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

    Hi everyone! This is part 2 of the Bloodburner Initiate set. Last week we saw Hero Power synergies and Dragons. This week i'm introducing card generation mechanics (as hinted by a card in the last week) and some more spells, both offensive and defensive. Gotta get some healing in a class that keeps hurting itself every turn right?

    The cards:

    The challenge card is, well any self damaging card, but i designed Fire Rain specifically for this. It lets you activate Fresh Blood this next turn without paying mana.

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

    Bloodburner Apprentice Set 1

    Bloodburner is a risky control class that has high power but high cost cards and effects. the hero power is the class' most valuable asset, keeping aggressive players at bay in the early game and triggering the new keyword Fresh Blood late game. The class is grindy control oriented, with many value spells and cards ensuring you never run out of steam. Dragons are a core aspect of a class as well, being one of the strongest tribes as the game goes on. This class is introduced during Rastakhan's Rumble, as a surprise 10th competitor in the arena. Serving the blood god G'Huun, and with the might of fire, blood and dragons, bloodburners will surely take the throne!

    Showcase Cards: 

     

    Rest of the cards:

     

     The challenge card is Devoted Servant, utilizing the Omega mechanic from The Boomsday Project.

     

     

    Posted in: Fan Creations
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    posted a message on COBALT/SCORPID TEMPO DH - D5-LEGEND (69% WR)

    Which is more important, Kayn or Metamorphosis? I only have dust to make 1.

    Posted in: COBALT/SCORPID TEMPO DH - D5-LEGEND (69% WR)
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    posted a message on Custom Class Competition #6: Phase Two, Discussion
    Quote from Artimex723 >>

    I finally finished my "Initiate set", which I decided to call an "Apprentice Set". I used a watermark of the DH's set, because I wanted to follow the idea Blizzard created and didn't want to use Classic watermark. I would love to hear your opinion and some feedback, before I post my finall work in the submission thread.

                       

    Here's my Basic set from last week

     

    And here's this week's Apprentice set (the whole, I will yet think how to halve it)

    Last but not least - the tokens

     

    So that's it, I would be really glad to hear some feedback and advice about my cards. I really wanted to emphasize Blood Mage's class identity, which is like a mix of Warlock and Mage, but also with a lot of lifesteal and dangerous plays. BM's flaw should be a lack of taunt minions and general vulnerability.

    PS. There are 2 challenge cards (I've decided to use Rise of Shadows):
    1. Hakkar is meant to have the "Singleton" rule (remember that Saviors of Uldum would be released in about half a year), which we've last seen in Mean Streets of Gadgetzan (which is wild already).
    2. Blood Bolt has the effect of Arcane Blast, a TgT card.

     

     Ok, don't take this the wrong way but in my opinion you have a lot of problems with your class. 

    First of all, waaaaaay too much sustain. Almost half the cards have lifesteal, how are you supposed to play against this stuff? You have... 8 healing cards in the apprentice set alone, from 20 cards total. Most are minions with lifesteal who can heal twice or more if the opponent will trade into it. The hero power has lifesteal, you have 3 other heals in the basic set, it's too much in my opinion. I know it's a vampire class but still, this thing won't die to anything but heavy control.

    Then you have a ton of cards that are just straight up powercreep:

    • The upgraded hero power is busted. All upgraded hero powers usually double the effect. Fireblast deals 2 damage, Shapeshift gives 2 attack and 2 Health, Silver Hand summons two 1/1s etc. Particular hero powers only get inscreased by 1 (hunter) or have the downside reduced (warlock). Yours gets trippled.
    • Lurking Banshee is a better Faerie Dragon.
    • Vampiric Knight is a better Bloodworm.
    • Moonlight Banshee is a better Novice Engineer.
    • Graveyard Witch is a better Soot Spewer/Dalaran Mage.
    • Raising the Dead is a better Eternal Servitude.

    Blood Surge is a worse Twisting Nether but that's it, the only "weakness". I don't want to sound mean but i think you should tone down some stuff.

    Edit: With the new Blood surge you got 2 self damage cards which i suppose helps with my main complaint, but it's still very little overall.

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

     

    Ok so, attempt at final formatting. If i miss anything please let me know.

    Bloodburner Apprentice Set 1

    Bloodburner is a risky control class that has high power but high cost cards and effects. the hero power is the class' most valuable asset, keeping aggressive players at bay in the early game and triggering the new keyword Fresh Blood late game. The class is grindy control oriented, with many value spells and cards ensuring you never run out of steam. Dragons are a core aspect of a class as well, being one of the strongest tribes as the game goes on. This class is introduced during Rastakhan's Rumble, as a surprise 10th competitor in the arena. Serving the blood god G'Huun, and with the might of fire, blood and dragons, bloodburners will surely take the throne!

    Showcase Cards: 

     

    Rest of the cards:

    The challenge card is Devoted Servant, utilizing the Omega mechanic from The Boomsday Project.

     

     

     

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

    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.

     So far everything seems ok. Volcanus changed because i made a typo and was lazy to remake the card xD. As for armor and heals, there is only 1 card that gives armor which is Flame Barrier. It hives armor because of a few reasons. Flavor wise, a barrier would make sense to be represented by armoe in game. Mechanic wise, it can be used at full health and it makes the other healing cards better, as you have missing health to heal now. Originally it was just the effect of Crystalizer in spell form but i decided to have it actually gain you 3 hp overall so it's not only used to activate Fresh Blood (though that is mainly why it exists).

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

    I have my final exam this week, i apologize i write so little. I don't really have the time to offer feedback this round.

    For my class, i did a bit of a rework on some cards. I removed the "attack" package as it felt a bit out of place. I'm not giving up on the idea, i want to do it in the next round. Just for this half of the set i thought it'd be best if i only focused on a few themes and mechanics: dragons, Fresh Blood and hero powers. I changed some stuff around, like Vulcanus and Second Flame to be more useful.

    My challenge card is Devoted Servant, who uses that Omega mechanic thing from Boomsday. Let me know what you think, feedback is appreciated.

     

    Bloodburner Apprentice Set 1

     

     

     

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

    Bloodburner Apprentice Set 1

     

     

     For old mechanic: the 'cast this again' thing from WotFT (see Defile, Spreading Plague, Roll the Bones)

    Question: Do we have to do anything expansion related yet? From my understanding that only comes to play in the last stage of the comp. In my case for Rastakhan's Rumble, i don't have to make a Loat/Spirit until Week 4, right?

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

     

    Blood magic is a vile thing, to use your own life force to create powerful spells. Who can survive this deadly cost, igniting their own veins to defeat their enemies? The reptilians of course, with their incredible regenerative nature.

    Bloodburner

    Class Overview: 

    • Self Damage focused
    • Powerful spells with drawbacks most of the time
    • Powerful Hero power and many Hero Power synergies
    • Dragons!
    • Is introduced during  Rastakhan's Rumble

    The Bloodburner is a fire and blood centered class, able to control the entire game but living on the edge due to many self damage effects. The class benefits often from being at low health which empowers a few cards. Health matters, both your own and the minions'. Just like priest plays with attack values, the Bloodburner plays with Health values. The Hero Power is the strongest asset besides your health pool, as many cards empower it and amplify it in some way. Because blood magic is so volatile most spells will harm you while the minions will protect you, either by being big taunts, healing or lessening the health costs of your magic.

    Showcase Cards:

     

     

    Rest of the Basic Set:

     

     

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

    Thanks for the feedback everyone!

    Alright, due to popular demand, Fan the Flames is out for now. I added a new card, Magma Whelp in it's place. Since there are many self damage classes this time, some dragon synergy will set mine apart i think and make Bloodburner feel more unique.

    For my highlight cards i'm thinking these 3:

    • Fire Within for the Hero Power synergy i plan to go heavily on
    • Bloodflame Bolt to show how the class benefits from self harm and uses it as an advantage
    • Magma Whelp for the aforementioned Dragon synergy

    What do you guys think?

    Bloodburner

    Hero and Hero Power:

     

    Classic Set:

     

     

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

     

    Alright, based on feedback:

    • i removed Flame Barrier and put in a new card. I already have basic and classic set done for this class from before so i just swapped one from the classic with this one from the basic.
    • Gave Serpentine one more point of hp

    Been thinking what expansion this class would fit in, and i believe Rhatsakan's Rumble to be it. What do you guys think?

    Bloodburner

    Hero and Hero Power:

     

    Classic Set:

     

     @Klipce: Thanks for the feedback. About my keyword, yes it cannot go onto spells. I worded it the way i did because i wanted the enemy to have to decide whether killing the minion or going face is more valuable, as going face would trigger it. It would give a lot of minions a soft taunt effect, which is intended as i wanted the class to have a very clear asymmetry. Spells hurt you, it's blood magic and it costs, well, blood. Very few heal effects will come through spells. Minions on the other hand will defend you and heal you and amplify you playing into the theme that reptiles regenerate. The class is not a weapon class but the keyword can be put on one.

    I will think about whether to change the keyword or not, that's for the second phase anyway. Fan the Flames unlike Celestial Emissary lasts more than 1 turn. You can play it turn 1 and benefit from it turn 4.

    Some feedback as this thread is going slower than a snail:

    @McF4rtson: interesting play on rogue and monk themes. Obvious Naruto references too. As for balance, i like it. Bamf! may be a bit on the weaker side, and Transformation Jutsu is a little bit out of place, but it all meshes together fine so far.

    @SoupCake: First of all, little nitpick. Seems weird a crow is a 3/3 while the hound is a 2/2 and a cat is 1/1. May wanna swap the images of the familiars a bit. Wicked Enchatress is too strong, just compared it to poor ol' Ironforge Rifleman. Lower the stats or battlecry damage. Stew Overseer is also a bit overtuned. It's basically immune to all 3 attack stuff, any 2 or less attack stuff just makes it bigger, and it gets 3 attack every time it triggers. I think you should lower it to a +2/+2 buff on damage survival.

    @Screwjank: Every time there's a mech class lol. I'd complain the hero power is just a better (or worse) version of the shaman one, but then Illidan got half of the druid her power so apperently that's ok. Wormhole should cost more (look at Dark Bargain). Rest seems fine.

    @Klipce: First off, i love the theme of your hero but i may be biased cause i like reptiles :D. You should probably try to find a small dino art for the beast token from the hero power as it would fit them expansion and thematic better than this weirder beast you have atm. Safe Haven is fine. Water Down is also ok at 4 damage (see Flamecannon). Primordial Winds version 1 is a straight up better Cobra Shot (not that this card was any good, just keep it in mind. though Power Infusion showed Blizz is fine with powercreeping old useless cards cough cough Power Word: Tentacles). Verion 2 is too complex for a basic card, if you wanna go that direction keep it for the Classic Initiate set.

     

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

    Finally, been waiting for this to return for months!

    Some of the older people here may remember my class from the last comp but i did change up quite a few cards so behold, the new and improved

    Bloodburner

    Hero and Hero Power:

    Classic Set:

    And this will be my keyword for the classic set:

    I'm including it for context as to why certain cards are the way they are. Flame Barrier for example is meant to be a simple way to activate Fresh Blood and increase the power of cards like Bloodflame Bolt without actually losing hp.

    Posted in: Fan Creations
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    posted a message on When should be the next expansion?
    Quote from Live4vrRdieTryn >>

    What do we think the chances are of new cards being added via adventure becoming the norm? Even though the GA cards were largely unimpactful they were a welcome booster shot between the long dreary wait between expansions. Is there any talk about keeping that going?

     For a f2p player, 4800 gold between expansions is a huge deal. If they keep releasing these bonus adventures with cards locked up behind them i think many will struggle to keep up without paying. 

    Posted in: General Discussion
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    posted a message on Unseen Saboteur does not counter Time Warp

    Seems the spell functions more like "add a turn after your next one". So making them cast it during your turn doesn't make any difference. Only way to stop the combo sadly is Dirty Rat and hope to pull a giant (if they do that combo) or Antonidas/an apprentice (if they're classic exodia)

    Posted in: Card Discussion
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    posted a message on Galakrond’s Awakening impression

    They tried something new and it kinda fell flat. 

    First of all, the story is bad. HS is a silly game but there is a limit to how silly you can be until i lose interest. Lets be real, who actually cared about Rafaam and his band of discount villains? It kinda butchers the WoW lore this game was once based upon.

    The decks and OP hero powers they give you in normal mode were a bad idea. You just breeze through all the content in 5 min with no effort. Might as well give me the cards for free. I understand why they did it, to allow everyone to get the cards, but this kinda made me lose interest fast in the bosses. They weren't memorable.

    And the cards themselves...ugh. They could have made a mini expansion that had the same theme as the year, but no, we got rejects from previous expansion that don't really fit at all with what the meta situation is. Winged Guardian made embiggen good, but besides that most new cards fell flat.

    Posted in: Adventures
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