson is OP. nerf?

     I once played against a guy that managed to pull Reno out 3 times using young brewmasters and I still won with my Dragon Priest deck. I might not use Reno myself but I am very happy that I no longer see too many aggro decks going around because of Reno. So I think it does what its supposed to and I really don't mind it as much as any other big play card.

    Posted in: Card Discussion
  • 3

    posted a message on Is there a way to report this or at least delete this deck and move it as a story to a forum? or just delete it?

    I would like a section with all the joke decks however, would like to find em quickly again if I ever need a quick laugh

    Posted in: Site Feedback & Support
  • 0

    posted a message on Pre/Post LOE Unstable Portal/Mulch Statistics

    Didn't think that the LOE would be introduced so soon, but once again an expansion changes up Mulch and Unstable Portal chances of drawing you that sweet RNG win. I did this before with the Pre/Post GTG Unstable Portal/Much Statistics thread and I want to share my findings for LOE

    TGT with percent chances
    462 current minions
    For any specific minion .2% chance
    2 - 0 drops .4% chance
    42 - 1 drops 9.1% chance
    84 - 2 drops 18.2% chance
    88 - 3 drops 19% chance
    73 - 4 drops 15.8% chance
    62 - 5 drops 13.4% chance
    50 - 6 drops 10.8% chance
    25 - 7 drops 5.4% chance
    12 - 8 drops 2.6% chance
    17 - 9 drops 3.7% chance
    7 - 10+ drops 1.5% chance
    Minion being played immediately at coin turn 1/turn 2 - 46.8% chance
    Chance of getting a Legendary Minion 18.8% chance

    Average mana cost card created by Mulch: 4.1 mana

    Post LOE with percent chances (estimated with percentage difference)
    496 current minions (+34 new minions)
    For any specific minion .2% chance (about no change)
    3 - 0 drops .6% chance (+.2% change)
    46 - 1 drops 9.3% chance (+.2% change)
    88 - 2 drops 17.7% chance (-.6% change)
    93 - 3 drops 18.8% chance (-.2% change)
    83 - 4 drops 16.7% chance (+.9% change)
    67 - 5 drops 13.5% chance (+.1% change)
    52 - 6 drops 10.5% chance (-.3% change)
    26 - 7 drops 5.2% chance (-.2% change)
    13 - 8 drops 2.6% chance (about no change)
    18 - 9 drops 3.6% chance (-.1% change)
    7 - 10+ drops 1.4% chance (-.1% change)
    Minion being played immediately at coin turn 1/turn 2 - 46.3% chance (-.5% change)
    Chance of getting a Legendary Minion 18.5% chance (-.3 change)
    Chance of getting an LOE Minion 6.9% chance

    Average mana cost card created by Mulch: 4.1 mana (about no change)

     

    Final Thoughts

    Unlike BRM with a steady curve of minions, LOE mainly focusing on early to midgame minions with a ton of 4 drops. Although 4/5 drop percentages increased, Blizz still did a good job keeping the percentages stable as they were before. Mulch is still relatively the same, so plan to use it the same as you always did. 

    Feel free to add to the list or ask for other random information.

    Posted in: General Discussion
  • 0

    posted a message on New Card - Murloc Tinyfin

    Does it wag its little sword around for the gold animation?

    Posted in: Card Discussion
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