Bacasura - is there any reason you would ever want to run this over Harrison Jones? It more expensive, vulnerable to BGH, 4 health is abysmal for a 7 drop and health gain is less valuable than card draw
Hou Yi - Technically able to kill every minion regardless of it's size. I know it's just conditional but having hard removal for any minion as long as it's the only one on the board... this card is either broken or useless i honestly can't tell.
Serquet - unless your opponent willingly trades it into your stuff how are you ever supposed to kill her? There is pretty much no way to reveal stealthed minions and 5 health is out of range for every AoE.
Vulcan - is just overpriced 8/10 worth of stats for 10 mana really isn't great - look at Cenarius - and the attached Fire Elemental effect doesn't justify the cost either.
Rest is again really great.
Bakasura was(and well, is) a real problem. First of all I think you misunderstood, he is the one gaining health, not the hero. My first idea was to "kill 2/2 or less and gain 3 or 4 health"(I don't remember), but then I thought "will there be 2/2 at 7+ turns?" so I came up with this. I guess I just should've done other god. Baka will most likely be completely reworked or I don't know. But right now I would prefer to focus on other Gods and Goddesses.
With Hou Yi I wanted to implement his "Ricochet" ability and Bouncing Blade instantly came to mind. Although Blade also damages and possibly kills your minions. So I don't know, will it be better if it's like Blade? Then it should probably cost 6 or even 5. But in that case you can't play Hou Yi on empty board since he'll just kill himself.
Serqet... I'm not sure, won't taunts help? She's kinda 8/6/5. May be nerf to 5 attack? 8 mana legendary killed by Flamestrike and Circle of death seems not very viable. Althogh it's just 2 spells from 2 different classes, so may be.
I really didn't think Vulcan would require changes, but you got a point. Probably should change his cost to 9 and make Cannon able to attack.
I like most of these cards other than angi. He's my favourite god in smite and I feel that his effect shouldn't be a battlecry but happen at the end of the turn. When compared to Ragnaros the Firelord it costs more, the body is smaller and the effect isn't as good.
Well, Agni can attack. And I'm not sure how "bombing" at the end of the turn would make a difference? Or are you suggesting that he should have effect at the end of each of your turns? That would be too strong in my opinion. Besides when it's a battlecry you can set up your turn after it, I think it's very productive. Plus Agni in smite is considered strong because of his powerful burst damage, and "at then end of the turn" doesn't really sound to me like "burst" lorewise or whatever's the word.
Aphrodite, He Bo, Artemis, Anubis, Arachne, Serquet and Sylvanus are damn good.
But man, pretty good job. I really like how they are all unique, and in some scenario, some decks, they could all see play. They also seem pretty balanced, just the ones I mentioned seen a little bit OP but it's ok, they're legendaries :d
It's a shame they don't fit the lore and will never be introduced in the game. I would love to see some Arachne-Anubis action.
Oh, and cool avatar :d
Thanks, I like it too ^^ It should have little animations which make it even more cooler a bit, but I guess creators of this forum are animationists(riot?).
I'm glad you enjoyed the collection, more will be coming(I just hope my first post wont explode or mods will be able to change certain post to being second)!
I will make comment on some of the cards that I want to comment on, hope you don't mind. And since this thread has 3 pages I'm sure what I'm about to say has been probably written already, so sorry about that but I'm lazy to read all 3 pages of comments.
Worgen Mercenary - I made a card with similar ability, only it's 9/6/6 Legendary, so I find this to be OP as hell;
Druid of the Scythe - This one is my favourite + Love the art;
McPinchy - As far as I know 1 damage is considered to be better than 1 heal in HS, so making this reversed Mistress of pain seems too strong(although it's arguable how good/balanced Mistress is, but still);
Mass Revival - Basically a Kel'Thuzad which costs 2 less but without actual Kel'Thuzad. Can't imagine for it to get play over the Lord of Naxxramas;
Rhonin Redhair - Would be balanced if you take away 2 of 3 effects. Cost decrease may not be that good on it's own, but if you combine it with any of the 2 it's OP;
Bloodsurge - It's good that you made it 4 mana instead of 3, but you can equip Gorehowl at 7(even attack with it), then use 2xUpgrade!, Bloodsurge and Cowering Shout and it's a 16 damage combo. This may be 2 turn combo, but if your opponent is low(and warriors themselves are pretty healthy) it's still too good.
That's all I'm gonna cover. Overall this expansion seems good.
I think Mercury is a bit OP, just imagine playing him with Shaman, 2 cards and 10 damage for a 8 mana combo (with Windfury/Reincarnate) that can be even better with rockbiter(s) or Flametongue. Compared to 4/2 charge divine shield it seems a bit much to me.
Before I forget: Good job!
I went through a long thought process about Mercury after reading your posts and decided to make him 5/4. As said above, purpose of playing Merc is not the burst damage but to draw cards and deal some amount of damage. Therefore I think it would be pointless to play Mercury if you don't draw at least 2 cards with him, so giving him 3 HP would make him counterable with 1 and 2 manacost cards like Lightning Bolt, Wrath, Frostbolt, Soulfire etc., which I don't think would be reasonable. It's highly likely in my opinion that at a turn 6/7 enemy player will have at least 1-2 damage on the board, which combined with cards mentioned above(and some others) already takes care of Mercury, whereas playing him on empty board to be killed by a single Lightning Bolt would be very frustrating.
So that's it. May be I'm wrong and Merc is still OP but that's how I feel at the moment(I can still be convinced though).
This, some other changes and new cards coming later.
Mercury is super OP so i guess its pretty close to his counterpart in smite which then again is good design... I guess? :p
Well in a certain manner I guess :D I should probably make him 4/4 though. I also thought about drawing for both players but that would probably be bad.
I misread Osiris a bit, you mean the card only takes -1 reduced damage? I think if it applied the -1 damage effect to your whole board that wouldn't actually be outrageous for its mana cost.
Osiris himself takes 1 less damage from every source(including minions, spells, hero powers and card effects) that hits him. For example: if you hit him with 2 Frostbolts and ping, they will deal 2 + 2 + 0 damage = Osiris will have 3 Health.
Sun Wukong has aura that reduces damage of enemy minions by 1.
Cool ideas but some are a bit overpriced imo. Hel is a 6 mana darkscale healer, Hades is a 9 mana scarlet purifier.
Osiris is probably my fave and wouldn't mind if it was put into the game as a tankier form (6/8, KT stats).
I made Hel 6 because of versatility. She can be Darkscale Healer or she can bring tons of bonus damage from spells.
Hades deals damage only to enemy minions. But I agree, probably needs some tweaks. I'm thinking probably the effect should deal 3 damage and may be even to friendly minions.
Thanks for responses everyone! I appreciate your criticism/feedback.
You think? If we compare him to Ancient of Lore(which is epic), he only has 1 more attack and draws 1 less card, unless Focus is activated. And in my opinion it wouldn't be very easy to focus 7drop unless on 7th turn of course; also he doesn't have the option to restore health.
Great work, i love smite - only moba that is somewhat enjoyable in my opinion - and its great to see how much thought you put into these.
I do however dislike chronos since it is basically just Malorne, balance on some of the others is a bit off but since this is theorycrafting thats nothing to really mind.
Thanks!
I know it's basically Malorne, but that's the best possible way I found to implement what Chronos represents and brings in Smite. I shall continue to look into it, may be I'll think of something better. Although I thought Malorne costed 9 and I did smaller version of him. Guess I'll have to fix that.
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Working on it!
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Bakasura was(and well, is) a real problem. First of all I think you misunderstood, he is the one gaining health, not the hero. My first idea was to "kill 2/2 or less and gain 3 or 4 health"(I don't remember), but then I thought "will there be 2/2 at 7+ turns?" so I came up with this. I guess I just should've done other god. Baka will most likely be completely reworked or I don't know. But right now I would prefer to focus on other Gods and Goddesses.
With Hou Yi I wanted to implement his "Ricochet" ability and Bouncing Blade instantly came to mind. Although Blade also damages and possibly kills your minions. So I don't know, will it be better if it's like Blade? Then it should probably cost 6 or even 5. But in that case you can't play Hou Yi on empty board since he'll just kill himself.
Serqet... I'm not sure, won't taunts help? She's kinda 8/6/5. May be nerf to 5 attack? 8 mana legendary killed by Flamestrike and Circle of death seems not very viable. Althogh it's just 2 spells from 2 different classes, so may be.
I really didn't think Vulcan would require changes, but you got a point. Probably should change his cost to 9 and make Cannon able to attack.
Thank you for your continuous feedback!
Well, Agni can attack. And I'm not sure how "bombing" at the end of the turn would make a difference? Or are you suggesting that he should have effect at the end of each of your turns? That would be too strong in my opinion. Besides when it's a battlecry you can set up your turn after it, I think it's very productive. Plus Agni in smite is considered strong because of his powerful burst damage, and "at then end of the turn" doesn't really sound to me like "burst" lorewise or whatever's the word.
Thanks, I like it too ^^ It should have little animations which make it even more cooler a bit, but I guess creators of this forum are animationists(riot?).
I'm glad you enjoyed the collection, more will be coming(I just hope my first post wont explode or mods will be able to change certain post to being second)!
Thanks everyone for your responses and up-votes!
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Updated the OP with new cards and changes to some of the old ones.
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I will make comment on some of the cards that I want to comment on, hope you don't mind. And since this thread has 3 pages I'm sure what I'm about to say has been probably written already, so sorry about that but I'm lazy to read all 3 pages of comments.
Worgen Mercenary - I made a card with similar ability, only it's 9/6/6 Legendary, so I find this to be OP as hell;
Druid of the Scythe - This one is my favourite + Love the art;
McPinchy - As far as I know 1 damage is considered to be better than 1 heal in HS, so making this reversed Mistress of pain seems too strong(although it's arguable how good/balanced Mistress is, but still);
Mass Revival - Basically a Kel'Thuzad which costs 2 less but without actual Kel'Thuzad. Can't imagine for it to get play over the Lord of Naxxramas;
Rhonin Redhair - Would be balanced if you take away 2 of 3 effects. Cost decrease may not be that good on it's own, but if you combine it with any of the 2 it's OP;
Bloodsurge - It's good that you made it 4 mana instead of 3, but you can equip Gorehowl at 7(even attack with it), then use 2xUpgrade!, Bloodsurge and Cowering Shout and it's a 16 damage combo. This may be 2 turn combo, but if your opponent is low(and warriors themselves are pretty healthy) it's still too good.
That's all I'm gonna cover. Overall this expansion seems good.
Nice job!
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Not yet.
P.S.
Could a moderator tell me how long a post can be/how much room my first post has left?
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I went through a long thought process about Mercury after reading your posts and decided to make him 5/4. As said above, purpose of playing Merc is not the burst damage but to draw cards and deal some amount of damage. Therefore I think it would be pointless to play Mercury if you don't draw at least 2 cards with him, so giving him 3 HP would make him counterable with 1 and 2 manacost cards like Lightning Bolt, Wrath, Frostbolt, Soulfire etc., which I don't think would be reasonable. It's highly likely in my opinion that at a turn 6/7 enemy player will have at least 1-2 damage on the board, which combined with cards mentioned above(and some others) already takes care of Mercury, whereas playing him on empty board to be killed by a single Lightning Bolt would be very frustrating.
So that's it. May be I'm wrong and Merc is still OP but that's how I feel at the moment(I can still be convinced though).
This, some other changes and new cards coming later.
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Well in a certain manner I guess :D I should probably make him 4/4 though. I also thought about drawing for both players but that would probably be bad.
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Updated the OP with new cards.
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Osiris himself takes 1 less damage from every source(including minions, spells, hero powers and card effects) that hits him. For example: if you hit him with 2 Frostbolts and ping, they will deal 2 + 2 + 0 damage = Osiris will have 3 Health.
Sun Wukong has aura that reduces damage of enemy minions by 1.
Thanks! Ymir and some others will probably come tomorrow.
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Updated Chronos since apparently he was bad version of Malorne for the same cost.
What do you mean?
I made Hel 6 because of versatility. She can be Darkscale Healer or she can bring tons of bonus damage from spells.
Hades deals damage only to enemy minions. But I agree, probably needs some tweaks. I'm thinking probably the effect should deal 3 damage and may be even to friendly minions.
Thanks for responses everyone! I appreciate your criticism/feedback.
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You think? If we compare him to Ancient of Lore(which is epic), he only has 1 more attack and draws 1 less card, unless Focus is activated. And in my opinion it wouldn't be very easy to focus 7drop unless on 7th turn of course; also he doesn't have the option to restore health.
Thanks!
I know it's basically Malorne, but that's the best possible way I found to implement what Chronos represents and brings in Smite. I shall continue to look into it, may be I'll think of something better. Although I thought Malorne costed 9 and I did smaller version of him. Guess I'll have to fix that.
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Hello.
Nut sure how many Smite fans are on this forum, but here's my little set of Deity cards. Obviously they are all legendaries, being Gods/Goddesses.
I tried to represent their ingame abilities/style in Hearthstone manner as much as possible.
Cards include mechanics that are not in the game:
Sharp Eye - Can attack through Taunts;
Focus(© Amaz) - Activates when playing this card leaves 0 mana.
Requiem(© Amaz) - Activates when a friendly minion dies.
Disoriented - 50% Chance to attack wrong enemy
Anti-Magic - Imuune to all kind of spells, including AoE(not immune to hero powers though)
The cards:
That's it for now. Planning to do more.
Would appreciate feedback both smitewise and balancewise(I'm aware some of them might be imbalanced).
Update 1:
Buffed Rama to +1 Health(I imagine 666 doesn't mean much for Hindu guys?)
New cards:
And of course the Boar, also known as "Tusky":
Update 2:
Changes:
Neith - Manacost decreased from 7 to 6;
Mercury - Health reduced from 5 to 4;
Hades - Manacost decreased from 9 to 7, now deals 3 damage and to friendly minions as well.
New cards:
Lain`Edel
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Bump.
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Hello. I tried changing game language by editing config.client but it only changed text, not voices. Months ago It was working.
Does anyone know what could be the problem?
Thanks in advance.
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Never mind this post. Was an accident.