shatterstar1998's Avatar

shatterstar1998

Eevee
Joined 05/28/2019 Achieve Points 300 Posts 150

shatterstar1998's Comments

  • 10/1: Paladin and Priest set finished. 2 Common Neutral cards added.

  • 9/30: Finished the Warlock set.  Change the Rarity for Unfriendly Amalgam from Rare to Common. Add 1 Neutral Legendary, 1 Rare, 4 Common. Finished the Neutral Legendary, Rare and Epic set

  • The Paladin set after update is great. But Divine Storm seems to cost a little too few mana. Paladin isn't supposed to have as strong as board clear as other control class like Warrior, Priest or Mage. So I think the cost would be better at 6 mana.

    Shaman is also missing its Sha, unless you were planning for that?

  • 9/29: Druid and Warrior set is finished. 1 Neutral Legendary, 1 Epic and 1 Common added.

  • 9/27: Demon Hunter and Rogue set is completed. 3 Neutral cards are added (1 Rare, 1 Epics, 1 Legendary)

  • Yes. Both in gameplay and UI. Runeterra and Marvel Snap are the few card games that I have checked out that has the same kind of qualities. And also Slay the Spire that also mix in Rogue gameplay

  • If this card works like how I think it is, Disturbed Dream is really insane. Druid isn't supposed to have good removal. If this card take control of minion that was "freshly summoned", then it need to be nerfed to at least 6 mana, maybe even 7 due to how easy it is to use. If it doesn't and it is more conditional than I thought, it still need to be at least 4 or 5 mana.

     

    The Windfury stuff I think is fine. The developers have printed the Bonus Effect stuffs before, which include Windfury for a variety of classes like Rogue, Paladin, Mage, Hunter etc.

  • 9/26: Death Knight, Mage and Hunter sets are completed. Two Neutral cards, 8/10 of the Rogue set and 7/10 of the Demon Hunter set is completed

  • Quote From linkblade91
    Quote From shatterstar1998

    I double check everything and after the hype die down there is some minor wording tweak that needed to be fix.

    • What does the effect of Sir Zeliek actually do? Does he only interact with card creation from hand? Or he also intended to interact with card creation on board? If it is the latter he need to change his wording to "create and summon".
    • The DK explanation is kind of victim - blamey. Most of the DK are written as innocent victims of Arthas and Ner'zhul, which is part of their tragedy. I think the wording should be suffer for "his" (The Lich King) sin, which also go with the Sorrow theme you are trying to depict.
    • Does Sha of Hatred only affect minions? Or does it affect everything? (Spells, Weapons, Hero Power etc.) that can be targeted?
    • Kael'thas the Fel is missing some wording. It should be return a copy to your hand that cost (0).
    • Failure's Toll wording seems like a little awkward. Maybe switch to Destroy your hero? Or to be more flavorful, "be consumed by the Burning Legion".

    Thanks for going through it :)

    1. Sir Zeliek is supposed to be the Augmented Elekk of copying effects like with Shambling Zombietank and/or Zola the Gorgon, although now that I've said that I wonder if this effect should just be an Epic instead.
    2. "(S)uffer for their sins" is to suggest that they feel endless remorse for what they did while they had no control over their bodies. Sir Zeliek is the story Legendary because he held onto his holy abilities even as a DK, and in-so-doing felt great sorrow for wielding the Light in the name of evil. I can reword it if that is a problem.
    3. Sha of Hatred effects everything. I was trying to create an aura that emphasized purging all enemies before you can go Face, because one's Hatred would push them to spare no one. Giving every minion Taunt would do the trick, but that might be kinda boring. It's another one I'm not a fan of at-present.
    4. Kael'thas returns the copy to you at full price, although it can be discounted and/or played later; making it just automatically 0-Mana would be an additional bonus. Not saying it can't be there - just that it's not strictly "missing" because it was not my intention.
      1. Edit: I see the confusion. The (0) is the number of spells you've cast: (1), (2), etc. etc. The period is in the wrong place lol
    5. The Failure's Toll phrasing using "you die" comes from Bonelord Frostwhisper, and because I like that it's only 2 lines long, but I can change it if need be.

    I genuinely think if that is how Zeliek is intended to work it would be way too weak for a archetype supporting Lengendary. If you intend to keep it that way I think having it be an Epic would be better. If you want it to be a Lengedary I think buffing it to also summon additional copies would be more appropriate 

    Okay, now you explain what you intend for the DK it made more sense. But I do think it might need some rewording from "forever suffer" to something like "forever redeeming for their sins".

     

    If that is your intention for the Sha you can change the wording into something like No other card or effect can target heroes.

     

    If that is your base wording for Failure's Toil then I can't really say anything. So I concede to that.

  • I double check everything and after the hype die down there is some minor wording tweak that needed to be fix.

    • What does the effect of Sir Zeliek actually do? Does he only interact with card creation from hand? Or he also intended to interact with card creation on board? If it is the latter he need to change his wording to "create and summon".
    • The DK explanation is kind of victim - blamey. Most of the DK are written as innocent victims of Arthas and Ner'zhul, which is part of their tragedy. I think the wording should be suffer for "his" (The Lich King) sin, which also go with the Sorrow theme you are trying to depict.
    • Does Sha of Hatred only affect minions? Or does it affect everything? (Spells, Weapons, Hero Power etc.) that can be targeted?
    • Kael'thas the Fel is missing some wording. It should be return a copy to your hand that cost (0).
    • Failure's Toll wording seems like a little awkward. Maybe switch to Destroy your hero? Or to be more flavorful, "be consumed by the Burning Legion".
  • Thank you. It is fixed.

    In reply to Can't Edit
  • I mean edit to a thread post. Edit to a reply to a thread seems to work fine

    In reply to Can't Edit
  • Mini set: Happily Ever After

     

    Inspiration:

    Show Spoiler
    • Wrathful Queen, Madder Hatter, Alissra the Emerald Wonderer is based on characters Queen of Heart, Mad Hatter and Alice from Alice in Wonderland. Size Changing Mushroom and Off With Their Heads are based on event of the tale.
    • Despot Monarch is based on King John from the Robin Hood legend
    • Sacrificial Crane is based on the myth of the Crane Wife
    • Trusted Commander is based on the character Gawain from Arthurian legends
    • Weird Witches and Monkey's Blood are based on the character the Weird Sisters from Macbeth
    • The Boy Who Doesn't Grow Up and Land of Forever Young is based on the titular character of Peter Pan and the location from the book Neverland.
    • Cursed Winterland, Journey Through the Winterland and Warm Heated Friend are based on the fairy tale the Snow Queen.
    • Robin, Champion of the Needy is based on the titular character from the legend Robin Hood
    • Unshorn Maiden is based on the fairy tale Rapunzel
    • The Druid set is based on the myth of Persephone and Hades, this time focusing on Hecate's involvement.
    • Blood Manipulator is based on the God of Blood Shezmu from Egyptian mythlogy
    • Cursed Beauty and Cursed Kingdom is based on the fairy tale Sleeping Beauty
    • The Warrior set is based on the three monsters responsible for Ragnarok in Norse mythology: Fenrir, Jormungdar and Surtur
    • Taken to the Moon is based on the Japanese tale of Princess Kaguya.

    Neutral

    Show Spoiler

    Token:

    (created by Sacrifical Crane)(created by Alissra the Emerald Wonderer)(created by Gretel, Beloved Sister)

    Death Knight

    Show Spoiler

    Demon Hunter

    Show Spoiler

    Druid

    Show Spoiler

    Token:

    Hunter

    Show Spoiler

    Token:

    Mage

    Show Spoiler

    Token: 

    Paladin

    Show Spoiler

    Priest

    Show Spoiler

    Token:

    (created by Hansel, Gentle Brother)

    Rogue

    Show Spoiler

    Tokens:

    Shaman

    Show Spoiler

    Warlock

    Show Spoiler

    Tokens:

    (created by the Weird Witches)

    Warrior

    Show Spoiler

  • I think I know the problem. The link that is the "Official" link in your profile is:

    https://outof.games/forums/fan-creations/custom-hearthstone/1989-custom-expansion-the-trials-within-us

    While the link that has all the comments in this page is:

    https://outof.games/realms/hearthstone/14z/custom-expansion-the-trials-within-us/

    So the links are slightly different.

  • Good UI and simplicity. Other card games have this tendency to complicate shit right out the gate without necessary adding any depth or playability. The UI in HS is also really simple with potential to adding variety in board presentation without complicating too much and impede clarity.

  • Wait. How did you manage to restore not only the threads but also the comments too? Everything wasn't there just couple of days ago.

  • OMG, OMG. You finally did it! This is one of my favorite thing I ever made by someone else that isn't me and you finally give it a revamp! The DK and DH sets have perfect theme and would slot in absolutely perfectly. Your set inspire me a lot during the time it was created and I hope you will manage to finish it. I will leave feedback as much as I can whenever you update!

    • Sha of Madness seems degenerate if you are ahead. If this is plop onto an empty board at turn 6 and you play a midrange deck then this is just game over. Your opponent either has to have a clear immediately or they will forever be behind on the board. I think this should not limit Battlecry at least so there is some counterplay to it.
  • I reread it and it is true. If it puts it your hand then she is fine then. But the point system for the miniset still stand because this singular card will warp the meta to reduce the value of Taunt minions and tokens deck, both of which you seems to print cards for this expansion. Especially slaps on a card with no deckbuilding cost and an above the curve body

  • I have not been on the site for a few years. And when I return to the site all of my old posts are gone. The thread itself still exists but all the content and comments inside it are gone, or at least unavailable for viewing from mobile and PC. I checked out the other fan creators and it seems like it affect all of the posts from before the update. Is there anyway for you guys to restore it? If not I would appreciate at least an acknowledgement.

  • Awesome set! I saw this set on Hearthcards and I would like to congrats for finish such a huge project, and with relative balance to boot! 

    Overall thought: The change to keyword a mechanic that has been in the game for a while is very much appreciated since this is one of those things that should have been done in the beginning.  However, it would be very challenging to design Overpower without Rush or Charge since the mechanic is inherently very slow in HS and the game has an oodle of removal and clear to counteract the lack of interaction. The focus on card type is a very interesting idea in both the short term in Standard (as they can push the Location and Weapon printed to have more usage then they otherwise would have) and long term as they can open the door for these cards to have longevity in Wild as stronger Weapon and Locations being added and can tutor them out. The flavor of the set might be repetitive from Rashtakhan's Rumble, but that was a very underpowered set so another attempt at the excellent is always appreciated.

    Thought on inidividual sets, on a scale of 10 from both balance and design:

    • Death Knight: Design: Oh boy. More Rainbow DK support. These should be fun with Necrotic Climatic Explosion in Wild. Libbiara seems extremely annoying, with her Ice Block lite effect that not only can heal but slam the enemy board, which can end the game to aggro decks. Her Rune status is completely justified because she would be completely broken in 3 Blood DK. Balance: However, Sword Instructor seem extremely overpower and limiting to card design. Foam Render give this an easy 5 Ghouls that can slam into the enemy and create Corpses for the class. I think this card should either be 6 mana or has a much smaller body like a 3/2 or even 3/1, or a combination of both like being 5 mana and 3/1. Overall score: 8/10 on balance, 9/10 on design. Favorite card: Runic Cutter, a great fusion of the craft weapon mechanic, Rainbow power and the mechanic focus of each class.
    • Demon Hunter: Design: An attempt to give DH more late game oriented strategy is always appreciated. And these cards seem to be more practical than the extremely underpower big Demon DH package that we have been given in the past. Well Done! Claw Coach Aranna run into the problem with low cost hero card - if you draw her early she can completely taken over the game with the force attack, but if you draw her late she is completely useless. I think she should cost higher (like 6 mana) along with a more impactful Battlecry. Balance: Combatant Manager seems a little above the curve. We saw a 2 mana 2/2 that draw a card in DH before and it has to be nerfed to a 2/1. While this effect can go off only one time, the stats buff is way more to make up for it. And unlike the other card, this card get extremely better in the late game, with the potential to give way more than a +1/+1 buff. For that reason I think it should be down to either a 2/1 or a 1/2. Champion Bodybuilder has way too many stats for such a dangerous effect. 8 Attack is too much that if you ran this against a token deck you can pretty much OTK them if you can summon him out, something which is possible with large Demon cheating and discount the class has received in the past. I think he should be a 6/14 to reduce his lethality and increase his Taunt potential. Design: 9/10, Balance 7/10.  Favorite card: Bolderon the Unbreakable, what a powerful and unique effect befitting of a boss monster of a new archetype.
    • Druid: Design: Bringing back this theme is a stroke of genius. The Un'Goro set itself never did anything too interesting with it, however the actual design of some of the cards leave something to be designed. Brawl'gar Beastiary: I really don't like bleeding design space from another class like this. Discovering from another class is supposed to be Priest and Rogue thing, with maybe Mage in certain sets if the situation called for it. Quackenbush: Another potentially degenerate combo cards. This can do rediculous things with minions with strong effect and high cost, not only getting them out with less mana but also having more copies of them, something like Owlonius Druid would salivate for another chance to get their combo piece. Balance: Intimidating Stance seems to cost a little too little. With 2 mana you can snowball the early game really hard, especially if you get lucky with the token and get some strong effect like Rush or Poisonous. I would make it 3 mana with a +3/+3 buff. Design: 6/10, Balance: 8/10. Favorite card: Basins of Renewal, a powerful and interesting infusion of the set's mechanic with the Druid central mechanic.
    • Hunter: Now this is a great design space. This allow for a more spell oriented Hunter to shine, something of a personal favorite as well as a not very common idea in general. Design: Nothing to noted here. All of these are excellent! Balance: Archery Instructor is super overpower. Not only is it a tutor for a class without much card draw to begin with, it can deal A LOT of damage, especially if the board is empty because you didn't specify two of those targets have to be different, so if the board is empty it can deal 8-12 damage face easily. It also limit future design space for weapon. Johnny Awesome: The +2 Spell Damage on a decent body is nut! I know there used to be +2 Damage on much worse body on non-Legendary and it was used just for that, and the couple that with the Overpower bonus turned your removal to direct damage. I would give it a 1 mana nerf. Design: 10/10, Balance: 8/10. Favorite card: Grizzly Grapple: A solid defensive card desperately needed for the archetype and Hunter in general.
    • Mage: It is always dangerous to give Mage more damage, but their position as a class has been week until pretty recently, so more expansive lethality would push them into a more aggressive tempo focus direction, which is something I have always liked. Design: Nothing to note. Everything is excellent and fitting for the class. Balance: Memorabilia Fanatic seems a little too weak. Its effect isn't that strong given that you can't control what you get. I would lower it to 6 mana. Design: 10/10. Balance: 9.5/10 after the update. Favorite Card: Large Fireball. Interesting and unique spin on this kind of mechanic.
    • Paladin: Give Paladin more weapon is something I have always noted to be rare, so a set like this explore that is always very welcome. Design: Nothing to note here, standard midrange in flavor stuffs for Paladin, but Ahoo'ru might need a small text to explain to the user what does "Triple Divine Shield" means. Balance: Black Market Handler might give too many stat, with a total of +10/+10 in buff that you can access extremely rapidly, especially couple with the fact that it has a solid body and that you can have Divine Shield minions. I think give only +2/+1 or +1/+2 buff and maybe reducing the body to a 4 mana 4/5 would be suffice. Design: 10/10, Balance 9/10. Favorite card: Weighted Walloper: A hilarious and interesting card that allow you to balance between value and tempo.
    • Priest: What is this? A resurrect effect that is not completely overbearing? Well done. Allow for more tempo and midrange playstyle without being obnoxious is hard to do so I salute you for it. Design: Nothing to note here, excellent design. Balance: Dominika seems weak, especially for a Legendary. Her board can be blow away by a stiff breeze from any control deck, something which I imagine the deck that contain her would have trouble with if they ever fall behind. Maybe lower her cost to 7 mana? Design: 10/10, Balance: 9.5/10. Favorite card: On-site Hospital: Powerful card with effect that allow for great mind game and decision making.
    • Rogue:  MORE COINS, MORE COINS. I have always have a soft spot for coin generating in Rogue. So this set is especially dear to my heart. Design: Right-Hand Ruffian seems to be lopsided in the power distribution in the Discover effect since 90% of the time Coin will be the choice, which kind of defeat the purpose of the card. Maybe if you can give the discount to the card you Discover by (1) then the other options would be more attractive? Balance: Match fixing seem very overpower as a 1 mana kill any minion. The only class that has that kind of efficient removal is Priest with the Light It Burns, a class with much less proactive early game and even then it is still much more conditional than this card. I would increase its cost to 2 and increase the damage to 3. Design: 9/10, Balance; 9/10. Favorite card: Underground Gambling, allows for powerful turn but with a caveat of skipping the rest of your turn. An interesting balance between tempo and combo potential.
    • Shaman: The Shaman's quirk, some would say versatility and some would say lack of identity, is utilized very well here as a multi spell schools, rainbow class. Design: Nothing to critique here. Everything is well thought out and fit with the theme. Balance: Hydro Hammer is way overpower. Running this with the Nature damage spells package and you scale this to 10 or 16 extra damage pretty easily with some miniscule set up. I would lower the Spell Damage value of this to +1. Design 10/10. Balance 9/10. Favorite Card: Tidemistress Shellbreaker, a powerful value generator that actually reward instead of punish you for casting every single spell schools during the course of the game.
    • Warlock: A unique take on Zoolock. I can tell there is alot of effort to put into how you can benefit from flooding the board instead of just putting more stat onto the board. Design & Balance: Ferocious Fiend Club violate the design space of not giving Warlock many direct damage. Yeah you are encourage to use on minion but the fact that it is as base a Fireball is insane - A card that is so powerful in Mage that it was brought back to the core set without any buff. This should be nerfed to only be able to target minions. Design: 9/10 and Balance 9/10.  Favorite card: Fel Blazer, what a clever way to benefit from big board. This allow for direct damage but you have to build and sacrifice your board to it.
    • Warrior: Now this is what proper Arena brawl theme set should feel like. Top to bottom flavor is out of this world and on point. Good job.  Design: Nothing to say. Everything is solid and flavorful. Balance: Axe Instructors: Once again, like the other two Instructors, way overpower and limiting the design, especially in a class known for having big attack weapons. Buffing the board isn't never really in flavor for Warrior anyway, so I would recommend either remove the board buff or increase its cost to 5 with a weaker body. Black Market Smith also deal a little too much damage to ease of which to use. I would nerf the damage to 2, increase the cost to 6 or nerf the body to 3/2. Design: 10/10. Balance: 7/10. Favorite card: Brasscutted Bleeder. Putting this condition into a weapon immediately raise the skill cap needed. Do you play it now and overwrite your existing weapon for 4 damage? or do you prefer to play it at the end so you can get the full value.
    • Neutral: All of the Neutral are on theme and offered interesting niche and design space. Well done! Favorite card: Fitness Room. Simple. flavorful and oozing with potential. Operated Junkbot: In a set with very aggressive themes and mechanic, it is nice to be offered some reprieve tech cards that can serve in midrange and control decks. Design: 10/10, Balance: 10/10.
    • Miniset: How does board clear interact with Hexos? If it work like how I think it is then the card is even more overpower than I thought (spell only work half the board?) Even if board clear work normally, Hexos is still extremely overpower. Just plop it in a Agrro or Midrange deck without any thought (because it doesn't require a deck building or play condition) you get a severe leg up to the token decks and any slower decks that attempt to use Taunt minions to reduce the damage. Bloodshredder seem cost a little too little for something with insane synergy with the rest of the set. It might need a nerf to 3 mana. Edit: Arcane Vollier seems a little too good for her cost. 4 mana 5/6 and +3 Spell Damage might be a little too efficient. I would nerf her main body to only have +1 Spell Damage. The rest of the mini set is well designed and balanced, but this one singular card Hexos would make the entire meta worse because of easy to use it is, so I have to give Design 8/10 and Balance a 5/10 if Haxos affect board clear and a 7/10 if Hexos doesn't affect board clear. Edit: Favorite Card: Dagger Instructor - one of the more balanced Instructor. She reward Rogue to actually put weapons in ther deck. Rogue isn't famous for having high attack weapons, so she should be fine.