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  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    It’s a really homely neutral card? That has to seal the deal

  • Scholar Jaina Does Not Have Unique Voicelines

    well, that's boring ResidentSleeper

  • Scholar Jaina Does Not Have Unique Voicelines

    As things are now (and therefore we don't take in account anything that may happen in the next week), this new skin will use the exact same line of Jaina Proudmoore

  • Scholar Jaina Does Not Have Unique Voicelines

    Same voices as regular Jaina.

  • Scholar Jaina Does Not Have Unique Voicelines

    Now I am gonna be so disappointed that you guys didn't give me the chance to be upset with Blizzard for selling me half a skin at an overpriced cost >:(

  • Scholar Jaina Does Not Have Unique Voicelines

    So does that mean it'll use the same voice as the regular Jaina? Or it's a different voice but says the same things as Jaina?  

  • New Hero Power for a custom class

    I'm joining Demonxz95. Hero power #5 looks more original when #1 immediately resembles a mage.

  • Scholar Jaina Does Not Have Unique Voicelines

    I don't want Jaina unless she can be unlocked for free somehow. I don't pay for cosmetics - Never have, never will.

  • Scholar Jaina Does Not Have Unique Voicelines

    Staff Pro

    Please don't leave me

  • Scholar Jaina Does Not Have Unique Voicelines

    Staff Pro

    You're fired

  • Scholar Jaina Does Not Have Unique Voicelines

    Wow spoilers. Wanted to spend 10-15 dollars only to find out there's no voicelines myself.

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    This description can fit almost any card. (:

    I don't have time right now, but a little later I'll try to guess again.

  • First Day Of School - Card Design Competition Discussion Thread

    Congrats, anchor 🥳

  • Branching Out - Card Design Competition Discussion Thread

    Quote From Demonxz95

    I did decide to change the name to "Conjurer" off of feedback. I also thought about what side was better to put the classes on. Do you guys prefer the first one where the two "halves" of the artwork match their other respective halves and clash with the side their on, or the second one where each side of the artwork matches the side of their card?

    I'm not really sure on the idea of changing the size of the card.

    [Hearthstone Card (Commancement) Not Found] fits with the second, as with [Hearthstone Card (Gift of Lumience) Not Found] and Raise Dead to a lesser extent. I would go with that.

    linkblade91  - I not sure balance wise. I'm inclined to think it's ok, but it might spook some people.  If people find it too scary, maybe make the entire effect a combo like the original Van Cleef instead of a battlecry with a combo component.

    TheHoax91 - You would want to specify "each other spell" so it doesn't count itself.  Its a cool card, though I'm not sure what makes a paladin card other than it would be good in paladin, as you mentioned.  I could see this being a mage-only card without any issues.

     

  • Branching Out - Card Design Competition Discussion Thread

    I also prefer the second one.

  • Branching Out - Card Design Competition Discussion Thread

    I prefer the 2nd one, where each side matches with its border.

  • Branching Out - Card Design Competition Discussion Thread

    For Mage this is a more expensive Mana Cyclone without body, that gives better spells. For Paladin this is a way to turn a hand that's filled with 0-Cost Libram of Wisdom into somehting more useful.

  • Arena Stream and Youtube Channel

  • Branching Out - Card Design Competition Discussion Thread

    Staff

    I did decide to change the name to "Conjurer" off of feedback. I also thought about what side was better to put the classes on. Do you guys prefer the first one where the two "halves" of the artwork match their other respective halves and clash with the side their on, or the second one where each side of the artwork matches the side of their card?

    I'm not really sure on the idea of changing the size of the card.

  • Branching Out - Card Design Competition Discussion Thread

    So overall my card is pleasing to most , as cliche as it is, so i'll just make some formatting on the text and maybe lower the stats. Thanks for feedback.

    And now my feedback (from bottom to top this time):


    Show Spoiler

    Grumpymonk: Your's is my favorite so far, congrats!

    Nirast: It was underpower for sure, but now it is kinda too strong. Is it a problem? Definitely not for me, it's just strong, but not game breaking, it's like an aggressive Branching Paths. The only possible cenario where this might be broken is when you combine the effects, then it's a 4 mana deal 8, but Quest Druid is very out of meta, so i gues it's fine as it is. In general, i liked your card a lot.

    Bloodmefist: The second version is my favorite. For me, it's good as it is, powerful but not broken, it definitely doesn't need Taunt nor Rush. Balance aside, great card, very flavourful and unique.

    Linkblade: Not a fan of neither 1st nor 2nd Edwin to be honest, i would preffer a remake of Wandering Monk with a diferent flavour, it's more daring and unique IMO, but it seems i'm a minority, so i would just go with 2nd Edwin.

    Anchorman: I disliked the first version, but i dig the second a lot. Very flavouful, versatile and powerful in the right measure, good job!

    shaveyou: I think it's good as it is, simple effect but superb flavour . And the fact that it beneficts more a class than another is not necessarly a problem, see Guardian Animalsfor example. And besides, there's Dire Mole in Wild, and Spiteful Priests used to run those back in late 2017.

    thepowerofcheese: Very interesting and flavourful, but a dual class secret is more problematic than it looks at first glance. Besides what Demonxz pointed out, what if a Mage, for example, generates this card via a Puzzle box, how will it look? Don't get me wrong, i liked your card, it would be great as an custom exp/ archtype card, but as a standalone, it's kinda complicated and confusing. What about a Hunter/ Rogue card tha synergizes with Secrets instead?

    KANSAS: This is way too abusable. With bounce effects you can make the cards dissapear forever, and there's also Brann and Spirit of the Shark in wild, that could make a full hand dissapear in the blink of an eye, definetly not a fun way to lose. I suggest to either make the card come back as part of the Battlecry (returning the card at the end of your next turn for example); or make something like King Togwaggle and give the opponent a spell that gives the card back when casted (or just go with the old version).

    Elvensilver: I think it's kinda clunky as it is. I suggest to make it buff all friendly (1) cost minions. A mix between Mark of the Lotus and Animated Broomstick that buffs only 1- cost minions, it's balanced IMO. And about the art, i would go with the first one.

    Sinth: This one will be, as i like saying, a 8/80. Either people will love it or hate it, personally, i like it, but it's definitely a risky card to submmit.

    BasilAnguis: I like it, but i think it should have perma Taunt, the text is unnecessarily long, and it would more flavouful that way.

    Ardin: Yeah, i would like it more if it had a cheaper cost and less stats but gave the buffs on the turn you play the beast/ elemental. But overall, great concept.

    Destroyer: Your card looks kinda familiar… just kiding, i liked your card a lot, more than mine actually, i wish i've had this idea before you.

    Demonxz: Great, my complaint is that it should be a Shaman/Paladin card to match the art.

    bananaparty: Not a fan of Amalgam, i would go with the Elemental, just buff the healing to 5 or 6 and you're good to go.

  • Branching Out - Card Design Competition Discussion Thread

    Blizzard has done a stunning job with some of the art on dual class cards and how they include the two classes colors. Commencement is usually given as the prime example for this (even though I prefer Groundskeeper). Instead of balance or flavor I'll give some feedback on art ONLY this time around. Note, art is very subjective, so feel free to completely disagree with me =)

    Show Spoiler

    bananenparty - Baby Amalgam has as many colors as tribes! The best thing about this is they miraculously fit together (Yellow on the arm and Attack, red on the eye and Health, purple on wings arm leg face and the rarity gem, etc…) 5/5

    Demonxz95 - I could say something about a Shaman/Paladin card being called Magician, but I'll shut up and give you your 5 stars! 5/5

    MrRhapsody - Brown and purple tones are both present on the card and FIT (it's probably the green that makes it possible). I know this is not an epic effect, but there is a slight chance that it looks even better with that purple gem. 5/5 (because brown and purple should be impossible to combine, and this card does it anyway)

    RealJC1234TheToonist - The red just doesn't fit and i absolutely prefer warcraft art on hearthone cards. 2/5

    DestroyerR - Brown and purple are hard to combine, so i don't mind that the art is mostly purple on the main card and brown/red on the tokens. Making tokens that look like they belong to one another is always a HUGE + in my book! Might look even better if it was epic. 4/5

    BasilAnguis - It's fine. The green is there, and i can see a hint of blue on the robe, but the red beard and robe details don't syngerize with the rest of the card. 3/5

    BasilAnguis - Maybe that is just german bias, but yes black, red, gold is a perfect fit. You're lucky the Rogue border also has some gold in it xD 5/5

    Sinth - The colors are there. The green doesn't conflict too much with the rest of the image. 4/5

    Elfensilver - I prefer Murloc on turtle. It has all the colors you need (even goes well with the rare gem). It looks a bit empty, but I'd prefer this 100 times over the clusterfuck that is the Grand Tournament guy =) 4/5

    KANSAS - Colors are almost perfect. The green scarf is irritating me a bit. Doesn't feel hearthstone-ish. 3/5

    Shivershine - Colors are perfect. Doesn't feel hearthstone-ish though. 4/5

    thepowrofcheese - There's nothing green in the art, but there's also nothing that conflict's with the green border. Generally good and thematically fitting art. 3/5

    shaveyou - Fits very well with the Priest border, and since black and white goes with anything it's fine. I know you cannot really pick another art for this card, I'm just sad because it would be perfect if the Priestess had some green on her robe =) 3/5

    anchorm4n - Green + Black + Blue + Red + Gold = Nope; Sry… 1/5

    linkblade91 - Art is a bit pale compared to the Paladin border, but the colors fit and it makes up a lot with flavor =) 4/5

    BloodMefist - Technically both the colours are very prominent on the foreground. The only issue I have is, that Druid and Paladin colours are almost identically so it's missing some contrast to that. Is that why it's a rare? 4/5

    Nirast - It has some red and some brown, but it's dominated by the light blue on the left and the golden details on the right… 3/5

    grumpymonk - The art for this is perfect, just as flavor, effect and balance. 5/5

  • Dragon Deck - A Symbol of Developers' Stupidity

    @RuneterraTV

    I think that your posts might come across as mean because what you’re essentially saying is “I blame the player base for being too casual and ruining the game design,” which will make people annoyed because they are being blamed for something outside of their control. Also, I would argue that LoR isn’t looking to capture the super-casual crowd of HS (the Initiative system by itself makes LoR ill-suited to becoming a very casual game), so I think that argument doesn’t necessarily work here.

    Your point about LoR card design becoming more random/swingy and having less strategy is also probably not the best explanation for the mechanics of this expansion. Let’s go over the mechanics of this expansion and see if they’re more random/swingy than in the Foundations set.

    1. Nightfall: Forces players to plan out turns in advance and save non-Nightfall cards to combo with. Pretty strategic.

    2: Daybreak: Mostly just exists for flavor reasons. Doesn’t really add much.

    3: Support: Creates interesting decisions about what units to support and in what order. Pretty strategic.

    4. Spellshield: Helps devalue removals. Not particularly strategic or non strategic.

    5. Gems: Forces preemptive plays and considering what actions the opponent will likely take. Fairly strategic.

    6. Behold: Creates interesting deckbuilding choices. Doesn’t really effect strategy too much.

    7. Invoke: Adds decision making in terms of which Celestial to pick, but also creates extreme variance. Probably the most swingy/RNG mechanic we’ve seen outside of Bilgewater.

    8. Fury: Interesting keyword that adds strategy about whether or not to block Fury units. 

    From my analysis (feel free to disagree or inform me of any mechanics I missed), it seems like a majority of this expansion’s mechanics add strategy rather than swinginess. Therefore, I think it would make more sense to deduce that Riot wants to add strategy and decision making than that they want to add swing plays. I actually think that the biggest flaw in Riot’s design is Flavor, since they seem to have made mechanics like Daybreak and Invoke more to fulfill the flavor of the region than because they thought they’d be the best for the game. Daybreak and Invoke aren’t necessarily bad, they’re just not quite as amazing as keywords like Vulnerable, Plunder, or Frostbite in terms of what they do for gameplay.

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    It is not. The card has a really enticing effect that at least for me lured me into trying very hard into making it work even though it was years down the road from everyone else knowing it stunk. 

  • Branching Out - Card Design Competition Discussion Thread

    Something like this, then? Edit: Added an alternative based on grumpymonk's suggestion, where the whole text is Combo.

    Maybe I'm too hung up on making this card work...

  • Branching Out - Card Design Competition Discussion Thread

    Feedback time!

    Show Spoiler

    linkblade91: Wandering monk is a bit awkward in hunter since self/symmetrical damage isn't something hunter is really known for.  First iteration of Edwin was absolutely bonkers and while the second one is much more in line, it no longer feels like a fit for rogue.  I think maybe giving him a Combo that applies to weapons as well could help with this.

    shaveyou: I like the general design of the card, but it unfortunately feels a bit one-sided.  The extra effect on beasts makes it much better in Hunter than in Priest since Priest has so little access to beasts.  If you're okay with it being one-sided that's fine, but it feels a bit too off to me.  I unfortunately don't have any suggestions to fix this.

    KANSAS: I like the second design more than the first and think it's pretty done.  Nice job!

    bananenparty: The amalgam doesn't especially fit either classes identity and may as well be a neutral card.  I have issue the name "Bipolar Elemental" since I don't think mental health is something to be taken so lightly. The card's effect is not much of a choice.  9/10 times you're going to pick the AoE and only on a very few occasions are you going to spend 7 mana to heal 3.  A flat +3 health buff to friendly minions would be much more appealing and could see use in more scenarios.

    Elfensilver: I like bringing both Hunter and Paladin's affinity for 1-drops together and think the effect fits both classes very well.  I think the third art is best, but there is still room for improvement. 

    Demonxz95: I really like the design of this card, it reminds me of how the Priest/Warlock cards were able to find common ground.  I think this card is pretty much set except for the name.  "Magician" feels a bit off in Paladin, I think even something like "Summoner" or "Conjurer" works a bit better.

    MrRhapsody: I like the idea of choosing which downside to go with and think that both classes will lean towards the one that fits them most. Really cool design.  I think maybe lower the attack to 4, but it seems pretty set to me.

    grumpymonk: I always liked Keeper of Uldaman, so I enjoy this card right off the bat.  I really enjoy the consistent '3' motif throughout, I don't have too much to offer in terms of improvement.  Great job!

    Nirast: I really like the idea of choosing between immediate effect and long term power.  I think I would prefer to see the first effect but on 3 mana rather than pumping the numbers up, but the general design for the card is good.

    DestroyerR: Giving Wild Disco-lock cheap discard and ramp is a bit dangerous and might rub some crowds the wrong way.  I really do like the idea of the card though and think it fits the combination of classes really well.  

    anchorm4n: I almost designed a card very similar to this one.  I really like the initial design and think its balanced pretty well.

    Ardin: A bit skeptical since there is not really a way for one class to use half of the card's effect (Hunter has a hard time using Elementals and Shaman has a hard time using Beasts).  That said, you also point out that is support Highlander Hunter really well, which it certainly does without giving much power to Shaman.  Hunters might start running lists with King Krush as their only beast just to get a 9 mana 16 damage bomb in the late game.  Even without King Krush, Zixxor Prime (assuming I understand the interaction correctly) would summon copies with Windfury, becoming a massive threat.  I think it should be toned in a way that helps Shaman out a bit more.

    Basil Anguis: A bit wordy, but not too complicated of a card when you get down to it.  I like the basic idea, but think it should be reflavored a bit since it doesn't make a ton of sense for a "Defender" to lose taunt and gain stealth.  I think making it something related to the Scarlet Crusade would fit well, like "Scarlet Agent" or something.

    Sinth: While this looks like it might be a fun card, I don't think it does a good job of combining both classes identities and just feels like another RNG clown fiesta.

    ShiverShine: I like it.  Work well on both Battlecry and Deathrattle cards, fitting with the classes identities.  I feel like it might draw the ire of people who despise things like Rez Priest, so I think sticking the effect on a minion with Battlecry might be a good move.

    thepowrofcheese: Even if you do stipulate how the secret shows up, the confusion may be enough to cause people to rate the card poorly.  I like drawing synergy between Hunters and Rogues for their 2 mana secrets, but this might not be the card to do it on.