I had some issues with making this forum but I actually managed to fix it I think? It seems to have the images. Anyway I'm not sure on the balance of this, and not even sure if this will stay up since I expressly asked them to take it down when I failed to put up the images. Either way I'm mostly just showing off the idea, I think balance wise I likely made her stats too high given her versatility but I wanted to share the concept at least and this was the only place I could think to given that there isn't a hub for custom LoR like there is HS.
I may entirely be alone in my dislike for Paladin but I admit I was hoping for something to slow them down. I haven't felt great about its power level for a while now but I don't pretend to be a professional in these matters. I just know that Libram/Pure Paladin decks have been very common ever since Scholomancy, and that they aren't all that positive an experience to face against.
I'm a player of it. I took it up after I got sick of the overly snowbally game play of LoR. I enjoy it a lot but the only complaint I have about it is that it is so strictly mathematical. What I mean by that is that the strictly number based victory goals make it hard to play anything off meta or bother with tech cards since they will lose you the game the vast majority of the time. A good deck often extremely efficient and does things with ruthless efficiency, I've been having a lot of trouble facing monster decks lately. That said I don't want to sound like I dislike the game, I think it has great art and is actually more balanced than most games out there, and its unique enough to offer something different from other collectable card games. I think the game would be more enjoyable if I had friends to play it with that allowed playing it without feeling like I had to use nothing but the most powerful decks in the meta. That said the same can be claimed about HS and LoR as well since any game is better when you take it less seriously.
Maybe I'm nuts but I could really go for some changes to Paladin, specifically Pure Paladin. I feel like it has way too much value generation for a deck that is very much NOT a control deck. It applies pressure the entire time and yet still seems to never run out of fuel.
Do you mean Warrior? or is there something I'm missing?
Edit: I understand now. You mean the one that they allow you to choose when you finish. Yeah that Rogue one is my favourite too. Not super into some of those ones, like the mage one is kind of bland.
I don't mean to be a negative person but at the moment I'm not seeing how we get to the point of being comfortable playing huge ten drop win conditions. The current meta is aggro heavy because there aren't any healing or sustain options, the only things I'm seeing here are taunts, many of which are in classes with taunt options already available. The only healing is lifesteal in DH which has never really been a class that struggled with healing to begin with.
I'm saying that for 4 mana you would normally get 9 stats...while this card has an insane effect while only going down to 7 stats. Maybe I worded that poorly.
So am I, assuming they make it. If we only get big boys and no healing or delay options we won't see much of these big boys, at least from our opponents.
There are a few cards that I feel could use some light touch ups that didn't like Arcane Devourer for an example which I feel could cost 1 less or start with slightly better stats, that said not all card are meant to be viable but that is a card that may as well not exist.
I mean maybe there is a deck that cares, you're not wrong. So far I don't feel like it is good enough in most decks though, and at least with the hero powers we have right now none of them are really worth using right away on turn 1.
Yeah I really don't get how they come to the conclusion that halving the cost of stuff is fine but at the same time they feel they need to nerf the Crystal Gem into the ground to the point where it is almost irrelevant.
I'm going to avoid being judgemental and assuming the worst, I want this game to succeed so badly. That said I worry about some of the things mentioned here. Like why is it that they openly admit to Miss Fortune, Gangplank, and Twisted Fate all being way too powerful yet they offer no solutions, nor any guarantees there will even be a solution? I'm fine with them taking as many swings at the problem as they need. Even if it takes 30 attempts to make a card balanced I'd rather see the attempt then just leave it to fester.
I'm not entirely sure what you mean. If the two fought do you mean like Single Combat ? If you do then that would be a bug, but it would be one that is in your favour since Tahm Kench is only meant to take the damage of the enemy minion. Then if he survives said damage he captures the unit that struck him.
I had some issues with making this forum but I actually managed to fix it I think? It seems to have the images. Anyway I'm not sure on the balance of this, and not even sure if this will stay up since I expressly asked them to take it down when I failed to put up the images. Either way I'm mostly just showing off the idea, I think balance wise I likely made her stats too high given her versatility but I wanted to share the concept at least and this was the only place I could think to given that there isn't a hub for custom LoR like there is HS.
I may entirely be alone in my dislike for Paladin but I admit I was hoping for something to slow them down. I haven't felt great about its power level for a while now but I don't pretend to be a professional in these matters. I just know that Libram/Pure Paladin decks have been very common ever since Scholomancy, and that they aren't all that positive an experience to face against.
I'm a player of it. I took it up after I got sick of the overly snowbally game play of LoR. I enjoy it a lot but the only complaint I have about it is that it is so strictly mathematical. What I mean by that is that the strictly number based victory goals make it hard to play anything off meta or bother with tech cards since they will lose you the game the vast majority of the time. A good deck often extremely efficient and does things with ruthless efficiency, I've been having a lot of trouble facing monster decks lately. That said I don't want to sound like I dislike the game, I think it has great art and is actually more balanced than most games out there, and its unique enough to offer something different from other collectable card games. I think the game would be more enjoyable if I had friends to play it with that allowed playing it without feeling like I had to use nothing but the most powerful decks in the meta. That said the same can be claimed about HS and LoR as well since any game is better when you take it less seriously.
Maybe I'm nuts but I could really go for some changes to Paladin, specifically Pure Paladin. I feel like it has way too much value generation for a deck that is very much NOT a control deck. It applies pressure the entire time and yet still seems to never run out of fuel.
Do you mean Warrior? or is there something I'm missing?
Edit: I understand now. You mean the one that they allow you to choose when you finish. Yeah that Rogue one is my favourite too. Not super into some of those ones, like the mage one is kind of bland.
I don't mean to be a negative person but at the moment I'm not seeing how we get to the point of being comfortable playing huge ten drop win conditions. The current meta is aggro heavy because there aren't any healing or sustain options, the only things I'm seeing here are taunts, many of which are in classes with taunt options already available. The only healing is lifesteal in DH which has never really been a class that struggled with healing to begin with.
I'm saying that for 4 mana you would normally get 9 stats...while this card has an insane effect while only going down to 7 stats. Maybe I worded that poorly.
Since when did an aoe only justify -1/-1 in stats?!
I don't know if I have a good reason for it...I may very well be bitching about nothing...but god do I hate this class.
Look out! C'thun is in those balloons!
So am I, assuming they make it. If we only get big boys and no healing or delay options we won't see much of these big boys, at least from our opponents.
Thank you very much. Seems good now!
Lovely, I am just a bit bummed out that I can't seem to get them back since I was hoping to 100% it. I will have to try again when it's fixed.
Anyone else lose all their progress at midnight? I tried to go back to redo a few but Millhouse is just giving me a 500 error.
There are a few cards that I feel could use some light touch ups that didn't like Arcane Devourer for an example which I feel could cost 1 less or start with slightly better stats, that said not all card are meant to be viable but that is a card that may as well not exist.
I mean maybe there is a deck that cares, you're not wrong. So far I don't feel like it is good enough in most decks though, and at least with the hero powers we have right now none of them are really worth using right away on turn 1.
Yeah I really don't get how they come to the conclusion that halving the cost of stuff is fine but at the same time they feel they need to nerf the Crystal Gem into the ground to the point where it is almost irrelevant.
Thank the lord, I was worried it would take awhile for guadiness to get sacked.
I'm going to avoid being judgemental and assuming the worst, I want this game to succeed so badly. That said I worry about some of the things mentioned here. Like why is it that they openly admit to Miss Fortune, Gangplank, and Twisted Fate all being way too powerful yet they offer no solutions, nor any guarantees there will even be a solution? I'm fine with them taking as many swings at the problem as they need. Even if it takes 30 attempts to make a card balanced I'd rather see the attempt then just leave it to fester.
I'm not entirely sure what you mean. If the two fought do you mean like Single Combat ? If you do then that would be a bug, but it would be one that is in your favour since Tahm Kench is only meant to take the damage of the enemy minion. Then if he survives said damage he captures the unit that struck him.