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    posted a message on Strategic Face Burn Shaman Spell Idea.

    For real though shaman should be able to overload the opponent.

    Posted in: Fan Creations
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    posted a message on A card Idea using the Chess Mechanic

    In a world where doomsayer never goes off, and this costs 4 for only 1 more health, does nothing the turn it is played, is susceptible to silence, and on top of that the opponent controls what it hits, and can hard counter it with eggs or divine shield, I'm not seeing how so many people think this is OP.

     

    Posted in: Fan Creations
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    posted a message on Ogre on Boar

    The 50% miss ability already has a name: "Forgetful" https://hearthstone.gamepedia.com/Forgetful

     

    Posted in: Fan Creations
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    posted a message on A card Idea using the Chess Mechanic

    I also feel like this card could have been a MSoG flavor, but idk.

    Posted in: Fan Creations
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    posted a message on WCDC Season 7 Finale - Mini Comp #5 (Submission)

    "You die now!"

    "No . . . You!"

    Posted in: Fan Creations
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    posted a message on Card Idea for C'thun Support

    You're right, it should have been in JtU, so I've made it more Un'goro-y.

    Also, added "(Wherever it is.)" which was originally intended.

    Posted in: Fan Creations
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    posted a message on Card Idea for C'thun Support

    If it dies on the opponent's turn, you don't get to pick the adaptation, it's random.

    Posted in: Fan Creations
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    posted a message on (Design Discussion) The way Mana Works and how that Affects and Cost Scaling
    Quote from SlydE >>

    If all the cards you make are balanced, this will never be an issue. 

    I am not sure if I agree. A lot of the fun about Blizzard games is asymetrical balance, with each class having different strengths and weaknesses. If every card is perfectly balanced, you will end up with arena-like curve decks, which do not have the most interresting gameplay imo. I made this deck as a tribute to the perfectly balanced and fair deck a while back:

    BBP, Boring Balanced Paladin
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    I have to agree that playing a broken card is more fun. And that's the trade off. But less fun doesn't mean no fun. I think it would still be a lot of fun to play a game with balanced cards. Really, what happens is it becomes more about the skill of deckbuilding and getting milage out of your cards. But in the end I suppose such a thing is not as monetizable. Hearthstone is very fun to watch because of these imbalances. Nonetheless, I believe it would still be almost as fun to play without them.

    Posted in: General Discussion
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    posted a message on Card Idea for Deathrattle support.

    Just realized, this card is completely busted with Cruel Dinomancer. Guess I just made more warlock support. Not like it needs it.

    Posted in: Fan Creations
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    posted a message on (Design Discussion) The way Mana Works and how that Affects and Cost Scaling

    Ultimate Infestation is mentioned. This card is PRETTY GOOD! But guess what? According to my formulas, it's total stat value is 45. Only slightly above the calculated base power level of 42 for (10). So that level of power is actually close to what is needed from 10 drop cards according to this scale.

    It's true that blizzard decided not to make a (4) 5/5, but there's nothing broken or imbalanced about a (4) 5/5! I don't know why they did this! Following the 'Vanilla Minion' Card at the beginning of this post doesn't lead to any broken cards at any mana cost. Blizzard consciously decided not to make minions with optimal stat lines. Why? Because they wanted to make the game more interesting. The truth is, If people are playing a Vanilla Minion in competitive play, they will sell less packs.

    As for classes having removal, two things. First of all, REMOVAL IS BROKEN. You shouldn't be able to kill a 100/100 with 4 mana! That's so stupid. Furthermore, Classes are a large part of the reason why this game is broken. I hate classes, because their sole purpose is to limit certain cards from each other so that they can make broken cards. But there's a neutral set. What this means is that all of the broken cards in each of the classes have a limit on what can be produced in the neutral set. So really, all the class system does is stifle creativity and promote stupidity, because instead of thinking and making a cool and different card that is balanced, you don't think and make a cool and different card that is broken. Furthermore, later you have a card Idea that is cool, and then you realize it can't be implemented because it's absurdly broken when combined with another broken card. If all the cards you make are balanced, this will never be an issue. 

    Quote from kingius >>

    Also a 10 cost that does four things (Ultimate Infestation) is a good 10 cost card.

    Not every class access to removal, either. While Druid can remove for 1 mana, the downside of having the opponent draw two means its by no means going to be put into a deck. Mulch, even with its downside, was much better. But still, instant removal is not something the player can always do.

    Ultimate Infestation is mentioned. This card is PRETTY GOOD! But guess what? According to my formulas, it's total stat value is 45. Only slightly above the calculated base power level of 42 for (10). So that level of power is actually close to what is needed from 10 drop cards according to this scale.

    It's true that blizzard decided not to make a (4) 5/5, but there's nothing broken or imbalanced about a (4) 5/5! I don't know why they did this! Following the 'Vanilla Minion' Card at the beginning of this post doesn't lead to any broken cards at any mana cost. Blizzard consciously decided not to make minions with optimal stat lines. Why? Because they wanted to make the game more interesting. The truth is, If people are playing a Vanilla Minion in competitive play, they will sell less packs.

    Quote from SlydE >>

    There is the other card-game specific problem too...

    Expensive cards need to be stronger, as they have to conpensate for the turns you can't play them. Some lategame cards can create 30+ mana in one turn, and are still considered ok to have in the game. A vanilla 100/100 for 10 would probably not be playable.

    Also, I think your theory is accurate for earlygame minions, but anything above yeti stats (attack=cost, health=cost+1) are either class cards, or have a condition or drawback.

     As for classes having removal, two things. First of all, REMOVAL IS BROKEN. You shouldn't be able to kill a 100/100 with 4 mana! That's so stupid. Furthermore, Classes are a large part of the reason why this game is broken. I hate classes, because their sole purpose is to limit certain cards from each other so that they can make broken cards. But there's a neutral set. What this means is that all of the broken cards in each of the classes have a limit on what can be produced in the neutral set. So really, all the class system does is stifle creativity and promote stupidity, because instead of thinking and making a cool and different card that is balanced, you don't think and make a cool and different card that is broken. Furthermore, later you have a card Idea that is cool, and then you realize it can't be implemented because it's absurdly broken when combined with another broken card. If all the cards you make are balanced, this will never be an issue. 

    Posted in: General Discussion
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    posted a message on (Design Discussion) The way Mana Works and how that Affects and Cost Scaling

    Here's the deal: I've been thinking about the way this game is balanced, and have been thinking that it would make so much sense to just have cards that scale linearly. Here's some examples:

    Which, It totally makes sense! If you didn't lose Unspent Mana crystals.

    You receive Mana Crystals equal to what turn you are on. (starting with receiving 1 Mana on your 1st turn, then 2 on your second turn, and so forth.) Simple enough, but where it gets tricky is the unused mana. On your turn, ANY MANA YOU DON'T USE IS WASTED. Simply lost forever. 

    What THIS MECHANIC means is that you are punished for not using all of your mana every turn.  The game helps to compensate this by giving you a Hero Power. Which is a way to use 2 mana every turn, but by doing this you only get about half of the mana value, so it's inefficient. So really, from turn 1, unless you have a 1-Drop in your hand, you are at a disadvantage. In Fact, every turn you don't use all of your mana you are at a disadvantage. 

    The Ideal hand in this game is to going first have 3 zero drops and a 1 drop in your hand, play all of them, and then every turn draw a card that costs the amount of Mana that you have. Or for simplicity, imagine that every card in your deck is this:

     

    Back to what I was saying initially: The Wasted Mana System automatically encourages players to play a lot of cheap cards.

    CHEAP vs EXPENSIVE Cards:

    Both of them are more Useful in certain situations than others. At the start of the game, cheap cards are great because being able to play more cards than your opponent for the same amount of Mana should naturally be worth more Tempo, as you sacrifice Hand advantage for it. For example, let's say Player 1 plays the Aforementioned God Opener of 3 Wisps and an Enchanted Raven. If the opponent plays only a Raven, they are already at a severe disadvantage. If both players play 1 card each that costs the amount of Mana they have for the rest of the game, Player 1 wins because they were able to play 3 more cards than the opponent, or 3 mana more worth of power at the start of the game. This is the value of cheap cards. And this was illustrated effectively in the Clockwork Dealer Tavern Brawl where a few Wisps in the opener won games. 

    There is a catch though. Unlike in that brawl, you can't control what cards you draw. The more cards of varying cost you have in your deck, the less likely you are to be able to draw a really good opening hand, and keep pressure up the rest of the game. For example, Let's say your deck is all Enchanted Ravens. Going first, Turns 1-3 will be excellent, but on Turn 4, you will only have 1 Raven in your and, and will waste 3 Mana(Well, only 2 mana wasted assuming you Hero Power, but still...). If on that turn the opponent Plays Stegodon, they have played 1 card that will kill 3 of yours. Interestingly enough, if the opponent's deck is all Stegodons, they will beat you every time, despite your early game advantage and skipping their first 3 turns. 

    This is where expensive cards come in: By having more value overall, expensive cards beat cheap cards as soon as the cheap deck starts wasting Mana, providing that they survive long enough. 

    Long story Short, Cheap is good early, and Expensive is good later. But when we think about what games it's good to have a cheap card vs an expensive one, it's always good to have a cheap card, because you will almost always have a turn 1, 2, 3, and 4. However, if you have a 10-cost card, that card is only useful in rare situations. And if you draw it early on, you are at a much bigger disadvantage than if you drew a 1 Drop Late in the game. You can always play a 1-drop, and though sometimes it's effect is minimal, its never going to be as bad as having a card you can't even play clogging your hand. 

    Here's where we get to power Scaling. The card 'Overpowered by Flexibility" is really good because no matter when you use it you will have a fair result. We can compare that to Forbidden Ancient, which never saw any play because although the effect is the same, the extra mana you have to spend means that it will always be sub-par, no matter when you play it . . . well, it's sub-parness is negligible on certain turns depending on the deck. In a cheap deck, it's OK in the midgame, the transition period around turn 5(I believe this is because 1. Early drops are so broken that there are always better options, and 2. Hard Removal is Broken so any later and it's too much of a swing when they kill this for 4 mana.), and in an expensive deck, this card is more useful in the early turn when you don't have a card to play and you need to contest the board. However, if a card is only OK on certain turns, and it's not GREAT, then why not just add an actual card that costs that much and does exactly what you need on that turn? (i.e. Cobalt Scalebane in Aggro, or Plated Beetle in Control)

    Kinda Got off topic, but anyways, if a card is only useful in rare situations, it should be more powerful right? I think we can all agree on that. This is why I think that by default the most expensive cards should have an increased power scaling factor. There's  a chance that just having these cards in your hand will lose you the game, so it should be well worth the risk to play them. 

    I think the formula for describing the stat Distribution of cards that are expensive should be something closer to this: 

    What this translates to is Roughly as Follows:
    (0) for 1/1(the crystal cost value calculated is undefined and appears to approach infinity ... but that number is multiplied by 0, so no worries lol.)
    (1) for 2/2
    ect.
    (6) for 7/7
    (7) for 8/9 Battlecry: Restore 1 HP to Hero
    (8) for 11/11 
    (9) for 14/15
    (10) for 21/21

    This is just a theory. I'll have to do plenty of testing to see how this all works out.

    I used stats just for the sake of explicit scale showing. But using these base stats will help you translate into actual cards. 

    Posted in: General Discussion
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    posted a message on A Dank Hard Removal Card Idea.

    It costs 1 more than Poly so it's fair.

    Posted in: Fan Creations
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    posted a message on Card Idea for Deathrattle support.

    I think this is interesting because you can get some good tempo, but in exchange you miss out on a lot of value later, because the synergies don't really exist for the deathrattle if they get discarded.

    Posted in: Fan Creations
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    posted a message on There's got to be some Degenerate Tier One BS Aggro Warrior in here somewhere.

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    I haven't gotten it down to a science, so the list is incomplete. The Goal? FACE FACE FACE SMorc!

    I've only included one of each card, but I think that the complete deck is a combination of these cards. I just need some help experimenting. Also if there's a card I haven't thought of for aggro warrior, let me know. 

    Posted in: Warrior
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    posted a message on A broken card to get Shaman back in the game.

    Probably still not playable.

    Posted in: Fan Creations
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