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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from Ragnador >>
    Quote from MrNightmare>>

    The Killmonger

    The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them? 

    Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:

    Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:

    When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets

    The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:

    So, my main questions are

    • Does the class look interesting?
    • Is it balanced?
    • Are all five cards balanced?
    • What could I change?

    I personally think that the legendary is too good, so i have prepared two different versions of it:

    The last question: Which one do you like the most?

    I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.

    To me everything looks pretty balanced and consistent. For the Karg, I think his 4 mana 3/4 version is the one that feels more like a legendary minion from the classic set. The only card I have a problem with it is the assistant, right now it is a stronger Wolfrider and if you hold it in your hand it becomes a stronger Kor'kron Elite, maybe make it a 2/3 instead with the same text?

    Now this complain it's mostly about aesthetic. You should probably find better art for your Hero and Hero Power. For the Hero Power you could find a dagger with blood or something along those lines and for the Hero, maybe this could work?

    I know he is an orc.

    Remember to end all your card texts with a period and your keyword has to be Bold. And also Lust sounds kinda weird, maybe Blood Lust or Impatience would sound better.

     Thank you very much for the review and suggestions. The hero power art was just a random image. I'm still thinking about the Lust minion because i know that he's basically a powercreep to a few cards and the version with more health than attack seems good. Bloodlust was my first idea for the mechanic name although it could be misleading because of the existing shaman spell with the same name

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from SunnoxPL >>
    Quote from MrNightmare >>

    The Killmonger

    The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them? 

    Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:

    Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:

    When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets

        

    The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:

    So, my main questions are

    • Does the class look interesting?
    • Is it balanced?
    • Are all five cards balanced?
    • What could I change?

    I personally think that the legendary is too good, so i have prepared two different versions of it:

    The last question: Which one do you like the most?

    I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.

     Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.

     Man, do you think that I have read your post and this is a copy of your class? I have been working on this for like 5 days and i haven't read even one post in the discussion topic until today. With almost 200 ideas over here it's quite normal that two of them may be similar to each other, especially when they are not so strange

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    The Killmonger

    The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them? 

    Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:

    Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:

    When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets

        

    The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:

    So, my main questions are

    • Does the class look interesting?
    • Is it balanced?
    • Are all five cards balanced?
    • What could I change?

    I personally think that the legendary is too good, so i have prepared two different versions of it:

    The last question: Which one do you like the most?

    I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.

    Posted in: Fan Creations
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    posted a message on what to do with a even shaman mirror? (wild)
    Quote from xX_Clerk_Xx >>
    Quote from Partemus >>

    Hey can you post your even shaman deck here? Thanks!!

    About your question I think its 50/50 ;/. Good luck climbing bro!

     

    ### Even Shaman
    # Class: Shaman
    # Format: Wild
    #
    # 1x (2) Ancestral Knowledge
    # 2x (2) Crackle
    # 2x (2) Devolve
    # 2x (2) Flametongue Totem
    # 2x (2) Jade Claws
    # 2x (2) Maelstrom Portal
    # 2x (2) Murkspark Eel
    # 2x (2) Totem Golem
    # 2x (4) Flamewreathed Faceless
    # 2x (4) Jade Lightning
    # 2x (4) Saronite Chain Gang
    # 1x (4) Spellbreaker
    # 1x (6) Aya Blackpaw
    # 2x (6) Fire Elemental
    # 1x (6) Genn Greymane
    # 2x (6) Thing from Below
    # 2x (10)Sea Giant
    #
    AAEBAfWfAwTyBdITlL0CzfQCDb0B0wHwB9YPshT3qgL7qgKgtgKHvALRvAL2vQKbywKU7wIA
    #
    # To use this deck, copy it to your clipboard and create a new deck in Hearthstone

    any changes do you think i should make to improve my mirror matches?

    I think that Hagatha the Witch is a great card in this deck that can win you many games in which you lost tempo or your board was cleared 2-3 times by opponent's AoE and you are left with no cards in your hand (Renolock, Control Warrior) or you are not able to stop waves of your opponent's small minions that are potentially dangerous (Odd Paladin). In these matchups you have to "rely on" cards like Sea Giant (drawn fast enough to deal 16 or even 24 dmg with it, before your opponent can use his single-target removal) or Maelstrom Portal to kill another aggro deck's small minions

    Posted in: General Discussion
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    posted a message on Always been a standard player. Wondering if I should dust wild cards.
    Quote from Enigma11243 >>

    I thought I was a standard player once and dusted all wild cards. It was a mistake and I am almost fully Wild only now. It took awhile to get back my collection

     I've had the same. Maybe I dusted only 4 legendaries, but these legendaries were Reno Jackson, Brann Bronzebeard, Aviana and Ragnaros the Firelord. 1600 dust went for Kalimos which i dropped a month later as a guaranteed 40th pack legendary

    Posted in: General Discussion
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    posted a message on What to do with Mojomaster Zihi?

    I have thought about this card in Even Warlock. This deck loses its potential to leave your opponent without an opportunity to remove its big minions on turn 6-7, they have always the right answer for all cards you play except Gul'dan and they start to take control over the board. Since Even Warlock isn't playing Twisting Nether or Siphon Soul (because it has been filled with anti-aggro tools after Boomsday came out), returning to turn 5 could help it much, especially if Gul'dan is already played and you can easily remove minions played by your opponent giving you time to draw something you need. At now i'm missing words to explain it in a different way (and probably make it much easier to understand)

    Posted in: Card Discussion
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    posted a message on Wild casual = bots bots bots ??

    I have the same (Rank 5 wild) on wild casual, I have played about 10 games in this mode so far and i've met only one deck that made any kind of sense. Usually I don't look at player names, but it may be true that no one wants to play wild casual. It also probably means that you have different MMR for ranked and casual

    Posted in: General Discussion
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    posted a message on Hakkaradin

    I think that Righteous Protector would be much better than Saronite Taskmaster

    Posted in: Paladin
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    posted a message on Favorite deck in Wild?

    I love all Shaman decks featuring Shudderwock, this card is not only an OP legendary, it's also "the ultimate fun bringer" when you combine him with Elementals and Jades or Thrall, Deathseer in Evolve or Tempo decks

    Posted in: General Discussion
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    posted a message on Your Day One Decks

    I'd like to try at least one deck for each class except Priest - Odd and Even Mage, Spell and Midrange Hunter, Dragon Warrior - normal, Even and Odd version, Even Rogue, Odd Druid, Tempo Shaman, Healladin and Discardlock. There's so much of it (because the expansion looks interesting itself) , so my day one decks will be two or three of them that i don't have to invest dust in

    Posted in: General Discussion
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    posted a message on Final Rastakhan Card Reveal Stream - Live Updates!
    Quote from Zai >>

    As an old wild player this will be the first expansion where I don't have to craft any of the new cards to include in the decks I play :) I mean, expansion looks interesting yeah but in my case I can't drop any of the cards I currently use for the new ones, not interested. These are not better or with more interesting effects than the old ones. 

    I encourage more people to move to wild, specially if you like control and value decks. In the long run it's waaaaay cheaper and of course you gonna have more fun with all the possibilities wild brings. Staying only in standard is selling your soul to Blizzard. It's way more expensive and you are playing what the devs want at the end, you don't have many choices. 

     I think that wild heal paladin looks interesting with Molten Giants. There's always at least one deck, which finds its place in the wild meta, because the amount of cards that the new ones can synergise with is huge enough to find one or two powerful interactions.

    I've moved to Wild in April and i'll probably never get bored with it. Wild gives more deckbuilding space and the satisfaction you get from beating zoolocks and odd paladins on ranks 5-1 (sometimes even Legend) with your own decks is much bigger than hitting legend in Standard with decks you found on streams or websites with meta stats. For me, the word "standard" means no more than "find one cheap but powerful deck (or one that you're lacking the least amount of cards to build it) and grind with it for next three months"

    Posted in: News
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    posted a message on Just me or does Rastakhan seem weaker so fsr than KaC?

    Compare the power level of expansions I and II of current and previous year - Un'goro, Frozen Throne, Witchwood and Boomsday. It's obvious that the third expansion of previous year had to have more powerful cards than the third expansion of this year

    Posted in: General Discussion
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    posted a message on New Card Reveal - Mojomaster Zihi

    Finally a druid counter PogChamp

     

    Posted in: News
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    posted a message on New Neutral Legendary - Da Undatakah
    Quote from smexy_cifi >>

    Uh Mechathun for 8.

     It's not that stupid as a Mechathun Warrior card - instead of playing Boomship and Malygos (which is a dead card for the whole game) with a 6 card combo, you just play Da Undatakah, Iron Hide and Shield Slam after your Mecha'thun died - a 4 card combo and in Standard only 2-3 cards counter it - Hex and Polymorph (and, let's say, also Demonic Project)

    Posted in: Card Discussion
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    posted a message on New Priest Spell - Regenerate

    Not creative, obviously, but also nice

    Posted in: Card Discussion
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