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CursedParrot

Joined 05/29/2019 Achieve Points 640 Posts 720

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  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 1 year, 1 month ago

    Here are my two ideas, I'm having trouble fitting the wording on four lines while making it consistent with hearthstone, but hopefully the effects should be clear:

    Thrall, Elemental Master combines your Fire, Frost, and Nature spells into one school, making it so that every spell school synergy Shaman has works for all of their spells with those spell school. This is especially powerful with Wrathspine Enchanter and Radiance of Azshara, but the no duplicates rule should prevent an OTK deck from functioning. Overall, I think it might push the power envelope so maybe I should make it a battlecry affecting just the hand instead? Let me know if it seems too good.

    For Valeera the Thief I wanted to print cool thief rogue support, as she has a rest of game effect that lets you play cards from other classes (the cards are temporary however so it doesn't give large amounts of value, and much of the time the card you get won't be ideal to play that turn or outright terrible, which balances the card). It also only starts on turn 5 or 6 at the earliest so it wouldn't break any other thief Rogue support cards like the Gnoll.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 1 year, 2 months ago

    Here's my idea for a TGT miniset card to make the Inspire keyword from that set hopefully less of a failure

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 1 year, 4 months ago

    Mogwai did say that he's planning to still make LoR content and will likely cover both games, and given that his Marvel Snap videos are not getting more views than his LoR videos, I doubt he will permanently switch over. Swim quitting was entirely unrelated to game health so that aspect is totally irrelevant, so there's no real pattern of streamers quitting. What does worry me though is that it doesn't seem like there's much growth in terms of LoR youtube view counts or new streamers joining, makes me worried that LoR could be under the numbers it needs to justify a larger budget and will just maintain the same level of content that is has now (which would curb the possibility of them developing a new expeditions replacement mode or something else that could pull LoR out of its rut and give it something to really draw new players in with)

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 1 year, 6 months ago

    Card Prompt: A Rogue/Priest Quest (or Sidequest, or Questline)

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 1 year, 6 months ago

    This seems really cool! The only issue I have is that it doesn't seem clear what exactly the goal of the mode is and how it would offer different deckbuilding opportunities that aren't already offered by gamemodes like Duels (a variant of most of these Hero Powers could find their way into Duels, and Duels already gives players the ability to play with synergies/passives/hero powers that change how each class plays). The timers and 50 health difference do kind of change things, but it isn't clear why that would feel very different to play (other than that with 50 Health aggro decks don't work as well). Restricting a deck to one legendary also isn't really that interesting in Hearthstone since it basically stops you from playing good control minions and has almost no impact on Aggro decks. I think you need to consider what unique types of gameplay this mode could encourage and go more wacky with the deckbuilding and gameplay rules. Here's a few examples of what that could look like that I've brainstormed:

    1. Dual-class but with no neutrals, this is also somewhat similar to duels though so maybe not that unique.

    2. Heros create their own cross-class classes, for example Flurgl could have "you may put Murlocs and cards that mention murlocs from any class into your deck," and Antonidas could have "You may put any Fire spells and mage minions into your deck when deckbuilding."

    3. You create a lineup of 2 (or maybe 3) Heros each with their own deck for each combat and battle them against your opponent with Pokemon rules (when one of your heroes dies you pick another one to play, and get a new hand, deck, and life total, until you defeat all of your opponent's Heroes). 

    4. You could play into the idea of Raid Bosses more and give each Hero "phases" that unlock based on either dropping below a certain health total, reaching a certain turn number, or fulfilling a Quest requirement (sort of like Questlines but hopefully more fun).

    Overall, I think the idea of adding a Raid Leader mode to Hearthstone would be really cool, and I think if you iterate more and focus on what gameplay dreams are most exciting to you, you'll make something interesting and engaging that feels totally unique from what Hearthstone currently has to offer.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 1 year, 9 months ago

    Thanks for all of the feedback, I streamlined the design a bit (hearthcards automatically makes the "Corrupt" in Corruptor bold, so if someone has a solution to that I'd appreciate that too):

    For the redesign I basically just focused it on specifically Yogg Saron and N'Zoth, so now the quest requirement and the quest reward should be more in line with one another. This does shift the synergy from Thief Rogue to Deathrattle/Spell Rogue and Priest, but I think it makes the deckbuilding more open and causes the design to make a lot more sense.

     

    Feedback:

    Demonxz95- I really like your concept but I do see how it might allow for too many combos with increased attack. I think you could either make the reward only double health buffs, or do something like "For the rest of the game, your stat buffs give an extra +1|+1 and Taunt," which would remove the overpowered combos (though it might make small buffs too good and big buffs a little weak).

    MrRhapsody- I agree with other commentators that the balance seems way off, Charge would be way too good and Rush+Taunt would be awful. I think a better reward might be something like "When you summon a unit with 2 or more health, deal 1 damage to it and give it +3 attack" which still has some of the same flavor but isn't as hard to balance (though with this change it would likely be too weak at 5 mana)

    Linkblade91- I don't really have any feedback since your designs seem pretty good, my only worry is that in terms of gameplay the Overkill quest might be a bit frustrating since the gameplan would just be tons of removal and then a burn finisher that discourages the opponent from playing minions.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 1 year, 9 months ago

    @Wailor

    I like the concept of this quest, but it seems a little limited in terms of what kinds of new deckbuilding and gameplay patterns it encourages, all it encourages you to do is use your Hero Power and cards like Tour Guide, and then the payoff is just a 2 mana 3/3 Taunt each turn. My suggestion would be to make the reward a Hero Card called "The Lich King," and then give it an interesting Battlecry effect that encourages synergy with other cards (for example, something like "Battlecry: For the rest of the game, when you summon a minion without playing it, give it +1|+1 and Taunt"). As you mentioned, you could also make him Equip Frostmourne if you find an interesting design for that. Overall, I think you have a great idea and flavor behind the quest, but you need to iterate on the payoff effect more (you could even change the quest requirement to friendly minions you summoned without playing them dying, or maybe 1 cost minions dying, anything that opens the synergy up more).

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 1 year, 9 months ago

    I tried to come up with a way to give Priest a fun win condition while also helping Thief rogue and maybe allowing for a more controlling rogue deck, here's what I came up with:

    In case it wasn't clear, the original Old Gods are C'Thun, Y'Shaarj, Rage Unbound, N'Zoth, the Corruptor, and Yogg-Saron, Hope's End, all from the Whispers of the Old Gods set. Playing 7 cost copies of the Old Gods may seem very powerful (especially since you can double the Battlecry with Brann), but I think it is balanced by a couple of factors:

    1. Even if you play a shadow spell or created/bounced card every turn, the earliest that Saria could reasonably come down is turn 7, since you still have to play 5 mana to play her. This means that the Old Gods would start coming down on turn 8 at the earliest, making it a relatively small mana cheat and not too powerful compared with other late-game win conditions.

    2. There is a deckbuilding cost to complete the quest, which makes it harder to make the Old Gods a good payoff. For example, N'Zoth would be worse in a Saria deck than in a regular N'Zoth deck because you would have to play shadow spells and cards that create cards rather than Deathrattle cards.

    3. You can only really support 1 Old God in any deck, which means that the other three would end up being more like powerful tempo cards than win conditions in their own right

    There's also the argument that it doesn't fit rogue too well, but Rogue does have a minor theme of Shadow Spells, and with all of the thief rogue cards as well as bounce effects (Shadowstep progresses the quest by 2 and can let you play an Old God again) I think it would be viable in a rogue deck as well as a control Priest.

     

    So what do y'all think? Should I tone down the power level and change the cost reduction to something more reasonable like (8) or would that make the concept too weak?

    EDIT: I originally made the cost reduction to (6), but I changed my mind quickly after posting because I realized that the Shadowstep synergy was too good and would potentially allow for potential turn 6 Olds Gods, which seems a bit broken. At 7 Mana you can still do interesting combos like Brann or Zola, but it removes the possibility of blowout games.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 7 months ago

    I actually think this is pretty good! It's like a Level 2 Zilean but it doesn't require a champion slot and is activated far earlier in the game. Sacrificing turn 4 for this might be kind of dangerous, but SI has enough control tools that I think it could work. Aside from the obvious synergy with Darkness, I think something like an SI/Freljord control deck could try to use this to outvalue other control decks or duplicate boardclears like Withering Wail and Ice Shard. In a go hard deck it could also be pretty insane.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 8 months ago

    I feel like this is actually pretty good in Ez/Draven to get your champions to attack. It's also pretty good in Overwhelm decks.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 8 months ago

    I think you can't decide to strike an ally if you don't have a target (just like how you can't cast a buff spell if you don't have an ally). My interpretation is that the entire point of the "or deal 3 to your Nexus" clause is to force you to take damage if you don't have a target. It's open for interpreation though, so we'll see when it comes out

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 9 months ago

    I think the issue is that the rate of balance changes is way slower now that they've introduced the new set system and are unwilling to make big nerfs alongside card releases. Riot has said that they're looking into adjusting their patch system, so hopefully they'll eventually start nerfing fast enough to balance the game.

    On your point on swim taking a break, he said that it's not because of the meta (he's actually planning to take a couple weeks off so he likely won't return until a while after the balance patch).

    As for when we can expect balance, this Wednesday should be a major balance patch (although they said that they weren't planning to nerf Azir/Irelia, so we might have to wait another 2-4 weeks for that deck to be nerfed).

    In reply to Any News Yet?
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    This card actually seems pretty good with Syncopation. If you have even 1 Elusive you can use Syncopation to essentially make this an elusive, which can push huge damage.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    This card is insane, right? Compared to Daring Poro (a card that is already occasionally run), it costs basically 1 less and sometimes draws you a card. Hopefully this is enough to make Ionia a playable region again! 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    It's not great, but I think it does give Landmark decks something valuable. Now they can just be Targon+Shurima with stall tools and just enough Landmarks to level up Malphite (probably cutting Taliyah for Zilean unless there's more synergy). Malphite seems like crazy enough of a win condition to make that deck work, and Targon has enough heal cards to survive until round seven (it would run Starshaping and Solari Sunforger). I'm kind of disappointed that it's just another Targon stall deck using Malphite instead of Celestials, but at least it could lead to some of the Shurima Landmarks seeing play.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    Honestly as it stands I'd rather play Zilean/Malphite than Taliyah/Malphite. Paying 5 Mana for a 2|4 is so awful that it needs insane payoff to be worthwhile, and right now there still aren't any great Landmarks to copy.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 10 months ago

    I think comparing this card to Ruination isn't really helpful because it's not a kill effect. Rather, the effect is essentially "Stun all enemies. Stun them again next Round Start." This makes the closest comparison actually Aphelio's spell Gravitum, or maybe Aurok Glinthorn or Winter's Breath. Comparing to Winter's Breath, this is actually worse if you're just using it to stop a single attack from the opponent, which gives me hope that this won't be an OP defensive tool. However, if you have a big board this effect can be kind of insane, so if that kind of Freljord deck exists (maybe with Frozen Thralls), then this could be pretty insane.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 11 months ago

    Looking at all the cards, it seems like we're still missing a Shurima card. Maybe the big 4+ Countdown Landmark that makes the advance cards worthwhile is still coming? If not, then we'll have to either see if Malphite has those big countdowns or if Frozen Thralls are good enough targets.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 11 months ago

    I think if they add another class they'll need to avoid the pitfalls of their DH design. For DH, it doesn't seem like they had a clear idea of what it would do mechanically, which meant that it kind of just borrowed from other classes instead of getting its own identity. More importantly, DH doesn't have a clear and varied visual identity, so their cards either all look the same (creature with blindfold and green magic) or they don't look like DH cards (like the new Deathrattle package). Luckily, "Spooky Knights" and "Spiritual People" are both more interesting and more varied themes than DH, so either way I think the class will feel cooler and more natural than DH (personally I think Monks would be the best because we already have lots of Undead in other classes).

    In terms of mechanics, for Monks I really want them to have some way to carry over unspent Mana Crystals across turns (or maybe converting it to Chi), because it would be very simple while feeling thematic and opening up lots of design space (it would be kind of like reverse Overload). For DH, I think they could go the direction of "Kill a friendly minion to do X" because that design fits them and hasn't been done much in HS (though Warlock kind of has that theme already).

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 2 years, 11 months ago

    This seems like it could be really good if there are enough Countdown Landmarks. Also, all of these advance cards would be great with Frozen Thralls!

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