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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from Sinti >>

    I would like to throw out a friendly reminder, your Hero Powers (and cards from Basic set) shouldnt include your new unique keyword ... nor a things like Discover (looking at you uReds), since those werent a thing before LOE etc.

    Read through the rules, they r very extensive and give u a good idea when (not) to use most of the existing keywords ;-)

     Can you point me to the rule saying no new keyword in the hero power?  I'm not seeing that in the rules and the winner from the second competition (Bard) had the new keyword in the hero power.  (It equipped a weapon with "Melody").  Only rule I'm seeing is no new keyword in the basic set and the new hero power has to always work.
    If there is a new rule this time that you can't use the new keyword in the hero power, I'll need to start over so some clarification would be useful.
    Posted in: Fan Creations
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    posted a message on Azari the Devourer is impossible!?

    I managed to pull an Amulet of Domination and used it to collect a Deadly Spore from one of the earlier bosses.  Killed Azari on turn 2.  Love Dungeon Run

     

    Posted in: Dungeon Run
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    posted a message on Weekly Card Design Competition - Season 6 Feedback
    Quote from ThisOtherGuyTox >>

    @Nurgling @Toble

    Currently Co-op is not allowed in any of the current competitions. Neither the big nor the weekly ones.

    Saying that the discussion thread is like Co-op is also pretty far from the truth. That's like saying Google is a part of your company, because you googled how to fix one of the offices computers.

    Any potential co-op ideas currently revolve around the option, to design and submit with another person. Not enforcing people to co-op. Merely the option to do so.

    If we are only talking about the "option to design and submit with another person" then I have no complaint at all.  I thought that already WAS an option and it SHOULD be an option.
    But to be clear, the proposal that was stated in this topic was not an optional thing.  The exact words in Castor's post are "You have to team up with another member to make a common submission."
    And there are obvious differences between the discussion thread and a cooperative competition.  No one is arguing otherwise.  I was told by both Linkblade and Castor that the goal of a co-op competition is to foster social interaction and I was merely pointing out that social interaction is already a large part of this competition for anyone who wants to partake.  If you want to workshop your cards with someone else, nothing is stopping you.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition - Season 6 Feedback
    Quote from linkblade91 >>
    Quote from Toble >>

    I also am strongly against any sort of required coop.  It just throws up unnecessary barriers to entry for new people.  The regular people who always show up in the finals will just partner with each other so now new people will need to find partners before they can even begin creating a card for submission.

     There's nothing stopping us from encouraging "regular finalists" to seek out different people; it's not a given that they would pair up together to make a guaranteed winner. This theoretical comp is about social interaction; pairing "veterans" with newer card-creators would be more logical, fair, and in the spirit of what the comp was hoping to achieve.
    The only way I could think to do this would be to force every previous winner to pair with someone who has not won before.  (I'm not sure how else you separate the "veterans" from the non-vets in an objective way)  That would arguably remove the concern that you would get a stacked pair or "make a guaranteed winner" but I never said that was my concern.  I agree that pairing veterans with newer card-creators would be more logical and fair but this isn't an issue of fairness.
    The problem, as I stated, is that its an unnecessary barrier to entry.  You still need to seek out another player to work with and you still need to put in the extra time to collaborate with that person and all of that that gets even more burdensome if you start putting restrictions on who that partner must be.  Its extra work and I just cannot believe that extra work will somehow increase participation.  Consider how many people already can't be bothered to even read the prompts or host their images somewhere other than hearthcards.  Now we are going to tell those people they can't even submit their ideas unless they have reached out to a stranger and had some substantive discussions about the card with them in private?  (The same type of discussions that the discussion topic already exists to provide?)  I expect you'll get a lot of people who just don't bother.  If the goal is to foster community and social interaction then taking steps that are certain to limit participation seems counter-intuitive.
    Maybe I'm just not understanding the desire for a competition "about social interaction" because I didn't think social interaction was lacking.  People who like the social aspects of the competition already have the discussion topic available to them every week and can post as often as they would like and get feedback from an assortment of people.  That topic gets hundreds of posts every week.  The people who aren't already using it are the people who presumably have chosen not to be social in their design process for whatever reason.  Right now, everyone gets to participate in their own way and be as social as they want to be.  Forcing cooperation just excludes people who prefer not to engage in the social aspects that already exist in WCDC, as well as the people who just don't have the time to jump through the hoops that a collaborative design process requires.
    I am absolutely in favor of doing anything that welcomes new players and makes them feel like part of the WCDC community.  A competition that forces cooperation just feels to me like the wrong way to do that.  Cooperation is already allowed - why force it?
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition - Season 6 Feedback

    I also am strongly against any sort of required coop.  It just throws up unnecessary barriers to entry for new people.  The regular people who always show up in the finals will just partner with each other so now new people will need to find partners before they can even begin creating a card for submission.  Also, a cooperative entry will necessarily take more time to put together and not all participants have that kind of time.  We shouldn't be making it harder for new people to join the competition.

    There also is absolutely no benefit to requiring cooperation.  It doesn't improve the social aspect at all - if you want to talk to people then you can already do that.  It doesn't necessarily increase the quality of submissions any more than putting your card in the discussion topic and seeking feedback from multiple users, which you can already do. (That's what its there for).  It also does not "unclog the Discussion thread" when the proposal specifically suggests using the Discussion thread to find teammates.  (We would just be exchanging substantive discussion about cards for an endless string of "LF Teammate" posts).  Sure, it reduces the quantity of submissions but I don't see that as a benefit at all.

    I have no problem at all with anyone choosing to cooperate with another user and submitting a collaborative entry (so long as neither creator upvotes the card) but forcing cooperation on people only has downsides.  It's easy enough to just sit out a week you don't like--and I would sit out a coop week--but I think doing a week like that sends a clear message to potential new participants that WCDC is a "regulars only" event.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition - Season 6 Finale Poll!
    Quote from Dracossack >>
    Quote from nurgling13 >>
    Quote from Dracossack >>
    Quote from nurgling13 >>
    Quote from Dracossack >>
    Quote from nurgling13 >>
    Quote from Dracossack >>

    I can't believe no one sees a balance issue with Selective Harvest. It's literally Computer Search. You can actually just search your deck for any card you want AND gain information about what's left in your deck as a bonus.

     We've already discusssed this to death in another thread. You can search your deck for any card, but that means potentially giving up a ton of cards from your deck. Every time you don't get the card you want there's a trade-off between discarding a card you might need later and getting the card you need now. How much that trade-off is worth is up for debate, but I don't feel like debating it any more.
     Unless you go to fatigue, you're simply viewing the bottom cards of your deck. You're actually GAINING information not losing any cards.
     We've had this exact debate before, and I don't really want to do it again. It's exhausting.
     I wasn't there, and if you think I'm wrong then whoever tried to convince you last time sucked so I'm not surprised it was exhausting. There's actually not much to it.
    If you really want to debate it, go look up the previous debate. I'm pretty sure it was just in the Final Poll for that week. I don't want to type all that out again.
     What is there to type? This is all it is; the ONLY time those discarded cards matter is if you go to fatigue. Otherwise, you can just treat the discarded cards as the cards at the bottom of your deck.
    But you can't just say as a blanket statement that the discarded cards don't matter.  They just don't matter at that moment.  Let's say you are up against an aggro deck and you really need to clear the board.  Selective Harvest will find a swipe or starfall for you, but you may discard fandral or ultimate infestation or something.  True, those cards are useless when you need a board clear to survive but once you clear the board you may regret having lost them.  Or lets say you are playing ramp druid.  You play selective harvest on turn 3 hoping to find ramp cards but you draw one of your big minions like Y'Shaarj or Deathwing.  They are useless to you on turn 3 but discarding him now means you won't be able to play him later.  
    The card was intended to provide meaningful choices.  You need to weigh your immediate needs against what you think you will need later in the game.  In many cases, the immediate need will be more important and I agree that it is a strong card because of that.  But its not without downsides and could easily be misplayed.  If you are lucky, the discarded cards won't matter.  That's the hope.  But I don't see how you can say that they will never matter in any situation unless you go to fatigue.
    That being said, as nurgling mentioned this was debated to death during the weekly competition.  Its silly to turn this into an extended rehash of that debate, especially when (a) I imagine nearly everyone who intends to vote has already done so and (b) Selective Harvest isn't likely to win anyway.  As I've said before, I appreciate everyone who has supported the card.  For those that don't, there are 19 other excellent choices to vote for.
    Posted in: Fan Creations
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    posted a message on WCDC Season 6 Finale - Mini Comp #5 (Final Poll)

    Either Gray Cat is overpowered or Storm Crow is underpowered =P

    Posted in: Fan Creations
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    posted a message on WCDC Season 6 Finale - Mini Comp #5 (Submission)

    Power Word: Nope!

    Posted in: Fan Creations
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    posted a message on WCDC Season 6 Finale - Mini Comp #4 (Submission)

    Flavor: Spelling is hard, but I think I do it just swine .

    Posted in: Fan Creations
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    posted a message on WCDC Season 6 Finale - Mini Comp #3 (Submission)

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition - Season 6 Finale Poll!
    Quote from DemonicPlushie >>
    Quote from nurgling13 >>
    Quote from DemonicPlushie >>
    Quote from CheeseEtc >>
     Not really incredible. Leeching Poison is a WoW Rogue talent which does exactly what both cards do.
    Also I only voted for myself anyway.
    Isn't voting for yourself, like, the most pathetic thing you can do?
    I didn't really read any rules on it, but I'd imagine even if it isn't forbidden noone would do it out of courtesy.
    Not voting for yourself is the most pathetic way to potentially lose. It's happened. 
     I don't see how it's pathetic to lose just because you'd rather vote for the exceptionally good entries instead of voting for yourself because you happen to gain immense satisfaction from winning.
     We've actually changed winners in the past because someone lost by one vote and hadn't voted for himself.  Right or wrong, voting for yourself is standard practice.  I think/hope most people also vote for other cards as well.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition - Season 6 Finale Poll!
    Quote from Schranke >>

    My favourite from this season is Treason, Then which I would love to play in a rouge deck, and it would make for a good AOE.

    Other great cards Leech Archer, and Selective Harvest but I have a little problem seeing how it works with Fandral Staghelm.

    With Selective Harvest, Fandral would cause you to draw and discard your deck.  Obviously not something you ever would want to do but its also something that is 100% in your control so you can simply choose not to do it.  It's definitely not ideal, but I still felt the card was worth submitting since this downside is easily avoidable and can't be used to screw over your opponent.  There are lots of combos that already exist in the game that can really screw you over if you make the mistake of playing them.  (E.g., Unlicensed Apothecary and Forbidden Ritual)
    @cheese the reason it costs 3 mana and has the cost reduction is actually because of Fandral.  Original version of the card was 2 mana and just gave a choice of "keep it" or "discard and redraw."  But I was concerned that Fandral trying to "keep" and "discard" the same card would break the game.  By increasing the cost by 1 and then refunding it back, Fandral is a horrible combo with Selective Harvest but at least he doesn't break the game's logic.
    I'm not expecting to do terribly well in the finals but I was happy to finally get my first win with the card.  Thanks to everyone who voted for it in either round.
    Posted in: Fan Creations
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    posted a message on WCDC Season 6 Finale - Mini Comp #1 (Submission)

    Not to be confused with the "Dirty Spell" Slinger, who just fills your hand with bananas

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.20 - Discussion Topic
    Quote from linkblade91 >>

    Alright new idea: the return of Amnennar, the Coldbringer! I told you he'd be back ;) Freeze Shaman is go!

    Frost Armor is a lesser Cryostasis, but readily available and unbound by a two-copy limit.

     I really like this idea but the effect doesnt need to be a battlecry.  Simpler as a static effect since the hero will last till the end of the game anyway.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.20 - Discussion Topic

    Scrapped the old idea and decided on a new concept where the flavor is considerably less subtle.  Thoughts?  

    I know the art sucks on the token.  But was interested in feedback before hunting down good "cat shot out of a cannon" art.

    Card is balanced around dinomancy and is basically an improved/combined version of the mage and paladin hero powers.

    Posted in: Fan Creations
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