Wooooah, so many Mercenaries changes! The three or so people who play it will be so happy!
- Kapharna
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Member for 8 years, 2 months, and 4 days
Last active Mon, Oct, 16 2023 07:35:55 -
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17
MagicalUnicorn63 posted a message on 24.0 Patch Notes - Content Updates For Game Modes, Expansion, New Features & More!Posted in: News -
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PrimordialOne posted a message on Diamond Cards- Come chat with a Dev! [Confirmed]Posted in: General DiscussionUnlock a diamond portrait when playing a class over 2000 wins,
OR
Have each portrait have their own level! The total wins still count for the class total, but you could unlock golden/diamond version s of newer portraits this way.
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As for the diamond styles,
The death animation of diamond cards should be a glass-shattering type of effect.
Storywise, there have been GOOD and EVIL classes featuring Galakrond, the league of explorers, horde/alliance and doctor booms league. What is only good classes got diamond cards and evil classes got obsidian black cards? This would require a fundament in storytelling, but man would that be great!Really cool ideas here!
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Akkhilon posted a message on Diamond Cards- Come chat with a Dev! [Confirmed]Posted in: General DiscussionYou asked for crazy ideas, so lets go. I think diamond hero portraits would be a great addition to the game. I particulary think diamonds cards could be more badass. Maybe an interactivity with board, flames burning, ground shaking a bit, and etc make those cards more than just "fancy golden cards". Allow us to conquer some diamond cards trought challengs would be nice too. I like to know that just 5% of the community got that diamond card, given by an achievement.
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Antarash posted a message on 23.4 Patch Notes - Much Mercs Content - Diablo Returns To BG - Book of Heroes Returns Too!Posted in: NewsJudging by how they handled Warcraft Reforged, 1 year is mega fast
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TwistedCardmaster posted a message on New Warlock Legendary Card Revealed - Za'qulPosted in: NewsAt the moment we know about 3 possible copies of Abyssal Curse, one from this card, and two from Abyssal Wave. Each curse has one guaranteed tick and one optional, if the opponent won't play it away immediately.
Best-case scenario gives 6 ticks and deals 15 damage in total (0 + 1 + 2 + 3 + 4 + 5). Worst-case scenario gives 3 ticks and deals... 3 damage (0 + 1 + 2). All this for 17 mana.
Whole thing looks like trash to me.
- EDIT! -
According to devs, damage starts with 1, not 0, and increases with successive curses, not ticks. First curse deals 1 damage with each tick, second one deals 2 and so on. It can deal 12 damage at best (1 + 1 + 2 + 2 + 3 + 3) and 6 at worst (1 + 2 + 3). For 17 mana.
Yep, still trash... unless there are more copies of this curse, which is what I'm hoping for. Something like 1 mana shadow spell: Give your opponent an Abyssal Curse.
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RaptorWithWings posted a message on New Paladin Legendary Card Revealed - The LeviathanPosted in: NewsGigafin - Destroy Everything
Colaque - Invincible
Nellie, the Great Thresher - Insane Pirate Value
The Leviathan - Draw a card
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werty_101 posted a message on BEST HS MERC COMP SO FAR!!Posted in: Streams and Videosnice clickbait
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TheSpunYarn posted a message on Shaman Class Redesign ConceptPosted in: Fan CreationsHello! As a passion project for the past couple months I’ve been conceptually reworking each class, imagining new Keywords and class mechanics to make each class feel more distinct, flavorful, and engaging to play. I usually return to working on this when inspiration hits me, since I’ve learned that creative work doesn’t flow when you force it.
I started this project with Hunter, developing an embarrassingly long, diary-like Google Doc detailing my grievances with the direction of its card design in the Year of the Dragon and Year of the Phoenix, and creating my own custom Keywords and class mechanics to no particular end - I just enjoyed doing it.
Shaman was the second Doc I made, because it’s my second favorite class. It has so much potential for awesome flavor and thematics, while being extremely engaging to play. Unfortunately, nothing about Shaman in its current state implements that at all. Whatever the current Blizzard design ethos for Shaman is, it’s done very little for the class’s benefit in my opinion. Shaman tends to be a competitively binary figure, it either does extremely well, infuriating the community with a powerful aggressive/midrange deck; or it doesn’t see the light of day, lingering at or below tier 3 with burn lists that are begging for an ounce of card draw or consistency.
I had experimented with some ideas for Shaman before. A card that opens up an alternative Hero Power (naturally inconsistent since you’d need to draw it); two different Keywords that would be new to Shaman, et cetera. Eventually I settled on an initial ethos for how I wanted to approach the class:
Shamans are spiritualists chosen by the Elements, the quasi-sentient building blocks of the world. They’re sagacious, using their wisdom to guide their decision-making. They wield the Elements in battle, casting devastating spells and summoning powerful elementals to wipe out their foes. The Elements are naturally versatile, and so they’re able to answer whatever problems the Shaman who controls them comes across. Able to Overload their Mana with surges of Elemental might, summon hordes of Elementals, and Ascend their spells to recast them when needed, Shamans are versatile enough to tackle aggressive decks, midrange decks, and control decks each with some level of competence.
- Strengths: Damage spells, card generation, Tribal synergies
- Limitations: Tempo, minion buffs, card draw
- Weaknesses: High Mana Expenditures
I stuck to this concept rather faithfully for most of my work on the class, and some products of this line of thinking I’ll share. Ascend was an old - now abandoned - Keyword concept that was essentially Buyback from MTG (for an investment of 2 mana when you cast a spell with Ascend, you’d add it back to your hand). I remain firm in believing that Shaman should be versatile, able to build into aggro, midrange, or control.
Later on, a few days ago, I was struck with an incredible amount of inspiration after seeing the custom card “Harness The Storm” by FriendlyShadow on Hearthcards. It gave me the idea that Shaman should be able to play around with Overload more. Make it more than just a downside that tends to make the spell you cast less worth it. I wanted Shaman to play with its mana way, way more. And that was the impetus for a great deal of designs you’ll see here, as I’ll explain in a moment.
So in order to justify an addition to Shaman, I decided to double down on Overload as a mechanic. I thought to myself, what if Overload could be more punishing, but the class provided more ways to work with and around Overload, rather than just cope with it.
Double-Overload is an adjustment to the Overload Keyword; if a Mana Crystal is Overloaded, and you play a card with Overload, that Overloaded Mana Crystal is destroyed. For instance, if you Lightning Bolt turn 1, then Lightning Bolt turn 2, the Crystal that was Overloaded from last turn pops. It’s gone for good.
Don’t worry though, since there’s two additions to Shaman that’ll help work around this issue. First is a new Keyword that synergizes with Overload, and was directly inspired by “Harness The Storm”:
Cleanse - A card with Cleanse can only be paid for with Overloaded Mana Crystals. Doing so restores the Crystals to an un-Overloaded state.
Functionally, Cleanse serves two purposes. Firstly, it allows Shaman gameplay to be a little smoother, Cleanse wouldn’t be an insanely common Keyword (it’d be about 1/3rd as common as Overload is) and its effects would be helpful and strong because you need to be disadvantaged in the first place to play them. Card draw and high tempo minions could have Cleanse, for instance, both reined in by the Keyword itself.
The other purpose of Cleanse is to deliberately step around Overload. If you Cleanse before you cast another Overload card, you won’t Double-Overload and destroy your own Mana.
The second new feature I’d bring into Shaman might ruffle some feathers, but once I explain a little more (and show some cards to demonstrate how it would work) you might see where I’m coming from.
I’d want to put Mana Ramp in Shaman. See, since Shaman is playing around with its mana with Overload, I asked myself why not go all in? And what would Ramp in Shaman look like? Of course, it would need to be and feel distinct from Druid. This of course would come out in the Ramp spells themselves. I didn’t want Shaman to have Druids routine mana curve, and Shaman already has a curve that’s different from other classes because of Overload. So instead of steadily increasing over time like normal, or accelerating to 8 mana by turn 4, Shaman would be all over the fuckin place.
Shaman might pop its own Mana Crystals on turn 4 and wind up with 3 mana or so on turn 5, but could quickly accelerate past their opponent on the curve and follow up with another play, eventually losing more Crystals and dropping behind again only to Ramp back the next turn, and so on and so forth. Shaman’s curve on a graph would look like the Stock Market in my ideal world. Shaman uses its mana in weird ways, Crystals themselves have become a resource, so let them eat cake, I say.
One major part of my pet project has been designing Keywords. When all is said and done, each class will have gained 3 Keywords, though only 1 of them will be class-specific. I’m working with the same class-alignment/sibling class concept that was established in Scholomance with Dual Class cards. A class will gain its own unique Keyword, as well as 2 Keywords that it shares with its sibling class. Shaman, naturally, has these.
Mage/Shaman Keyword - Reverberate
I was trying to come up with how “Spell Tribal” would work now that Spell Schools exist, and I came up with this Keyword. I gave it to Mage and Shaman as they have diverse Spell Schools; Mage using Arcane, Fire, and Frost - while Shaman had Fire, Frost, and Nature. And it felt thematic for them both. Reverberate is a spell-exclusive Keyword, which triggers when you cast a spell AFTER casting a spell of the same school. So if you play a Fire Spell, then another Fire Spell with a Reverberate trigger on it, Reverberate resolves.
I had to come up with a clear idea of what each school was meant to do with Reverberate as an effect.
Fire Reverberations are focused on doing damage, having random targets or aoe, or maybe even temporary draw (in Soularium fashion).
Frost Reverberations are focused on defense, disruption, and freezing stuff.
Nature Reverberations are most likely focused on buffs, mana, healing, or summoning.
And finally with one new, and major, thing in common, the Keyword that Shaman and Druid share.
Druid/Shaman Keyword - Enriched
Enriched is simple enough. A minion with Enriched is carrying a single-use Mana Crystal for you to use. It would appear on the bottom of their portrait, and go away when you use it. Like a Mana Dork in MTG, but one use. When you would spend mana while an Enriched minion is on your field, its mana would be spent before the mana in your Mana Bar.
Of course this means that all Enriched minions need to be statted inefficiently, since they effectively cost (1) less than their mana cost says they do. Regardless, it does function as mana you can access if the minion survives until your next turn, letting you skip ahead in mana as if you’d cast The Coin or Innervate, but it’s on a minion your opponent can destroy.
Druid takes more advantage of this mechanic than Shaman does in its designs, though Enriched has an opportunity for a new trigger effect: “After this minion’s Mana’s been spent”. This opens up plenty of opportunities for card design with the Keyword between the two classes.
So that’s it, essentially. Keep in mind, all of these Keywords, mechanics, and cards are all purely conceptual. I’m not a balance wiz; when I design cards I prefer to balance around my designs, rather than design around balance. I want my cards to be splashy and powerful and fun, I think any card in a game should be at least 2 out of 3 of those things.
I’ve been doing work around every class, though the ones I’m most familiar with are the ones with the most work put into them. At this point all 10 classes have been worked on, and I’ve done a lot of Keyword development, though some classes need to be updated with Keywords they share with other classes.
I’m rambling. Let me know what you think!
I'm absolutely baffled by how adding pictures to this post works - I don't know how everybody does it. I'll just do it in a few separate posts. -
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Noyzz posted a message on Lushwater ScoutPosted in: Lushwater ScoutStrongest card in the expansion hands down.
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CaptainKaulu posted a message on All cards gone in Core SetPosted in: Card DiscussionListing even the ones that no one will miss or that have a virtual replacement (under a different name) in Core.
Demon Hunter
- Nethrandamus
- Hulking Overfiend
- Flamereaper
- Command the Illidari
- Wrathspike Brute
- Soul Split
- Altruis the Outcast
- Illidari Felblade
- Blade Dance
- Wrathscale Naga
- Umberwing
- Consume Magic
- Mana Burn
- Twin Slice
- Ur'zul Horror
- Blur
- Inner Demon
- Glaivebound Adept
- Soul Cleave
- Satyr Overseer
- Shadowhoof Slayer
Druid
- Gift of the Wild
- Ancient of Lore
- Starfall
- Bite
- Keeper of the Grove
- Mark of Nature
- Wrath
- Savagery
- Ironbark Protector
- Starfire
- Swipe
- Healing Touch
- Savage Roar
- Claw
- Moonfire
Hunter
- Gladiator's Longbow
- Explosive Shot
- Eaglehorn Bow
- Unleash the Hounds
- Flare
- Misdirection
- Snipe
- Bestial Wrath
- Starving Buzzard
- Tundra Rhino
- Multi-Shot
- Houndmaster
- Animal Companion
- Kill Command
- Hunter's Mark
- Timber Wolf
Mage
- Pyroblast
- Archmage Antonidas
- Blizzard
- Ethereal Arcanist
- Spellbender
- Vaporize
- Kirin Tor Mage
- Icicle
- Mana Wyrm
- Sorcerer's Apprentice
- Tome of Intellect
- Polymorph
- Frost Nova
- Arcane Explosion
- Frostbolt
- Arcane Missiles
- Mirror Image
Paladin
- Lay on Hands
- Avenging Wrath
- Blessed Champion
- Holy Wrath
- Righteousness
- Sword of Justice
- Blessing of Wisdom
- Eye for an Eye
- Redemption
- Repentance
- Hammer of Wrath
- Light's Justice
- Blessing of Might
- Hand of Protection
- Humility
Priest
- Cabal Shadow Priest
- Mass Dispel
- Mindgames
- Shadow Madness
- Thoughtsteal
- Lightwell
- Inner Fire
- Scarlet Subjugator
- Circle of Healing
- Silence
- Mind Control
- Shadow Word: Pain
- Mind Vision
- Radiance
- Power Word: Shield
Rogue
- Kidnapper
- Blade Flurry
- Edwin VanCleef
- Master of Disguise
- Perdition's Blade
- Headcrack
- Betrayal
- Eviscerate
- Defias Ringleader
- Pilfer
- Plaguebringer
- Fan of Knives
- Sap
- Shiv
Shaman
- Far Sight
- Lava Burst
- Stormforged Axe
- Ancestral Spirit
- Earth Shock
- Forked Lightning
- Dust Devil
- Bloodlust
- Windspeaker
- Flametongue Totem
- Frost Shock
- Ancestral Healing
- Totemic Might
Warlock
- Siegebreaker
- Bane of Doom
- Shadowflame
- Pit Lord
- Summoning Portal
- Sense Demons
- Felguard
- Demonfire
- Call of the Void
- Blood Imp
- Drain Life
- Shadow Bolt
- Felstalker
- Corruption
- Soulfire
- Voidwalker
- Sacrificial Pact
Warrior
- Mortal Strike
- Arathi Weaponsmith
- Battle Rage
- Commanding Shout
- Rampage
- Upgrade!
- Inner Rage
- Arcanite Reaper
- Kor'kron Elite
- Shield Block
- Cleave
- Heroic Strike
- Charge
Neutral
- Deathwing
- Sea Giant
- Alexstrasza
- Malygos
- Nozdormu
- Onyxia
- Ysera
- Gruul
- Ravenholdt Assassin
- Argent Commander
- Frost Elemental
- Hogger
- Priestess of Elune
- Sunwalker
- The Beast
- The Black Knight
- Windfury Harpy
- Xavius
- Abomination
- Captain Greenskin
- Fen Creeper
- Harrison Jones
- Silver Hand Knight
- Spiteful Smith
- Stampeding Kodo
- Venture Co. Mercenary
- Ancient Brewmaster
- Ancient Mage
- Cult Master
- Dread Corsair
- Mogu'shan Warden
- Silvermoon Guardian
- Twilight Drake
- Alarm-o-Bot
- Arcane Golem
- Blood Knight
- Demolisher
- Emperor Cobra
- Harvest Golem
- Imp Master
- Murloc Warleader
- Questing Adventurer
- Raging Worgen
- Scarlet Crusader
- Tauren Warrior
- Thrallmar Farseer
- Tinkmaster Overspark
- Amani Berserker
- Ancient Watcher
- Doomsayer
- Faerie Dragon
- Knife Juggler
- Lorewalker Cho
- Mana Addict
- Mana Wraith
- Master Swordsmith
- Millhouse Manastorm
- Nat Pagle
- Pint-Sized Summoner
- Sunfury Protector
- Wild Pyromancer
- Angry Chicken
- Bloodsail Corsair
- Hungry Crab
- Leper Gnome
- Lightwarden
- Secretkeeper
- Shieldbearer
- Southsea Deckhand
- Young Dragonhawk
- Wisp
- Core Hound
- War Golem
- Archmage
- Boulderfist Ogre
- Lord of the Arena
- Reckless Rocketeer
- Booty Bay Bodyguard
- Darkscale Healer
- Frostwolf Warlord
- Nightblade
- Stormpike Commando
- Dragonling Mechanic
- Gnomish Inventor
- Oasis Snapjaw
- Ogre Magi
- Stormwind Knight
- Dalaran Mage
- Ironforge Rifleman
- Ironfur Grizzly
- Magma Rager
- Razorfen Hunter
- Shattered Sun Cleric
- Silverback Patriarch
- Wolfrider
- Bloodfen Raptor
- Frostwolf Grunt
- Novice Engineer
- Goldshire Footman
- Grimscale Oracle
- Murloc Raider
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3
its a vid
https://www.youtube.com/watch?v=vnKP-cPrin8
3
So refresh the Hearthstone YT until the video is updated? Or is it a livestream?
2
The repeatable-this-turning ooze joke was the best by far
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Love it
6
Was gonna say the same, the entirety of murloc weakness is gone
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You're gonna be rich! - A solid turn 10 play
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I got a
beapriest in my sight!0
Even pally incoming!!!
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Thanks for the update, clearly fit to better fight against kingsbane and renos :)
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Double-pump Azerano, extra star-whip, Highmountain ice, room for mana spice comin' right up!