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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]

    All right, Imma just post my updated set right here and then I'll get to reviewing stuff (might take me a few hours, I'm not sure, since I need to go out soon - but trust me, I'll get to it)! The rarities are all over the place right now, so just ignore the gems and go by the title. Name suggestions for un-named cards are welcome.

    Also, Mods, can someone confirm if I'm allowed to edit my keyword like I have? The original one was 'Do something whenever a minion dies'.

    Hero Power card

    Commons (6 of 6):

    cardcardcardcardcardcard

    I'm on the fence about making the Jester summon Cultists, buff minions, or both.

    Rares (5 of 5):

    cardcardcard

    Ring of Fire should say 'Give a character +2 Attack this turn'.

    Is Bloodrage Berserker still OP?

    Cursed Child might get an art change at some point.

    Epics (3 of 3):

    cardcardcardcard

    I am aware that the stats of the Colossus token is wrong. It's supposed to be a 6/8 like the card says. Is she OP?

    Maybe I'll make her effect Revelry instead of Deathrattle. Along with Immortal Devil, I'm hoping that it can make a sort of grinder/fatigue Harbinger deck - something other than 'Broken Smorc'.

    Maybe Crimson Sceptre should cost 6.

    Legendary (1 of 1):

    card

    I'm not sure how strong she is TBH. Especially with weapons available she can easily come down and clear stuff on 5. I'm tempted to buff her stats like McF4rtson suggested but I'm still not quite sure. I'm also considering giving her 'Revelry: Charge' or something.

     

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]
    Quote from ercjlee101 >>

    Before I share my entire LONER set, I would like to get some opinions on which of the following two cards I should showcase as my Legendary:

     OR 

    Reminder that the keyword Preserve means "shuffle a copy of a card to the bottom of your deck." Furthermore, please help me determine which card I should use as my legendary NOT based on the current balancing of the cards, but rather the concept/ flavor/ mechanics of the card overall. 

     Well from what I've seen from your class so far, I think Uuk fits much better. One-Man-Army doesn't seem to fit with your class favour much (beyond being good when it's alone), but from a flavour standpoint it seems like it belongs more in Warrior. I am a little worried that Uuk is too similar to Malorne, though.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]
    Quote from McF4rtson >>
    Quote from Mewdrops >>

    Alrighty then.

    Soulsworn Acolyte: This is a tad weak at 1/2, but a little too good at 1/3. An option would be to have it 1/3 and gain +1/+1 when a friendly minion dies, though that does change the card entirely. If you want to play it safe, I'd go with the 1/2.
    3-mana something: The problem with this one is that even counting strong cultist synergy, it's really weak if you can't get the Revelry off. I think 2-mana is better.
    Blood Revelry: An interesting take on Innervate.
    Soul Crush is probably ok at 5 mana, since you have to pay a cost for the +2 Attack anyways. Though, if you class is able to swarm really fast, then 6 mana is also ok.
    Bloodfire Blade: This is pretty scary. If you have just two 1/1's and sacrificed them, you get a 6/3 on turn 4. This gets a complete no-go from me.
    Cursed Child: Nice. I don't think the keyword for rarities existed yet. I know your rarities haven't been set in stone, but here's my suggestion: Swap this and Awakening's gems.
    Bloodrage Berserker: Nice.
    Angel of Flame: Also nice, but may limit design space for weapons in the future.
    Immortal Devil: Kind of weak. 4/5 Taunt, probably.
    Awakening: See Cursed Shield. Other than that, it's fine, it's a Bite that fits the class way more.
    9-mana something: Alright.
    Fire Herald Azura: Effect is streamlined and simple, good. You could bump up her stats, seeing as other, er, "unique effects that require you to spend cards" legendaries like: Fandral is a 3/5, and Hallazeal is a 4/6, and even Lyra is a 3/5. You can base her stats depending on which legendary you think fits her power level. Personally, I like a 4/6.

    I'm almost ready with my stuff, I'll reply you with it in the near future.

     Thanks for the review! I will happily take this chance to buff Immortal Devil. I'm probably gonna make Angel of Flame give Windfury so it's not as OP with Bloodrage Berserker.
    Also, what's Cursed Shield?
    I just wanted to point out that Revelry only triggers once (like Shado-Pan Rider's combo), so Bloodfire Blade caps at a 3/3.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]

    All right, I guess I'm going to assume that the keyword change is allowed and move ahead! (btw Mods can any of you confirm whether it's OK?). These are just initial ideas that I haven't tried too hard to balance, and some may be a little OP as I tend to default to 'make it STRONG' over 'play it safe'. Some rarities are a little off since I made a couple of these cards in advance and can't be bothered to switch them around, so bear with that for a bit xD. Quite a few epics will end up becoming rares.

    Class and Keyword Reminder:

    Hero Power card

    Cards (just the ones I made):

    cardcardcardcardcardcardcardcardcardcardcardcardcard

    The remaining cards will probably have Revelry as well as Token/Cultist synergy. Maybe I should include more Demon synergy, I'm not sure.

     I'll try to return any feedback :D

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

    All right, so I have a quick question: I'm considering changing my keyword to something like this so it can work on spells and be slightly less OP:

    cardkeyword

    It essentially works like Combo does, but with minion death instead of 'play a card'. Potentially, I could also add an additional (X) thing to it, which gives me a bit more flexibility with cards but might be a little bit too complex since most effects will be (1) anyway. Is this a good idea? Is it even allowed?

    Original keyword for reference:

    card

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Challenges Poll]
     Sorry for double post, I just figured it'd be better to reply to people individually.
    Quote from Turkeybag >>

    @Demonxz95
    In my opinion that should count as it is pretty obvious that it's meant to be deathwing. Plus deathwing has mutated into weird things before so it's nothing new.



    Looking to get some early feedback on my classic set if anyone has time.

    Class reminder:

    The Scribe
      


    New Keyword: Tome 
    These show up like a secret but visible to both players. They are buffs that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once. There are no tomes in the basic set however but I have many to show off in classic! 

    Basic set and much more info available if you follow the link in my signature.

    Classic Set:


    Omens:

    Cool note: There are 5 tomes total, a 1, 2, 3 4, and 5 cost!

     Okay, since I was sitting in a car and have time, I guess I'll do a review of sorts :D
    Review:
    First off, I'd try to go for a consistent wording on the tomes - '(x) until (y)', or 'while (x) do (y)', instead of switching it up all the time. That aside, the Tome mechanic is really cool and I like the idea of semi-aura buffs.
     
    I won't do all your cards, just some ones I have things to say about.
     
    Tome of Resurgence: Wow - this is really strong. If you build a more aggressive deck (not entirely sure if that's possible with your class) you can pretty much draw 2 cards every turn against an opponent who isn't also playing aggro. All for 1 mana as well. That's some serious draw power.
     
    Tome of Conservation: Not a fan of this one. It's kind of like... 'oh hey your stuff is cheaper, but you can't play them without making them expensive again'. It feels really counter-intuitive for me - especially since I don't really see any cool game-winning combos you can pull with this either, since you don't have much spells that can hit face with Maly. It's kind of like... why?
     
    Tome of Dominance: This feels kinda weird. Most likely control decks will always be able to meet this requirement of 4+ cards, while aggro decks will do so much more rarely - in fact they can pretty much never do so unless they hold onto cards and don't play them, which is not a good idea. It's almost guaranteed to be useless against control while being ok-strong-ish against aggro and I don't think that's a good idea.
     
    Scroll of Seclusion: This is way too strong IMO. You play it on your opponent's 1 drop if they're an aggro/tempo/midrange deck and they pretty much just can't play anything until like turn 4-5 since it'd just die right away. How does this interact with something like Call to Arms? Will the summoned minions all die to this? Overall I'm not a fan.
     
    Apotheus the Consumed: Not a fan either. It seems kinda like Galvadon, except it costs 9 mana and is arguably even harder to get, since it's really difficult to maintain loads of tomes at once. You can't even rely on it for anything, since it picks from 4 different options and you aren't gonna get a lot of rolls with it anyway unless you luck out. It's also pretty heavily reliant on getting Elusive to be good since you can't reliably combo the spell damage. I'd personally drop the cost and stats a little.
     
    Disenchantment: Could maybe cost one. It's very rare that you'd actually want to silence 3 minions at once, and I feel like more often than not it'd just end up landing on a single guy.
    Just my thoughts - this class has some really complex interactions that I may not have thought of, so take everything with a grain of salt xD.
    Any thoughts on my keyword?
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Challenges Poll]
    Quote from Broeck1 >>
    Naah, of course you're right. I actually didn't mean there existed Choose-One decks, or Overlead decks. The decks back then were just given their identity because of the Choose-One or Overload cards included. Back then, every single ramp Druid ran Ancient of Lore, Ancient of War, Nourish, Druid of the Claw, Keeper of the Grove and Wrath. I could do the same for Shaman and Rogue. See how many cards?
    Anyway, you could of course just choose to do your own thing, there's nothing obligatory here. But to me, it just feels wrong not adding an extensive amount of class keyword cards. 
    If you do intend to adjust your keyword to be able to generate more cards with it, I could try and help out?
     Thanks for the offer! If you don't mind, I'll just throw out some random ideas here ^-^
     
    The current effect of Revelry is "Whenever a minion dies, do (x)." There are two problems with this - it can only appear on minions/weapons, and it is super incredibly easy to trigger. This essentially prevents me from making any super-strong effects because you could easily trigger it several times in quick succession, as well as making it incredibly awkward for your opponent to trade away your minions.
     
    There are a few fixes possible:
      1. "If a minion died this turn, gain a bonus effect" (kinda like how Combo works) or "If (x) minions died this turn, gain a bonus effect"
      2. "Do something for each minion that died this turn." (like Solemn Vigil)
      3. "Whenever a friendly/enemy minion dies" (choose between one or the other)
      4. "Do something whenever a minion dies on YOUR turn."
      5. Make it trigger for spells while they are in hand. (Unlike minions and weapons which trigger on board).
     
    The first and second one has the benefit of easily working on both spells and minions, as well as keeping the 'immediate effect upon play' tradition of the other keywords. I do like the second one because it gives me more leeway when designing BIG effects, but at the same time I doubt I'll use anything more than Revelry (1) most of the time, and I don't want to take up more text space than necessary.
     
    The third and fourth one are aimed at solving the second problem of it being too easy to trigger, by adding additional conditions to it. This preserves it as something you can trigger more than once, which I like. Unfortunately, this does not work with spells unless I do:
     
    Number 5. This is another possibility, and the one I would like the most. However, I'm not sure how I'd convey that in a good way. An example would be a spell that says "Deal 1 damage. Revelry: Deal 1 more (this turn)". Adding 'this turn' allows it to be not totally bonkers (this is just an example). I also have the option of making it permanent if I want to. This is what I'd do, if I could figure out how to explain it properly in the tooltip, but I'm worried it'd be too complicated.
    If there's anything I can help with let me know :D
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Challenges Poll]
    Quote from Broeck1 >>
    Quote from Cogito_Ergo_Sum >>
    Quote from Mewdrops >>

    Okay, not actually relevant to the 'random' discussion, but I have a question on class keywords. Currently, I think at least a few keywords (mine included) can only feasibly appear on minions and weapons. Since as of now, all the classes with 'exclusive' keywords have them appear on a large chunk of their classic cards, that would force the class's classic set to be very minion/weapon heavy.

    Since I made that mistake (oops), I was wondering if the keyword introduced has to be like Druid and Choose One or Rogue and Combo, or if we could get away with something more like the relationship Warrior has with Enrage - especially since my mechanic (Whenever another minion dies) also appears on some neutrals.

    I don't think you have to make most of your cards contain your keyword. It's certainly not an obligation, and your class can just be an exception to the rule, like Rogue Secrets! It's not absolutely necessary to plaster your class keyword EVERYWHERE unless it's a key part of your class's identity.
    You can treat it like Warrior and Enrage, a keyword that Blizzard abandoned like I did with my hopes and dreams! :D
    I don’t think I really agree. Imo a class specific Keyword should be used in the Classic set extensively, like 2/3 of all cards. I think the keyword shouldnt not only generate class identity, but with only the basic set and Classic set available, players should have been able to create an entire deck around that specific keyword. Since the keyword could not be used in the basic set, the Classic set should provide plenty. Making a comparison to Warrior’s Enrage is weird since Enrage was added in neutral cards to make a deck type viable (I remember people trying to make Enrage warrior work with Amani Beserker and Raging Worgen). Your class keyword should generate some sort of deck archetype and you’re just not going to pull that off with only a few cards. 
    Same goes for Secrets btw. If you’re using them, make sure to add like 5 or 6 of them in the Classic set (or cards related to them). Unless you made 1-mana ones like Paladin, since they generate too minor effects to fill a set with. Paladin has 4.
     I feel like creating an entire deck is a bit of a stretch. Choose One and Overload had no innate synergy until much later, and combo-based decks were built less on the keyword itself than some other synergies that happened to be useful. Even now there is no deck built around Choose One, and Overload-shaman or Miracle (combo) Rogue are only a thing because of support in later sets or other synergies such as cheap spells and Auctioneer - and even then the actual Combo cards are pretty much just Eviscerate, Si7, and Edwin - hardly over half of the classic set.
     
    Classic Druid cards with Choose One (Wrath, Pre-nerf Ancient of Lore) and classic Shaman Cards with overload (see Lightning storm, Feral Spirit), Combo Rogue (Eviscerate, Edwin) are strong because of their own inherent power, which is occasionally made stronger by synergies - it's impossible to say 'I'm going to build an entire deck around choose one', as there is no synergy except for Fandral, but you still put a decent amount of choose one cards into your druid decks because the cards themselves are strong.
     
    I do think that a class's keyword, if it were to be unique to the class, should appear on a metric crapton of their classics. The classic keywords are designed to be able to fit into different cards in different decks rather than being confined to a single archetype based around them, since that'd allow them to appear in more varied deck types. Since Enrage appears only on warrior class cards and neutrals, I was just curious about whether or not I could do something similar.
    That said I am considering reworking my keyword, but I'm still not quite sure how.
    Sorry for the wall of text, I was sitting in a car and had time to kill xD.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Challenges Poll]
    Quote from Sinti >>
    Quote from Mewdrops >>

    Okay, not actually relevant to the 'random' discussion, but I have a question on class keywords. Currently, I think at least a few keywords (mine included) can only feasibly appear on minions and weapons. Since as of now, all the classes with 'exclusive' keywords have them appear on a large chunk of their classic cards, that would force the class's classic set to be very minion/weapon heavy.

    Since I made that mistake (oops), I was wondering if the keyword introduced has to be like Druid and Choose One or Rogue and Combo, or if we could get away with something more like the relationship Warrior has with Enrage - especially since my mechanic (Whenever another minion dies) also appears on some neutrals.

    Noone says you have to put the unique keyword on all of your cards. So you dont have to have minion heavy classic set, if your keyword doesnt fit on spells, just dont use the keyword that much. Easy ;-)
     Yeah, that was the plan. Since it's common practice for like at least half your Classic cards to contain the keyword, I was just worried it might cause some problems.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Challenges Poll]

    Okay, not actually relevant to the 'random' discussion, but I have a question on class keywords. Currently, I think at least a few keywords (mine included) can only feasibly appear on minions and weapons. Since as of now, all the classes with 'exclusive' keywords have them appear on a large chunk of their classic cards, that would force the class's classic set to be very minion/weapon heavy.

    Since I made that mistake (oops), I was wondering if the keyword introduced has to be like Druid and Choose One or Rogue and Combo, or if we could get away with something more like the relationship Warrior has with Enrage - especially since my mechanic (Whenever another minion dies) also appears on some neutrals.

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Challenges Poll]

    Wooo I made it!

    I voted for challenges 2, 5, and 6.

    The fact that my card that already has Deathwing on it is a KFT card makes me sad.

    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 >>

    And looking at the scores, I now realize that I might actually not make it... -_-

    Front page exposure really shook all the scores around.

     Yeah, same. I was doing decent and then...   ._.
    Well there is still hope! And if that fails, there is still wild cards!
    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 nurgling13 >>
    Quote from Mewdrops >>
    Quote from nurgling13 >>
    Quote from Viridian >>
    Quote from Phoenixfeather >>
    Quote from CheeseEtc >>
    Quote from Schlauchneid >>

    How many votes do you need to get further?

     Let's wait until the comp is advertised on the front page and the subsequent influx of voters which will no doubt completely change the ranking.
    By the way, I'm currently doing stats on ALL THE BIG COMPS THAT HAVE EVER BEEN MADE to see to what extent people on the top receive more votes than people on the bottom, and that doesn't look pretty...
     It's an unfortunate circumstance that can't really be changed without completely revolutionizing the voting system as a whole. It's only natural that submissions that near the top get more votes as they're viewed more often. I'm sorry to anyone who ends up being disqualified by this manner.
    Fortunately, this appears on the front page soon. That generally brings in a large influx of votes, and should even the odds of the competition.
    The top ~26 entries will continue. We'll see about wildcards.
    (ab) / c = x is the current formula. a = your votes, b = number of submissions on the page, c = number of total votes on the page
    one idea: d = your submission's position on the page (from 1 to 20, always less than or equal to b, excepting page 1, where d is 1 to 19)
    ((ab) / c )+ d/b = x
    that gives you a fixed bonus for being further down the page, the higher up on the page the lower scored you are. You can fiddle with the strength of that...
    ((ab) / c )+ 0.5(d/b) = x
    another idea, or even an additional idea, is to add a variable that tracks which page your submission is on. e = the page your submission is on, f = total number of pages. Starts at 1 and goes up (we don't want 0)
    ((ab) / c )+ 0.5(d/b) + (e/f) = x
    you could also weight this with a fixed number.
    I'd say trying all three at once on one competition... figure out which seems most fair (overall you'll have to use some extra research— like what Cheese is doing regarding the upvote pattern down a page and across pages— to figure out how you should modify the weighting of the d/b and e/f ratios), and then implement it for future contests. You'd have to make these 'bonuses'/counterbalances very small however, as otherwise people will try and game the system by posting farther down and along.
    You can't use a system like this. You're assuming there is some intrinsic effect to being on the top of the page, but that's not the issue. The issue is how long was there between the time that the person at the top submitted and the person at the bottoms submitted. That varies wildly depending on both the level of participation in the competition and how long the submission page was up. It is exacerbated in the second phase of the large competitions because there are so few participants and the submission page is up for so long.
    The best solution is to not have the submission thread up for so long. If you had a week to plan Phase II, but everyone posted in the same 24 period, there would be virtually no difference in upvotes between the tops and bottoms of pages.
     Actually, I'd argue that there is an intrinsic effect to being on top of the page. You're among the first submissions people see, and therefore the one they pay most attention to. As you scroll through several walls of text to get to, say, the 15th entry, you get kinda bored and stop caring as much, something that may seem 'pretty cool' at the top of the page starts seeming just kinda 'meh'. Especially when each entry is a massive wall of text and images.

     

    I used to think this was true, but I'm pretty sure that effect is actually negligible. Position on the page doesn't seem to have any effect for advancing to Final Polls in the WCDCs. 
     Yeah, maybe. But I can't help but feel like this effect would be more pronounced when each post is 10 cards + a bunch of other stuff instead of 1 card and a few lines of text.
    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 nurgling13 >>
    Quote from Viridian >>
    Quote from Phoenixfeather >>
    Quote from CheeseEtc >>
    Quote from Schlauchneid >>

    How many votes do you need to get further?

     Let's wait until the comp is advertised on the front page and the subsequent influx of voters which will no doubt completely change the ranking.
    By the way, I'm currently doing stats on ALL THE BIG COMPS THAT HAVE EVER BEEN MADE to see to what extent people on the top receive more votes than people on the bottom, and that doesn't look pretty...
     It's an unfortunate circumstance that can't really be changed without completely revolutionizing the voting system as a whole. It's only natural that submissions that near the top get more votes as they're viewed more often. I'm sorry to anyone who ends up being disqualified by this manner.
    Fortunately, this appears on the front page soon. That generally brings in a large influx of votes, and should even the odds of the competition.
    The top ~26 entries will continue. We'll see about wildcards.
    (ab) / c = x is the current formula. a = your votes, b = number of submissions on the page, c = number of total votes on the page
    one idea: d = your submission's position on the page (from 1 to 20, always less than or equal to b, excepting page 1, where d is 1 to 19)
    ((ab) / c )+ d/b = x
    that gives you a fixed bonus for being further down the page, the higher up on the page the lower scored you are. You can fiddle with the strength of that...
    ((ab) / c )+ 0.5(d/b) = x
    another idea, or even an additional idea, is to add a variable that tracks which page your submission is on. e = the page your submission is on, f = total number of pages. Starts at 1 and goes up (we don't want 0)
    ((ab) / c )+ 0.5(d/b) + (e/f) = x
    you could also weight this with a fixed number.
    I'd say trying all three at once on one competition... figure out which seems most fair (overall you'll have to use some extra research— like what Cheese is doing regarding the upvote pattern down a page and across pages— to figure out how you should modify the weighting of the d/b and e/f ratios), and then implement it for future contests. You'd have to make these 'bonuses'/counterbalances very small however, as otherwise people will try and game the system by posting farther down and along.
    You can't use a system like this. You're assuming there is some intrinsic effect to being on the top of the page, but that's not the issue. The issue is how long was there between the time that the person at the top submitted and the person at the bottoms submitted. That varies wildly depending on both the level of participation in the competition and how long the submission page was up. It is exacerbated in the second phase of the large competitions because there are so few participants and the submission page is up for so long.
    The best solution is to not have the submission thread up for so long. If you had a week to plan Phase II, but everyone posted in the same 24 period, there would be virtually no difference in upvotes between the tops and bottoms of pages.
     Actually, I'd argue that there is an intrinsic effect to being on top of the page. You're among the first submissions people see, and therefore the one they pay most attention to. As you scroll through several walls of text to get to, say, the 15th entry, you get kinda bored and stop caring as much, something that may seem 'pretty cool' at the top of the page starts seeming just kinda 'meh'. Especially when each entry is a massive wall of text and images.
    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 LarryMoments >>

    Lol this is bugging me too mush plz halp DX

    It's 'Put forth', as in 'put forward', not 'put four of them'.
    I think.
    Posted in: Fan Creations
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