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Neoguli

Duskrider
Joined 06/25/2019 Achieve Points 880 Posts 597

Neoguli's Comments

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    I... just couldn't let this beatiful, anime-like piece of art I saved on Pinterest be wasted, now that it suits this week's theme. Just for clarification, when you use your Hero Power, you also deal 2 damage to your opponent and force them to draw a card. I specifically used "starting", because why would someone ever give their opponent free heals from DK Hero Power, or free cards from Tome of Origination?

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    One more attempt at creating Kenzou. This time, he does not cause frustration nor does he literally plagiarize one card. Now, he improves your Discover effects to be better tempo-wise. They are also still thematically tied to scavenging, which is Kenzou's profession in WoW.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    Surprised nobody thought of Rogue yet for this competition. So these are my takes on the entry. Both versions relate to scavenging, except the first one is similar to Zephyrs, and the other literally steals a card from your opponent. It can still change, but these are my initial ideas to create a card for Pure Rogue that feels powerful enough to incentivize running no Neutral cards.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    This is probably the best idea left up to use that I could come up with. This one resembles the Tauren race, who can be both Shamans and Warriors, and both classes can benefit from summoning allies in a constant.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    Thanks for your comment on Edwin! He's been in this weird state for a long time, usually giving Rogue a big upswing that felt polarizing - this was especially prevalent in Rise of Shadows. Aside from that, his removal also stuck well with my newfound weakness of Rogue - having less class minions than others and that are usually less tempo-efficient. And the new set itself has less cost reduction to really make Edwin worth his spot, as he would need to have cheap cards constantly printed in expansions to keep him alive, and at a certain point we would reach a critical mass of those.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    I do not have much trouble with Celestial cards existing in the game. This may be due to me playing Leona Lucian, which handles these grindy decks pretty well. But I still think they are balanced overall. They need to be a bit stronger, because they are granted through weaker units.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    Heh, finally found someonee who thought the same about combining Leona with Lucian, tho I think Solari Priestess is too slow, but the rest is fine. I personally prefer to add cards like Radiant Guardian, Vanguard Redeemer and 1x Hush.

    In reply to Leona Lucian
  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    I think Noc is low, because people kinda tunnel visioned towards pairing him with Diana. They rarely saw potential of Noc outside of SI Targon Nightfall aggro. Such a shame tbh.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    Quote From AngryShuckle
    I take it you were keen to remove Lightning Storm, and that is what i'm most interested to see the motivation for, since the problem most people have with it is fully in line with your RNG strength.

    I replaced Lightning Storm for a card that is better on average. And Volcano happened to be one. I also like that you enjoy Tornado, tho my intention was that it does it's thing 20 times in total instead of 21.

    I might create a new card draw card instead of Tornado. May debate whether to bring back Lightning Storm or not.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 9 months ago

    Quote From dapperdog

    A few observations:

    - You basically removed all shaman's draw except for elementary reaction, and yet there's no 1 mana elemental anywhere in classic. So hamstrung from the start. I think manatide totem is a better choice. Plays well with the totem synergy too.

    - Bringing back volcano and ditching lightning storm is perhaps one of the better decisions.

    - How does tornado even work? 20 coin toss on whether it blows the opponent away or skips your next turn? Its an amusing card I grant you, but its not playable in any way shape and form. Perhaps you can change this to enemies instead of just minions and hits only 10 times, so its strong on its own, and there's less chance of this basically screwing you over.

    - A little surprised you didnt bring back crackle, so aggro shaman can live again.

    I mean... I'm not sure about Tornado myself. And Crackle is... toxic just like Tornado. I don't like RNG when it comes to getting lethal. And also there's now ay I'm readding Mana Tide Totem - it's time to free Shamans from it, just like I rescued Warriors from Brawl. I can eventually consider returning Far Sight, but I'll probably just create a new card draw card.

    Quote From eazy
    I would be very sad to see Doomhammer go , as it is such an iconic weapon, both in game and in WC universum.

    I got rid of it, because I also removed Rockbiter Weapon, and so this started to make little sense. But I may reconsider it's return.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    I'm ready for bitchslapping just like when I made Rogue. The scale of the changes for both classes is similar, with tons of cards HoF'd and new ones added, including a fair bit of mine.

    EDIT: I also need to only do Priest and Neutral sets, and my job is done.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    Greetings there! I'm here to present you my version of how I would change Shaman's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.

    This time, I've put crossfire onto Shaman. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, altough if I get bored, I might do in near future. Also chose Shaman this time, because they need some refreshment in their cards.


    Strengths and Weaknesses

    Show Spoiler
    • Strengths
      • Burst - Shamans strike you twice with lightning.
      • Minions - Shamans ahve a lot of minions, especially their befriended Elementals, Murlocs and Totems.
      • Buffs - Elementals empower you.
      • Removal - Shaman can wipe your board like a hurricane.
      • RNG - Nature is unpredictable.
    • Limitations
      • Card Generation - Shamans can call the ancestros to get some help.
      • Survivability - Shamans can heal their wounds.
      • Big Minions - Shaman usually summons smaller ones, but they can also summon larger guardians if they really expend their energy on doing so.
    • Weaknesses
      • Jack of All Trades - Master of none. Shamans excel at a lot of stuff, but never master one thing.
      • Card Draw - Shamans need preparation.


    New Sets

    Show Spoiler

    Basic Set

    Classic Set



    Explanations

    Show Spoiler

    Primal Fusion - allows for evegreen Totem synergy, showcases new players that Totems are not mere minions and amplifies Shaman's buffs as their strength.

    Seashore Guide - a simple Murloc buffer, but a good one at that. Makes Shaman the premiere Murloc class. Still not sure if it should be a 2/2 or a 3/2.

    Molten Blast - as much as I hate to break the rule I pointed to myself when trying to include Scholomance cards into the Hunter rework, this will probably make the cut. Some may say that it limits design space due to tying the number of elementals summoned to the damage, and I do have a bit of concers too. But in the end, it can make up for strong archetypes over an extended period of time, and at it's base is stable enough.

    Hot Spring Guardian - gives Shaman a decent early game bodyguard and some healing.

    Earth Elemental - now with it's art reworked and with it's functionality slightly changed. It's still a solid defensive body, but it can now deal with something by attacking. It can still be nice with Ancestral Spirit like it used to, but now that combo can be more proactive.

    Elementary Reaction - card draw is still needed for the class despite being its weakness, but this card combines both card draw and generation to give Shaman an evegreen tool to draw, generate value and, most importantly, have a reason to play Elemental decks.

    Whirlwind Spear - gives you a weapon to control early boards. Note that damaging one of the target's neighbours does not damage you simultaneously.

    Primalfin Totem - I… just want Shaman to have more evegreen Murloc synergy. It's also a Totem at the same time, contributing to Totem synergies.

    Volcano - has always been a great AoE for Shaman, so they deserve it. Also shows the RNG side of Shaman more than Lightning Storm.

    Thunderhead - a better Overload synergy card overall, makes playing such cards more beneficial. Also comes with the revert of its buff to better match the power level Classic Set demands.

    Tornado - a silly removal tool, truly embracing Shaman's random nature. But on average, you will deal with a lot of board states at the expense of some Overload. Still not sure if ti should be here, but that is probably the problem with massive Hall of Fame rotations, just like my Rogue core set changes where I also HoF'd around 48% of their set.

    Charged Hammer - embodies Shaman's burst side. It's a timely investment, but it gives you access to a good damaging tool.

    Neptulon - a massive card generation tool, but Murlocs are on average not the biggest factors in swinging you the game. And still gives you a tool to get Murlocs, which cements their place in Shaman's arsenal.


    Hall of Fame

    Show Spoiler


    Some cards that were considered, but didn't make the cut

    Show Spoiler

    Evolve - as much as this form of mechanic has become a staple for Shaman, I do not believe it's healthy to include in the core sets in any capacity. It's way too toxic.

    Everyfin is Awesome - sounds fun to bolster Murloc decks even further, but it's too snowbally and limits design space.

    Moorabi - ah yes, the ever so legendary Freeze Shaman. I actually thought of trying to incorporate some of it's elements, including Moorabi, into the classic set to make it work, but in the end, Shamans aren't exactly known to master ice and more known as masters of the four basic elementals - air, earth, water and fire. Also too meme.

    Plague of Murlocs - debating whether this or Tornado is better to have. I wasn't particularly keen on this form of both RNG and nullifying enem boards. But tbh both cards are weird in every way.

    [Hearthstone Card (Sprit Claws) Not Found] - didn't think I need to give Shaman an evegreen way to have a Spell Damage archetype. Also hard to balance due to Shaman's Hero Power.

    Snowfury Giant - a solid body that rewards you for deckbuilding for heavy Overload cards, but I'm against most cost reductions in core sets. However, it could make Tornado look better, as its every instance of Overloading would contribute to this boy. xd

    Surging Tempest - probably the safest 1-drop I could imagine giving to the class, but Shaman has been historically too good when they got too many good early game tools and minions.

    Rain of Toads - solid, but lacked room.

    Among many, many, MANY other cards…

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    Wait... I forgot I also created Gilneas Defender lmao.


    As for other existing cards changed, these were to either better suit my new strengths and weaknesses or to breathe in some new life towards, for example Guardian of Kings or Light's Justice

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    I did not expect to start a feud for revamping core sets, but here we go. I'm glad my commitment is inspiring to push these ideas forward. That said, time to comment on your vision.

    • As much as your change to Tundra Rhino seems fair and reduces the snowball effect, I enjoy it's current prowess despite how toxic the effect can be. It's effect feels iconic for me and enables fun combos that Blizzard can create at any time. It feels like what a Rhino should resemble - blitzing through your opponent.
    • I don't think [Hearthstone Card (Svannah Highmane) Not Found] is bad to exist. The card may have been historically strong, but times have changed a bit. I do not think there is much merit to removing the lion, as it gives Hunter an evegreen way to combat midrange decks. MAYBE a nerf to 6/4. Infested Wolf does not manifest that much power, but that may come from our different philosophies towards revamps in general. You want to balance around the same ground as it currently is, albeit sometimes lower, while I'm trying to up the power level of each set a notch.
    • I'm also not a fan of adding Abominable Bowman, because while he does enable big Beast synergy, I'm not sure on how he would keep desing space more open. It works better with your set due to having smaller Beasts, but I still don't know.
    • I think your change to [Hearthstone Card (Multishot) Not Found] is maybe powerful, albeit slighty too powerful. I'm not sure, but your change would raise it's power level closely to that of the current Standard rotation. I opted to not increase damage, but give the player more control over what to destroy.
    • Reduce the cost of Unleash the Hounds to (2), because now they can only bark like a chiwawa by having Rush. Sure [Hearthstone Card (Protect the King) Not Found] exists, but pawns have Taunt, which merit the Cost. Rush does not.
    • Nice try with Bursting Shot. It gives the class a harder hitting control tool, but at least on the contrary to my idea for Hunter revamp, it feels "fair" for you. I did not go for that and instead give the class Storm Arrows to let the dream of Control Hunter come true in a larger way. Yeah, it seems weird for Hunter to give it that much AoE, but I personally think it's not that bad flavor-wise despite comments that Hunter does not spray arrows like an archer.
    • Yeah, I have no idea if Terrorscale Stalker is better to be evergreen than Princess Huhuran.
  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    For people not understanding Polish, the revealed Celestial card reduces the cost of a chosen card in hand by (1).

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    I'm curious about what you think about Zephyr Sage finally getting probably the best shot at being competitive. Thanks to Revitalizing Roar, you can easily create infinite Zephyrs without having to sacrifice as many card slots, allowing you to include more options. Just get to 10 Mana and boom, you can start spamming. Just be ready to save Deny in case the enemy plays Ionia, which is rare nowadays.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    Hmn... is Rahvun's text just a spice like Power Overwhelming or does it indicate that the added card can trigger Daybreak despite playing other cards earlier in the turn?

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    You will still have Toxfin to give your Murlocs Poisonous. I guess they will now be a hero-dependant strategy rather than something viable for everyone, as they will probably now need heroes like George or Brann to either speed them up or give them keywords that you would normally get with Megasaur. And because you don't have to go to tier 6, yu can use that gold to instead buff your units more.

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    I hope you enjoyed my interview. More are coming in the future. Just please don't blacklash me for self-promotion of SHS Nexus Cup. ^m^

  • Neoguli's Avatar
    Duskrider 880 597 Posts Joined 06/25/2019
    Posted 3 years, 10 months ago

    Greetings there! I'm here to present you my version of how I would change Mage's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.

    This time, I've put crossfire onto Demon Hunter. This one is different, becuase DH doesn't have a Classic Set yet, but this will be a fun opportunity to theorycraft a potential one for the new class. Keep in mind that this change also includes an overhaul to their Hero Power, making it costing (2), but giving +1 more Attack on each version. It's more to streamline the class, to not confuse new players and to get a new perspective on the balance.


    Strengths and Weaknesses

    Show Spoiler
    • Strengths
      • Weapons - Demon Hunters have a plethora of weapons to attack you with.
      • Card Draw - Demon Hunters track you fast.
      • Aggression - Your health is in danger.
      • Hand Manipulation - Insight helps you control the resources you use.
      • Demons - These hunted monsters are also your allies.
    • Limitations
      • Minion Swarms - Demon Hunters usually prefer larger minions and not mere pawns.
      • Survivability - Demon Hunters can sustain during a fight.
    • Weaknesses
      • Card Generation - Demon Hunters rely on their instinct instead of outside help.
      • Non-Attack Burst - Demon Hunters beat you consistently instead of in a one fell swoop, and they prefer slashing through everyone.


    New Sets

    Show Spoiler

    Basic Set

    Classic Set



    Explanations

    Show Spoiler

    Battle Felguard - an aggressive minion to complement Demon Hunter's fast and furious, slash and hack playstyle.

    Aeladori Prophet - gives the class an access to manipulate their hand to benefit the most from Outcast effects.

    Warglaives of Azzinoth - changed from the unbalanced state to a more soft board control tool.

    Demonic Sigil - adds an evergreen Demon buff to Demon Hunter. Aside from giving a buff, it can also let the target attack twice.

    Skull of Gul'dan - changed from reducing the cost of cards drawn to reducing the cost of itself.

    Dark Portal - while it is card generation, it is more akin to Warlock by giving you Demons and not other cards. It's also not really a card generator, because you replace cards in your deck instead of shuffling some into it.

    Illidari Dancer - the ultimate attack buffer.

    Cordana Felsong - she's a warden in WoW lore, and so she provides some defensive capabilities to the class.


    Hall of Fame

    Show Spoiler

    Well, just one card, but that is because Glaivebound Adept is already in the basic set, so it can be HoF'd.


    Some cards that were considered, but didn't make the cut

    Show Spoiler

    Felosophy - well, card generation, but it would've probably been a fair one.

    Demon Companion - this was meant to be a Basic card due to simplicity and similarity to Animal Companion, but I forgot it was a dual class card.

    Cycle of Hatred - big AoE and summons, but maybe it was a little too good.

    Double Jump - was meant to give Demon Hunter an evergreen way to trigger Outcast more consistently, but tutors are dangerous in general, and Prophet probably does the job better.

    Blur - wouldn't mind seeing in the set.

    Ancient Void Hound - was thinking of trying to change it to be a defensive feaster, but maybe it was not worth the effort.

    Vilefiend Trainer - lacked room

    Priestess of Fury - also lacked room.

    Among many, many, MANY other cards…

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