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    posted a message on Future HS Speculation - Spells that affect your entire board continuously?

    In the past, I remembered somebody from Blizzard mentioning that they would utilise the Tavern Brawl to test out certain mechanics.

    With the release of today's tavern brawl, whereby the state of your board (what minions get what buffs and such) is determined by the "spell' that you choose at the start, I'm kind of convinced that Blizzard could be veering into that direction for the next expansion.

    Of course, if this was one-off, it would be alright, but other than today's tavern brawl though, the cards that are tied to the future Deal Your Fate tavern brawl seems to suggest spells that affect the state of your board as well.

    Any thoughts? Or perhaps I'm just looking in too deep into this.

    Posted in: General Discussion
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]
    Quote from Asylum_Rhapsody >>
    Quote from Gomelus>>

    I feel like a lot of entries are "tryharding" too much. By tryharding I mean making over-complicated mechanics, a shitload of tokens or wall-o-text cards.

    Hearthstone is supposed to be a casual game, easy to pickup. These said entries feel like they go the other way, just for the sake of standing out and maybe getting some votes for "effort" rather than usefulness or simplicity. Then again, it happens in most of the weekly competitions, so...

    Honestly, I'm far more concerned with the entries all of whose example cards are showing off the same thing. If example A is a thing with a new keyword and that's the only noteworthy thing about it and example B is also a thing with that same new keyword and that's the only noteworthy thing about it and example C doesn't have that keyword but is clearly designed to synergize with that keyword specifically... well, then the class in too one-dimensional.
     
     Both interesting points to take note. One of the beauties of HS is that all the card wordings are relatively simple compared to many CCGs out there - as of yet, the only wall-of-text card that I've encountered would be the Curse of Rafaam, and that was from the recent LoE expansion.
    If what I'm getting, we should showcase cards that synergise more with our deck's playstyles as opposed to just showcasing the mechanics and keywords? I'ma have to rework my class a bit for this phase...
    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]
    Quote from kenan2489 >>
    Quote from kenan2489 >> 

     Pacifist 

     

     

    In half an hour i will post my class in the sub topic so, if you are interested, give feedback! I would appreciate any balance/design recommendation.
     Looked through your submission! So far, it looks good, but it looks like you need a LOT of healing/taunts to survive through Aggro in the first few turns. Hopefully that gets addressed in the second phase, because from the looks of it, your example cards tend to focus on mid/late-game~
    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]
    Quote from Hurien >>

    Okay, I've built something I can show. Having not found a better name, this is my take on a Horizon Walker.

    A horizon walker is someone that has travelled all around the world, and not necessarily only his own. He absorbs all the knowledge of strange and far away lands, and of the creatures that inhabit them. That's why, when battling, he can recall and summon the things he has witnessed and felt in his own body, rather than casting magic, or facing enemies with a sword. He can recreate the harsh conditions of the places he has been, and call strange allies from strange worlds he has visited, all the while he endures, and ends on top.

    Mechanically, this class will use spells that are related to natural phenomena, or the knowledge acquired from travelling, and minions that come from a wide variety of places. One of the key things of this class is it's ability to change his hero power, by changing the place where the battle takes place and the effects the contestants have to endure. This is illustrated in a new keyword, exclusive to this class.

     What this keyword does is it changes what your hero power does. It does not change the hero power itself, you can't emulate the Hero Power->Justicar->Hero Power with this keyword, it only changes it's effect. Let's see an example for it, so that it becomes more clear.

    Eruption is an epic spell with two effects. It deals 5 damage to a target of your choice, and then, because the place you are in has changed, it makes you endure different conditions, illustrated by your hero power's new effect. This effect is permanent, unless you play another card with the world keyworld. This allows the class to change it's playstyle very fluidly, and creates a new realm of possibilities with that tiny remark at the end of the new effect: "World: Fire". Why?

    There will be several cards like this, which will benefit greatly if their world of preference is in effect. These are just examples, and I need to tweak them so that costs align and thinks like that, but my initial thoughts are that worlds that help control decks have their activation cards at a greater mana cost, and the minions affected them will be late game creatures, and lower costed worlds will generally favor midrange and aggro decks.

    This is the general idea of my class. Maybe the mechanics are a bit complex, but I think it has a great deal of potential. What do you think about it?

     

     Looks interesting! I've been looking forward to seeing terrain-based cards/hero powers for awhile, and the interactions that you have with the other cards look interesting. I could see different deck archetypes arising combining various elements together. The cards mostly look pretty balanced, except that Salamander might get out-of-control pretty quickly if the opponent can't deal with it. Can't wait to see how you expand the concept!
    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]
    Quote from RoofTopOctopus >>
    Quote from RoofTopOctopus >>

    I just started working on my class, which will be Lovecraft themed, but I'm concerned the current hero power is a bit OP. Here it is: 

    The main reason why I concerned is because the class's exclusive keyword is Chaos, which means a card can be played out of turn using leftover mana. 

     Sorry to ask the same question again, but I think this post just got lost in the discussion a while ago.
     Looks like a subjectively worser Warlock Hero power for now... Think clarification on the keyword could be useful!
    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    Before posting my class idea on the submission thread, I would appreciate some feedback first. Especially for the third card - OP/Balanced/UP? :3

    Basically, Touhou has invaded Hearthstone! (no, it's not an anime, yes, it's a bullet hell game.)

    Lore:

     In the isolated land of Gensokyo, its denizens faces a unique sort of "incident" - it wake up to find itself in the mysterious realm of Azeroth and that their danmaku failed to work! In exploring this realm, our heroines discovered  that power is acknowledged through children card games instead!  With all intents to win, our girls reach out to the youkai who is able to read others' minds...

    Class: The Spellcaster!

    The mind-reading Youkai agrees to help out the denizens of Gensokyo in fighting others in this card game! With their spellcards in preparation, will Satori be the push for them to be victorious in control over this card game amidst all...?

    No, the Spellcaster class isn't just about spells alone. This class is all about Tempo/Control. Before diving into the core mechanics, here's Koishi's hero power!

    As stated above, the core keyword for this class is the Spellcard keyword. How this mechanic is worded is as such -

    Spellcard (X): <Effect>

    The X refers to the additional mana that has to be paid on top of the 1-mana from the hero power in order to activate the Spellcard effect. So, when a minion with Spellcard(1) is targeted by the Spellcast hero power, in total, 2 mana (1 from hero power + 1 from spellcard) is used up!

    In addition, a minion can only either attack OR play their Spellcard effect in a turn. This also means that you can't activate the Spellcard effect twice, after attacking, or immediately after playing the minion! (In essence, it's like tapping a card in Yu-Gi-Oh or Duel Masters.)

    Of course, as a Hero Power, you can only cast this once a turn. Not to worry though, there's a way to activate multiple Spellcard effects in one turn!

    Before heading to the second half of the hero power's text, a demonstration of how the Spellcard mechanic works...

    Card #1: Cirno! (Minion)

    ("When it comes to me, I am the strongest!" - Cirno)

    So over here, when you play Cirno on Turn 1, you can't activate her spellcard yet. But on turn 2, you can cast your hero power on her to activate the Spellcard effect for 1-mana (1+0) to freeze a minion. After that, you have 1-mana left to do whatever you want~

    Now, for the second part of the hero power, what happens when you cast the hero power on yourself? Well, you get a Spellbook!

    Card #2: Spellbook. (Hero Token/Spell)

    (Taken from the libraries of the Scarlet Devil Mansion. I'm sure Patchouli wouldn't notice a tome or two missing...)

    This functions as a way to activate multiple spellcards from multiple characters in future turns! However, if the spellcard effect is not available because somebody silenced your minions or you have no minions on board, you can use this as a 1-turn Whirling Blades instead for that 1 more damage against your opponent's minions.

    Finally, as we round up the whole class, we have our main heroine joining us to showcase her abilities if you are able to maintain board control...

    ("Whatever, I won't lose! Let's go!" - Reimu)

    Spellcard Inspiration: https://youtu.be/2mx84JhzMUo

    Being the Boundary expert, Reimu is able to divert all the danm- I mean, damage to various characters on the board if she's able to cast her spellcard!

    That be all for now! Do feedback about how it is. I'll post the actual one in the submission trap probably a day or two later after working out a bit of issues on the cards~

    FAQs: Contains reasonings and lore explanations.

    Reasoning for cards:

    Currently, most hero powers in Hearthstone don't exactly reward the players for playing Control, even with the Justicar upgrades. I wanted to create a class that does that and is able to interact with the minions on board to be able to have more versatility, yet being appropriately balanced by the additional cost, so I figured this would be a good way to do it!

    Even if the hero power might seem useless to other classes if their Finley it, however, the hero power is able to produce token spell cards that they could use. It depends on how you see it~

    Spellbook and Spellcast are at 1-mana each to prevent miracle/inspire spams from happening lol.

    In addition, if players are able to keep their minions alive after the summoning phase, I wanted to reward them for doing so, but in a way that doesn't force them to attack. Think of it like the tap ability in Duel Masters - that minion doesn't attack, but an effect happens. So, there would be a deliberation between using your minion to attack or using it to cast a spell instead.

    Q: Why was Satori chosen as main heroine instead of Reimu/Marisa/Sanae/(...)?

    A: As Satori belongs to the species of Youkai that is able to read human thoughts, she is perfect for taking on card games! Also, her abilities allow her to copy spells from other beings in Gensokyo, so this provides a wide range of spellcards to choose for spells from the Touhou-verse.

    Patchouli Knowledge is another option I considered, but I figured of incorporating her as a legendary some other day~

    Besides, the challenge of incorporating each character's famous spellcards into a single effect is interesting :3 I look forward to it.

    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    @_Jorad

    I find your hero and cards to be pretty interesting! However, I do see some issues with some cards  that could be improved haha.

    Hero Power: Overconfidence:

    I feel that although your hero power seems to be balanced by itself, looking at games at a macro level, your hero's main weakness is that your cards WILL get milled very quickly, with the 10-card limit in your hand. In addition, with the constant 2-draws per turn, you will die to fatigue pretty quickly (The opponent just has to last until turn 13 before you reach fatigue.) By the looks of the cards you've displayed, other than discarding a random card, it seems like it will not be able to resolve the problems that easily :/

    What I would suggest is to change your hero power to be active from passive instead! That would resolve quite a number of issues quickly, and allows you to make card draws early in the game. If it feels like it's going to be OP, I would suggest changing your hero power to cost 1 mana, and for the card drawn to cost 1 mana instead - that should balance things out.

    Tactleneck: Theoretically, I feel that it's fine currently, going with how your hero power works~ Although, it could become quite OP if you are able to draw a lot of cards. Then again, some things have to be tried out before we can see how it goes~

    Ocelot: Quite an interesting card. It seems geared towards anti-aggro, which is always great. I feel that it could benefit being a 4/4 so that it is able to deal with 3-mana costed minions as well. (creatures like Spider Tank.)

    Malory: Oh dear. I feel that this card could become very problematic.

    Let's analyse this a bit deeper -

    At the start of turn 6, with your passive hero power, you would have drawn out essentially half of your deck from your hero power.

    By having a Deathwing effect on yourself, your card's stats have to be good to compensate for it. A 1/6... isn't going to do much to defend against your opponent's turn 5/6 board.

    Even if all the cards cost only 3, with your hero power, on Turn 7, you would have a 5-mana costed creature and a 3-mana costed creature. So, you can only play the 3-mana costed creature before you're able to play 2 minions from every turn.

    And that is IF you get 2 minions every turn. Thus, your deck has to be geared towards being a heavy control deck in order to benefit from the Aviana-like effect.

    However... unlike Warrior, you wouldn't have the abilities to gain the armour in order to survive to that stage. So yeahhhh.

    I do understand that the benefit of having all of your future cards cost 3 might seem powerful, but currently, the downsides of the card outweigh that single benefit. If I were playing your class, I wouldn't stick this card into this deck for now. A buff is needed to make it viable!

    Perhaps removing the destroy all minions text and from discarding your whole hand to a few cards in your hand would make things better... Buffing the stats would definitely help too!

    Just my two-cents~ Overall, I think that it's interesting, but it feels tough to win to play your class currently. Yep!

    Edit: Seems like you made some comments above after I finished writing this post haha!

    Posted in: Fan Creations
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    posted a message on All of Naxx, or all of LoE?

    Naxx. There are quality cards in there that form a staple basis in many decks, such as Chow, Egg, Creeper and so on. 

    LoE provides cards that boosts the power of certain decks, but you can sub them out first to decks made pre-LoE!

    Though I have all the adventures, the deck that I'm running in Ranked now doesn't use any LoE cards currently, but many cards in Naxx, such as the ones I mentioned above!

    Posted in: Adventures
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    posted a message on I am here to gather thoughts on the somewhat seemingly grimm future of Hearthstone.

    Well, you still got to pay for the mana cost of the card that's discovered, so it's still fine.

    Cards that limit design space are cards like Ram Wrangler and Tuskarr Totemic whereby they summon any random card from their tribe out into the battlefield. Especially Tuskarr Totemic - since it's an early-game card, the developers are limited in putting out high-cost Totems in the future due to the high potential of allowing it to steamroll games. 

    Posted in: General Discussion
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    posted a message on Will Arch-Thief Rafaam be sleeper-OP?

    I can see Rafaam acting as a finisher in the future. It might be tested out with Djinn - getting a +10/+10 on a minion in order to give the Djinn +10/+10 would be pretty rad.

    But that combo would take a long time, and even then, a pre-emptive opponent would've removed the Djinn earlier to prevent this from happening.

    But who knows what might happen? We can only find out the card's true potential after testing it for ourselves tomorrow :x

    Posted in: Card Discussion
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    posted a message on Decks that bring you joy

    I enjoy my Dragon-Mindgames Control Priest deck :3

    Taunt City in the early game to counter Aggro decks, and being able to Convert/Entomb big cards in the late-game keeps me alive~

    And the occasional Mindgames to a huge card like Ysera/Ragnaros? Brings a smile to my face. :3

    Posted in: General Deck Building
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    posted a message on Encounter at the Crossroads - Tavern Brawl #26

    Does it feel like there's lesser legendaries this time around? Hmm.

    Posted in: Tavern Brawl
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    posted a message on Why people generally hate on aggro so much?

    Because it's not fun to lose to them when you're trying out decks which require more time to work~

    Especially so for Face Hunter... with cards like Unleah, it punishes you for attaining board control at the start.

    Then again, that's why it's important to tech against Aggro decks when you're climbing ladder. It's tricky since you have no idea what deck your opponent's are going to play though. :/

    Once you are able to overcome the initial aggression of certain aggro decks, such as Mech Shaman, often times, the win is in your favour as long as you can keep board control in your hands~ 

    Posted in: General Discussion
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    posted a message on Battle of Tol Barad - Tavern Brawl #24

    Loving this Tavern Brawl so far!

    Some combos that I've found to fun in my deck is Flamewaker + Summoning Stone. Standby a few spells for the Turn 8 Combo and unleash the flurry of spells on your opponents!

    If all doesn't go well, drop a North Sea Kraken and get a Tree of Life to restart it all~ Many people don't play around that so yeah lol.

    Posted in: Tavern Brawl
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    posted a message on F2P Player - BRM vs LoE

    Unless if you're looking to play Control Dragon Priest/Tempo Mage, I would recommend getting LoE instead, due to a higher quantity of cards that are released~ Some of the cards look interesting for the mid-range archetype of the classes you main. And you get to partake in experimenting with the new cards in this meta too!

    Those archetypes mentioned for BRM do require you to get to the 4th/5th wing of BRM, so you'll need to invest into it quite significantly to get value out of it. Yep!

    Posted in: General Discussion
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