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    posted a message on Mike Donais and Peter Whalen on Nerfs, Design, Early Kobolds Cards, and Cards that Didn't Make It

    I’m getting the impression you don’t really understand how... producing something works.

    Posted in: News
  • 1

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

    Ok, here's my pitch. I know I'm missing the tribe-rule one, but this is to showcase my idea for the competition since I've not gotten any feedback on it yet.

    The class I'm going with is Dreadlord. In the Warcraft series, these were vampiric, trickster demon lords that served the Legion. Just like in WoW, in Hearthstone their gimmick would be Vampirism (Lifesteal), Trickery (Control, Sleep, maybe Secrets) and, of coure, Demons. 

    A Dreadlord's goal is that of attrition of resources, meaning, making your opponent run out of resources before you do. It is done so mainly through a combination of minions, spells and, specially, tons of healing. However, the main source of... food is not usually your enemies, but your allies. Your minions, despite not being the strongest, will grant you further protection and sustain to keep you in the game.

     

     There is also a new keyword specific to this class: Bloodbound. Bloodbound cards come into effect when your hero is healed with any kind of effect, whether it is a spell or Lifesteal. But Dreadlords do not only play bloody, they also play dirty. They hold possession of a grand array of tricks and dark magic under their sleeves.

     

    But in the end what's a class without it's Legendary. That's where this little fellow enters. Tichondrius will double your max Health to make sure you can heal even more than before (Disclamer: It does not double your current Health, only the max cap. Current Health stays the same.)

     

     

     A couple red flags I see here, starting from the top:
    First off, Dreadlord is a race not a class. It's a pretty specific race too, which is probably going to limit the card pool you can have access to by  a lot. You could possibly change your class into something like "The Legion" so that you can get access to a wider card pool, and not be restricted to just one race that primarily serves one faction.
    As for the Hero Power, there's two issues here. First, it uses a Keyword that wasn't developed until KFT. You could technically make the point that it could've been cross-applied back after KFT dropped, but honestly I think you'd be better off going with something like "Deal 1 damage. Restore 1 Health to your hero." Secondly, and mostly importantly, it's a strictly better version of the Mage Hero Power, which I'd definitely avoid. If I were you, I'd change the power to give your Hero +1 Attack rather than deal 1 damage, but that's honestly got its own slew of problems too. However, in it's current state, I'm not a fan of the power creep demonstrated by the Hero Power.
    Bloodbound, as a Keyword has two issues. Firstly, as I understand it, no Bloodbound effect will be able to be targetable. This is due to fact you cannot target effects on your opponent's turn, while you can have your Hero healed on your opponent's turn. If this interaction shouldn't work like that, I feel it's worth some sort of note on your submission when it's posted. Secondly, due to the effect of your Hero Power, Bloodbound essentially functions like a better Inspire. I don't know if I fan of that, and even if you're OK with it, it's worth it to keep in mind any Bloodbound minion you make has to be balanced with a fact you're using a better Inspire mechanic. Inspire is quite snowbally and for that reason some players simply aren't a fan of the mechanic. Therefore, apply this keyword with caution.
    Bloodborn Gargoyle looks to be a Basic card, and Basic cards cannot have a class specific Keyword, as per the rules. I'd change it to a Common or Rare Classic.
    Potion of Rejuvenation has extremely sloppy wording, and I'm not a fan. "Lifesteal effects targeted at"? What does that mean? Attacks by minions with Lifesteal? Spells giving a minions Lifesteal? If I were to design the card, I'd probably change it to give a Lifesteal minion twice the healing when it attacks, as it allows for a very similar effect while not being such an eyesore.
    Weak Minded Fool! is word for word the card I posted earlier with my class costing one more, but it's not a super unique card and I'm somewhat willing to believe we might've both come up with it on our own -- just making you aware. The wording is also incorrect, should be take control of an enemy minion, not just minion. I also have no clue how it's a Karazhan card, but to each there own.
    Class Legendary seems fine, I would like to note it somewhat breaks the theme of Classic Legendaries being heavy win conditions.
    All and all, while there's a lot that could be improved about your class, flavor and mechanics wise it looks alright, and I'm excited to see what you do with it :)
     
     
    Posted in: Fan Creations
  • 0

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

    Speaking of challenges I hate, I'm really not digging this keyword requirement. It works for some people's classes, but it feels more restrictive to me than anything -- forcing people to think of and define their new mechanics into keywords can take simple and neat ideas and make go in awkward directions.

    In general this idea of like -- "Oh, I'm going to really mess people's ideas and visions up in the future, mwahahaha!" doesn't jive well with me at all. If someone has an idea in mind, I'd think the requirements posed for people should be more about inspiring people via necessity rather than simply preventing them from expressing the ideas they have in mind. Of course, this is only my silly take on things.

    Does anybody have an idea that might work as a keyword for my class? I'd like something simple, similar to Combo or Choose One, that fits in somewhat with the identity I've already developed.

    what i've got so far: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/210033-deathwing-needs-a-friendwing-class-creation?page=9#c164

     

     

     

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Challenges Poll]
    Quote from Mewdrops >>
    Quote from Whammerist >>

     Here's what I've got so far -- this is my first custom class, so criticism is highly encouraged and appreciated! :)

    THE BATTLEMANCER

    The Battlemancer uses both magic and hand-to-hand to dispatch their foes in the most efficient ways possible. The class is based around combos between both combat skills and magic, and using these combos as both ways to gain tempo and ultimately dispatch your opponent. Your specialty is using your wide set of skills to gain the upper hand in combat, and doing so should feel very rewarding -- the class is built upon cards and combinations that require skill and setup to be used properly. The best way to show you my vision with this class is you provide you with some of the cards I've designed so far.

    Spare Mana is similar to cards like Innervate and Counterfeit Coin, serving as a way to both cheat out cards in the early-game and assemble combos in the late-game. It's also a cheap spell that can be used to activate effects that rely on spells being played, like your Mana Golem or a Gadgetzan Auctioneer.

    Amateur Alchemist is a nice early drop, able to both contest a board with its solid 1/3 stat line and possibly neutralize an enemy minion as well. However, the upside can very likely backfire if this card is included in aggressive decks, as once you do have control of the board it's likely the Battlecry will hit your own minions rather than your opponents.

    The Harder They Fall is a hard removal spell similar in design to Shadow Word: Death, except it's conditional on its target having 5 or more Health rather than Attack. It's a solid removal spell fitting into the class themes with nice flavor included. Not much more to say.

    Mana Golem is a solid mid-game drop that combines the bulk and combat abilities of a golem with elements of the arcane. While it has a decent stat line on its own, you're able to use spells to increase its Health and subsequently obtain value trades you might not be able to otherwise, or to survive possible incoming board clears like a Hellfire, Flamestrike, or Dragonfire Potion.

    Last but certainly not least is Intimidation, allowing you to take control of an enemy minion for only 4 mana, provided it's at 2 or less Health. This card has many different applications depending on how you play and where you want to use it. You can steal a 3/2 from your opponent, maybe steal a damaged Northshire Cleric before your opponent can heal it back up again, or wait! If I trade my Mana Golem into his Cobalt Scalebane, I can steal it for myself to finish it off! It's a cool effect which allows and encourages many different lines of play.

    Thank you so much for looking over my initial ideas for this class, and please comment with your thoughts. I hope I was able to convey the class identity I have in mind to you guys, and I hope you at least find some of these ideas interesting.

    - Whammerist :) 

     Nice! Cost reductions! I'm always a fan of those, simply because they enable COOL COMBOS. I did something really similar for my first class competition :D That said, you have to be careful with cost reductions - they can be really broken really easily if not done right.
    The cards themselves all seem pretty fair, and nice and simple, so props for that. I'd stay away from permanent attack debuffs though, since 0-attack minions become functionally useless and that feels really bad. Also, I'm not feeling much 'wow' factor here - nothing really stands out to me.
    The main problem I have with your class right now is that I've got no idea what it wants to do. What's the win condition here? What are the COOL COMBOS you want to pull off with your cost reductions? I'm not quite feeling the class identity either - what I've seen so far seems to imply some sort of Miracle build, but I can't see enough burst for that to work. I'm also not quite sure if your class is some sort of mage or gladiator ninja (I'm exaggerating a little, but still).
    My advice would be to figure out how your class wants to win the game, and show some cards to do that. Control? Show a big beefy scary guy. Aggro? Show some good face hitting tools. I'd go on, but I think you get my point :D
    Side note: I'm a little worried about the grey background on your hero. It looks kinda... ugly.

    First off and most importantly, thank you so much for the feedback! To address the low-hanging fruit here first, I probably will change out the Hero art at some point. It does convey the combat, front-line mage vibe I'm trying to go for but I'm still not super happy with it and I'll probably change it before submission if I can find something better. I'll probably also change the Alchemist effect soon, possibly to either last until the start of your next turn or do something new entirely -- not quite sure yet.

    The main theme I gathered from your feedback is that the themes of my classes didn't quite come through, and I agree. I'll try and add some of the complex and archetype defining cards soon to really tie together the narrative and point of my class. I'll probably update my post in the next 24 hours with the new cards, and if you've got time and are willing I'd love to hear some more of your thoughts then.

    Side note: I'd like to think of my class as pretty much a mage gladiator ninja -- about sums it up really. In all seriousness, I think the main archetypes I'm going to go for are Tempo, Combo, and Control. Tempo will probably look similar to today's Tempo Rogue, except with a larger focus on spell synergies and buffs. Combo will have Leeroy shenanigans as well as burst damage, and yes, I'll closely monitor what can be done and make sure nothing gets too out of hand. Control will probably focus more on beating Aggro and possibly contain smaller bits of the Combo packages.

    Again, thank you so much for your feedback -- as a card creator yourself, you know how much it can help. I hope I was able to answer some of your questions about the class identity and respond to what you said without sounding dismissive.

     

     

    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Challenges Poll]

     Here's what I've got so far -- this is my first custom class, so criticism is highly encouraged and appreciated! :)

    THE BATTLEMANCER

    The Battlemancer uses both magic and hand-to-hand to dispatch their foes in the most efficient ways possible. The class is based around combos between both combat skills and magic, and using these combos as both ways to gain tempo and ultimately dispatch your opponent. Your specialty is using your wide set of skills to gain the upper hand in combat, and doing so should feel very rewarding -- the class is built upon cards and combinations that require skill and setup to be used properly. The best way to show you my vision with this class is you provide you with some of the cards I've designed so far.

    Spare Mana is similar to cards like Innervate and Counterfeit Coin, serving as a way to both cheat out cards in the early-game and assemble combos in the late-game. It's also a cheap spell that can be used to activate effects that rely on spells being played, like your Mana Golem or a Gadgetzan Auctioneer.

    Amateur Alchemist is a nice early drop, able to both contest a board with its solid 1/3 stat line and possibly neutralize an enemy minion as well. However, the upside can very likely backfire if this card is included in aggressive decks, as once you do have control of the board it's likely the Battlecry will hit your own minions rather than your opponents.

    The Harder They Fall is a hard removal spell similar in design to Shadow Word: Death, except it's conditional on its target having 5 or more Health rather than Attack. It's a solid removal spell fitting into the class themes with nice flavor included. Not much more to say.

    Mana Golem is a solid mid-game drop that combines the bulk and combat abilities of a golem with elements of the arcane. While it has a decent stat line on its own, you're able to use spells to increase its Health and subsequently obtain value trades you might not be able to otherwise, or to survive possible incoming board clears like a Hellfire, Flamestrike, or Dragonfire Potion.

    Last but certainly not least is Intimidation, allowing you to take control of an enemy minion for only 4 mana, provided it's at 2 or less Health. This card has many different applications depending on how you play and where you want to use it. You can steal a 3/2 from your opponent, maybe steal a damaged Northshire Cleric before your opponent can heal it back up again, or wait! If I trade my Mana Golem into his Cobalt Scalebane, I can steal it for myself to finish it off! It's a cool effect which allows and encourages many different lines of play.

    Thank you so much for looking over my initial ideas for this class, and please comment with your thoughts. I hope I was able to convey the class identity I have in mind to you guys, and I hope you at least find some of these ideas interesting.

    - Whammerist :)

     

    Posted in: Fan Creations
  • 1

    posted a message on Game Balance

     

    Courtesy of https://www.vicioussyndicate.com/vs-data-reaper-report-73/

    Mage is the third most popular class at all ranks, due to both the aggressive Secret Mage and the control-style Big Spell Mage. 

    At Legend, the class diversity does get slightly smaller, but pretty much every class is competitive except for Warrior and Shaman. In every meta there's been at least one class that's tough to use if not 2. But the thing is, both Warrior and Shaman CAN be and HAVE been used to lots of success.

    Shaman, the least used class, was very recently used by CitizenNappa to hit top 5 legend in Standard:

    http://www.hearthpwn.com/decks/1010415-top-5-legend-aggro-shaman

    Pirate Warrior is still popular too -- for a good deck list, look to Karomizu's Pirate Warrior, considered by most top players as the standard and most effective list. Big Warrior is viable as well, pro player Seven was able to take it the top legend spot earlier in K&C -- list below.

    https://www.vicioussyndicate.com/deck-library/warrior-decks/pirate-warrior/karomizus-pirate-warrior-2/

    https://www.vicioussyndicate.com/sevens-big-warrior/

    No class is dead just yet this expansion, and there is definitely no need for any rash buffs or nerfs some players are asking for. This meta is shaking out to be as balanced or even more balanced than metas we've had for a long time. Feel free to try and correct me if I'm wrong.

     

    Posted in: General Discussion
  • 1

    posted a message on Which deck counters Current Meta Control Warlock?

     

    Quote from Yarden1994 >>

    Toxic? You don't know what is toxic. Toxic are ANY Tempo Deck (Mid Hunter, Secret Mage, Dragon Priest...) Jades and Highlander decks. This is toxic, not a ControlLock, not N'Zoth Pally, not Miracle Rogue, and not even Mech Mage...

    Toxic are decks with Corridor Creeper, Nightmane, Cobalt Scalebane and Patches the Pirate.

    You’re just describing the meta lol 
    EDIT: Also Nightmane lol
    Posted in: General Deck Building
  • 1

    posted a message on Which deck counters Current Meta Control Warlock?

    There are two variants of Control Warlock right now, Cube and Fatigue. Cube is often not as equipped as Fatigue variants to beat the fastest Aggro decks in the meta like Paladin, Hunter, or Druid. Fatigue, the variant which drops the Cubes and Doomguards for a Rin and more anti-Aggro tools, is best defeated with decks where you win condition isn’t as affected Voidlords get cheated out by turn 6, so your best bets are probably Razakus Priest and Mage decks. The one strong deck that matches up most favorably against both variants is Spiteful Summoner Priest, which has great board presence along with the ability to Mind Control late Doomguards  and Voidlords. Tech in a Spellbreaker or two and you should be able to consistently beat most Control Warlocks. :)

    Posted in: General Deck Building
  • 2

    posted a message on Luzkan Overload Combo [Intro written]

    Unfortunately this deck really won’t work without both giants, as they are kind of your main win condition 

    Posted in: Luzkan Overload Combo [Intro written]
  • 0

    posted a message on Help. Skull of the Man'ari vs Dragoncaller Alanna? [And, dust Oakheart?]

    oakheart is very good in control warlock, so if you assign any value to gold cards and plan on playing control warlock, he's good to keep

    control warlock is quite expensive, but it's also incredibly fun, so check if you've got the dust to craft it and i'm sure you'd enjoy it if you went for it. i don't think big spell mage and alanna are that great, and i'd probably craft control warlock if i were you

    Posted in: Card Discussion
  • 0

    posted a message on How good is Val'anyr?

    Card is great in Aggro because from turn 6 onwards you’ve got a guaranteed 4 damage, helping you clean up games — good the same way Aluneth is in Secret Mage.

    Posted in: Card Discussion
  • 0

    posted a message on Is The Darkness A Good Craft?

    no -- really depends on the deck you want to play, but no the darkness overall is not very good and doesn't have a place in a majority of decks

    it's only viable spot in the meta right now is as a possible raza tech in control warlock or warrior, and there's many many legends you'd craft before darkness if you want something like that

    master oakheart, for example, is a much better neutral legendary for control as a staple in control warlock and occasional tech in control warrior and various experiment slow druid decks

    Posted in: Card Discussion
  • 0

    posted a message on list of dungeon bosses/encounters

    me and the people in the hearthstone speedrun discord are making a notes and hopefully guide for dungeon run right now

    would love for people help out and add even more :)

    https://docs.google.com/document/d/1yH2En1LX88jjgk0NMxV6t_Fq4FkwGiO3N5vMylE9ZuM/edit?usp=sharing

     

    Posted in: Dungeon Run
  • 1

    posted a message on What's your least favorite Dungeon encounter so far?

    Trapped Room. Like you, I love this mode, and I really like the concept of the fight, but in execution it's almost unwinnable with some decks and it can just really turn you off.

    Posted in: Dungeon Run
  • 35

    posted a message on Ozzes will not be needed anymore(I think)

    None of the new legendary weapons are nearly as scary as your spelling.

    Posted in: General Discussion
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