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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from linkblade91 >>

    Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.

    The Lich

    You are a foolish mortal, you know that? You dare to come before the great Archlich Kel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!


    Example Cards

    • Rise Again - If you want to be a competent necromancer, bringing minions back from the dead is step one. Obviously. Minions freshly killed are the easiest to resummon, rewarding them for a job well done after trading into enemy forces or defending you from attack.
    • Detonate Mana - Ah, a classic spell. Why simply blow up an enemy when you cause them to blow up their friends, then watch in satisfaction as guilt tears them down? They already think you're the evil one; might as well enjoy it.
    • Freezing Wind - Occasionally the mortals attack in large groups; you'll need to be ready for these "raids" on your inner sanctum. Thankfully they tend not to dress for the weather: a cold gust of air and they'll be frozen solid.
    • Skeletal Guard - Steven the Skeleton has always been there for me. Strong and sturdy, he makes for a fine guardian...although, given how many times I've revived him, I'm starting to wonder if he resents the position.
    • Frozen Soul - When we Freeze our enemies, the heat escapes and must go somewhere. We capture it and...I'm just messing with you, the healing comes from magic. Dark magic.

    Other Cards

    • Frost Orb - I haven't yet determined how the Orb actually Freezes people. Is it so cold they turn to ice when it touches them, or do they lose their minds staring into the Orb itself? Either way, it works for me.
    • Shattering Blast - If I kept every statue of a wannabe-crusader that came through my doorstep, I wouldn't have any room to move. I make the interns sweep up after I've taken my day out on the icicles. It's just like popping bubble-wrap.
    • Shadow Fissure - It never ceases to amaze me how often the fools don't bother to look down. They're too busy attacking you, so they fail to notice the spell charging beneath their feet. Endlessly entertaining.
    • Dark Binding - Look, it's a lot easier to just patch up the forces you have instead of constantly trying to revive the fallen. Duct tape will keep a skeleton together, but it won't rip a soul back to the realm of the living.
    • Frost Armor - Sometimes Steven is not enough, talented though he may be. Apply a bit of the old Frost Armor on a minion, and they too can stand in the way of an oncoming enemy. Your sacrifice will be acknowledged, peon whose name I have forgotten!

    Previous Phase

    If you would like to know more about the power of the Lich, check out my original spiel...interloper!

     I wanted to give some feedback, but everything seems great for me ! Cards are well balanced, explanations (which are more like flavor texts) are also good. I don't think any changes are necessarry. The only thing I want to point out is that Frost Orb is basically your Hero Power with card draw (so much better). I don't say it's bad - it just drew my attention :)


     

    The Bug

    Unchanged cards:

     

    Here are some of my changed cards:

     ====>>>> 

    ====>>>> (it changed to the better quality art)

    I'm still not sure about Monarch Wings. I have an idea for a rework

    ====>>>> (?) 

    However, I still don't know if the second version is better.

    Feedback really appreciated ! :)

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

    @linkblade91

    • Precise Forging is far too strong. +2 Attack is fine, but +2 Durability is a HUGE boost to a weapon's viability. There's a reason Durability is barely ever given out as a buff.
    • Is Parry using Hornet's concept art? It looks blurry. I believe there's also a line-break after the "Deal 2 damage" sentence, which is why the text might be spaced weird.
    • I think Nimble Shield should cost 2.
    • I'm not super-excited by the "Destroy 4 Armor" efffects being in the Basic set 'cause they seem too complicated, but I could be sold on it eventually. I think in general you're on a decent path

    Changing Precise Forging is a good idea. I'll probably make it 3 mana, but I feel free to experiment with other numbers.

    Parry uses a shot from the second fight with Hornet. It's blurry, because quality was not that good. I am gonna try to find same art with better quality.

    Nimble Shield gives Taunt, but nothing else. You pay 1 mana to defend yourself with minions you have on the board. This card depends on how many minions do you have, so it can be either good (giving 5-6 minions Taunt) or just bad (giving 1-2 minions). However, change you propose is really worth consideration.

    Monarch Wings have the mechanic I wanted to be the 'core' or just one of the main features in my class. It may be too complicated for the basic card, unfortunately. I have two options: leave it as it is or replace it with another card draw. So far, I haven't decided which one is better.

    Anyway, thanks for feedback ! I will try to give some on your Lich class, too.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    Updated versions of some cards:

    =====>>>>  (just fixed wording)

    ====>>>> 

    ====>>>> 

    Rest of the cards remain unchanged:

    Feedback always appreciated ! :)

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

    Alright, after the feedback I received, here are a few changes and considerations.

    In case anyone missed it, this is my previous post:

    Quote from Wailor >>

    My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.

    First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.

    • Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
    • Potion of Corpulence gives you some protection. Nothing to explain here.
    • Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
    • Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P

    • Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
    • Clumsy Assistant  features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
    • Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!

    • Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
    • Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
    • For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.

     Potions

    Some people didn't like that my new spell tag "Potion" overlaped with the Kabal Potions from Mean Streets of Gadgetzan. Instead of replacing the tag by "Elixir" like suggested, I decided to do what Un'goro did with Elementals and relabel every single potion card existing so far. Kabal Chemist would change her text slightly, too.

    Buffed cards - Potion Researcher and Escape From Lab

    A couple cards were perceived as too weak. Therefore, I decided to buff them as suggested.

    I'm still worried about the interaction of 6-Mana Escape From Lab and For Science!, but that card might be removed, so...

     

    Cards that might be nerfed - Arcane Elixir and Healing Spray

    I have mixed feelings about these two cards.

    • Arcane Elixir feels is too dangerous at 0 mana. However, it seems crap at 1 Mana: if you have to play a minion and also pay 1 Mana per Arcane Elixir, wouldn't you rather run Kobold Geomancer?
    • Healing Spray seems very good compared to other Basic healing spells (Holy Light and Healing Touch). However, split healing seems to be cheaper than focused healing, as evidenced by Healing Rain vs Greater Healing Potion.

     

    Cards that might get removed - For Science!

    I was told For Science! is too complex for the Basic set. I might replace it by a copycat of Dragonfire Potion, but I wanted weird AoE to be part of the Alchemist's identity, so I don't know.

    Do you think having just one complex card in the Basic set is okay?

     Feedback about this considerations, changes and possible changes are welcome.

    I will feedback classes later, priorizing those who gave me feedback, of course.

    •  Giving some spells 'Potion' tag may seem weird, but I think that it's an interesting idea.
    • Potion Researcher (second option) is more viable than the previous one. You don't have to focus on him, so he won't be an auto-removeall-target.
    • Escape from Lab makes an interesting combo with For Science!, however I don't think that it is too OP. It's 10 mana draw 7 cards (potentially more) and deal some damage to enemy minions (you are also left with an empty board). It looks very slow, so imo it's fine.
    • Therefore, I would keep For Science!, it doesn't look like something super complex that wouldn't fit into the basic set. Mortal Coil could be considered complex as well, but it is there, so i think For Science! is a nice card. You just have to be beware of interactions with Spell Damage. 
    • Arcane Elixir is fine, at 1 mana it would be very bad as you said. Healing Spray is good as well, when compared to Healing Rain, restoring 4 Health randomly is worth 1 mana, which is fine.
    • All other cards seem to be fine too.
    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from NiRaSt >>
    Quote from SunnoxPL >>

    A

    ctually, my cards also got forgotten (I guess :P), so here they are

    Feedback always appreciated ! :)

     

     Not sure on Precise forging, might want to get more feedback on that one.

    Is there a point to having Pure Defence as it is, rather than just "Gain 8 Armor"? Also, Parry is strictly better, might want to reduce the Armor on that to 4 or 5.

    Monarch Wings seems pretty weak to me, you'd need 12 Armor just to barely break even. Maybe 4?

    You might want to specify where you summon Aspid Gruz from. I'd also make it 2 mana and only summonable from the deck.

    Life Cocoon is too cheap, either only 2 Gruzes or mmake it cost 3.

    The rest seems fine.

    Pure Defence has synergy with Aspid Gruz, and also there will come more cards with this kind of synergy.

    I agree, Parry is a bit too strong, probably will reduce Armor to 5.

    Monarch wings are difficult to balance. Yes, you need to have 12 Armor to draw 3 cards, but there are many ways to quickly produce Armor. But probably they will cost 4 mana as you suggest.

    The point for Aspid Gruz is to have a multiplying minon. My class does not have synergies with cards in deck or summoned from it, and Aspid Gruz fits the theme of swarming the board with small minions. I don't think that I should write where I summon that Aspid from. I mean, look at Piloted Shredder or Summoning Stone. If it was summoning from the deck, it would be specified like on Piloted Reaper (I know it summons from hand but it's the same situation).

    When it comes to Life Cocoon, just look on the Lost in the Jungle. You summon 2 dudes for 1 mana, in my card you summon 3 Gruzes for 2 mana.

    Anyway, thanks for feedback :)

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    Actually, my cards also got forgotten (I guess :P), so here they are

    Feedback always appreciated ! :)

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    With the feedback received (thanks to @Shatterstar1998 and @Wailor) I changed some of my cards (some also got removed) and made new. Here's the basic set for now:

    Cards:

     

     Feedback always appreciated ! :)

    Posted in: Fan Creations
  • 0

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

    Ok, based on feedback i made several changes. These are the old versions/cards:

     

     And here are the new versions/cards:

    What changed:

    • Removed cards: Fiery Blood, Purifying Flames, Giant Slayer;
    • Sethrak Scout: Reworked! No longer uses the keyword. Now only increases its attack, but the trigger is "after your hero takes damage". That means it can trigger multiple times per turn now (including every time your opponent hits you on their turn);
    • Blood Nova: Now costs 6. It's more balanced this way; 
    • Crocodilian Guard: NEW! Combination between Giant Slayer and Conflagration. Takes the place of Giant slayer as the basic 5 cost minion;
    • Conflagration: Reworked! Now it makes your next hero power basically Consecration. It still deals 2 damage to your hero, and it costs a total of 5 mana. It deals 2 damage to all enemies, and you no longer target something, but just press the button, like the hunter HP;
    • Fan the Flames: NEW! Amplifies your next spell this turn. Doesn't affect Enchantment type spells like the new Conflagration. (probably too powerful at 2 mana; i think i should either make it 1 mana 1 spell damage, or 3 mana 2 spell damage);
    • Melt: NEW! Wearing heavy plates of metal when someone is shooting fire at you isn't the smartest idea. This does less damage than Fireball, and it is face only, but it can kill a warrior with 5 health and 25 armor;

    Unchanged cards:

    Feedback is welcomed and encouraged!

    • What is 'Spell Power' on Fan the Flames ?
    • Crocodilian Guard changes your Hero Power to 2 mana Assasinate with a minor drawback. I dunno, maybe try to change stats or mana cost, because now for me this is very close to being OP.
    • Everything other seems ok.

     

    Quote from Klipce >>

    Hey guys ! THE HEXER here (not the Voodoo anymore). Here are the cards I made for my basic set, following the challenges.

    Fist, I want ed to explore the Hero Power's mechanic so I made 3 cards with this kind of effect. I think all 3 have a place in the set since they offer different possibilities and combinations. I also really like the idea of mixing damage and healing. I balanced them according to the damage they deal, assuming that it's their most common use, with conditional use traded for some flexibility. I'm not to sure though so please let me know if you think the power level is off.

    Then I wanted to add some buffs and healing since the class is board-focused and wants to grow and maintain minions. I also wanted to include some potions and rituals for theme. I wasn't planning on using Spell Damage but it turned out to make a lot of sense for a master of voodoo arts so I quite like it. Cards using it definitly have potential but keep in mind that most of the class targeted damage comes with healing so combos shouldn't be to powerfull. Not sure about the balance of Ritual of Strength but based on Druid cards like Mark of the Lotus and Cenarius 3 Mana seems fine for a class that can't make tokens with their Hero Power (unlike Paladin and Shaman which seem to have higher-cost buffs).

    After that, I thought some minions would be cool. Knowing that I could only make 2, I made some Token generation to make sure that the class would have a targets for their buffs. I also wanted some more (and less conditional) healing since the class is supposed to revolve around that as well. These are also somewhat themed about death and revival so there's that.

      Token : 

    And with that, we're at 10 ! Challenges are met and I'm pretty happy with these but I really want to know what you all think since I may have glossed over a major balancing (or otherwise) problem and I would really want to correct that.

    For the exemple cards, I think I will choose Wild Healing MixFuming ChantFlask of MojoVoodoo Master and Lurking Witchdoctor. What do you think ?

    • Wild Healing Mix and Strong Medicine are to simmilar. Only the numbers are changed.
    • I assume that Lurking Witchdoctor restores Health to a random character (it is not specified). If it does, then it looks fine.

     

    Quote from Omerqu >>

    Angel Class - Ariel

    so on last submission (which was my first I got 0 votes, so I took the note and would appreciate your help), also since the rules allowed it I've modified my hero power.

    Theme: destroy friendly minions (consume) to get powerful effects, effects that trigger on next turn, superior on specific cards (tribes, enhancements etc...)

    Consume => destory a friendly minion to trigger an effect.

    Cards for this challange:

    = 

    Holy Wrath -> each turn it's damage can change based on your current spell damage.

    Shield of Life -> In case your minions suffer more than this weapon durability, it will get destroyed and excess damage will be dealt to your minion. in case of mass damage dealt to multiple minion it will absorb the damage starting from the left most minion (so if 2 damage is dealt to 4 of your minions (and it has 7 durability) it will get destroyed and only your fourth minion from the left will suffer 1 damage).

    Holy Defenders -> Similar to Animal Companions, tokens:

    Tokens:

      

     

    I tried to simplify my cards since last time yet still try to keep the concept of future effects in play, any comment will be appreciated

    • I am not a fan of putting Keywords to Hero Powers, and your HP seems a bit too complicated and strong to me. I mean, you can destroy your crappy minion to summon something better, around which your opponent cannot play in any way. 
    • Shield of Light is just too complicated for a basic card. Maybe consider putting it in a classic or expansion ?
    • Vanessa is just Misha. I think you should change it. Also, defenders should cost 3 mana (as in the Animal Companion unless they are collectible cards.
    • Camila should have less Health. She is too strong as a 3-drop right now (maybe even lower Health she restores).

     

    This is my first time giving feedback, so I'm sorry if you find it not valuable.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    Here's my basic set, it is not finished yet (missing 2 cards) but they will air soon.

     I'm still not sure how to fix Armored Baldur, I want to keep it because it presents one of the core mechanics for my class.

    Feedback appreciated ! :)

    Posted in: Fan Creations
  • 0

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

    Hi !

    I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !

    Class:

    The Bug

    Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…

    The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.


    EXAMPLE CARDS


    EXPLANATION

    Armored Baldur This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.

    Ice Crawler The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.

    Protective Weevil Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.

    Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.

    Hive Knight Tiso As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.

    Additional Information:

    This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.

     

     

     Well I really like your class ! I think it has some of the most elegant design in the competion. That being said, it may be seen as bland for that. I don't know what is better between simple and elaborate design. I think that a class definitely needs a good bit of simple cards and we should try to emulate such a design philisophy in this competition. Making original and unusual cards is always fun but when it comes to making an entire class, one should consider the importance of straight-forward cards. I don't know if it helps, just know that I love your class and look forward to what you can bring to the next Phase.

    Edit: Forgot to say that the art is great ! I hope you have enough for the rest of the competition because it's beautiful.

     Thank you so much ! Next phase is a Basic set, so it's gonna be... well, basic. For the showcase I have chosen cards that (more or less) define my class and give small insight to the archetypes. Now it's time to change the way of thinking, which means focusing on creating simple cards, and those super ideas will wait for other phases. 

    And when it comes to art... it's almost infinite ! Hollow Knight is a huge game with various NPC's, enemies and locations, so I am not afraid of running out of images :)

    Posted in: Fan Creations
  • 0

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

    Hi !

    I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !

    Class:

    The Bug

    Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…

    The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.


    EXAMPLE CARDS


    EXPLANATION

    Armored Baldur This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.

    Ice Crawler The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.

    Protective Weevil Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.

    Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.

    Hive Knight Tiso As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.

    Additional Information:

    This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.

     

     

    Posted in: Fan Creations
  • 3

    posted a message on [GUIDE] Top100 mechazoolock!

    Looks like a great deck ! Haven't played yet, but I want to test it as soon as I can. Also, polscy gracze są najlepsi ! xD

    Posted in: [GUIDE] Top100 mechazoolock!
  • 0

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

    Submission posted !

    Thank you every one for the feedback, which helped me to improve my class. Good luck to all participant !


    Posted in: Fan Creations
  • 4

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]

    The Bug

    Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…

    The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.


    EXAMPLE CARDS


    EXPLANATION

    Armored Baldur This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.

    Ice Crawler The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.

    Protective Weevil Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.

    Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.

    Hive Knight Tiso As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.

    Additional Information:

    This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.

    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 thepowrofcheese >>
    Quote from Wailor >>
    Quote from SunnoxPL >>

    Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)

     I'm afraid there are repeated Hero Powers, or at least very similar ones. For instance, Muddler's Swindler has almost the same HP as my Alchemist. Hero Powers have a very narrow design space, so I think it's okay if there are two similar or identic ones.

    Agreed. There have been a lot of people in this and past competitions with similar hero powers. Even classes with token powers are often very similar. Your classes are both very different, so I don’t see an issue with this.

     I guess it's fine then :) As long as our concept are diffrent and don't go in the same direction, it is ok.

    Posted in: Fan Creations
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