• 2

    posted a message on Custom Class Competition #6: Phase Two, Voting
    Quote from McF4rtson >>

    The results are in!

    I also have a confession to make... So, for some reason, I added the wrong Hero Power tokens under Soupcake's Witch entry. He has been disqualified. But... I need to take responsibility for not finding the time to fix his entry. I was busy these past few days, but this contest is still important too.

    I would like to automatically let SoupCake continue. Instead of 2 people getting DQ'ed, only the bottom scoring individual, minus SoupCake, will be DQ'ed this week.

    I open the floor to anyone who has concerns or complaints against this course of action. If I do not see any concerns, after tomorrow's 24hour break, I will finalize this decision.

    You said that you PMed them about the issue, what did they respond ?

    I'm all for moving as many entries as possible to the next phase but people got eliminated last phase for invalid entries, why should this phase be different ?

    Sidenote : Is the score not cummulative anymore ? The rules say that "the one who gets the most total vote" will win and you compared the comp to a race in this voting post overview so I would assume that disqualifications are based on the total score. But since you bring up SoupCake being disqualified, it must not be the case because their total is above 3 other contestants. So If you base DQs on this weeks results alone that would put SoupCake and myself in DQ territory. Not a good place to be in...

    I'm obviously biased and I don't want to get into too many what-ifs, I just want to highlight the fact that my current total is above the total of 6 other contestants, most of which are less than 5 votes above me this week, and yet I'd be eliminated. To take the most extrem exemple (nothing personnal, this is just about the numbers), Sideltem got 19 votes this week, which is 1 more than my 18, bringing their total to 26. I'm at 36 total... Why does 1 vote make a difference this week when 9 last week didn't ? SoupCake is in a similar situation, having a total greater or equal to 4 other contestants but losing here by 2 votes. I know no system of counting votes is perfect, just my thoughts on this.

    Don't get me wrong, I'll be fine with being eliminated this week. Competition is the name of the game and the show must go on one way or another. I'm just very surprised and a bit distraught that I would lose by 1 vote.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Discussion

    @Artimex723

    Concerns about the power level of your cards have already been raised and I agree with them. Still, there is one card that seems problamatic to me but hasn't been touched on : Blood Bolt. You see the key difference with Arcane Blast is that the latter can't target heroes ! A cheap damaging spell that synergies with Spell Damage is a recipe for broken combos. Malygos + Blood Bolt is already very powerful as burst, healing and tempo. In fact there are very few 1-cost spells that can deal damage to heroes and I think Malygos is a big reason for it. And then their is cost manipulation shenanigans which make 1-cost spells very dangerous.

    Also you should consider the fact that all damaging spells with Lifesteal can only target minion. Not a coÏncidence imo. But the wording might be tricky to get on 4 lines with the keyword... So I think you should change the design a bit : basically keep the same text but raise the cost and damage. This makes it less flexible and keeps the double Spell Damage in check. I would go with 4 Mana and 3 damage to make it similar to Lesser Amethyst Spellstone and it's upgraded versions. Still strong, I think, but way more tamed.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Submission

    The Primalist : Pioneer Set (Part 1)

    Primordial magic in her hand and fierce companions by her side, the Saurok sorceress Siarsilis Wildfire comes out of the jungle ! The Primalist class brings the strength to owerwhelm your opponents with tribal synergies and the power of the elements.

    Hero Power upgraded version :

    The Primalist can rely on their Hero Power to always have a minion on board. You will randomly get a different one with each use, offering you a wide range of tribes to synergize with. In the Pioneer Set, the also gain a keyword that will supports synergies :

    Cards with Channel make you choose a target for their effect. If that target has a tribe (Beast, Murloc, Elemental, etc...), then the Channel effect will also target all friendly characters with the same tribe.

    Showcase cards :

    This first part of the Pioneer Set solidifies the Primalist's ability to build powefull tribal decks while also providing them with cross-tribe synergies to encourage a more varied playstyle. Outside of that, you also get a taste of the control options available for the class, which enable decks that don't rely on tribal synergies but pick and choose the best minions from each tribe.

    Challenge cards :

    Passionate Saurok and Primal Scalepriest are respectively inspired by the handbuff mechanic from MSoG and the menagerie mechanic from ONiK. The Primalist will in fact be released during Journey to Un'Goro, as that expansion includes the most tribal synergies and calls upon primal energies. For card cycles, I will have to make a legendary Quest and I'm also considering a minion with Adapt, a Tar monster and a hatchling Beast.

    Remaining Pioneer Set (Part 1) :

    Tokens :

    I hope you like this first half of the Pioneer Set and I can't wait to make the second next week with more control tools and synergistic Beasts, Murlocs and Elementals for the Primalist !

    Posted in: Fan Creations
  • 1

    posted a message on Custom Class Competition #6: Phase Two, Discussion

    Thank you @MvonTzeskagrad and @Anatomy_of_Time for your kind words and feedback. I feel like Channel is mostly well urdestood now but I think a few things need to be pointed out. Some cards with Channel can indead target an enemy as the primary target but the keyword will only add friendly characters to the spell's targets. So Savage Lightning, for instance, can be used to turn an enemy minion into 3/2 Raptor. If that first target has a tribe and this tribe is shared by friendly minion, those minions will be transformed as well. The keyword as a whole, yes, encourages single-tribe decks but the Primalist will also recieve incentives to play several tribes in the same deck or not particularly care about tribal synergies and focus on playing the best minions form the class.

    With that, here's how the first part of the of the Pioneer Set is turning out :

    Showcase :

    Challenge cards :

    Don Han'Cho and the handbuff from MSoG inspired Passionnate Saurok.

    Menagerie Magician and the menagerie from ONiK inspired Primal Scalepriest.

     Rest of the set :

    I'm very happy with it and will post it (with proper explanations and flavor) tomorrow or the day after. Is everything okay ? Do you see jarring problem that I missed ?

     

    Reviews :

    @Anatomy_of_Time

    Your et looks great ! Eliana seems fine at Spell Damage +2 (strong but not busted) since it costs quite a lot. 16 damage from hand on turn 10 is powerful but it does take 4 turns of setup. My main concern is it's combination with the new River's Favor which could make it very hard to remove. If she sticks, Eliana really becomes a huge problem and can hand the game. I don't know if it's so bad but it's obviously quite strong.

    I really like your aggressive empty-hand archetype, it's an interesting spin on your class' card-hoarding nature.

     @Noah_McGrath

    I like your new Flame Sweep and Volcanus (why did the name hange anyways ?) and your new cards are cool. The control nature of the class make the Omega mechanic very fitting. I'm still uncofortable with your miw of Armor and Healing still. Idk, it seems confusing that the two are mixed in a class. They are basically interchangeable, except for the synergies that come with them, which means that if you have both you will have a hard time making synergy cards that work across the whole class.

     @MvonTzeskagrad

    Narrative is an interesting keyword but since cost reduction is already a possitive effect, adding yet another bonus on top might throw balance out the window. I also don't love cost manipulation mechanics in general because they often lead to overpowered combos.

    I like your Secrets, espacially with Manuscript of Shifting Words, tho Astral Compendium is very similar to Netherwind Portal.

     I didn't get a change to give feedback to @SoupCake and @whatTheHeck before they posted but just ask and I'll give you my thoughts.

    Posted in: Fan Creations
  • 1

    posted a message on Custom Class Competition #6: Phase Two, Discussion

    Thanks a lot @Anatomy_of_Time and @McF4rtson for your feedback. I agree that Channel effects are more fun when they target your stuff so I'm cutting Dining Dino, Goldscaled Direhorn and Exterminate as well as changing the effect of Channel to only target friendly characters. I'm planning on a Lord Jaraxxus type legendary for my expansion hence the word "character". Transfiguration is meant to encourage cross-tribe synergies and I'll add a few cards with the same idea because I don't want Primalist decks to all be focused on just one tribe.

    Here are the cards I changed or made :

    Transfiguration might be a bit too powerful, I'm not sure. Changing the tribe is meant as a downside but also an opportunity for new synergies to arise. Windblown Apexis can reliably be a 5/5 tho with support you might be able to go beyond that. It's intended to be good because I want to encourage decks with multiple tribes and keep in mind that Winfury minions like Windfury Harpy tend to be mediocre. Zandalari Explosion will first summon a minion from your hand (and all other minions with the same tribe) and then on from your deck (and all other minions with the same tribe, which might be different) up to 7 minions on the board. This way you can reliably fill the board like Anyfin Can Happen but you need to think about your setup. I want it to feel like a poweful effect but I don't want Dragon synergies to be too good in Primalist decks. Summoning 7 dragons from you hand or deck might be very powerful but spending 10 mana on stats is always risky so hopefully that's balanced.

    Rest of Part 1 of the Pioneer Set :

    Passionate Saurok is my homage to Don Han'Cho and MSoG's hand buff mechanic. I also made Primordial Scalepriest to resemble Menagerie Magician and ONiK's menagerie theme. They aren't exactly the same in terms of wording but I feel like it's close enough. Still, I can go back and change a card if it's necessary.

    Savage Lightning is a bit wierd so I'd like to elaborate. At face value, it's a cheap transformation spell that can either be cast on an enemy minion to negate it's effect and trade it or on a friendly minion for removal. With Channel added to the mix, you can turn you whole board into Raptor or, if you choose the right target, transform an enemy minion AND make a bunch of Raptors to trade into the rest of your opponent's board. The Primalist also has a few tribe manipulation tools (remember Murlocification from the Basic set) that can help to set this up. That's a lot of depth baked into one card so maybe I should switch it's rarity with Transfiguration. What do you think ?

    I like this current set, it shows the agressive side of the class with many interesting tribe synergies. I think that with this week focused on cross-tribal synergies and Channel which can work with any tribe, I'll print a few tribe-specific synergy cards (like Caring Golem) in the next batch as well as more control cards unrelated to tribe. I don't want the class to feel like you have to play a tribe deck.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Discussion

    @McF4rtson

    Your keyword is cool and you class does offer the tools to make it work but I'm not sure of the way the numbers work. Does Reprise (2) trigger on the second or the third time you play the card ? Can Reprise (1) exist ? Maybe you could stream line it as "A bonus effect if you've already played this card".

    For Nyn'jah, I'm not a fan of using the same keyword multiple times on a card. It's a bit confusing... First, I'd give it Rush as the base Keyword so it can be reactive even the fist time. Then, I think you can either group the additional keywords in one Reprise effect or add a count of how many times it was played kinda like Jan'alai.

    I like your Kunai generation, I think you could have a fun discard mechanic that deals more damage with each Kunai. Equalizing Palm Arts is great with your Hero Power. Be Water should have a cost, probably 0 or 1 ? It's also not clear if it transforms only once at the start of your turn or if it changes throughout the turn. Fluttering Breeze is a cool combo enabler and I'd move to see it animated in the game !

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Discussion

     

    Hey ! I reworked my tooltip a bit to make it more clear :

    The simplest way of explaining it is this cards : Waste Warden. I think I'll use the colon just like with Choose One to show that it's a one-time effect and the minion's attacks aren't affected. The thing is, since this keyword needs to be related to a effect with a target (even if it's choosen randomly) I would have to give all minions with it an additional effect (probably a Battlecry) and that can quickly make cards wordy. Also I realize that I use the word "Tribe" quite a lot instead of "Minion type" which seems to be the convention (although their are only 2 cards with that wording) I hope nobody minds.

     

    @Sideltem

    Surge is a very interesting keyword and your cards with it are cool. I really like Brainstorm ! Octavian Gearlegs seems very powerful, I think Rush would be a better choice over Charge, especially since your class already has a lot of burst damage. Dual Sheller is a problem since it's a (way) better Arcanite Reaper, which is already a powerful weapon. I think you should either tune the attack down to 4 or bump the cost up to 6.

    The Spell Damage stuff is kinda worring. You give out a lot of cheap Spell Damage in a class with many burst options and with a Hero Power that generates damaging spells. That sounds like a recipe for broken combos. With nothing on board, you can already play 2x Tech Tuner andChief Bigewhizzle to get to Spell Damage +4 for 5 Mana. Then, you can play Rapid Volley for a targeted 11 damage and still have 2 mana left to play Vents (6 randomly split damage each) for a total of 23 damage form hand. With proper set up, you could even play 5 Vents for total of 30 damage randomly split. Now let's keep in mind that any Spell Damage already present on your side (Arcane Carbin for instance and the 4 damage of the weapon) would be 2 more damage for each (so up to 10) and the fact that Nether Grenade let's you eliminate any big minion that would mess up your randomly split damage. I hope you see where this madness is going.

    To resolve these problems, I think you need to dramatically increase the cost of Chief Bilgewhizzle to at the very least 5 mana (He can so easily be a 3 mana Malygos...) and overall make Spell Damage cost a lot more. I haven't mentioned Fun with Portals yet but it also seems incredibly cheap and powerful in a class with this much Spell Damage and it would make such combos very easy to pull off. 3 Mana seems like a minimum. And please, never ever give this class cost reduction or any kind of Mana cheating.

    Attacking a random enemy is cool and fits the class. It might be a bit too good with Phlogiston Ranger in play...

    Target lock is great but I think it would make more sense if you reversed the Mana cost. "6 mana : Deal 1( damage to a minion. Cost (5) less if the target was damaged this turn." Seems like a different take on Execute but I wonder how it interacts with Divine Shield.

    @Noah_McGrath

    Fresh Blood is a flexible keyword that works well with youy class' Hero Power. I think you should try to use it more, maybe on spells as well as minions. It also ties well into the HP synergy cards.

    You said you would drop this in Rastakan's Rumble but with the Dragon synegies, Blackrock Mountain or Descent of Dragons seem more fitting to me. Speaking of, shouldn't Firemind be a dragon ? Also Vulcanos is cool but seems like a weaker Zzeraku the Warped. Maybe you could have him add a hih cost dragon to your hand or reduce the dragon's cost.

    I'm not sure to understand Blood Rage correctly... Can the minion still attack the enemy hero ? It also seems like a 5 Mana complete board clear in many cases. Maybe use Hulking Overfiend's wording to make it more clear. I'm also on the fence with Flame Sweep as it can easily whip the board and leave your opponent at a low Health total since your class has so much self damage. Specificaly, one could play Flame Barrier then Flame Sweep then Kolarra Healer for a huge swing turn.

     @Anatomy_of_Time

    Bloom is cool although I think with the amount of hand size manipulation baked into your class, you could get away with only having specific hand sizes. The (8+) is fine but not very elegant imo and Hearthstone keywords rarely use numbers. That being said, @McF4rtson had great succes with a similar keyword for the Sea Witch class in a previous competition so I recommend you check that out if you haven't already.

    The cards themselves are intersting tho Riverbound Axe seems odd without any weapon hand buff to go with it.

     Here's a first round of feedback. I'd like to hear more on Channel and the cards with the key word, as I really need that to work if I don't want to start off basicaly from scratch.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Discussion

    Okay let's beggin ! I'm planning on tying my class to Journey to Un'goro (which is still absent form the list of expansions in the FAQ...) an since MSoG won't be a part of the competition, I decided to give it some love with a hand buff card. I'm also introducing a new keyword ! I made 10 cards with that keyword, trying to explore it as much as possible. I might split them across the 2 parts of what I decided to call the Pioneer Set or group them all in the same submission.

    The Primalist:

    So my new keyword : Channel ! I designed it to explore tribal synergies and emulate the flavor of family in my class.

    So it might not be exactly clear what I mean. Let me elaborate. Cards with Channel have a targetted effect when you play them. If you target a minion with a tribe (Beast, Murloc, Elemental, etc), then the effect will target all minions with the same tribe. The targets must be in the same zone of the game so if the first target is a minion on the board, it will only target other minions on the board and if the first target is a card in your deck it will only target other cards in you deck. Spells and weapons don't have tribes and so do many minions so they would be the only target. Heroes mostly don't have a tribe either but Lord Jaraxxus is an interesting precedent... Let me show you the cards :

                                             

    As you can see, I couldn't decide between using it alone or with a colon. The thing is, I don't want minion's attacks to be affected by the keyword which the colon helps disambiguate but I find it a bit more elegant without it... What do you like best ?

    I tried to explore as many effects as I could think of and I quite like how it turned out. I'm a bit worried that the class might not have a clear identity but tribal synergies are such core to the whole that it might be alright.

    Also here are other cards for the Pioneer set, I'm still deciding which should go into this week's submission. These ones aren't as polished as I tried to focus on the keyword but I'll try to come up with more designs to round up the set.

    What do you think ?

    Posted in: Fan Creations
  • 4

    posted a message on Custom Class Competition #6: Phase One, Results

    Well congratulation for everone who made it ! It's good to see many entries but nowhere near the enormous numbers that made past competitions hard to follow. To those who couldn't make it, better luck next time. As far as the formula goes, it makes sense to me and I'll be satisfied as long as the number of votes is the most determining factor.

    Since we get a break today, I figured I'd do a little something for everyone still in the race. I'm a self-proclamed huge Hero Power nerd so let's analyse Hero Powers ! I hope everyone can find something to think about for further designs and just enjoy the praise that might arise.

    As general thoughts, I'd say a good Hero Power is simple and flexible. It should also be supported by class cards that make the most of it's effect and/or expand on it's applications. One should also have a few cards in mind when designing and balancing a Hero Power : Sir Finley Mrrgglton (Can your class work with a different Hero Power ? Can a different class work with your Hero Power ?), Justicar Truehearth/Baku the Mooneater (Can you find a simple way to improve your Hero Power ?) and Malygos (Only if your Hero Power adds a damaging spell to your hand or give extra mana).

    @Artimex723 - Blood Drain

    While I don't love the use of keywords on Hero Powers, it does save some space and allows the healing to scale with the damage. So you should mess with the damage a little bit. Mage has a few ways of boosting it's HP which you can use as inspiration (Fallen Hero, Ice Walker, Pyromaniac).

    Your HP is also targeted, which you can manipulate as in Spirit of the Dragonhawk or Dwarven Sharpshooter.

    Overall, it's a good HP for a control playstyle but I can also see it supporting a more aggro/mid-range build, possibly with self damage as a way to gain tempo, Flame Imp style.

    @SoupCake - Touch of Evil

    The choice with your Hero Power is very intersting. I gives a lot of flexibility when ending the turn with extra mana to spend. Maybe you could make cards with bonus effects when you spend all your mana.

    Hand buff also comes to mind. Bind is cool but maybe you can go a bit further with keywords or Beast synergy. You could also have minion summoning triggers like Crypt Lord.

    You could also have hand size synergy, which would be another way to encourage players to keep the familars in hand.

    Overall, I find the whole concept very interesting but you might want to give players more insentive to pick the more costly options.

    @McF4rtson - Subterfuge

    I've already talked a lot about this Hero Power but I must say I really like the current version. It gives the class a powerful weapon synergy. Being able to store damage for later is also quite interesting. If you go for a HP refresh theme, I think the class wcould really shine as a weapon expert.

    You could also have effects triggered by your hero attacking or that improve your hero's attacks/next attack.

    Overall, I like the flexibility that you have, being able to strike now or make the next attack more powerfull.

    @ravennos - Serenity

    Nice combination of offense and defense ! Both components open up a lot of interactions (Northshire Cleric and Satyr Overseer). I'm a bit worried that your return to hand mechanic might overshadow the healing in your class. Maybe you should add minions that benefit from being healed.

    Overall, I like the options that you have and I hope you expand on them.

     

    @whatTheHeck - Short-term Investment

    First, I think you can simplify the wording to "Add a Gallywix's Coin to your hand".

    Then, as far a synergies go, I think you started exploring them nicely with your basic set. Maybe you could add a few new things like "discard your lowest cost card" style effects to find new way to spend the coins. Also you could have effect that scale with the number of spells in your hand.

    You might want to be careful with potential combos since your class offers a lot of extra mana. Malygos is my go-to problem card but you can also look at Mecha'thun shenanigans.

    Overall, I like the potential of the class to stack a lot of mana for big swing turns but you have to be careful because mana manipulation often leads to problems in Hearthstone design.

    @MardyVain - Sleep Stroke

    I love the uniqueness of your Hero Power ! That being said, it seems a little weak to me. Healing isn't that strong and only being able to target your hero is a big constraint. Also I can almost only see the refresh restriction coming up in control matchups where healing face doesn't really matter. I think you should either give your HP a more powerful effect or drop the refreshing part.

    In terms of synergy, healing is a bit limited but you can work with effects that trigger when your hero is healed or if your hero is at full health. Also refreshing your HP on you turn should be fine if it's just healing face.

    Overall, it's interesting and a great base for a control playstyle, but it might need a little tweaking.

    @MvonTzeskagrad - Enchanted Library

    I'm not thrilled about the fact that your Hero Power does nothing on turn 2 but you make good use of the synergies. I've not seen hand size or hand buff so you could look at that.

    Having a token minion can lead to personnalized synergy like Paladin and their Silver Hand Recruits.

    Overall, I think you have a lot of options open to build upon your HP.

    @Anatomy_of_time - Unstable Growth

    You Hero Power is interesting and the class seems to really revolve around it. Make sure Sir Finley doesn't mess up you cards too much. You should also be careful with Malygos and cost reduction.

    In terms of opening up new synergies, I think you can work with hand size and low-cost discard to make use of the Razor Petals in a different way. You could also have effects triggered when you play a spell.

    Overall, I think your HP is quite strong which you should take into consideration when balancing cards. It's basically Mage's HP but it's improved by Spell Damage and you can save the damage for later.

    @B3ckemon - Create Concoction

    You Hero Power is interesting and the class seems to really revolve around it. Make sure Sir Finley doesn't mess up you cards too much. You should also be careful with Malygos and cost reduction. I'm especially concerned with Lightologist in conjonction with Dangerous Concoction.

    You could explore hand size synergy and effects triggered when you play a spell.

    Overall, I like the diversity and the flexibility but make sure it doesn't get out of control.

    @Noah_McGrath - Blood to Fire

    Great Hero Power and you already make good use of the synergies. I think you might want to explore switching damage to healing (reverse Auchenai Soulpriest).

    Overall, I think you make good use of this HP but make sure to give the class enough healing options so it doesn't become impossible to use.

    @Sideltem - Harness

    You Hero Power is interesting and the class seems to really revolve around it. Make sure Sir Finley doesn't mess up you cards too much. You should also be careful with Malygos and cost reduction. The randomness gives you more leeway but still.

    Hand size and low cost discard could give you new ways of using the Vents. You can also have effects triggered by spells you play. Randomness can be manipulated which you might want to do.

    Overall, I think your HP has a lot of power and you can give it a lot of depth but make sure that the combos aren't too easy to set up.

    @JJGoldman - Contemplate

    Interesting Hero Power but I think there are a couple of problems with it. Sir Finley Mrrgglton is the big one in my opinion. The thing is, Hearthstone is designed in a way that allows for a lot a shuffle between the classes. This is archieved by making sure that any class can use any card or HP regardless of what they started with. Here you add a secondary resource which might not be available in the course of the game or that can't be spend. This ends up creating many situations in which cards are useless.

    Actually, if I remember correctly, Hearthstone designers wanted to give Demon Hunter this kind of mechanic (called Fury I think) and I think they had good reasons to scrap it.

    So I think you could rework it by making Knowledge Crystals tokens, either spells or minions.

    Overall, I like the new ressource pool but I think you should make sure that it works in the chaos of Hearthstone.

    @Jengus - Six-shooter and Pinpointer

    I love this Hero Power ! The improvement baked into it works really well and the pay-off is good but not busted.

    It's a shame that none of your cards synergize with it... Maybe you could add manipulation of the randomness or HP refreshing effects to chain the damage. Mage cards from Rastakan's Rumble may be good inspirations.

    Overall, I think your HP is great but could use a little more synergies.

    I hope this helps a few people. See you tomorrow for week 2. I wonder if a class specific keyword will be required, I have a few things to say about that.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase One, Discussion
    Quote from Daviducho >>

    My question is why my submit is not in the new Upvoting page, but I understood that you'll be posting more custom classes later.

    The submission thread isn't new, it was created at the same time as this discussion thread.

    The discussion thread (this one) is meant for people to show their work in progress and get feedback.

    The submission thread (which is now locked) is meant for final submissions and getting upvotes on each entry. It must be locked at some point for the competition to move on to the next phase.

    It seems to me that what happened is you thought posting here was enough or forgot to post on the submission thread before the tile limit. Sorry but that's not the process. You should contact @McF4rtson directly to see if they'll make an exception.

    All these rules and more are explained in details by the first post of both threads so make sure to read them.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #6: Phase One, Discussion

    Hey ! It's been a whil since I last gave feedback so I missed a few new entries. Let's gatch up :

    @McF4rtson

    I love Empty Palm Arts, it's very flexible with the Hero Power. Bamf! is best at 3 with 1/1 stats. If you want it to be more of a defensive option and less of a removal tool, I would suggest 2 mana with 3/3 stats. I've also been thinking about Summoning Jutsu and I think I'm on the side of 7 mana 8/8. that fact that you have to transform on of your minions, in a class that doesn't have much token generation, is a big cost. Faceless Corruptor is only 5 Mana after all.

    For your Hero Power, I think Spirit Bomb is cool if a little wordy. The thing is, do you really want the HP to refresh ? It's not a bad idea but it introduces a lot of problems. The main tension is that you want to keep the power level in check but still reward players for using it multiple times a turn (with great mana cost). I think that you should remove the refresh part from the HP itself but make it a core mechanic of the class (maybe in the Initiate set). This way, you can design a 2 Mana Hero Power that feels right and explore the HP refresh part in cards which are a more flexible design space.

    Should you choose this solution, I think that the other HP you showed (the one that buffs your weapon) could also be a good fit. It's a bit weaker but you can balance you refresh cards around that.

    Another, kinda crazy, idea would be to have one hero power on each side of the button. You would then always flip from on to the other when ussing you HP. This way, you have refresh and you can balance each HP to be 1 or 2 mana. Just something to think about.

     @Reizarion

    Good call on changing your Hero Power. Shadow Fury is interesting and I hope you play into it with your cards.

    I like the last iterration of you basic set, my only concern is with Devilish Voidcaster which I find a bit extrem. Why not make him destroy one card from your deck and balance around that ? It would be a better introduction to the mechanic Imo.

     @SirTrumpet

    Great Hero Power !

    Your cards are cool and seem balanced to me. For Soulburn, you could split the damage or deal 4 and the excess to your hero. I like the new Dread Reaper. My main concern is with your keyword. It's too restictive, unusable by other classes (Mind Vision and Pilfer come to mind) and it breaks the Finley test for your class. Basicaly, you need to make sure that a card with your keyword can be used by a hero with a different Hero Power. It could destroy your left-most minion of destroy a random friendly minion for instance.

     @Granduroi

    Cool concept but the change in hero might be confusing. Just a UI concern, I don't think it changes anything about the design. I like your Hero Powers tho To the Lady! seems more powerful. They work also work very well together, maybe too well. Demon Hunter sure showed us how anoying a class with great weapons and good healing can be, especially when they can attack every turn. 

    Lava Touch is a bit boring unfortunately. Maybe split the damage or add a condition for 4 damage. Crystalized Power is wierd. Why Armor when you have healing in your Hero Power ? I think you need to choose one or the other to be more consistant flavor-wise. Weapon Enchantment has a lot a power, especially considering the Hero Power.

    @whatTheHeck

    Solid work ! Maybe you should consider moving a few minions to the Initiate set and adding more spells in your basic set. Hunter has the most with 4 minions and one spell the summons a minion but most classes only have 2-3 minions in Basic. I think it's because all spells are class cards so there needs to be more of them.

     @MrBurger

    Your Hero Power is interesting but a bit clunky (like Shaman's in fact). For one thing, I think you should shave one off. You don't need to worry about rolling the same twice because they replace eachothers so you don't really need four. I think Small Pistol should go since it's similar to Rogue's dagger. Short Shotgun seems more powerful, maybe make it deal 1 additional damage to a random minion. This way you get a uniform 2 damage/1 Durability but spiced up a bit.

    Overheated Pistol scales too much. Maybe have it gain 1 attack as a battlecry if your hero attacked this turn ? This way it's above average in terms of stats but it's slower. Extra Ammo is a little too much. As a basic card, it dramaticaly limits the design of weapons. Weapons scale really fast because their damage potential is Attack*Durability. Hearthstone deals with this mostly by not printing Durability increases. I'd say it's fine if you go own to +1 Durability but it should be on of the only durabily buffs in your entire class. Deckbreaker is also a problem. As a baselin, it can deal 14 damage for 8 Mana. That's a lot of damage ! Add weapon buffs (which you class might want in the future) and it becomes crazy so fast. Big weapons are a problem and that's why Arcanite Reaper is the biggest since the game's lauch.

    So yeah great concept and most of you cards are good but weapons are hard to balance and I think you should think  about that. I'm not even sure I know myself what is ok and what is too stong.

     @Frost2dragon

    Cool Hero Power, if a bit complex. Your use of weapons is very intersting and unique.

    The main problem with your cards is complexity. Basic cards often have 1 or 2 lines of texts and only on distinct effect.

    I also find your use of art problematic. Art is hard, I fully agree, and I get that you are starting out so really it's not a big deal. Still, choosing the right artwork gives a card much more meaning, flavor and coherence. It's a bit like watermarks : it doesn't change the design in any meaningful way but it contextualizes it. If you're looking for ressources, there's Pinterest, deviant art, google image even ! Use keywords like "warcraft" or "fantasy" to get something that fits the artstyle. No one will bat an eye if it's a little more complex than what Hearthstone's artstyle usualy looks like. You can also find unused artworks from the game or fanart made in the style of Hearthstone. I advise you to save every artwork you find while browsing because it will save you time latter on. It's also a way to get creative. You have a cool artwork, make a card out of it ! 

    In any case, good luck on your first custom class !

    @Noah_McGrath

    Magma Whelp is lovely and I agree that Dragon synergy is a grat fit for your class.

    All your showcase cards are about burst damage... Maybe try to slice Cauterize or Fire Dance in there ?

     @BallsMassive

    Intersting Hero Power, although it's pretty much a worse Armor Up...

    Your cards are good but it's hard to see the themes or the class overall. Is it a really controly with big minions style or more of a big health mid range ? Idk I'm a bit confused.

    @MvonTzeskagrad

    Great work ! I really like The End, I think you should showcase it. I must say, I don't love your Hero Power but itgets the job done.

     @Sideltem

    Right out the gate, I hope you noticed that two other contestants have a concept similar to your own. Nothing wrong with that Imo but you might want to take it into consideration when developping your class.

    While I usualy don't like Hero Power that add cards to hand, I think yours is cool and you make great use of the synergies so great work !

    Ray Projector may become a problem if you add weapon buffs to you class. Wrecking Boom might be a bit complex for the Basic set.

     Well I hope that helps !

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #6: Phase One, Discussion

    Hey everyone ! So I knew this would happen but I hoped it would be later on. I kinda goofed :

    Yeah that card is to powerful... Balance isn't my strong suit so I figured that rather than fixing it hoping no one noticed wouldn't lead to much learning. So here I am asking : Is it cool if a change it ?

    I have a few ideas on how to make it more fair. I think what happenend is that I have a card that I'm excited about coming up in the next set and I didn't want to step on it's toes but still provide an alternative. You've seen it already :

    So while bumping Butterfly Effect to 6 Mana or bringing the damage down to 3 would be easy fixes, it would make it redondant with Primordial Wind. I often find myself in this situation where I don't want to make two cards too similar so I make poor balance decisions... Anyways I'd like to pitch some changes that I think could make Butterfly Effect more balanced and distinct :

    What do you think ?

    Posted in: Fan Creations
  • 20

    posted a message on Custom Class Competition #6: Phase One, Submission

    The Primalist

    Primordial magic in her hand and fierce companions by her side, the Saurok sorceress Siarsilis Wildfire comes out of the jungle ! The Primalist class brings the strength to owerwhelm your opponents with tribal synergies and the power of the elements.

    Hero Power Tokens :

    The Primalist can rely on their Hero Power to always have a minion on board. You will randomly get a different one with each use, offering you a wide range of tribes to synergize with.

    Showcase Cards :

    Swarming strategies looking to fill the board with minions of various tribes and improve their power over the course of the game are at home with the Primalist. Defensive abilities are also part of their kit, allowing them to protect their brood or come back from a bad position.

    Remaining Basic Set :

    Tokens :

    Edit: Butterfly Effect now deal damage to one neighbour only.

    I hope you enjoyed my class' design and flavor. I'm thrilled to keep working on the Primalist over the next few weeks and see the competition develop. Have a good day !

    Posted in: Fan Creations
  • 1

    posted a message on Custom Class Competition #6: Phase One, Discussion

    Ok so I'm still worksoping a few ideas but I feel pretty close to my final version.

    =>=>

    I should have thought of this one on the first try ! The tension between burst and removal is there and it encourages trading. I really like it this way and I think it's fine balance-wise because you have to work toward the target you want.

    =>

    Just wanted to give the little guy a little more oomf and I it works better with Elemental synergy.

    Couple new cards ! Curious Buddies is my attempt at a simple drawing spell (Safe Haven will come back reworked in the next set). Sleeping Dart might be problematic because it leaves a useless minion behind. I like it and priced it like Assassinate but it might still be too much.

    For my preview cards, I'm thinking of these three :

    what do you think ?

    Posted in: Fan Creations
  • 1

    posted a message on Custom Class Competition #6: Phase One, Discussion

    @Screwjank

    Right off the bat, 5 minions is a lot for the basic set. Hunter has the most with 4 and a spell that summons a minion. The thing is, Neutral spells and weapons don't exist so only class cards provide that ressource for deckbuilding. Don't scrap your minion, they are good designs, but maybe try to move them to a different set. Shieldtronic Shield is a bit weak at 4 Mana since it's essentialy two Power Word: Shield and a Hand of Protection glued together. I would say 2 of 3 Mana.

    @Noah_McGrath

    Solid work overall, I just think a few cards are a little weak. Flame Barrier does nothing since you don't have (yet) any Armor synergy. I get that it's a cheap way to trigger self damage effects but unless you have something along the lines of "Deal damage equal to the damage your Hero has taken this turn" I think you can find a better way to accomplish that. Fan the Flames should be at least Spell Damage +2 considering Celestial Emissary and  the fact that many of your spells (namely those with self damaging effects) have anti-synergy with it. Serpentine Apprentice could get one more stat (consider Tournament Medic).

    A word about your Fresh Blood : I think you should change it to "If you Hero has taken damage this turn, do something". In it's current form, it can only go on minions (and weapons but you don't seem to have any). The problem is that class cards are often spells or weapons (simply because Neutral spells and weapons don't exist) which in turn means that your class keyword will either be underused or ubiquitous on your minions. Choose One, Overload, Combo and Outcast all apply to all card types. I don't think that is a coincidence but a wise design choice.

    @SoupCake

    I like your Hero Power but I think the costy familiars aren't really necessary so you might want to streamline it. It's a shame that you have synergy cards with familiars on board but not in hand... Also why is the big familiar a bird ? And why is the token from Witchcraft different ?

    You cards are good but I must say it feels a bit like a bunch of Warlock cards.

    @ravennos

    Touch of Death is overcosted I think. It essentialy give a minion or your Hero or a spell Poisonous (but only on one target). That's definitly good and flexible but considering the limitations, I think it should cost 3. Consider Envenom Weapon and Plague Scientist as balance equivalents. Kegstaff and Dragon Master are cool !

     

    Update on The Primalist :

    I am contemplating changes to the cards that I showed earlier.

    =>

    I'm using Shadow Strike and Sinister Strike as my main points of reference. The idea is to have a cheap blast that requires planning and allows for counterplay. Still, I'm worried that it might be to good in regards to Lava Burst.

    =>

    This is quite a big change but I think it makes the card much more interesting. Again it's conditional burst as well as a great board wipe option. Consecration and Lightning Storm suggest to me that 3 damage to all enemy minions is about 5 Mana with +1 for the added face damage. 

    What do you think of these changes ?

    Posted in: Fan Creations
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