• 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    I agree a lot of old cards are bad, but we have to use something for reference still. I try to not just copy an old card and slap an extra efect or +1 attack or health on top in an effort to find original and fresh ideas. Plus, the basic set is supposed to be pretty low power level in general with vanilla level balance.

    Of course i am only 1 person i don't devide the absolutes, but i do believe that if powercreep is generally not liked by the community and your card is an obvious powercreep, you will leave a less favorable impression on the voters.

    I only point out how cards stack up with already existing cards, mainly cause i played this game for so long i know every single card in it. It's up to everyone to device whether to change their cards or not.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Voting Thread #2 | Week One

    I think you gave me someone else's Keyword lol. Bounty isn't mine.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    Sorry I've been inactive towards the end part of phase 1. Feedback now is a bit useless but i thought i'd at least comment on a few balance problems i saw a lot of people make in the submission thread.

    @AnnoreiThe Cook

    • You have 4 cards with 4 lines in the basic set which is too much. Basic cards rarely if ever get to 4 lines, you should have done things more simple.
    • Complaisant Server and Grand BBQ is an easy 9 mana OTK that doesn't require much setup.

    @KlipceThe Chronomancer

    • I think the text on Sand Blast shouldn't say "Next time you play this card" as that leads to confusion. You cannot replay the same card, you only play other copies of Sand Blast which isn't the same thing.
    • Blessings of the Bronze is arguably a better Sound the Bells!. It does only give 1 Health but it costs 1, making it an unconditional symmetric buff. It's Blessing of Kings, unconditional Bloodfury Potion, Demonheart. Acting as a 2 mana +2/+2 and 1 mana +1/+1 is a bit worse than average but from 3 mana onwards it's just better. Plus it's flexible.

    @JollyCroquetThe Cartomancer

    • If you have to shrink the card text by more than -4 or -5 to fit then the text is too long and needs reworking.
    • Path Finder does not specify if the shuffled cards are random, thus leading to the idea that you could choose which ones, something not possible in Hearthstone sadly.

    @ScrewjankThe Scourgelord

    @whatTheHeckThe Barbarian

    Nothing to say, i think everything is balanced.

    @LaurendorThe Plaguebringer

    • My main criticism is your Keryword. It works fine as an *expansion* keyword, but as a class one it's kinda bad. Lets look a bit at class keywords in game: Combo is a condition for an effect, Choose one is a choice between 2 effects, Outcast is a condition for an effect, Overload is the only bad one, like all shaman things in general, but it acts as a drawback to powerful effects. You get the trend? None of them are things in of themselves, but conditions for other stuff. How is infected going to work out? You'll have cards that infect minions, ok, but they all do the same thing, they won't be original. What i'm trying to say is that it's too limited, it doesn't allow for innovation. It's not the condition of something cool to happen, it IS the "cool" thing that's happening.
    • The mill cards are fine but i believe they won't be received well by the audience, mill decks are pretty hated by the community at large.

    @Ardin427The Winglord

    I must say you are my favorite class. Having a named token and interacting with it is an awesome idea which i am totally not gonna steal for future comps.

    @KlaytonioThe Secret Agent

    • This might sound nitpicky but i don't really like your card arts. They don't have a constant style, they vary wildly from hyper realism (Shot Right Through, Double Barrel Shotgun) too goofy cartoony (Orc Agent) and anime (Laser Ray). You should try to find a more cohesive visual style. I'm not one for sticking strictly to the hearthstone style but the cards should at least be similar in style with each other.
    • Reckless Rookie is a better Redgill Razorjaw

    @MvonTzeskagradTThe Soulbinder

    Everything is fine

    @WKitsuneThe Watcher

    • I'm not a fan of minion armor as it just seems like overly-complicated bonus Health but we'll see
    • Keep in mind Stern Observer cannot be targeted by your hero power either
    • Protective Shield is a worse Barkskin
    • Water Warden is a bigger Scarlet Subjugator
    • Power Surge is just Blessing of Kings though i assume the armor will have more interactions. Still you could have made it a 3 mana +3/+3 or 4 mana +3/+5 to differentiate a bit more.

    @MJM1Chronomancer 2 electric bungaloo

    I don't want to sound harsh as this seems to be your first... post on the site lol. Hope you actually read this. Please use the discussion threads before posting, you have a lot of issues, and i don't want to discourage you, i like your enthusiasm so don't read this as me belittleing you, i just want to help.

    • Your Hero Power is bad. Toki in the adventure had a lot of RNG cards that had, well, random effects, and so you could rewind to try the RNG wheel again in hopes of a better reward. You have no randomness in your cards. And besides all that, the hero power is weird and not much use. Look at basic hero powers in general, they all can be used to generate a small effect. Deal 1 damage, restore 2 health, draw a card. When would you use your hero power? It's too niche.
    • Run the Clock is bad. I understand what your intentions were, to have the Nozdormu effect on at all times and benefit from it. That is not a bad idea but think of how players will most likely use this card: they will wait until the rope is burning. This is one of the most toxic and hated things in the community, they even have a term for it, roping. You can find endless threads complaining about players roping to annoy their opponents, and this card promotes exactly that.
    • Rewind is technically a better Recycle as you not only remove the minion from the board, but you deny them a card draw. It costs more than Sap but not letting the enemy draw a card is well worth the 2 extra mana.
    • Reset is a more expensive Vanish... as you yourself pointed out. Why copy an existing card and make it worse? At 8 mana it's a worse Twisting Nether, and Vanish also had Preparation to make it even cheaper.
    • Bronze Dragon Mount is not a bad concept but a turn in Hearthstone lasts 75 seconds. The rope burns when there are only 20 seconds left. The vast majority of opponents can play just fine in 55 seconds. Nozdormu itself was not really played cause 15 seconds was enough for most opponents.
    • The idea of reducing enemy turn duration is in of itself a touchy subject. It might annoy combo players and control players, and in general it feels bad for the opponent.

    Don't take this criticism to heart, you did some great stuff too. i like the pocket watch and Clockwork Keeper, i think you should go more into this direction.

    @wintrmutethe Necromancer

    • Same criticism as Klaytonio, your art styles are all over the place. Stitcher Ghoul uses art of an existing card (Ghoul token from Arrogant Crusader, Val'kyr Soulclaimer, Necrotic Geist and Vryghoul. Endless Death is just a crop of a pixel art weapon with a blank background. Invoke Darkness looks like someone left a red ink stain on the card.They don't look good together.
    • "Summon a new copy" is worded wrong, the "New" isn't needed.

    @teknicianThe Spiritwalker

    Is balanced.

    @El_SkeleThe Bounty Hunter

    • Tricks of the Trade doesn't need you to have a weapon to cast it, so it is very often a straight 2 mana Arcane Intelect. You should have said "Destroy your weapon to draw 2 cards"

    It fine otherwise.

    @LivingOrganismThe cartelist

    @MrBurgerThe Witch Doctor

    • I think it would have sounded better if you named theme "Ritual Tools". Ritual dagger, Ritual Magic, Ritual Figurine, Ritual Mixture.
    • Toadmancer is better Eggnapper

    @Logoslavia   The Oracle

    • Hero Power seems a bit reckless. This class will die to fatigue super fast, i'm not sure how you intend to proceed with it. You can't rely on any combo or control playstyle cause you burn random cards from your deck with every tap. Not sure how you will balance this.
    • RIP Dessicate, power crept by the latest card reveal. Touch of the Nathrezim
    • Essence Burn is weaker than Drain Soul and Penance.

    @finspThe Bomber

    Seems fine. Air Strike might be too weak compared to Explosive Shot and Power Shot

    @freddoccinoThe Stylist

    Seems fine though idk how much you can innovate on the stylist idea to make a whole set and an expansion.

    @JengusThe Warlord

    • Sharpen is unclear. Are the minions random? if you don't mention the word then it means you get to choose, including for the deck and hand which isn't possible in Hearthstone.
    • Strongest isn't a thing in hearthstone sadly. You have to say highest attack or health or cost.

    @McF4rtsonthe vizier

    It's fine otherwise.

    Damn this took ages to write. As closing thoughts, i'd suggest everyone to look a bit at older hearthstone cards to make sure your cards are not weaker or stronger versions of pre-existing cards. Also for those looking for card art, join up the custom hearthstone discord: https://discord.gg/TRRy3zFr.

    They have an entire channel full of hearthstone-like art to use for custom cards, you can look up stuff by keywords too. Just type "in: art-gallery" then what you are looking for (warlock, fire, human, soldier, dagger, etc).

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    I don't know how but i forgot to submit 10 cards. i only had 8 and i added another 2 just now, i hope that's alright. I'd hate to be disqualified on phase 1 for such a stupid mistake, which no one else pointed out btw.

    Posted in: Fan Creations
  • 5

    posted a message on Custom Class Competition #8 -- Submission Thread | Week One

     

    The Scaleborn

    Heritage Cards:

     Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 dragonflights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.

    Core Themes:

    • Dragon Ancestry: From being able to partially shift into a half dragon form, to using the full power of the magic granted to the dragonflights by the titans, Scaleborns show a unique combat style of merging knightly cadence and tactics, with the raw power of a charging dragon from above.
    • Family: A scaleborn has the weirdest and most interesting family tree of anyone in Azeroth. Some of the cards will show these core theme of family, and the self discovering journey you will take to discover your real ancestors.
    • Swarm Tactics: Unlike the dragons we've seen before in hearthstone, Scaleborns take them to a new, aggressive level, focusing on Attacking Synergy and proactive mechanics.
    • Tactics and Plans: The Hero power and connected Heritage cards let you plan ahead and empower your minions before playing them. This keeps true with other cards that prepare the field in advance, so when your flight finally descends they are in the best conditions for the win!

    Strengths:                                                                                    Weaknesses:

    • Sustain and stickiness due to Heritage cards                      ●  Recovering a lost board
    • Card Draw                                                                                  ●  Late game threats
    • Wide Boards                                                                              ●  Unconditional board clears
    • Strong Buffs, but held back by RNG and delays.                 ●  Family Gatherings >_>
    • Adaptability and Tools for any situation        

     

    Showcase Cards

    • Adopted Whelp is the ideal turn 1 play of the class, similar to Northshire Cleric, Wailing Vapor and (old) Mana Wyrm. It lets you gain an immediate impact for playing Heritage cards, doubling their effects in a way.
    • Dragonshift is another delayed but powerful buff. It also gives you 3 Attack this turn, acting as a removal option as well. Scaleborns will have other Dragon transformation effects, all giving them temporary Attack boosts with additional bonuses.
    • Unleash the Whelps! is the most important card of the Basic Set like Fireball for Mage. Runs Parallel with unleash the Hounds, but it is intended to control the board instead of going face. This cards is the main enabler of all the Attacking Synergy cards within the class.

    Rest of Basic Set

    • Dragon Queen's Enforcer and Heat of Battle are cards that set the tone of Attacking Synergy within the class. The obvious and intended card to combo them with is Unleash the Whelps! but Scaleborns will have other ways to generate large boards and attacks with their minions.

    • Family is a core theme of my class, and i think everyone knows about that cool and weird uncle you only see at family gatherings and holidays trope right? :D
      He will give a random Heritage to each minion you summon, meaning gaining one of the Keywords.
    • Onyx Twins are another family themed card that also plays in the Attacking Synergy by giving you 2 Rush minions.

    • Drawing is one of the class' strengths and so here we have two similar cards but with very different purpose. Spread Your Wings gives Rush to anything it draws and lets you get that minion into the fray right away, enabling Attacking combos with cards such as Heat of Battle.
    • Mating Ritual is more value oriented however, refreshing your Hero Power, thus generating you another Heritage card this turn. Being a tribe specific tutor also lets you draw a certain minion for special combos. Dragons be horny man.

    • Due to the card generation of the Hero Power, the class has easy access to big hand synergy and that aspect will exist in some of the cards.

     Tokens:

     

     

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    Alright, have made some changes to my basic set but decided to keep the Hero power the same. The majority of people were ok or even liked it, so i won't change it.

    Class summary:

     

    SCALEBORN

    Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 flights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.

    Core Themes:

    • Dragon Ancestry: From being able to partially shift into a half dragon form, to using the full power of the magic granted to the dragon flights by the titans, Scaleborns show a unique combat style of merging knightly cadence and tactics, with the raw power of a charging dragon from above.
    • Family: A scaleborn has the weirdest and most interesting family tree of anyone in Azeroth. Some of the cards will show these core theme of family, and the self discovering journey you will take to discover your real ancestors.
    • Swarm Tactics: Unlike the dragons we've seen before in hearthstone, Scaleborns take them to a new, aggressive level, focusing on Attacking synergy and proactive mechanics.
    • Tactics and Plans: The Hero power and connected Heritage cards let you plan ahead and empower your minions before playing them. This keeps true with other cards that prepare the field in advance, so when your flight finally descends they are in the best conditions for the win!

    Strengths:

    • Sustain and stickiness due to Heritage cards
    • Card Draw
    • Wide Boards
    • Strong Buffs, but held back by RNG
    • Adaptability and Tools for any situation

    Weaknesses:

    • Recovering a lost board
    • Late game threats
    • Unconditional board clears
    • Family Gatherings >_>

     

    BASIC SET

    Not a lot of changes but everything seems balanced and well received by everyone so not a lot to change. I'll provide feedback later.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    For some reason i thought you said "you can cast this AGAIN by spending armor". Thus getting a lot of recasts for "free". Sorry, read the card wrong.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    Feedback and Reply time.

    @Laurendor

    • First things first, great art, it really fits the Hearthstone style well.
    • The Specimen card has a way too weird name. I get the reference but it is weird to have a real date in a card name, and a lot of people won't get the reference. Also i think the wording is wrong. The way you phrased it, the "and this deathrattle" bit is tied to the "Deal" verb. It should be "Deathrattle: Deal 1 damage to all minions and give them this Deathrattle". Which i think it's OP by the way. Can easily turn into a 2 mana full board clear.
    • Assessing Symptoms on the other hand is too weak. the -2 health is just Deal 2 damage, and the -2 Attack is pretty weak. For a 5 mana card and the fact it's random, it's too expensive. Could even be 3 mana imo.
    • Not sure Fatigue cards are allowed in the basic set
    • Pestered Mice is a better Kobold Apprentice. I think it should be 4 mana with the added lifesteal.
    • Slimepalooza is OP. It's a full board clear for 5 mana, Twisting Nether cries in the corner. Staff of Scales is a treasure in duels and it's supposed to be an OP card better than anything they'd ever print for real. Look at Webweave.

    Overall great job at capturing the character in a class but you need to tone down the removal and aoe a bit.

     @Screwjank 

    • Nice hero power, good balance between mage and paladin.
    • The Plague is weak. Poison Seeds for reference.
    • Wrath of the Plaguebringer could be 1 mana since Corruption has a similar delayed effect and it straight up destroys the target.
    • Flask of Death is a neat design.

    Now you just need minions that you'd wanna kill with all these sacrifice mechanics.

    @Klipce

    • Sand is a weird name for a spell school, but not sure what else it could be called.
    • I liked the name Accelerate better
    • Adept Chronomancer is neat but i fear it will be an auto include in the class... forever. You'd never want to not have 0 mana 2/3 pseudo coins, no matter what deck you're playing. Plus they could easily make the class feel too oppressive with the bounce synergy.

    And as a reply, i could make the Heritage cards the class mechanic, kinda like Spare Parts, but idk what the hero power could be to capture the same flavor. 5 hero powers that change every turn is also a bit too much for a basic hero power. I'll think about it.

    @MvonTzeskagrad

    • The first Heartbane Ritual art looks like what it would be the starting version and the second one is what Blizzard would nerf it to like they nerfed Jaina and Secret Keeper kappa
    • Return to Life 3 is High Inquisitor Whitemane. the 4th version is anti board clear which is unfun. I like the first version tbh, also you could rename it to "Corpse Run" to be a more direct reference?

    Not much else to add, like others said be careful to not turn into priest 2.0

    @McF4rtson

    • Cool hero power, might be too snowbally if the enemy can't deal with it early.
    • Toxic Fangs is worrying me a lot. Dealing 3 damage to anything for "free" can easily turn into an OTK, also Auctioneer since you like bringing him up so much :) . With Excess Chitin that is 9 damage for 3 mana in 2 cards, the strongest in the game i believe. Mage can do 7 with Frostbolt and Ice Lance. Can be 12 damage if you have 1 Armor previously.
    • Crypt Queen allows for an OP combo with Toxic Fangs. Just hit her over and over, amass more armor than you lose, then start spamming face like Raza priest.

    @LivingOrganism 

    • New cards are much better, Stalking is very cool.
    • Dynamite Shot is a tad too strong as it's essentially a better Shadowbolt if you target a minion.
    • Without hand buffs, Bilgewater Goon might be too weak
    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One
    Quote from McF4rtson >>
    Quote from JeanTheMedicRat >>
     

    Spread your Wings: Rocket Boots
    Adopted Whelp: Hmmmmmm, not sure if this will be a problem with Auctioneer.
    Unleash the Whelps is a better consecration, needs to cost 4, possibly 5 depending on how many token synergies you have.

    Lastly, and you're kind of stuck with no options here, but the holy and shadow spell tags make no sense for bronze and black dragonflights respectively.


     Spread your wings is different because it gives the minion you draw Rush. If you meant it's too cheap, then ok it's probably better at 2 mana.

    I made Unleash the Whelps as a parallel to Unleash the Hounds. Rush instead of charge but 2 attack instead of 1 to compensate. Didn't think to compare it to Consecrate, but this is such a core card to the class, like Fireball for mage, that 5 mana would kill it. i'll put it at 4.

    I just wanted to have each Heritage be a different school for flavor reasons. Bronze dragons are paladin associated and heal and do Divine Shield stuff so i put them as holy. Black dragons don't have a strong association i admit but Deathwing did get corrupted by old gods (shadow). Idk, just looks better to me than have 3 of them be fire, one arcane and one nature.

    @LivingOrganismWhile saving mana for later is a neat idea it can be OP very easily as well. I get a lot of mixed directions from your set. you have a small charger implying an aggressive class but then you have 2 big taunts and combo cards. You have 2 minions that want to be on the board to have continuous effects yet there is a card that returns everything to hand. Gadgetzan Dream is a cool card flavor-wise but too weak to see any real play.

    @whatTheHeckGreat class overall, only complains i have is the fact the hero power is a bit uninspired but it's hard to innovate on that front anyway without being too complex so it's ok. Cavern Brute and Barrens Bandit could use stat increases. Blind Fury is a cool design though not sure you'd want to play it, as your class seems minion focused, and the backfire risk is big.

    @MvonTzeskagradLast Breath might be too complicated for the basic set. Death Bolt could deal 6 since it's limited to minions only,a 2x version of Penance. Auchenai Ritual is the same as Molten Reflection. Vengeful Spirits should probably use a wording similar to BEEEES!!!

    @KlipceObvious identity conflict with LivingOrganism but i think they are different enough, except the hero power. Bang for your Buck OTK with old Malygos, literally just play him, play a ton of coins and then this. Mind Your Business! is a worse Flamestrike . While i do appreciate coin synergy a lot, i think 5/10 cards in the basic set with it are a bit too much.

    @TheNameForgotten  Like others said, hero power is too powerful. What's the point of Lab Rat? You also have weird spacing on yor cards, like an additional blank line at the end.

     

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    Alright we are back baby!

    Here is what i've been cooking on the low burner for the past 2 weeks. Let me introduce you to the...

    SCALEBORN

    Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 flights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.

    Core Themes:

    • Dragon Ancestry: From being able to partially shift into a half dragon form, to using the full power of the magic granted to the dragon flights by the titans, Scaleborns show a unique combat style of merging knightly cadence and tactics, with the raw power of a charging dragon from above.
    • Family: A scaleborn has the weirdest and most interesting family tree of anyone in Azeroth. Some of the cards will show these core theme of family, and the self discovering journey you will take to discover your real ancestors.
    • Swarm Tactics: Unlike the dragons we've seen before in hearthstone, Scaleborns take them to a new, aggressive level, focusing on Attacking synergy and proactive mechanics.
    • Tactics and Plans: The Hero power and connected Heritage cards let you plan ahead and empower your minions before playing them. This keeps true with other cards that prepare the field in advance, so when your flight finally descends they are in the best conditions for the win!

    Strengths:

    • Sustain and stickiness due to Heritage cards
    • Card Draw
    • Wide Boards
    • Strong Buffs, but held back by RNG
    • Adaptability and Tools for any situation

    Weaknesses:

    • Recovering a lost board
    • Late game threats
    • Unconditional board clears
    • Family Gatherings >_>

    BASIC SET

     

    I will offer feedback later, but as a quick note: love the gnoll class, my favorite from what i've seen.

    Posted in: Fan Creations
  • 0

    posted a message on 1500 XP Quest Trading - Play A Friend! (#7)

    Battletag: NoahMcGrath#2711
    Region: EU
    Trade Only?: Yes, you go first. 

    Done

    Posted in: Players and Teams Discussion
  • 1

    posted a message on Hero Power Not Balanced
    Quote from IDProG123 >>
    Quote from ZCFlayer >>

    Warrior having +2 armour for 2 mana implies +1 armour is worth 0.25 mana. 

    Lmao, you clearly didn't read my post.

    The entire point of this thread is to ask if 1 Armor is actually worth 0.25 Mana (or if Warrior's HP is actually worth 2 Mana).

     All 2 mana hero powers were designed to be balanced roughly around each other. Demon Hunter came later, so using him for reference is wrong.

    Also combined effects cost more. Blessing of Might + Hand of Protection = Seal of Champions easiest example. Maybe by your brain gymnastics Druid's hero power is not worth it if you add up the exact values, but because it gives both attack and defense, both offensive and defensive uses then it automatically costs more as he merges 2 effects.

    Posted in: General Discussion
  • 4

    posted a message on Hero Power Not Balanced

    You guys need to stop comparing shit to imaginary mana values and look at other similar hero powers.

    • Mage: 2 mana deal 1 damage to anything, no drawbacks.
    • Hunter: 2 mana Deal 2 damage but only to enemy's face.
    • Rogue: 2 mana Deal 2 damage but over 2 turns, you take damage from minions if you hit them.
    • Druid: 2 mana Deal 1 damage you take damage from minions if you hit them, but you get 1 armor for defense. Midpoint between rogue and warrior hero powers.
    • Demon hunter: 1 mana, deal 1 damage but no defensive upside. Can also be seen as half of rogue's Hero power.
    • Paladin: 2 mana summon a 1/1 dude which can technically be deal 1 damage through a 1 attack token.
    • Shaman: 2 mana summon a potentially better token than paladin (taunt, damage buff or heal) but rng balances it.
    • Priest and Warrior are only ones pure defense, both similar. 2 health gain, priest can heal minions but not over max hp, warrior can go over max hp but only on his hero.

    As you can see all of these are variations on the exact same concept. The gold standard is mage with no drawbacks, while the others gain more advantages from their 2 mana investment while suffering drawbacks. Demon Hunter is pay less gain less.

    Posted in: General Discussion
  • 0

    posted a message on Username Change Request Thread

    Well though some sort of account mistakes and twitch account hopping on my end i think i wasted the credit.

    Could you please change my name to JeanTheMedicRat?

    Posted in: Site Feedback & Support
  • 1

    posted a message on A Hunter that avoids Nature

    Spells without schools fall under the "physical" damage category. Why warrior and hunter and rogue spells are without a proper school. Druid "transformation into beast form" cards also fall under that. Stuff that summons minions is also school-less most of the time.

    Hunter, warrior, rogue and feral druid are physical types in WoW. Rogues have some shadow stuff, other druid specs are more magic focused with nature and arcane, but warrior and hunter are very simply your average human.

    Now i agree hunter should have more spells considered Nature, and there should be a definitive "Physical" type too. The reason they gave was that physical isn't really magic, it's just an ability, and it would take away from the "spell school fantasy".

     

    Posted in: General Discussion
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