I like Looking for Group, but I agree with Basil that the Teamfight Tactics looks very OP. Given you're already running a swarm deck to complete the Quest, I think you could drop the refresh effect and it'd still be strong. This would ruin the flavor, though, so I'd probably make it 1 Mana "Give a minion +1/+1" and keep the refresh.
About Control the Skies, it feels too much like a pure Warrior card: the flavor isn't Druid-like at all and the reward seems way more exploitable by Warrior.
Demonxz95
Funny how both Druid/Paladin quests have this guild flavor xD
About your card, I like the card fits both classes identities, but Basil is probably right about the burst potential of it. I'd probably try to think a completely different effect that is still related to buff spells, because this one is very difficult to balance.
BasilAnguis
My favorite is definetly Scoundrel's Craftiness. Secret Rogue is always cool and the reward is a very interesting rule bend.
Feed the Void isn't bad, either. The reward is, again, the best part of the card. The reason I don't like it as much is that focusing on spell schools or minion types both classes have in common seems like a very obvious route to go, but it's still a very solid card.
Finally, the only of your cards I don't like is Free Me. The effect is flavorful and all, but I feel it should simply be a weapon with this Deathrattle instead of a Quest.
MrRhapsody
Very flavorful card, but I agree with Basil about both things: the requirement should be harder to complete and the reward should probably drop the random Demon. How about making the Hero Power the Goblin Prank effect? This way you'd have Rush to represent Warrior and a harsh drawback to represent Warlock.
All in all, if you polish this card, I could see it winning (again, you're having a very good strike this season). I almost won once with a Mannoroth Hero Card which had very similar flavor. Snif.
Seeing that you can finish it in normal, I just went with a whole team of pirates: Edwin (speed treasure), Eudora (battlecry: cannon treasure), Sneed (activated saw treasure), Mr. Smite (heavy anchor), Hooktusk (add health when attack treasure) and Cookie (appetizers). Since I've got most of them maxed and I got mostly pirate buff treasures, the final fight was over in round 2.
As for the import codes suggestion, I feel you: codes are very useful. For now, all I can say is that we're going to support such feature: we're currently working on it - just give us some more time and we'll get there!
Nope. I got to something like 21 doing the 3 runs, then refused to look for the rest. I know some missions have multiple lore books, sometimes appearing after you could have had lethal, so you could take every fight as slow as possible and see if that helps (assuming you haven't already done that).
It doesn't help that they can't be predicted if you don't know they're coming, so I do my actions and end the turn immediately like usual, only to see the damn things appear and disappear before my eyes. It's too much mental strain to play slowly enough to make sure I don't miss the ones I do find lol.
That's the same task as Grom's. You need to oneshot the enemies, not trigger the deathblow, also enemies can damage themselves attacking you, but you can't damage them by yourself, only oneshot for quest to count it as deathblow.
Ok, I tested this and you are correct. How f-ing stupid is that? Deathblow is a keyword with a specific meaning and function, but here they just arbitrarily use it to mean "one-shot"? Bunch of BS.
I am on task 2 of the Y'shaarj event and I as wondering if I have been misunderstanding the task's wording or if its just THAT hard, cause i am led to believe its asking me to oneshot all three 160+ health enemies in one turn which, sounds a bit much.
You have to deal the lethal blow to all 3 bosses in the same turn, which means you have to bring down their health gradually in the turns before and not kill them. I managed to complete this task using Old Guardian's Holy strategy.
A lore friendly quest to two classes that loves hitting their own minions. Just to be clear, to advance the quest you would need to directly deal the damage, minions surviving damage would not count towards quest progression. Kinda feel like it is too week right now, so I would like a second opinion on that matter.
If anything this seems too OP. A single Whirlwind or Rain of Fire will complete it if you have 4 or 3 minions. The random demon part is the scariest because most of the time you will get a huge body for just 2 mana. Even a 3/4 would be huge but you can regularly pop out stuff over 6 mana.
A lore friendly quest to two classes that loves hitting their own minions. Just to be clear, to advance the quest you would need to directly deal the damage, minions surviving damage would not count towards quest progression. Kinda feel like it is too week right now, so I would like a second opinion on that matter.
Goblins vs Gnomes are one of the oldest expansions in Hearthstone, and over time, most of the cards were powercreeped. So I decide to do a small balance patch for this expansion. I focused on buffing weak cards and more support to "spare parts" mechanic.
Druid:
Show Spoiler
Hunter:
Show Spoiler
Mage:
Show Spoiler
Paladin:
Show Spoiler
Priest:
Show Spoiler
Rogue:
Show Spoiler
Shaman:
Show Spoiler
Warlock:
Show Spoiler
Warrior:
Show Spoiler
Neutral:
Show Spoiler
I could mess up in wording, and I have plans to do the same to others Hearthstone expansion.
I am on task 2 of the Y'shaarj event and I as wondering if I have been misunderstanding the task's wording or if its just THAT hard, cause i am led to believe its asking me to oneshot all three 160+ health enemies in one turn which, sounds a bit much.
Miracle of Shadows is hard to analyse how OP would be. I am certain there is a possible broken combo somewhere but I cant think of it.
I like Keep the Balance more but the wording needs help. The way it is makes me think I need spells that have 2 spell schools. 5 health per turn might also be a bit too much, 3 seems more balanced.
Miracle of Shadows explores two themes Rogue and Priest have in common: the Miracle archetype and the 1/1 copy thing, which mesh together very well. Maybe too well, I'm afraid it might be OP lol It also has some thieving action sprinkled in, which is also something both classes tend to focus on.
The flavor is a bit boring and very leaning towards Priest, so I might change it later.
Regarding Keep the Balance, it makes you play three Shadow and three Holy spells; or three Arcane and three Nature spells. The reward grants some passive recovery, which isn't present in the game I believe, and fits both Priest and Druid very well.
Overall, I think the flavor of Keep is better, but I prefer the gameplay of Miracle (if it's not OP, that is)
This is the first idea i had. Common Shadow synergy between warlock and priest, some resummoning and minion stealing, all in all a simple mesh of themes.
This one i foresee people hating because people hate secrets. Maybe 10 secrets at once it's too much given rogue has bounces. Might make it a spell.
I wanted to do a different class combo for the 3rd idea but then i saw link say you can't make a Xal'atath quest. WELL I CAN! Control focused card with the theme of board clears that priest and warlock have so many of. And the reward basically makes the enemy hero have 15 max hp, making it easier to finish them off.
Feedback:
linkblade91 - Looking for Group is a great idea, but i feel Teamfight tactics might be a bit OP. I can see this very easily spiraling out of control. Control the skies is a much nicer one and the reward is cool. 7 cards might be too much through but i suppose to make use of the reward you'd want to stuff as many armor cards as you can.
Hehe, I'm making a custom set where dual-class Quests are a pretty huge draw of the whole deal. I have 10 of them to work with (although I wouldn't be able to get away with all of them without set context). :)
EDIT: For clarification, minions that are buffed in the hand or deck would only count towards Quest progression once they're actually put onto the board. At least, that's the way I envision it.
Questing For Two - Card Design Competition Discussion Thread
Feedback:
About Control the Skies, it feels too much like a pure Warrior card: the flavor isn't Druid-like at all and the reward seems way more exploitable by Warrior.
About your card, I like the card fits both classes identities, but Basil is probably right about the burst potential of it. I'd probably try to think a completely different effect that is still related to buff spells, because this one is very difficult to balance.
Feed the Void isn't bad, either. The reward is, again, the best part of the card. The reason I don't like it as much is that focusing on spell schools or minion types both classes have in common seems like a very obvious route to go, but it's still a very solid card.
Finally, the only of your cards I don't like is Free Me. The effect is flavorful and all, but I feel it should simply be a weapon with this Deathrattle instead of a Quest.
All in all, if you polish this card, I could see it winning (again, you're having a very good strike this season). I almost won once with a Mannoroth Hero Card which had very similar flavor. Snif.
How to Complete Y'Shaarj Mercenaries Event Task 1 "Mountain Hikers" - Tips & Parties Inside
Seeing that you can finish it in normal, I just went with a whole team of pirates: Edwin (speed treasure), Eudora (battlecry: cannon treasure), Sneed (activated saw treasure), Mr. Smite (heavy anchor), Hooktusk (add health when attack treasure) and Cookie (appetizers). Since I've got most of them maxed and I got mostly pirate buff treasures, the final fight was over in round 2.
How to Complete Y'Shaarj Mercenaries Event Task 1 "Mountain Hikers" - Tips & Parties Inside
Thanks!
As for the import codes suggestion, I feel you: codes are very useful. For now, all I can say is that we're going to support such feature: we're currently working on it - just give us some more time and we'll get there!
Complete lorebook achievement for Faelin Book of Heroes?
Nope. I got to something like 21 doing the 3 runs, then refused to look for the rest. I know some missions have multiple lore books, sometimes appearing after you could have had lethal, so you could take every fight as slow as possible and see if that helps (assuming you haven't already done that).
It doesn't help that they can't be predicted if you don't know they're coming, so I do my actions and end the turn immediately like usual, only to see the damn things appear and disappear before my eyes. It's too much mental strain to play slowly enough to make sure I don't miss the ones I do find lol.
Complete lorebook achievement for Faelin Book of Heroes?
Anybody complete this achievement? I am at 26 and can't seem to find anymore.
Why does naval mine trigger 4 times in wild mine rogue?
Deathwarden
Beat That Bounty Boss!
Ok, I tested this and you are correct. How f-ing stupid is that? Deathblow is a keyword with a specific meaning and function, but here they just arbitrarily use it to mean "one-shot"? Bunch of BS.
Beat That Bounty Boss!
Just read up, makes a lot more sense now.
[Custom Expansion] Battle of Time Valley (Mini-Set Added)
Thanks for the feedback. I've decided to change a few cards because of it. As well as that there now a couple of new cards.
Changed Cards
New Cards
Beat That Bounty Boss!
You have to deal the lethal blow to all 3 bosses in the same turn, which means you have to bring down their health gradually in the turns before and not kill them. I managed to complete this task using Old Guardian's Holy strategy.
Questing For Two - Card Design Competition Discussion Thread
If anything this seems too OP. A single Whirlwind or Rain of Fire will complete it if you have 4 or 3 minions. The random demon part is the scariest because most of the time you will get a huge body for just 2 mana. Even a 3/4 would be huge but you can regularly pop out stuff over 6 mana.
Questing For Two - Card Design Competition Discussion Thread
A lore friendly quest to two classes that loves hitting their own minions. Just to be clear, to advance the quest you would need to directly deal the damage, minions surviving damage would not count towards quest progression. Kinda feel like it is too week right now, so I would like a second opinion on that matter.
GvG Rebalance Patch
Goblins vs Gnomes are one of the oldest expansions in Hearthstone, and over time, most of the cards were powercreeped. So I decide to do a small balance patch for this expansion. I focused on buffing weak cards and more support to "spare parts" mechanic.
Druid:
Hunter:
Mage:
Paladin:
Priest:
Rogue:
Shaman:
Warlock:
Warrior:
Neutral:
I could mess up in wording, and I have plans to do the same to others Hearthstone expansion.
How to Complete Y'Shaarj Mercenaries Event Task 1 "Mountain Hikers" - Tips & Parties Inside
Since it's now possible to get import codes for Mercenaries teams, it would be nice to add them with each of your suggestions.
Otherwise, excellent work as always providing multiple solutions for every event task. Keep it up!
Beat That Bounty Boss!
I am on task 2 of the Y'shaarj event and I as wondering if I have been misunderstanding the task's wording or if its just THAT hard, cause i am led to believe its asking me to oneshot all three 160+ health enemies in one turn which, sounds a bit much.
Questing For Two - Card Design Competition Discussion Thread
@Wailor
Miracle of Shadows is hard to analyse how OP would be. I am certain there is a possible broken combo somewhere but I cant think of it.
I like Keep the Balance more but the wording needs help. The way it is makes me think I need spells that have 2 spell schools. 5 health per turn might also be a bit too much, 3 seems more balanced.
Questing For Two - Card Design Competition Discussion Thread
Miracle of Shadows explores two themes Rogue and Priest have in common: the Miracle archetype and the 1/1 copy thing, which mesh together very well. Maybe too well, I'm afraid it might be OP lol It also has some thieving action sprinkled in, which is also something both classes tend to focus on.
The flavor is a bit boring and very leaning towards Priest, so I might change it later.
Regarding Keep the Balance, it makes you play three Shadow and three Holy spells; or three Arcane and three Nature spells. The reward grants some passive recovery, which isn't present in the game I believe, and fits both Priest and Druid very well.
Overall, I think the flavor of Keep is better, but I prefer the gameplay of Miracle (if it's not OP, that is)
Hearthstone Deploys Hotfix Patch 23.4.1 - Snapdragon and Bioluminescence Back To Normal, and a Few Other Corrections
ok but when they'll fix the animation bug caused by the miniset patch? everything goes slow and one by one...
Questing For Two - Card Design Competition Discussion Thread
This is an awesome prompt!
This is the first idea i had. Common Shadow synergy between warlock and priest, some resummoning and minion stealing, all in all a simple mesh of themes.
This one i foresee people hating because people hate secrets. Maybe 10 secrets at once it's too much given rogue has bounces. Might make it a spell.
I wanted to do a different class combo for the 3rd idea but then i saw link say you can't make a Xal'atath quest. WELL I CAN! Control focused card with the theme of board clears that priest and warlock have so many of. And the reward basically makes the enemy hero have 15 max hp, making it easier to finish them off.
Feedback:
Too Much Is Not Enough - Card Design Competition Discussion Thread
Congrats! Very well deserved win :)
Too Much Is Not Enough - Card Design Competition Discussion Thread
Congrats to RenoLord!
TheFriendlyEnemy's "The Arcane Arcade Remastered" Custom Set - Hearthstone Fan Community Spotlight
According to TheFriendlyEnemy, it does indeed make your hero Jaina with her Hero Power, and it does also change your class the way Maestra does.
The Pepper Thread - Share Some Good Vibes!
I don't have time to describe how it happened. The last fight against George was like finding out who is the king of Divine Shields.
P.S. Good luck, have fun!
Questing For Two - Card Design Competition Discussion Thread
Hehe, I'm making a custom set where dual-class Quests are a pretty huge draw of the whole deal. I have 10 of them to work with (although I wouldn't be able to get away with all of them without set context). :)
EDIT: For clarification, minions that are buffed in the hand or deck would only count towards Quest progression once they're actually put onto the board. At least, that's the way I envision it.
Too Much Is Not Enough - Card Design Competition Discussion Thread
Congratulations to RenoLord