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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]
    Quote from jazzfan27 >>

    Thanks for the comments.  I was actively trying to think of board control ideas that we haven't seen.  I didn't just want to throw some version of Lightning Storm out there for my board control  I wanted some 2 for 1 cards instead.

    The latest version of Medusa feels very good to me.  It's a 5/3 that only has the effect when it attacks.  If you can protect it then it's a beast, if not most 2cost spells or minions can dispatch it.  So, you'll need to set things up well to get the value.  I'm liking it, I think it'll stick.  Maybe it could even be 5/4.

    For the 6 mana, the effect only on attack seems less appealing even as a 5/4. Its going to be traded quickly against at that point in the curve and maybe only see its effect applied once. Maexxna is a hearty 6 mana 2/8 that destroys on both attack and defense and never gets played, that iteration of Medusa doesn't feel significantly better. Adding stealth back in might help, so you definitely get a use from it and have more of a chance to defend it. But I prefer your 4 mana, 2/4, always on effect more.  If anything, even cheaper/squishier versions of this seem better - forces cheap spell/silence for removal. Its not a threat to face, but you'll slowly reduce their board to uselessness (just 1 per round, because they wouldn't be attacking it with their minions obviously).
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 3.01 [Discussion Topic]
    Quote from Vultrae >>

    -Ricole Nichie and Haris Pilton by _Jorad (Seems like a troll entry to me for obvious reasons. Should not (in my opinion) be able to advance to the final poll.)

    I'm just dipping my toe in to the fan creations, but it really wasn't meant to be a troll entry. On turn 3 you get a 5/5 body, comparable to King Mukla that can be silenced down to a 1/1 instead of bananas. If not dealt with, it could possibly get boosted to a 9/9 on turn 4, but if both are on the board like that, when one dies the other drops down to a  5/1 that is easily taken out. That felt fairly comparable to a murloc load, Old Murk-Eye combo play. The characters themselves come directly from WoW.
    I'm enjoying this fan creation area, and would like to be contributing quality. Would you mind explaining what part of it seems like a troll entry so that I can avoid that sort of thing in the future?

    Cheers,
    Jorad

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

    @_Jorad
    The heropower is interesting. However it will force him NOT to play Control. Because if your finisher now costs 11 mana you kinda lose the game.
    Ocelot needs to have a "Beast" tag and you need to clarify what minions are "less powerful".
    Malory is strange. I'd even say bizarre or weird. I don't like her effect. I'd never put her in my deck.

    Thanks for the feedback. I'm glad you find the hero power interesting. To your concern over drawing dead on 9/10 mana cards due to the increase, there will be other spells and minions that lower (and raise) the cost of cards already in your hand, next card(s) to be played, etc. One of the challenges in the future design phases will be maintaining a proper risk/reward balance. The goal is to create a class where you may lose a good card but at the benefit of being able to use other cards ahead of curve. There's precedent for this design philosophy already set with warlock discards on above curve cards, so I'm confident that good design will come from it.

    Notes taken on the Ocelot change recommendations for if Archer gets through to Phase 3. For clarification "less powerful" means "lower attack", the intent being a sort of unlimited windfury against weak minions that could clear 2 or 3 of them on average. I tried balancing this based on Stampeding Kodo, which will usually trade against 2-3 weaker minions. Instead of 1 random on battlecry (breaking through divine shields, behind taunts, etc), you get a stealth-prepped targeted attack that is also useful to trade against most midrange minions or go for face.

    Malory is indeed meant to be a bit bizarre (like the rest of the class - somewhat unpredictable), but may be pulling a bit too much flavor from her character to carry out in the game. Perhaps a more revised version of her will only destroy some of your minions and/or discard some of your hand (since we're not held to these specific card designs in later phases). Playing out her optimal play context though, using just the cards previewed, would help provide examples of the game changing mechanics of large scale card cost manipulation.

    Overly contorted example with best case mulligan and turn 1 top decking, but indicative of the types of trade-offs this class will employ:

    • Build a deck with mostly large minions
    • Mulligan/draw in to a tactleneck on the coin
    • Turn 1: Top deck Malory. Coin to the tactleneck, reducing her to (2). End of round draw is potentially cost (0) if it was 1-4, depending on deck build.
    • Turn 2: If end of round from turn 1 cost (0), play it. Play Malory at (2), discarding the 2 cards you had drawn (end of turn 1, beginning of 2) and your 3 other starting cards. The end of round draws from here out are (5) and beginning of round draws are (3), unless otherwise affected.
      After turn 2, you have a 1/6 on the board, have discarded ~5 cards and have a (5) cost in your hand.
    • Turns 3 and 4: Play top decked card for (3), possibly well ahead of curve with a large minion heavy deck
    • Turn 5: Play one of the (5) draws from end of turns 2/3/4.
    • Turn 6: Double play the top decks from turn 5/6.

    This is all ignoring the possibility that the (3) drops you are getting don't enable you to drop some of the others earlier, draw more cards, etc. With a deck of mostly large minions, you've now effectively done something akin to an ideal handlock with card loss instead of card gain, but also without the lost life and with the reduced cost of most of the rest of the deck. Situational and not for everyone? Absolutely. But hopefully this gives some further indication of flavor of the gameplay.

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

    @_Jorad
    The main point of receiving feedback is that you can adjust/change what is wrong. If you already submitted it without showing it in this topic the only thing I can suggest is praying to The Lady.

    Hah, yeah, being a first time submitter I didn't really think about that until after I had submitted it, but feedback is always help for future consideration in case the core is strong enough to make it to phase 2. The rules do say that minor changes can be made to improve balance as long as they don't change the spirit of the submission so I figured it was still worth posting over here just in case!
    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Discussion]

    Long time player, first time class designer! I'd love to receive feedback on my submission (page 4) of Archer, which I've copied over here in to this spoiler:

    Archer

    "Would you say we'd be venturing into... a zone of danger?"

    The Archer class is the ultimate solution to a problem that doesn't exist. As the self-proclaimed best secret agent in the world, his impeccable style and flare for a lack of planning plays right in to this class focused on a form of control that often appears to be out of control until everything falls in to place. Or doesn't. He rarely uses weapons, except guns. Lots of guns. And explosives. And make-shift projectiles. And his classic good looks.

    Overconfidence: "Trust me, I know what I'm doing."
    This passive hero power gives Archer a unique method of rapid card draw, and is at the core of the mechanic the class deals with most: modifying card cost. Inspired by the fun effects on the flow of a game produced by cards like Loatheb and Emperor Thaurissan, the cost of a Archer's plays are unpredictable at best and dangerous at worst. Careful timing, typically perceived by non-super-spies as dumb luck, will be what's necessary to ultimately win.

    Example cards

    Example Spell: Tactleneck
    "I didn't invent the turtle-neck, Lana, but I was the first to recognize it's potential as a tactile garment."
    The staple of a good super spy is being able to find just the right moment to make the hard things easy. Or to just get lucky. The mana reduction applies to the cards drawn at the beginning and end of the turn, as well as any drawn by any other means during the turn (before or after this card is played).

    Look for other spells to follow suit with their manipulation of card costs at the expense of fumbling the occasional easy play, as well as other classic spy maneuvers like gambling away agency funds, drinking heavily, and making elaborate voicemail pranks. And obviously more tactlenecks.

    Example Minion: Ocelot
    "Look Lana, he thinks he's people!"
    Best friend to Archer - maybe his only friend - the ocelot is a skilled predator of things that are smaller than itself. This tricky feline waits in the shadows to clear out the fields of small minions.

    Look for other minions to provide various unique situational benefits, as well as providing general body shields for Archer to hide behind.

    Example Legendary: Malory
    "So once again you're left with the classic Irishman's dilemma: Do I eat the potato now, or do I let it ferment so I can drink it later?"
    No Archer hero would be complete without Malory, his drunk mother and boss. She'll flip the tables - for better or worse - but being the good silver spoon provider that she is she'll at least make everything cheaper. Or more expensive. Playing her can be risky, but can pay off big at the right moment.

    Other legendary minions to be featured: Lana, Cyril, Cheryl, Pam, Krieger, Barry

    Thanks for reading! The world needs more tactleneck, and more Archer. Up-vote if you want to see more of the worlds most dangerous spy infiltrate the worlds beyond warcraft!

    Phase 2: Basic Cards Teaser - Guaranteed to include even more nonchalance that you expect from being the world's deadliest agent, the deadly accurate Walther PPK, the overly destructive and significantly less accurate AK-47, Woodhouse, and the Wee Baby Seamus!

     Thanks in advance for your time and feedback! I like the mechanic of card cost manipulation and hope that it sounds unique and interesting enough as a core class mechanic to be upvoted in to the next phase!

    Posted in: Fan Creations
  • 21

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Submission]

    Class: Secret Agent

    Hero: Archer

    "Would you say we'd be venturing into... a zone of danger?"

    The Archer class is the ultimate solution to a problem that doesn't exist. As the self-proclaimed best secret agent in the world, his impeccable style and flare for a lack of planning plays right in to this class focused on a form of control that often appears to be out of control until everything falls in to place. Or doesn't. He rarely uses weapons, except guns. Lots of guns. And explosives. And make-shift projectiles. And his classic good looks.

    Overconfidence: "Trust me, I know what I'm doing."
    This passive hero power gives Archer a unique method of rapid card draw, and is at the core of the mechanic the class deals with most: modifying card cost. Inspired by the fun effects on the flow of a game produced by cards like Loatheb and Emperor Thaurissan, the cost of a Archer's plays are unpredictable at best and dangerous at worst. Careful timing, typically perceived by non-super-spies as dumb luck, will be what's necessary to ultimately win.

    Example cards

    Example Spell: Tactleneck
    "I didn't invent the turtle-neck, Lana, but I was the first to recognize it's potential as a tactile garment."
    The staple of a good super spy is being able to find just the right moment to make the hard things easy. Or to just get lucky. The mana reduction applies to the cards drawn at the beginning and end of the turn, as well as any drawn by any other means during the turn (before or after this card is played).

    Look for other spells to follow suit with their manipulation of card costs at the expense of fumbling the occasional easy play, as well as other classic spy maneuvers like gambling away agency funds, drinking heavily, and making elaborate voicemail pranks. And obviously more tactlenecks.

    Example Minion: Ocelot
    "Look Lana, he thinks he's people!"
    Best friend to Archer - maybe his only friend - the ocelot is a skilled predator of things that are smaller than itself. This tricky feline waits in the shadows to clear out the fields of small minions.

    Look for other minions to provide various unique situational benefits, as well as providing general body shields for Archer to hide behind.

    Example Legendary: Malory
    "So once again you're left with the classic Irishman's dilemma: Do I eat the potato now, or do I let it ferment so I can drink it later?"
    No Archer hero would be complete without Malory, his drunk mother and boss. She'll flip the tables - for better or worse - but being the good silver spoon provider that she is she'll at least make everything cheaper. Or more expensive. Playing her can be risky, but can pay off big at the right moment.

    Other legendary minions to be featured: Lana, Cyril, Cheryl, Pam, Krieger, Barry

    Thanks for reading! The world needs more tactleneck, and more Archer. Up-vote if you want to see more of the worlds most dangerous spy infiltrate the worlds beyond warcraft!

    Phase 2: Basic Cards Teaser - Guaranteed to include even more nonchalance that you expect from being the world's deadliest agent, the deadly accurate Walther PPK, the overly destructive and significantly less accurate AK-47, Woodhouse, and the Wee Baby Seamus!

    Posted in: Fan Creations
  • 0

    posted a message on Make the Card

    A rogue card that interacts with Stealth

    Next: A way for shamans to decrease RNG

    Posted in: Fan Creations
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    posted a message on Holy Gift Exchange

    I don't run a priest deck really and so I don't have them to play with just for this brawl. I would probably try swapping out the 2 temple enforcers for them though.

    Posted in: Holy Gift Exchange
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    posted a message on What is the next keyword HS should implement?

    Mocking
    Effect activates whenever your opponent targets your hero or a different minion with a spell, hero power or battlecry.

    Examples:

    Mocking: Gain +1/+1
    Mocking: Gain Stealth and Windfury
    Mocking: 
    Deal 1 Damage to a random enemy minion
    Mocking: Silence a random enemy minion

    Posted in: Fan Creations
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    posted a message on Make a CRAZY or FUNNY Card

    Apologies to Trolldar for not seeing his earlier reply. To make up for it... 

    A balanced minion that has (allthethings)

    Next Up: An epic troll warrior minion with a unique battlecry

    Posted in: Fan Creations
  • 0

    posted a message on Make a CRAZY or FUNNY Card

    A funny card with tokens

    Next: A druid legendary that battlecry replaces your hero

    Posted in: Fan Creations
  • 2

    posted a message on Make a CRAZY or FUNNY Card

    A new legendary dragon with a unique effect

    Next: A defensive rogue secret

    Posted in: Fan Creations
  • 2

    posted a message on Holy Gift Exchange

    Haha! Yeah I switched to another deck after winning so many times in a row. It was fun to always win, but it started to feel too evil.

    Posted in: Holy Gift Exchange
  • 0

    posted a message on Easy Heroic Drakkisath

    3 KTs finally got me past this, thanks >.>

    Posted in: Easy Heroic Drakkisath
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