He's been SMOrcing for so long that even Ezekiel thinks that his mind is gone.
- Neichus
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Almagnus1 posted a message on New Rogue Card Revealed: Runeforge HaunterPosted in: News -
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Shadow_Dcord posted a message on Heroes of the Storm, Hearthstone CardsPosted in: Fan CreationsI'm a frequent Heroes of the Storm player. So I decided to make some Hearthstone cards based on the characters from the various franchises that have made it into the game. I will do more but for now this is what I have.
Diablo Cards:
Starcraft Cards:
Warcraft Cards:
Overwatch Cards:
Tokens:
Reasoning:
Diablo Reasoning:
Xul, Cryptic Necromamcer: Xul's passive Raise Skeleton, makes it so whenever an enemy minion dies around you they are raised back as skeletal warrior that fights for you. Xul's ability does exactly that, summoning skeletons whenever an enemy minion dies.
Valla, Demon Hunter: Valla's ability depicts her Hungering Arrow ability, an arrow that homes onto enemies and goes through them, then seeking out a new target, or hitting the same one if no other targets are around. Her ability essentially has her shoot an "arrow" that will home onto 4 enemy minions and deal damage to them.
Li-Ming, Rebellious Wizard: Li-Ming has an ability called Magic Missiles , It's really just a renamed Arcane Missiles and is a Diabloian Wizards Arcane Missiles. Li-Ming will periodically give you Arcane Missiles to use whenever they are off "cooldown".
Tyrael, Archangel of Justice: His ability is quite powerful and it mimics the effects of his Sanctification ability which makes all allies in the field of light invulnerable for a few moments.
Azmodan, Lord of Sin: Based on his General of Hell ability, which buffs all minions in its radius. I changed it so that it affects demons only.
Leoric, The Skeleton King: Drain Hope is the ability I used here which sucks some enemy's health and restores you with 25% of damage dealt. I just changed that percentage to 100% as that would be quite awkward in Hearthstone.
Kharazim, Veradani Monk: Based on Divine Palm which protects an ally from death for a turn, is what I used for his ability in Hearthstone. Redemption's effect was the best way to translate this.
The Butcher: Based on the Fresh Meat passive which increases his attack whenever he picks up Fresh Meat from dead enemies.
Auriel, Archangel of Hope: Based on her Resurrect heroic, it's based on the card Resurrect. The difference is that it's only for this turn that is meant to reflect heroes eventually are revived after the death timer ends.
Nazeebo, Witch Doctor: Nazeebo's ability is intended to mimic the Corpse Spiders ability. This allows Nazeebo to throw out a jar, that releases spiders if it hits an enemy. One the spiders are released, they will mercilessly follow the enemy and attack them. Gothik's spectral mechanic from Naxx worked well for this.
Cassia, Warmatron: Cassia's trait, Avoidance, reduces basic attack damage to her while moving. For her card I made it so her trait activates when attacking. I also threw in Windfury for the effect of her Fend ability, which allows her to perform multiple attacks in a quick succession.
Diablo, Lord of Terror: Diablo's trait, Black Soulstone makes it so once he's collected enough souls, he can resurrects in 5 seconds. The Lord of Terror can never truly die, but you get a peaceful period of one turn without him to do some terrorizing.
Starcraft Reasoning:
Abathur, Evolution Master: Not much to say here. He really is just an upgraded Master of Evolution.
Kerrigan, Queen of Blades: I choose to use Kerrigan's Ravage ability, which deals damage, then if it kills goes off cooldown. Her Hearthstone cards does this letting you deal 6 damage in total divided between 2 minions if planned correctly.
Hierarch Artanis: For Artanis when he comes in he will use his Suppression Pulse, dealing a small amount of damage and "blinding" your opponent's minions for a turn, stopping them from attacking for a turn.
Sergeant Hammer: Based on her Napalm Strike ability, which sends out a rocket to blast an area for damage and leaving a small AoE field that deals damage to those that step in it for a bit. Thus her ability does not affect just one minion but an AoE field will be left to damage the ones next to it. It also has a fairly short cooldown.
Nova, Dominion Ghost: Like Abathur this was more so inspired by her profession. Yet for her ability I took an old ability from the WoW TCG called Long-Range which prevented damage to the minion when it attacked another minion.
Zeratul, Dark Prelate: Void Prison. The strongest heroic in Hots. What it does is put enemies allies who walk into it into stasis. stasis is an effect that makes them immune to damage, but unable to move or attack. His effect mimics its effect, only on enemies.
Jim Raynor: Raynor will call down the Hyperion to shoot at your enemies just like his ultimate, Call Hyperion. It's a good board clear slapped right onto a body.
Dehaka, Primal Pack Leader:His effect was based on the Isolation ability, which dealt damage and Silenced an enemy and slowed them. His Hearthstone ability is basically the same effect, minus the slow.
Alarak, Tal'darm Highlord: Based on the Deadly Charge heroic, Alarak basically charges in ignoring all who stand in his way.
Tassadar: Tass's Force Shield defines him. This allows Tass to shield an ally until your next turn, then they lose that bonus health.
Warcraft Reasoning:
Murky: Murky will use his March of the Murlocs heroic to flood the board with Murloc Tinyfins. Similar to a Onyxia, except for both players.
Chromie, Keeper of Time: Based on her Temporal Loop ability, like it she will send a minion back to it's "position" it was a moment ago. A small bonus is if they are actually your card and they get hit they go back to your hand, not your opponents.
Tyrande Whisperwind: An ability that mimics Tyrande's ability Sentinel ability, that deals damage to a enemy and reveals them on the map for little while. For this card I had it so they lose Stealth to mimic being revealed.
Genn Greymane: His ability combines Inner Beast which increases attack speed and Full Swipe which damage enemies in a wide radius in front of you when used.
Brightwing: My favorite card that I've created so far, Brightwing has the Polymorph ability which does the exact same thing as Polymorph in WoW and Hearthstone. So I threw in some awesome Dragon synergy and made it so that Brightwing will Polymorph an enemy if you got a dragon friend around, we all know how much Brightwing loves "friendship". (Brightwing is actually a maniac, do not trust her.)
Li Li Stormstout: My favorite and most used hero needed an unique ability. So for Li Li's effect she will use Jug of a 1,000 Cups which is an AoE heal that randomly heals people based on their how low or high their health is, this will let you do a fraction of 1,000 cups for every friendly minion you have out who has taken damage.
Lunara: Lunara's basic attacks inflict the poisoned condition on enemies. So I took a certain someone's toxins to apply this to Hearthstone.
Medivh, Last Guardian: Poly Bomb is Medivh's strongest Heroic. This allows him to transform an enemy into a sheep and if an enemy is by them at the end of the duration, they will also be transformed into a sheep. Then the cycle continues.
Jaina Proudmoore: She summons a Water Elemental in Hots and chills enemies, not much thought put into this one.
Chen Stormstout: A defensive card, who's Fortifying Brew ability allows Chen in Hots to gain a shield while he's drinking. I also added in the functionality of the Enough to Share talent, which allows Chen to give an shield to nearby allies while drinking his brew.
Valeera Sanguniar: Valeera has some difficult to translate heroics, so I used her stealth ability Garrote. Garrote throws a DoT on the target and silences them for a few seconds. Thus she silences any enemy she attacks for a turn.
Blademaster Samuro: The Blademaster can use mirror image to create multiple versions of himself, though the images have less health. His design is similar to the original idea for a Jandice Barov.
Gul'Dan, Dark One: Gul'Dan's main source of damage in-game is the Corruption ability. I thought for a long while how I could put his affliction theme in Hearthstone and decided why not give him the Corruption effect from Hearthstone!
Overwatch Reasoning:
Zarya, Defender of Russia: Zarya's trait allows her to gain energy when she takes damage while her Shield abilities are up. The more energy Zarya has, the more damage she does, so I took that and applied it to a Divine Shield.
Tracer: Tracer can manipulate time, her card though not too original represents that.
Lucio, Freedom Fighter: Lucio's Sound Barrier Heroic allows him to shield allies for a short time. For his card I took this and made it a mass health boost that lasts one turn, letting you trade effectively.
Genji, the Sparrow: Genji's effect is based on his swift strike ability that let's him dash in and deal damage. If it kills the target or they die in 1.5 seconds, it's reset. So for the second attack he hits the enemy hero if he kills the minion.
Changelog:
- 7/12/16 - Created. Added Li-Ming, Tyrande Whisperwind, Kerrigan and Hierarch Artanis. Rework on Tyrande.
- 7/13/16 - Added Tyrael, Sergeant Hammer and Genn Greymane.
- 7/14/16 - Added Azmodan, Zeratul, Li Li and Genreal of Hell. Created Tokens section.
- 7/16/16 - Added Brightwing, Leoric and Nova.
- 7/18/16 - Added Medivh, Dehaka and Kharazim.
- 7/19/16 - Added Lunara, The Butcher and Jim Raynor.
- 1/28/17 - Added Alarak, Jaina and Auriel.
- 1/29/17 - Rework on Medivh and Nova.
- 1/30/17 - Rework on Zeratul.
- 2/1/17 - Added Chen and did a rework on Dehaka.
- 2/4/17 - Created Overwatch Section. Added Zarya, Tracer and Lucio.
- 2/7/17 - Added Nazeebo and did a rework on Tyrael and Chromie. Updated art on Li Li and Tyrael. Organization on O. Added Changelog (What you're now reading).
- 2/8/17 - Added Tassadar and did a rework on Tracer and the Azmodan's General of Hell token. Updated art for Tracer and Azmodan's General of Hell token.
- 3/4/17 - Added Valeera Saguniar.
- 4/1/17 - Added Cassia, Warmatron and Blademaster Samuro.
- 4/4/17 - Added Diablo, Lord of Terror and made changes to Hammer and Samuro.
- 4/25/17 - Added Genji, the Sparrow .
- 5/10/17 - Added Gul'Dan, Dark One
Thanks for checking it out, more will come soon!
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DyingAtheist posted a message on New Card - Cruel DinomancerPosted in: Card DiscussionIf you discard a Cruel Dinomancer and then play your second and thus upon it's death summon that first Cruel Dinomancer, can that Cruel Dinomancer then summon...itself? Pretty sure that'd work.
It's Cruel Dinomancers all the way down.
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DyingAtheist posted a message on New Card - Elder LongneckPosted in: Card DiscussionQuote from DarkArchon21 >>Horrible card...There is almost no Adapt outcome that makes this strong. Plus it can only be played late game when you have a large minion out...Unplayable.
What? Re-read the card. You need the 5 adapt minion in your hand not on the board. If you give this the +3 Health adapt it's a 3 mana 5/4... it's actually a really good card AND it helps meet the Druid quest requirement. -
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Grimlock01 posted a message on New Card - Tortollan ForagerPosted in: Card DiscussionI'm the baby gotta love me.
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Mewdrops posted a message on "Eternal" is what every competitive/f2p-HS-Player dreams of!Posted in: Other GamesWhat really annoys me when it comes to alternate card games like Shadowverse or Duelyst (both of which I've tried) is how, despite awesome concepts and ideas, they just don't look as nice as HS. (OMG game looks too nice #first world problems).
Take, for example, Shadowverse. I'm a massive weeb and I love my anime, and I love the way they've got a story in the game (not the best story ever, but it's something). But HS's game board and animations and stuff is just so nice and warm and dynamic that whenever I try to play Shadowverse, I just end up thinking GOD THIS GAME LOOKS LIKE A ROBOT, and I just can't enjoy it. Especially when it's on the computer. So I don't play Shadowverse even though I want to.
Random slightly off topic rant over.
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cseymour24 posted a message on New Card Revealed: Spiritsinger UmbraPosted in: NewsThat's the same way Fandral works. How many druids run Fandral? Every single damn one? Ok then.
You see, some people actually play decks that hope the game lasts past turn 5.
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WillowMelody posted a message on greed will be the death of this gamePosted in: General Discussionok bye
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UselessFantasy posted a message on New Card - StegodonPosted in: Card DiscussionNah, it's a CARD, another pack filler. Because tokens usually don't have rarity.
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kindapowerfulwizard posted a message on New Warrior Card - Cornered SentryPosted in: Card DiscussionI really like the flavor that's wrapped into this card. It tells a little story all by itself!
And it's got decent synergies!
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While I don't really agree with the tone of the OP, I don't think his core concern is a bad one. On-curve synergy decks in which you simply play the biggest and best of the type and hope to overpower your opponent are not terribly interesting. I didn't think it was interesting in midrange Hunter with beasts or in (midrange) Priest with Dragons. The decks feel mostly pre-built by Blizzard, with only a few flex spots.
I have very high hopes that elementals may not feel quite the same way due to the way their requirement works. If your opponent plays an elemental you have an idea of what (s)he may be planning. For instance, let's take the case of Fire Elemental on turn 6. You know that your opponent will likely want to follow up with Stone Sentinel. This is an invitation for you to immediately play a must-remove threat, such as Emperor Thaurissan (yes, I know he's rotating; just an example). Now the elemental player has to make a choice: do they remove it and potentially ruin their elemental "chain" or just push with their minions and hope for the best? I think this is an interesting dynamic that has more potential than standard on-curve play. It is also key that arguably the strongest elemental card shown so far (Tol'vir Stoneshaper) is not an elemental itself, and so breaks the "perfect" curve chain. I hope that a similar treatment is given to other on-curve power plays.
That said, my biggest fear is that elemental decks will simply run such a high density of elementals that such choices are meaningless. But that remains to be seen, and I will be optimistic.
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"Target X of your own minions with spells."
Blizzard has periodically tried to support this playstyle, mostly with no success. But a quest that awards something that compensates you for your efforts could be interesting.
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Not to detract from your question, but my own personal suspicion is that Blizzard wants the game to be fast-paced and proactive in nature. They want counters to exist, but ultimately would prefer that the game is defined by decks which actively pursue victory rather than those which simply seek to counter the opponent.
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As Hearthstone and the development team have "matured," it seems that we are seeing a greater number of cards which feel "pre-designed", with the synergies already planned out and understood. While this limits the possibility of unanticipated abuses, it also seems to put classes at greater risk because when their pre-planned designs fail, the class as a whole fails.
For example, when the Goons mechanic was unsuccessful in MSoG the Hunter and Paladin classes languished because they had received so many cards dedicated to it. By comparison if the class happened to have an effective theme (Kazakus, Pirates, etc.) then it worked out. Next expansion, I fear that the singular success of the legendary quests will dictate which classes will be played.
I was wondering if this concern has ever been discussed among the team. And if it has, how is it addressed? Or is it not considered a concern?
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I think this card is quite good, but not as good as the OP thinks it is.
Essentially it continues what Equality always threatened: no matter how small the minions on the Paladin's board are, they are potentially a threat to enemy minions. It is fundamentally different from Eadric the Pure. Eadric is purely a defensive card that allows you to neutralize large attackers, but is completely useless when facing minions you need to actually kill (such as Emperor Thaurissan).
What makes this potentially better in many situations is its Quartermaster-like effect on your 1/1's. If you're running a more midrange Paladin deck (those did exist once upon a time), this is the card a card that lets you buff up your board rather than simply being a reactive tool like Equality or Eadric the Pure.
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Well, I don't know if it's any good yet but first game against Water Rogue I Dirty Rat/Mind Control Tech'd into his Leeroy Jenkins and stole it. That was rather pleasing.
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The one question I am most curious about is whether this card was designed 6 months ago or 1 month ago.
Everybody seems to be assuming that Blizzard saw pirates as a problem, panicked, and put a counter-pirate card into the next set. And maybe that's what they did, I don't know. But it has been explained that Blizzard is 1-2 expansions ahead of us in development. They aren't working on Post-Un'Goro Expansion right now. They're working on Post-Post-Un'goro Expansion. So it makes sense that maybe at this point Blizzard is just naturally anticipating the powerful archetypes and putting counters into the next set: give them one expansion to shine, then bring the other shoe down to keep things fresh.
But again, the simple problem is nobody knows on these forums ("A friend of mine said..." doesn't convince me as a source).
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