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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Opal736 >>

    @McF4rtson

    I like your cards more now. I'd seriously consider changing the hero power though, as it doesn't pass the Finley test... (other classes would have no benefits from increasing deck size with Ocean Depths)

    Tbh, it technically *does* pass the finley test as Ocean Depths doesn't actually do anything at all. I have changed it, though, as one person did point out earlier it would be too weak as a different class' Hero Power.
     OR 
    As for your cards:
    Chain: I'd probably up this to 1 mana, sort of like the Hunter's Mark treatment. It's just way too good at 0 mana.
    Mind Shield: Nooooooooope. This sort of unique application should definitely first be introduced by an epic/legendary, or at least a rare (such as Auchenai Soulpriest), and then gradually eased into a common card.

    I like Consuming Blade a lot.
    Your Hero Power... eh. It uses both a keyword and switches Hero Powers, it looks like. Eh. I just don't like that sort of thing.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]

    Gave feedback to those who haven't submitted yet.

    Quote from CheeseEtc >>

     

     

    Option #1 - Random damage (current)

    Option #5 - Add to hand.

    2 - The cards

    b) Eat it Too

    This is more useful for my class in general and would make the synergy with "Have your Cake" stronger, so that you really had your cake and ate it too!

    c) Beefy Vegetarian

    I plan to do a couple of "fully heal" cards, and this makes Beefy Vegetarian more resilient. The effect works the same as Stoneskil Gargoyle.

     

    Note that is isn't a transform effect! The target's deathrattle WILL trigger!

    e) Old School Cooking

    Much straightforward direct damage which would also free me a "3+ lines of text" slot. Is it a powercreep of Fireball? Yes but only in limited cases. Mages can burse for 13 with 2xFireball and Hero Power, by comparison my class could burst for 14 with this. Hardly game-changing. Also, this direct damage doubles down as removal.

    f) Have your Cake

    The future Roast mechanic will make playing build-arounds cards (e.g. C'Thun) much harder. This card would allow you to secure your win condition from your Roast mechanic.

     

    Big post.
    Your hero power: I er... really dislike classes that switch hero powers. Doesn't suit the game at all. My opinion.
    So, I narrowed down my choices to option 1 and 5. You make the final say as to which will most benefit your class in the long run.
    From your "original" cards, that is, the part where you posted all your cards (I'll get to your card swaps below):
    Have Your Cake: Sprint
    Eat it Too: Setting Health for your hero is most definitely a Legendary power. It has only been seen twice (iirc) so far.
    Old-School Cooking is fine, just some wording issues. Check cards like Razorpetal Volley/Lasher, or Forgotten Torch.
    Giant Barbecue: I'd do 4 damage instead of 5. I used Explosive Shot and Flamestrike as balance points.
    Eat it Too: I still don't like the new version, mostly over its strange wording. If you want this effect, you can say "shuffle a copy of each card played this turn into your deck". 
    Beefy Vegetarian: I'm ok with both versions. If you want self-heal to be a recurring theme, by all means go for the new version.
    Butcher: Should probably cost 4. That being said, I'd honestly prefer this as a 5-mana transform card for the sake of simplicity. 
    Vegan Diet: I much prefer Vegan Diet over Butcher as a replacement for Eat Alive. Both versions work really nicely, though the 3-mana version *might* just be worth 4-mana? Not sure.
    Have your Cake: Having played Shadowverse and YuGiOh a lot, I love specific tutor cards. I'm fine with it, so if no one else comments on how it's a new mechanic, I'd use this new 3-mana version.
    I once made a Chef class for the second? Or third? Class competition. I have quite a bit of art left over and *ahem* saucy card names as well, PM me.
    Quote from Sinti >>

    Pep Talk:  Nothing wrong with the card itself, but ignoring Taunt would have to be a theme in your class. It's a simple mechanic but Blizzard has never added it in yet. Maybe they want to preserve the stability that Taunt provides? Your class' flavour could be enhanced by this but it can't be a one-off thing, just a reminder for future sets.
    Hack and Slash are... fine. Just really boring, no offense. There's no problem with them, I just though you could use them for something better.
    Late for Training ..."ok". Giving a minion charge is always very dangerous... but "ok". For now.
    Worthy Opponent: I see you have a vanilla minion. There is a way to introduce vanilla minions, at least, for me. Think of a stat line your class would *love* to have. Maybe your class needs a big health minion to soak damage and act as a heal target. Maybe you class is weak against Priest, so you add a solid 4-attack minion. Does a 3/8 benefit your class in any way?

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Turkeybag >>
    Quote from McF4rtson >>
    Quote from Turkeybag >>

    @McF4rtson

    I don't get the point of your hero power? You draw it, then it auto casts and draws a card? Meaning it pretty much did nothing? Maybe you wanted them to draw 2 cards? Remember those cards state you draw on top of the effect EG: Nerubian Ambush!.

    Sea Elemental: Should probably be 2/2 at most and that'd still be rather strong. The combo with Go With the Flow would be devastating on turn 2 since you could keep buffing him with your hero power.

    Rest of the cards seem sweet! Don't forget the token for Whale Shark though!

     The point of Ocean Depths is to increase your deck size without filling it with random stuff. (Like for Spearmaiden and the eventual keyword) I will note the Sea Elemental comment. And yeah, I omitted the token out of sheer laziness, will be sure to add that in later...
     Hmm, seems a bit one dimensional tbh. If your decks not using the specific synergy cards then you have a really bizzare and weak hero power. Not sure on it.
    Never once thought of having Ocean Depths draw two, as you earlier stated. Maybe that is something worth looking into. 
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Turkeybag >>

    @McF4rtson

    I don't get the point of your hero power? You draw it, then it auto casts and draws a card? Meaning it pretty much did nothing? Maybe you wanted them to draw 2 cards? Remember those cards state you draw on top of the effect EG: Nerubian Ambush!.

    Sea Elemental: Should probably be 2/2 at most and that'd still be rather strong. The combo with Go With the Flow would be devastating on turn 2 since you could keep buffing him with your hero power.

    Rest of the cards seem sweet! Don't forget the token for Whale Shark though!

     The point of Ocean Depths is to increase your deck size without filling it with random stuff. (Like for Spearmaiden and the eventual keyword) I will note the Sea Elemental comment. And yeah, I omitted the token out of sheer laziness, will be sure to add that in later...
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]

    Partially reworked my class to account for my new hero power:

    Five Showcase cards:

    Five other cards:

    Changes since my last post:
    Hero Power reworked.
    Scry Me a River reworked.
    Spearmaiden now a 4/6 when buffed as opposed to a 5/5.
    Glintscale Stormseer hasn't changed, but its mechanics has. It now draws from your deck by thinning two cards, rather than one. A subtle difference. In addition, this card forces you to have added an Ocean Depths previously, or it will not draw. 

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Haileystraza >>

     Here are the cards I see problems with:
    Smite is way too good. Even with the minion-only restriction, this card shuts down the early game for your opponent. It's comparable to Fiery War Axe. Yes, Fiery War Axe can go face, but the weapon's original role was to provide efficient early game removal at the cost of Health. Here, you don't even have to take damage and it can be boosted with spell damage.
    Stoneskin is fine, but having it be repeatable means you'll have to use it a lot in the rest of your classic set as no other class/card has this mechanic until much, much later. As for Construct of Life... you can't really repeat a minion. You'd have to say add a copy of it to your hand.
    Timewalker Agent is weak and out of place. In the entire basic set, there are only two other cards with an end of turn effect, one being your own class card, and the other being Healing Totem. This card does not have a place in your Basic set if it has such little interaction. In addition, Drakkari Enchanter is an Epic, this should at least be the same. Furthermore, Feign Death is the first type of card to trigger an effect, and it is an epic.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from dnikko >>
    In light of this contest, I created the hero portrait for the Sea Witch, as I have noticed someone kindly created the Bard and Swarmlord frames.
    Hindsight is certainly 20/20, I made the easy decision to ditch the seaweed. However, as removing all of the extra crap might make the Hero Portrait stand out too much, I left the water droplets. I have both versions, one with and one without the water. Please let me know if you need the version without the droplets. 
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Livienna >>
    Yup, I mean all of my feedback - take what you want from it :) it's your baby, in the end. hehe. And, fwiw, I prefer Fathoms at 6. Adding cards to your deck is a big advantage for your class, and worth more than 0 mana. 
    I guess the 12 dmg to face with 2 Frostfires just felt a bit out of place for the class... mage is supposed to be able to do shit like that. I could be wrong in how I'm interpreting your class. I guess it just depends on how you see it!
    True, but Sea Witches technically pre-date mages :^).  Warcraft lore and all that. Since this isn't a *naga* class, but rather a Sea Witch, I thought I'd have a focus on stronger spells, though not to the point of Mage's extremely efficient AOEs.
    I do agree that Fathoms being at 6, especially with this being the new token. This mechanic wasn't introduced until GvG, but this will work. Scry Me a River will need to be redone, though.
     
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Livienna >>
    Okay this is my first review for this class... let me start by saying I think the hero power is problematic since you will never, ever fatigue. I'm not knowledgable enough about the ins and outs of game design to feel like I can definitively pass judgement on whether this would break the game, but I think it's definitely not good, since no other hero power is doing that. However, the HP is not the worst I've seen in this competition xD and you've got great flavor in this class.
    Before I forget: remember that your 0-cost card MUST be an EXAMPLE card, as per the challenge, i.e. not under a spoiler. I'd switch it with Finding Mobus... I'm not even sure why but it's just not doing much for me. Also, this way you can include the token right next to the card in the spoiler (check out how I did that in my submission - post #14). Also, I like Go With the Flow... it's interesting and flavorful. 
    Scry Me A River is... interesting. You're gonna be drawing a LOT haha. But since a main mechanic is adding to your deck, that makes sense. Hilarious title xD Spearmaiden is basically always a 5/5 for 4... I'm not nuts about it but I can understand where you're coming from with the design. I wouldn't showcase it. Maybe replace with the Staff, which I like! And if you end up deciding to ditch a minion, I'd ditch this one.
    I'd make Sea Elemental either a 2/2. As it is now, you can coin it out on 1 and hero power on 2 to have a 4/3 and that just feels too good. Especially because you are going to have a lot of ways to add cards to your deck. And while you're at it, add the elemental minion tag ;)
    I would consider making Frostfire only target minions. Not a huge thing, but I'd def think about it. Water Blast is fine but boring (which I mean, is fine for Basic, but I bet you could get something better in here). Stormseer is nicely made. And finally, Three Fathoms Below is... hard to judge. hahaha. which make me think it should not be showcased. I'd prefer Frostfire.
    And yeah, I did not get the ref with your Nuts // Bolts entries? And sorry, I totally just jumped around/did this is a dumb order, haha. Hope it was helpful!!!
    Spearmaiden can go to 4/6, allowing Chillwind to trade evenly with it.
    I outlined Finding Mobus' role, I feel like it should be kept as an example.
    Sea Elemental should stay at 3/2 because: If you coin out a 2/3 or 3/2, then you play another 2-mana minion, you get more stats than a 4/3 and "passed" turn 2. In addition, 4/3 is well within the realm of turn 2 removal. And yes, I know I'm missing the tag.
    Yes, I'll try to think of something else for Water Blast.
    Three Fathoms was either a 5 or 6 mana card, I'm still thinking of which it should be.
    Do you mind telling me the reasoning behind Frostfire being able to target minions only?

    Furthermore, about the Hero Power. There is a way to circumvent the fatigue, but I wasn't sure if it would be too complex. But, seeing as many other people have introduced entirely new concepts/mechanics with their Hero Power, I figure I'll do the same now.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Livienna >>

    OKAY! I'M DONE!!!! Post is up. Thank you SO much to all of you. 

    If you're still in need of a review, REPLY TO THIS!!!!! I'll see what I can do tonight :) <3

     
    Quote from McF4rtson >>

    Alrighty, I got my first draft of my basic set down. Pretty sure I nailed down the challenges except for nuts and bolts. I talked to a friend about the phrase I used: "Holding fire in one hand and holding water in the other". It basically means you say one thing and then say or do another but it seems like an unused proverb in the west.

    In any case. Excuse the formatting, I'll be sure to make my final submission all fancy-like.

    The five I will (probably) present and, yes, I know Sea Elemental is missing its tribal tag: 

    So. These 5 cards show the player:

    1. There is synergy to be had when holding Ocean Depths in hand
    2. You can add other cards to your deck, not just Ocean Depths
    3. Adding card to your deck is synergestic
    4. A simple, non-keyword interaction with deck size
    5. There are other ways to add Ocean Depths to your deck, other than your Hero Power

    Finding Mobus token:

    The remaining cards are below:

     I'm quite busy, but if anyone needs a quick look-over, I would be more than happy to drop a few comments for their submissions.

    Might be changing Water Blast... and still not 100% sure if my Nuts/Bolts counts.

     
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Demonxz95 >
    Yep, only 0-cost option so I need it in the showcase.
     ¯\_(ツ)_/¯
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Demonxz95 >>
    Quote from McF4rtson >>
    Quote from Demonxz95 >>
     

    • Future Sight is far too complicated for a Basic card. Even not looking at the whole rearranging thing, you not only need to "double-target", that is, you need multiple clicks to fully execute this card, you need 4 clicks. Double clicking wasn't in Hearthstone until fairly late. This needs to be an epic, or even in a later set.
    • Sand Attack's minion-only requirement is probably not worth a 1 mana discount from Hammer of Wrath. This is a hard card to balance, so you are better off changing it's damage to 2, or change the restriction (undamaged minion, etc.)
    • Both Been There and Done That are weak for their cost. You are generating two cards, so both should cost 3. Arcane Intellect, Burgle, Mimic Pod.
    Future Sight doesn't need any targets at all. The interface is like a Discover effect and you drag the cards to change their order. I think it's fine as a Basic when my Hero Power does the same thing with 1 less card, and so far you're the only person (out of about 10+ mind you) who has even a minute (as in "small", not as a measurement of time) problem with the card.
    Clicking for a discover is indeed a target/click. Tracking introduced a new menu interface, but it was just a single click. And yeah, I know what minute is, but hopefully that doesn't discredit my observation.
    Having such a complex Hero Power is fine and all, but if this card does almost the exact same thing, perhaps change the card's design a bit? Or is this your only option for a 0-Cost?
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Livienna >
     DAMMIT I CANT WIN
    :P
    sigh. 
    3 mana deal 2 and draw a card?? right between Shiv and Hammer of Wrath?
     
     Yup that works.
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Demonxz95 >>
     

    • Future Sight is far too complicated for a Basic card. Even not looking at the whole rearranging thing, you not only need to "double-target", that is, you need multiple clicks to fully execute this card, you need 4 clicks. Double clicking wasn't in Hearthstone until fairly late. This needs to be an epic, or even in a later set.
    • Sand Attack's minion-only requirement is probably not worth a 1 mana discount from Hammer of Wrath. This is a hard card to balance, so you are better off changing it's damage to 2, or change the restriction (undamaged minion, etc.)
    • Both Been There and Done That are weak for their cost. You are generating two cards, so both should cost 3. Arcane Intellect, Burgle, Mimic Pod.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Livienna >>
    Quote from Sinti >>

     

    Highmaul is populated by nothing but ogres. I don't want to sound condescending, but it really does help if a bit of research is done. Going that extra mile works wonders.
    Big Sword --> Offering of Steel, Reforge, Bear Arms
    Posted in: Fan Creations
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