I never really played LoL, but this seems like a fun exercise regardless. Here's my take on Pyke:
What is the point of "grant me elusive this round"? i dont recall anything that would matter for him to have it anywhere but during attacking, so it might as well just have elusive, which makes the ability a bit weird. Other than that, seems interesting.
I guess if you are not atacking, then you are not elusive, thus you wont trigger level up, so is it designed like that solely for the lvlup condition?
Yeah, it gates the level up a little bit, but it also prevents him from blocking elusive units, which is relevant for the leveled up version (the kill condition is separate from attack, though there's no good way to show that with the card creator I used).
sorry but i not a native speaker what give people a pause mean? is it good? i also like riot design choices hope they keep it after launch.
It is an expression. What i meant was, that Riot is doing something right, if ppl are being surprised that such a thing is happening in a first place ;-) They are not used to it from other card games, HS specifically. So by being very active with the changes we are surprised :) (in a good way).
I never really played LoL, but this seems like a fun exercise regardless. Here's my take on Pyke:
What is the point of "grant me elusive this round"? i dont recall anything that would matter for him to have it anywhere but during attacking, so it might as well just have elusive, which makes the ability a bit weird. Other than that, seems interesting.
I guess if you are not atacking, then you are not elusive, thus you wont trigger level up, so is it designed like that solely for the lvlup condition?
This just comes to show what a sorry state the card game genre has been in, when frequent changes to cards give ppl pause :) You can say what you will about Riot, but they are not affraid to buff or nerf a champion in League, or cards in Runeterra several times over. And do it again few months later. And keep doing it for years.
This is what i like about them the most. I hope they keep doing well and that other companies follow in their example, so we, players, can have the best experience possible in a game, whichever that might be, we decide to spend our time on :)
I think it would need to be a 3/3 get +3/+3 to really be viable. It is really poor play to play it before 10 mana and if you get that far, chances are this isnt going to matter and you could have had a different card that would help you not die or win sooner.
Any combo, any reasoning you can think of, you could probably use a different card to further your goal.
I get why you want that, but it would kinda defeat the purpose of the system.
The goal is to show you (a user) one random(ish) card each time you refresh the page. The system calculates which card has a higher priorty to be shown so all of them get a roughly equal view time across the board.
If there was an option to see all at once, you would never vote on many cards, or you would never look over all of them. Which you will not do anyway either way most likely, but that is ok, since the views are going to be spread across many users and the fairness of the cards being shown isnt in hands of each individual, but in a system that tries to balance it for everyone.
Even if the page where you would see all didnt have a set order in which cards are displayed and would shuffle every time, it would still bring an unfair advantage to the cards being displayed first/higher, which would be the same as the old system on pwn, post fast=get more views=probably more votes. This is the main thing we are trying to eliminate.
Maybe we can consider showing more than one at once (3? 5?), tho once there is going to be prompt with tokens or multiple cards, that could make things awkward.
Alright! We are back baby! Welcome new faces, and hello to the old ones :)
I see some of you already submitted your cards, some of you are still working on them. To everyone, good luck!
Here is some feedback:
@Demon: Shivaleera - eh, at 4 i still the effect itself is pretty strong, maybe too strong in rogue. Could be interesting tho.
@KANSAS: Dragon Riding Lessons - little too cost efficient, also YUCK for another minion generation for spell hunter. The idea is not bad on itself tho, fits hunter theme.
KANSAS
So glad to see the card design competitions are back!
Here is my card, there are probably a couple of kinks to work out, but this is the first thing I thought of.
When I am posting a card, what is a good size to make it so that it doesn't fill up the whole screen? Or is it a good size as it is?
@Thonson: Boom's Bomb Scheme - This could be pretty strong, it was a pretty decent Treasure in the crawlers.
Thonson
Probably not a winning design, but I wanted to try my hand at making a better Dr. Boom's Scheme. Obviously this is a much more playable card (because… anything would be more playable than the actual Scheme card), but it also has a flavor more in line with Dr Boom's personality.
@Linky: Forsaken Harbinger - LOVE IT! Perfect design <3
@WailordKari: Brann's Scheme - i dont think at any mana cost, this would be healthy for the game. Also, Classic watermark!
WailordKari
@Hordaki: Dark Resurgance - ugh, any healing for WL at this point is just pain in the ass, esp in Wild, tho 15 heal is way too much, i think if it healed just the 8 hp back, it would already be ok.
Hordaki
Decided to make a villainous sidequest, in this case Warlock healing that requires you to damage yourself first. Not sure how the power level is but thought it was an interesting concept.
@Xarkkal: Ivory Explorer - Extremely strong card, this should cost at least 5, maybe even 6. Decent design, just a bit unbalanced. Would be in any dragon deck and plenty of non dragon decks as well.
Xarkkal
@steli2: Grand Heist - great card, anti-tempo, high rng potential and high explosive value potential, feels like this could have easilly been a real card, good job :)
steli2
@DestroyerR: Public Image - eh, card draw for pally always makes me squeamish, but im not too sure how would this one play out, the condition can be impossible or too easy hehe.
DestroyerR
@anchorm4n: Hi there, you need to input a direct link to cards, so for your example it would be https://i.imgur.com/R6UPkTD.png. Design fits the mage class, but the cost is way too low for what it provides, should be 3 to account for twinspell, and even then for balance reasons it should be 4, but obviously that would be unplayable in real conditions, so 3 it is :)
@Orrien: EVIL Enchanter - interesting card, im not sure how popular would it be, given the low cost of lackeys is one of their strengths, tho i guess not being ping-able could make things more difficult for the opponent.
Orrien
@Shivershine: Cavern Explorer - pretty clean design. Very good for a newcomer, good job ;-)
Shivershine
I'm new to card design. Here's my version of a Explorer for one of the E.V.I.L classes.
@ArngrimUndying: Dead God's Gift - i like this one better, the other one is a bit too combo-y for my taste.
ArngrimUndying
So I had two ideas and would love some feedback on which everyone thinks is better? I really wish the reborn mechanic had taken off more - I really liked it and the paladin quest…
@JFK: Plague of Fetching - cute card, i have no idea how would it actually work in reality, would it be too strong or not? Possibly? Kinda like Plague of murlocs that keeps on giving, but it is a bit different in hunter. Hard to say.
JFK
Something weird for Hunter…
@DescentOfDragonsOp: hi there, hope you will be able to make use of hearthcards.net next time, it really is a great tool for making custom cards and the appearance does matter in these comps, ppl tend to vote low on badly executed cards :( Not sure if the card isnt too weak honestly, tho i dont like hand attacks myself, i think it could cost 4 or even 3 mana.
@Cheese: Rejuvenation - i actually LOVE the formating, it makes it feel like you're spamming heal, which you essentially are :D cute card!
@Elfensilver: Scheming Excavator - i think schemes being spells is for a reason, your card would probably technically keep stacking even when on the board, i guess we could assume it wouldnt, but it still feels a bit weird. About balance, i actually think the card is kinda horrible, pretty much Octosari kind of bad, might be stuck in your hand until you have time to play it and it can be stuck there for too long. Or it could be totally OP if you managed to get like 3-4 cards from it which is probably the average you would like, then it would be pretty cost efficient, hard to say :)
Elfensilver
Is this okay for a scheme-card? Not balance wise (although I'd also appreciate feedback) but per defintion of scheme.
Hey Cheese, nice to see your work around here :) Tho it seems a little silly to go to this length and then skip the probably easiest part, gems and watermarks, lol. It might make it confusing, if someone wouldnt read your descriptions ... which as you well know is going to happen :) Guess depends on how well you want to relay the information is all. Anyway, looking for more :)
Ishanah is interesting, not sure how strong would it be with the Quest, giving minions +5/+5 :D but i guess it has to stay up, decent classic lege i think.
Mindbender: im sure this would get abused sooner or later lol.
Not sure i would like Convincing Infiltrator in there.
And Power Word: Fortitude would be so brutally OP in arena, i dont like that as a basic card, it would be in (almost) every rotation.
It is better than nothing, tho i dont like many of them, but ohers will and thas ok. New sounds would have been cool, guess it wasnt in a budget lol :p
Your biggest mistake is to think Blizzard puts the same value on an effect throughout the game lifespan. Not only do they "fine-tune" cards to suit their flavor, but they increase their power level on purpose in some occasions to make them stand out. Not easy to then compare the cards solely on their stats and effects and draw a definitive conclusion from that.
I hate you with a passion you little ...grrr. As annoying in LoR as is in LoL.
Right, im a dum dum :)
It is an expression. What i meant was, that Riot is doing something right, if ppl are being surprised that such a thing is happening in a first place ;-) They are not used to it from other card games, HS specifically. So by being very active with the changes we are surprised :) (in a good way).
What is the point of "grant me elusive this round"? i dont recall anything that would matter for him to have it anywhere but during attacking, so it might as well just have elusive, which makes the ability a bit weird. Other than that, seems interesting.
I guess if you are not atacking, then you are not elusive, thus you wont trigger level up, so is it designed like that solely for the lvlup condition?
This just comes to show what a sorry state the card game genre has been in, when frequent changes to cards give ppl pause :) You can say what you will about Riot, but they are not affraid to buff or nerf a champion in League, or cards in Runeterra several times over. And do it again few months later. And keep doing it for years.
This is what i like about them the most. I hope they keep doing well and that other companies follow in their example, so we, players, can have the best experience possible in a game, whichever that might be, we decide to spend our time on :)
Interesting deck for sure!
I think it would need to be a 3/3 get +3/+3 to really be viable. It is really poor play to play it before 10 mana and if you get that far, chances are this isnt going to matter and you could have had a different card that would help you not die or win sooner.
Any combo, any reasoning you can think of, you could probably use a different card to further your goal.
I get why you want that, but it would kinda defeat the purpose of the system.
The goal is to show you (a user) one random(ish) card each time you refresh the page. The system calculates which card has a higher priorty to be shown so all of them get a roughly equal view time across the board.
If there was an option to see all at once, you would never vote on many cards, or you would never look over all of them. Which you will not do anyway either way most likely, but that is ok, since the views are going to be spread across many users and the fairness of the cards being shown isnt in hands of each individual, but in a system that tries to balance it for everyone.
Even if the page where you would see all didnt have a set order in which cards are displayed and would shuffle every time, it would still bring an unfair advantage to the cards being displayed first/higher, which would be the same as the old system on pwn, post fast=get more views=probably more votes. This is the main thing we are trying to eliminate.
Maybe we can consider showing more than one at once (3? 5?), tho once there is going to be prompt with tokens or multiple cards, that could make things awkward.
Finally!
Something is up with the spoilers :( But at least you can read the feedback outside of them.
Alright! We are back baby! Welcome new faces, and hello to the old ones :)
I see some of you already submitted your cards, some of you are still working on them. To everyone, good luck!
Here is some feedback:
@Demon: Shivaleera - eh, at 4 i still the effect itself is pretty strong, maybe too strong in rogue. Could be interesting tho.
@KANSAS: Dragon Riding Lessons - little too cost efficient, also YUCK for another minion generation for spell hunter. The idea is not bad on itself tho, fits hunter theme.
So glad to see the card design competitions are back!
Here is my card, there are probably a couple of kinks to work out, but this is the first thing I thought of.
When I am posting a card, what is a good size to make it so that it doesn't fill up the whole screen? Or is it a good size as it is?
@Thonson: Boom's Bomb Scheme - This could be pretty strong, it was a pretty decent Treasure in the crawlers.
Probably not a winning design, but I wanted to try my hand at making a better Dr. Boom's Scheme. Obviously this is a much more playable card (because… anything would be more playable than the actual Scheme card), but it also has a flavor more in line with Dr Boom's personality.
@Linky: Forsaken Harbinger - LOVE IT! Perfect design <3
@WailordKari: Brann's Scheme - i dont think at any mana cost, this would be healthy for the game. Also, Classic watermark!
@Hordaki: Dark Resurgance - ugh, any healing for WL at this point is just pain in the ass, esp in Wild, tho 15 heal is way too much, i think if it healed just the 8 hp back, it would already be ok.
Decided to make a villainous sidequest, in this case Warlock healing that requires you to damage yourself first. Not sure how the power level is but thought it was an interesting concept.
@Xarkkal: Ivory Explorer - Extremely strong card, this should cost at least 5, maybe even 6. Decent design, just a bit unbalanced. Would be in any dragon deck and plenty of non dragon decks as well.
@steli2: Grand Heist - great card, anti-tempo, high rng potential and high explosive value potential, feels like this could have easilly been a real card, good job :)
@DestroyerR: Public Image - eh, card draw for pally always makes me squeamish, but im not too sure how would this one play out, the condition can be impossible or too easy hehe.
@anchorm4n: Hi there, you need to input a direct link to cards, so for your example it would be https://i.imgur.com/R6UPkTD.png. Design fits the mage class, but the cost is way too low for what it provides, should be 3 to account for twinspell, and even then for balance reasons it should be 4, but obviously that would be unplayable in real conditions, so 3 it is :)
@Orrien: EVIL Enchanter - interesting card, im not sure how popular would it be, given the low cost of lackeys is one of their strengths, tho i guess not being ping-able could make things more difficult for the opponent.
@Shivershine: Cavern Explorer - pretty clean design. Very good for a newcomer, good job ;-)
I'm new to card design. Here's my version of a Explorer for one of the E.V.I.L classes.
@ArngrimUndying: Dead God's Gift - i like this one better, the other one is a bit too combo-y for my taste.
So I had two ideas and would love some feedback on which everyone thinks is better? I really wish the reborn mechanic had taken off more - I really liked it and the paladin quest…
@JFK: Plague of Fetching - cute card, i have no idea how would it actually work in reality, would it be too strong or not? Possibly? Kinda like Plague of murlocs that keeps on giving, but it is a bit different in hunter. Hard to say.
Something weird for Hunter…
@DescentOfDragonsOp: hi there, hope you will be able to make use of hearthcards.net next time, it really is a great tool for making custom cards and the appearance does matter in these comps, ppl tend to vote low on badly executed cards :( Not sure if the card isnt too weak honestly, tho i dont like hand attacks myself, i think it could cost 4 or even 3 mana.
@Cheese: Rejuvenation - i actually LOVE the formating, it makes it feel like you're spamming heal, which you essentially are :D cute card!
@Elfensilver: Scheming Excavator - i think schemes being spells is for a reason, your card would probably technically keep stacking even when on the board, i guess we could assume it wouldnt, but it still feels a bit weird. About balance, i actually think the card is kinda horrible, pretty much Octosari kind of bad, might be stuck in your hand until you have time to play it and it can be stuck there for too long. Or it could be totally OP if you managed to get like 3-4 cards from it which is probably the average you would like, then it would be pretty cost efficient, hard to say :)
I like the thumbnail! .)
Hey Cheese, nice to see your work around here :) Tho it seems a little silly to go to this length and then skip the probably easiest part, gems and watermarks, lol. It might make it confusing, if someone wouldnt read your descriptions ... which as you well know is going to happen :) Guess depends on how well you want to relay the information is all. Anyway, looking for more :)
Ishanah is interesting, not sure how strong would it be with the Quest, giving minions +5/+5 :D but i guess it has to stay up, decent classic lege i think.
Mindbender: im sure this would get abused sooner or later lol.
Not sure i would like Convincing Infiltrator in there.
And Power Word: Fortitude would be so brutally OP in arena, i dont like that as a basic card, it would be in (almost) every rotation.
I love that card in expeditions, especially paired with an Elusive minion. Great way to close out games.
I would like if Fiora had to get more kills before she wins you the game, but given it is tied to her League ultimate, it has to be 4.
I think the best way to go about it is simply change how she levels up.
AI was never perfect and on occasion it made a play that would 100% give you lethal, among other things. That has always been the case.
It does make one wonder how is it coded that it does not have survival higher on the priority list 🤔
It is better than nothing, tho i dont like many of them, but ohers will and thas ok. New sounds would have been cool, guess it wasnt in a budget lol :p
I dont know if i like the dual board skins, sometimes it feels kinda weird, but cosmetics are always cool.
Your biggest mistake is to think Blizzard puts the same value on an effect throughout the game lifespan. Not only do they "fine-tune" cards to suit their flavor, but they increase their power level on purpose in some occasions to make them stand out. Not easy to then compare the cards solely on their stats and effects and draw a definitive conclusion from that.
Soloing ladder with my one-of-a-kind singleton deck to become the one and only, no1 😍