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Apr 11 2017 04:27pm
Galvadon = Make him a 6/6 with adapt 6. He's a 5/5, you have to spend at least 2 adapts to get him to 8/8 (other quests get 8/8 off the bat). That really makes him an 8/8 adapt 3...

Rogue quest = Make the minions 4/4's maybe?

Hunter quest = lol wtf is this shit can't even balance it without future cards to work with it

Warlock quest = gonna need healbot back in the game and more taunts, should prob just give the imps deathrattle deal 3 damage to opponent so warlock can focus on board clear while still outputting dmg

Druid quest = make it take 4 minions, not 5... or make it affect all creatures currently in hand as well

Warrior quest = honestly fine as-is, if taunt minions don't get better 7 taunts is going to be tedious moving forward (6 would be better)... but 7 taunts is fine as long as good taunt options are released as new sets roll in

Priest quest = completely fine, just depends on taunts available to priest

Shaman quest = completely fine (altho a 9 requirement again might match other decks), just depends on murlocs available
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Apr 11 2017 04:30pm
Paladin - If you don't get both stealth and windfury on Galvadon he's garbage and a total waste of a quest and you lose the game. Needs a way around this.

Rogue - would have to be "All minions are 5/5 with no effects" 1 mana 5/5 chargers is ridiculous.

Hunter - could be "whenever you draw a card, place a 3/2 raptor in your hand"

Druid - quest is ok but needs better draw options

Warlock - 5 discards instead or better defensive cards

This post was edited by FroggyG on Apr 11 2017 04:39pm
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Apr 11 2017 04:49pm
Quote (FroggyG @ Apr 11 2017 03:30pm)
Paladin - If you don't get both stealth and windfury on Galvadon he's garbage and a total waste of a quest and you lose the game. Needs a way around this.
Rogue - would have to be "All minions are 5/5 with no effects" 1 mana 5/5 chargers is ridiculous.
Hunter - could be "whenever you draw a card, place a 3/2 raptor in your hand"
Druid - quest is ok but needs better draw options
Warlock - 5 discards instead or better defensive cards


No charge rogue would make sense. Altho I think your idea limits future card releases (ex. maybe a midrange or control rogue that uses the quest, and uses cheap deathrattles, they'd lose out on deathrattle). Maybe just say "your minions are 5/5 and lose charge". Sounds forced, but oh well? Idk.

Hunter = probably too slow. That's strictly worse than the warlock's reward right now. If you end up getting drawpower of over 2 cards per turn, you don't need those raptors. I think the quest needs to trigger off of any 1/1's, even tokens. Balance it from there.

Druid = it could be ok if Rag, Sylvanas, Azure Drake, and Ancient of Lore (original) were all in the game. But even then it's still weak. Imo it should just receive a buff. If not 4 cards, then make it affect hand (obv not recurring effect tho coz infinite combo).

Warlock = yeh I agree. card is quite thematic and nice as is but idk

are HS developers this thick in head? they trying to promote game as e-sport and do this shit

This post was edited by Canadian_Man on Apr 11 2017 04:49pm
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Apr 11 2017 04:59pm
Quote (Canadian_Man @ Apr 11 2017 04:49pm)
Hunter = probably too slow. That's strictly worse than the warlock's reward right now. If you end up getting drawpower of over 2 cards per turn, you don't need those raptors. I think the quest needs to trigger off of any 1/1's, even tokens. Balance it from there.


What about "when you play a minion summon a raptor"
Idk the quest is just weird

This post was edited by FroggyG on Apr 11 2017 05:01pm
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Apr 11 2017 05:06pm
Quote (FroggyG @ Apr 11 2017 03:59pm)
What about "when you play a minion summon a raptor"
Idk the quest is just weird


Quest probly should've just been totally different.

I crafted it coz i'm dumb
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Apr 11 2017 05:41pm
They are hiring for hs team u do a good job u are guru of card balancing z
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Apr 11 2017 07:07pm
Quote (Katelyn @ Apr 11 2017 05:41pm)
They are hiring for hs team u do a good job u are guru of card balancing z


Better than their current staff
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Apr 11 2017 07:41pm
Quote (FroggyG @ Apr 11 2017 07:07pm)
Better than their current staff


you can play something else
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Apr 11 2017 08:43pm
Quote (VivaPinata @ Apr 11 2017 09:41pm)
you can play something else


Sick sig
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Apr 11 2017 09:32pm
Quote (Katelyn @ Apr 11 2017 04:41pm)
They are hiring for hs team u do a good job u are guru of card balancing z


I would absolutely love to help provide balance change ideas. Not as a job, but as a hobby. My ideas aren't all great, but I think I have a good grasp of what makes different card games excellent. What I could bring to the table is "at least it's not shit", which is better than plain shit. I can only pull from a few card games though: MTG, Hearthstone, Yu-Gi-Oh, a few different board games, Dominion (board game but worthy of its own category of mentioning aside from other board games), a couple online card games that I can't remember any longer (one was on iPad), and Pokemon.

Hearthstone feels a lot like a mix of Dominion and Yu-Gi-Oh. The primary difference: Yu-Gi-Oh leans as hard as possible to the OP-broken cards, and Dominion doesn't have a rush strat (closest thing to it in Dominion is ending the game 2-4 turns sooner than expected, disallowing enough late-game turns to pan out).

Dominion: All players start with the same hand. You can use gold cards in your hand to buy cards. When you buy a card, it goes into your discard pile, and when you end your turn you discard your hand and redraw 5 cards. Your deck recycles when you run out and reshuffle discard pile as deck. The idea is you build up your deck with cards you need (bigger gold pieces, good action cards, etc). You are limited to 1 buy and 1 action per turn, unless if cards modify that condition. You always draw 5 cards by default, but other effects can alter that. Hearthstone has begun to integrate ideas of shuffling cards into the deck, but Blizz hasn't done it in a very interesting way yet. What HS needs more of is cards like the 2/3 "draw a secret" creature, which brings consistency into decks that need it. Currently, 2-card combos are as far as you go in HS, otherwise the deck is (typically) frail and inconsistent. Getting more control over what you pick from your deck, and encouraging shuffling of cards into the deck, would allow for build-ups of consistent combos, but in a fair and fun way.

Yu-Gi-Oh: If you look at Yu-Gi-Oh versions that don't use broken cards, the game is actually really interesting. It's like MTG-lite. Yu-Gi-Oh has a "soft stack": You can choose to activate traps, or choose to activate creature effects you are holding in your hand, based on conditions that occur on your opponent's turn. You cannot cast counter spells or burns from your hand, however. These are mechanics HS should really look to borrow: End-of-turn optional response cards from hand or field.

Taking MTG as an example, there's lots of "OP" cards. But they print them anyways. Why? Because Wizards of the Coast knows that OP is in the meta, not in the card. MTG has better deck flow (even though you have to draw land cards) because the cards are designed for the meta. HS doesn't design cards for meta; they design cards to build hype, to revolve around themes, and they focus on the individual cards or small clusters of cards (ex. elementals). If HS were smart, their 5/5 elemental that gets +5 health for each elemental played in the previous turn would cost 8 instead of 9. Their quests would all be viable. The 5-cost buzzard 3/2 would be a 4/4. Their 5/4 taunt guy would have the type "Goblin" from the Goblins vs. Gnomes expansion, and that typing would have an applicable use. Their 5/4 adapt 5-cost beast would be a 5/5 5-cost even though stranglethorn exists. And adapt, it would have more thematic impact than just "choose an effect that already exists". And so on and so forth.

This post was edited by Canadian_Man on Apr 11 2017 09:33pm
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