KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
Yes they did. I can't provide you with a link, but a question arose about nerfed cards and if anything was going to prevent people from exploiting the protection to farm lots of dust from nerfed cards, and they clarified this there.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
That doesn't work. The algorithm won't give you a card if you have already had it at some point in time. You are only guaranteed to get a card if you have never owned it before.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
At the very worst, you will get 1560 dust. If you roll an Epic or a Legendary or even a few extra Rares, the value increases greatly. If you are looking to craft some missing cards for a deck than this is a very cost efficient way to make dust.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I hated the previous rewards. I always dust my golden cards, so every month was the same 500 dust reward. Which is fine, but incredibly boring. Packs are a lot better because you get more playable cards.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
Some more feedback:
Show Spoiler
@DecentOfDragonsOP, Overload 2 may be better, but I am not sure. I just think having the ability to deal 4 damage every turn is a lot. I think 3 damage overload 1 is fine. It is a little worse than Lightning Bolt, but as a Hero Power it should be okay.
@Linkblade91, I didn't know Motorcycles were a thing in WoW. I guess the card is fine then.
@TheHoax91, I like A'dal, though I don't really like the Humility Hero Power. I really liked the flavor of the Divine Shield one, but hitting your entire board seems like a lot. I would change the Hero Power to give a single minion Divine Shield. On a more minor note, I would adjust the stats to 3/4 simply because I feel that is more aesthetically pleasing.
@DestroyerR, I like Healing Stasis, but I think it could be worded better. It should say "Change your Hero Power to restore (2) Health to your Hero at the end of your turn. Add an 'End Stasis' to your hand." If you try and put a description of what both the Hero Power and the token do on the card, it isn't going to read very well. I think just putting the name of the token is sufficient, but I am not 100% sure on the correct wording. Lighning Shield is OP and the wording is super weird.
@CapnMunch, In all honesty, this card is really bad. You are spending 10 mana on a vanilla minion, so that later you can Heal yourself while also accelerating fatigue. In the short run, you are gaining life, but in the long run you are ultimately taking more damage. I would reduce the cost of G'huun to either 7 or 8, and maybe change the Hero Power to kill a friendly minion and gain life? I feel like this would have more interesting interactions that removing the top card of your deck.
@anchorm4n, Having played a good bit of Lorewalker Cho, I can say that having this ability as a one-sided effect for the entire game is really powerful. I would increase the cost to 8 mana to compensate for the near-infinite value.
@meisterz39, I like Shadow Mend a lot better than Thunderfury. Though I do think it would make more sense as a Warlock card. You are gaining a lot of immediate power, at the cost of having your life slowly sucked away from your body. One note about the wording, I think the "swap back at 15 or less life" bit should be on the Hero Power instead of the card, or maybe on both.
@shaveyou, I like the change, but I still think 3 mana may be a bit too little. 4 mana would probably be good. Also, you Hero Power costs 2 mana when it is passive, don't forget to fix that.
@Thez, I like it. It is interesting and flexible, but not really OP. It is really creative and interesting, but in a subtle way. Good job.
@grayghost, Pretty neat idea and good flavor. I don't have anything to criticize.
I am also going to re-post my cards here since it seems people didn't notice one of my first ideas.
Do you think Chalice of Rebirth should be Legendary and also buff the Orc? Or should I increase the cost?
Some people were confused as to whether Old-Fashioned Blacksmith was a passive effect, or if I had just forgotten the Battlecry. I want to clarify that it is a passive effect. Once he dies your Hero Power goes back to what it was.
Yeah, that's a fair point. Do you reckon it would be better if I made it friendly minions only? Give some love to Silence Priest without completely breaking the game?
I think if it were 1 mana and only hit friendly minions it would be awesome
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
Some quick feedback:
Show Spoiler
@Demonxz95, I like it, but I really cannot decide exactly how I feel about the balance. On one hand, this is way better than Sideshow Spelleater. On the other hand, that card sucks. But on the other hand, this looks like a gimmicky card and should be on a gimmicky power level. You can decide if you want this to be a silly "Timmy" card, or a actually good card that can be used in some slower decks to generate value.
@Linkblade91, I don't really like "To The Arena" because it would take over the entire game. The winner or loser would be decided primarily by who gets more value off of their Hero Power. Power of Friendship is probably super OP. But Blackhand, Iron Rider is pretty cool. I would change the art though to something that actually exists in the World of Warcraft.
@Inconspicuosaurus, This card is really powerful. Being able to Adapt any minion every turn of the game is really useful to any board-based strategy in any class. You should add some restrictions such as putting it in a class, or as you mentioned, restricting it to only one tribe. However, if it only hit Beasts, it probably wouldn't be much better than Dinomancy.
@MenacingBagel, This card is either too slow and you won't be able to find a safe turn to play it, or it gives you so much value it wins you the game and your opponent can do nothing to stop it. Either way the card is poorly balanced.
@Dermostatic, As you mentioned, this card isn't the most inspiring. I would try and come up with something a bit more creative.
@Tox, I think the card is pretty easy to understand, though I do think there is a better way of wording this. In terms of balance I think this card provides way too much value for it's cost. Quest Mage in wild could easily stack up 4+ uses in a single turn.
@Pokeniner, I guess the card is okay, but without being able to play-test this it is very hard to know for sure. This may be game ending for your opponent, or it may be too random to be good. Either way I don't think the heavy random factor will go over well with people.
@shaveyou, I think this is a really cool concept for this competition. But I think 3 mana may be a bit too low when it is so easy to change your Hero Power in this game. I think 5 mana would be better.
@meisterz39, I don't know what to think of this card. It is pretty basic and straight forward, but I still can't really get a grasp of how powerful this would actually be. All in all it seems to be a fairly okay card all-around, I guess the best feedback I can give you is to look at other peoples feedback because I really don't know if this card is too powerful or not.
@Conduit, (btw congrats on winning the last competition.) This card looks super OP. Being able to silence any minion you want is crazy powerful. Your opponents would never be able to trigger their Deathrattles, or utilize their Taunts, or anything like that. I would make the Hero Power cost 4 mana so that it isn't so convenient to use, you would only use it when you had to, not every turn just because you have extra mana.
@MurlocAggroB, Very cool card, but I would tone down the Hero Power a little bit to be less powerful. Maybe get rid of the 4 health, or make it summon a 2/2 taunt and 3 health?
@DecentOfDragonsOP, I really like the idea of having Overload in the Hero Power, but I think it deals too much damage. Being able to play a Crackle every turn would make burn deck way too efficient and powerful. I would make it deal 3 damage.
Cool competition theme! I have a couple of cards, let me know which one you like best.
...
I do have one question, do Ragnaros, the Eternal Flame and Dwarven Blacksmith count? They technically don't change your hero power so much as modify it. If that is an issue I can easily edit the cards to fit the requirement.
I will make Tokens later.
I would say no, they do not count, because we're looking to replace one's Hero Power with something completely different. It's the same reason why, say, Fallen Hero also doesn't count as an example.
Thank you for clarifying that. I don't think I will pursue the Ragnaros idea any further. I did change Drawven Blacksmith a bit though. What do you think?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
Cool competition theme! I have a couple of cards, let me know which one you like best.
I do have one question, do Ragnaros, the Eternal Flame and Dwarven Blacksmith count? They technically don't change your hero power so much as modify it. If that is an issue I can easily edit the cards to fit the requirement.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I think I may have had around 5 copies of Crimson Sigil Runner about a week ago but then DE all of my excess cards to craft something. Now I wish I had waited for the nerfs.
One thing I really like about the visual emotes is that they convey feelings a lot better than text-based emotes.
I could simply type a message "well played" and you could never know if I meant it in a sarcastic way and it was super easy to win, or if I actually had a good time and wanted to say GG. But there isn't really a way to misinterpret the Shen emote as being sarcastic or rude.
In Hearthstone, I never emote when I win unless my opponent emotes "well played" first, because then I know they are cool with it. But in Runeterra, I don't think people would get as trigger with the Shen emote as people in Hearthstone do with the "well played" emote.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 7 months ago
I really didn't like Millhouse Infinity Storm because it is just too much risk and reward, you either play this and die, or you win and your opponent can basically do nothing about it.
I also really, really hate Archlich Kel'thuzad. Big Priest does not need another board clear and an infinite resurrect Hero Power.
Yes they did. I can't provide you with a link, but a question arose about nerfed cards and if anything was going to prevent people from exploiting the protection to farm lots of dust from nerfed cards, and they clarified this there.
That doesn't work. The algorithm won't give you a card if you have already had it at some point in time. You are only guaranteed to get a card if you have never owned it before.
At the very worst, you will get 1560 dust. If you roll an Epic or a Legendary or even a few extra Rares, the value increases greatly. If you are looking to craft some missing cards for a deck than this is a very cost efficient way to make dust.
What card would you like to have won instead?
Do the Golden packs have a separate pity timer from regular Classic packs? Because if so, this is an amazing deal.
I remember hearing that the chance of a Legendary does increase as you open more packs. The number jumps a lot at 20 packs, and is 100% at 40 packs.
I hated the previous rewards. I always dust my golden cards, so every month was the same 500 dust reward. Which is fine, but incredibly boring. Packs are a lot better because you get more playable cards.
Some more feedback:
@Linkblade91, I didn't know Motorcycles were a thing in WoW. I guess the card is fine then.
@TheHoax91, I like A'dal, though I don't really like the Humility Hero Power. I really liked the flavor of the Divine Shield one, but hitting your entire board seems like a lot. I would change the Hero Power to give a single minion Divine Shield. On a more minor note, I would adjust the stats to 3/4 simply because I feel that is more aesthetically pleasing.
@DestroyerR, I like Healing Stasis, but I think it could be worded better. It should say "Change your Hero Power to restore (2) Health to your Hero at the end of your turn. Add an 'End Stasis' to your hand." If you try and put a description of what both the Hero Power and the token do on the card, it isn't going to read very well. I think just putting the name of the token is sufficient, but I am not 100% sure on the correct wording. Lighning Shield is OP and the wording is super weird.
@CapnMunch, In all honesty, this card is really bad. You are spending 10 mana on a vanilla minion, so that later you can Heal yourself while also accelerating fatigue. In the short run, you are gaining life, but in the long run you are ultimately taking more damage. I would reduce the cost of G'huun to either 7 or 8, and maybe change the Hero Power to kill a friendly minion and gain life? I feel like this would have more interesting interactions that removing the top card of your deck.
@anchorm4n, Having played a good bit of Lorewalker Cho, I can say that having this ability as a one-sided effect for the entire game is really powerful. I would increase the cost to 8 mana to compensate for the near-infinite value.
@meisterz39, I like Shadow Mend a lot better than Thunderfury. Though I do think it would make more sense as a Warlock card. You are gaining a lot of immediate power, at the cost of having your life slowly sucked away from your body. One note about the wording, I think the "swap back at 15 or less life" bit should be on the Hero Power instead of the card, or maybe on both.
@shaveyou, I like the change, but I still think 3 mana may be a bit too little. 4 mana would probably be good. Also, you Hero Power costs 2 mana when it is passive, don't forget to fix that.
@Thez, I like it. It is interesting and flexible, but not really OP. It is really creative and interesting, but in a subtle way. Good job.
@grayghost, Pretty neat idea and good flavor. I don't have anything to criticize.
I am also going to re-post my cards here since it seems people didn't notice one of my first ideas.
Do you think Chalice of Rebirth should be Legendary and also buff the Orc? Or should I increase the cost?
Some people were confused as to whether Old-Fashioned Blacksmith was a passive effect, or if I had just forgotten the Battlecry. I want to clarify that it is a passive effect. Once he dies your Hero Power goes back to what it was.
When you are at Legend you can see your opponent's rank
I think if it were 1 mana and only hit friendly minions it would be awesome
Some quick feedback:
@Linkblade91, I don't really like "To The Arena" because it would take over the entire game. The winner or loser would be decided primarily by who gets more value off of their Hero Power. Power of Friendship is probably super OP. But Blackhand, Iron Rider is pretty cool. I would change the art though to something that actually exists in the World of Warcraft.
@Inconspicuosaurus, This card is really powerful. Being able to Adapt any minion every turn of the game is really useful to any board-based strategy in any class. You should add some restrictions such as putting it in a class, or as you mentioned, restricting it to only one tribe. However, if it only hit Beasts, it probably wouldn't be much better than Dinomancy.
@MenacingBagel, This card is either too slow and you won't be able to find a safe turn to play it, or it gives you so much value it wins you the game and your opponent can do nothing to stop it. Either way the card is poorly balanced.
@Dermostatic, As you mentioned, this card isn't the most inspiring. I would try and come up with something a bit more creative.
@Tox, I think the card is pretty easy to understand, though I do think there is a better way of wording this. In terms of balance I think this card provides way too much value for it's cost. Quest Mage in wild could easily stack up 4+ uses in a single turn.
@Pokeniner, I guess the card is okay, but without being able to play-test this it is very hard to know for sure. This may be game ending for your opponent, or it may be too random to be good. Either way I don't think the heavy random factor will go over well with people.
@shaveyou, I think this is a really cool concept for this competition. But I think 3 mana may be a bit too low when it is so easy to change your Hero Power in this game. I think 5 mana would be better.
@meisterz39, I don't know what to think of this card. It is pretty basic and straight forward, but I still can't really get a grasp of how powerful this would actually be. All in all it seems to be a fairly okay card all-around, I guess the best feedback I can give you is to look at other peoples feedback because I really don't know if this card is too powerful or not.
@Conduit, (btw congrats on winning the last competition.) This card looks super OP. Being able to silence any minion you want is crazy powerful. Your opponents would never be able to trigger their Deathrattles, or utilize their Taunts, or anything like that. I would make the Hero Power cost 4 mana so that it isn't so convenient to use, you would only use it when you had to, not every turn just because you have extra mana.
@MurlocAggroB, Very cool card, but I would tone down the Hero Power a little bit to be less powerful. Maybe get rid of the 4 health, or make it summon a 2/2 taunt and 3 health?
@DecentOfDragonsOP, I really like the idea of having Overload in the Hero Power, but I think it deals too much damage. Being able to play a Crackle every turn would make burn deck way too efficient and powerful. I would make it deal 3 damage.
Thank you for clarifying that. I don't think I will pursue the Ragnaros idea any further. I did change Drawven Blacksmith a bit though. What do you think?
Ahh that good old 2 mana Fiery War Axe.
Cool competition theme! I have a couple of cards, let me know which one you like best.
I do have one question, do Ragnaros, the Eternal Flame and Dwarven Blacksmith count? They technically don't change your hero power so much as modify it. If that is an issue I can easily edit the cards to fit the requirement.
I will make Tokens later.
I think I may have had around 5 copies of Crimson Sigil Runner about a week ago but then DE all of my excess cards to craft something. Now I wish I had waited for the nerfs.
This is kind of unrelated, but does anybody else think of that one Yes song whenever they see the title of this competition?
One thing I really like about the visual emotes is that they convey feelings a lot better than text-based emotes.
I could simply type a message "well played" and you could never know if I meant it in a sarcastic way and it was super easy to win, or if I actually had a good time and wanted to say GG. But there isn't really a way to misinterpret the Shen emote as being sarcastic or rude.
In Hearthstone, I never emote when I win unless my opponent emotes "well played" first, because then I know they are cool with it. But in Runeterra, I don't think people would get as trigger with the Shen emote as people in Hearthstone do with the "well played" emote.
I am pleased with all of these changes. Especially the Shaman buffs.
Disco is short for Discard.
We haven't actually had a Dungeon-Run style adventure in over a year. I would be happy to see a new one.
I really didn't like Millhouse Infinity Storm because it is just too much risk and reward, you either play this and die, or you win and your opponent can basically do nothing about it.
I also really, really hate Archlich Kel'thuzad. Big Priest does not need another board clear and an infinite resurrect Hero Power.