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On August 01 2014 13:48 Decarabia wrote: Great job! I think Frostmourne should be the legendary. After all, it's the most legendary item in all the warcraft history. Also, Arthas could have some special emote for Jaina and Uther, probably the Greeting. Ashbringer/Corrupted Ashbringer come to mind in protest to that statement.
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On August 01 2014 13:54 Mortal wrote: Ashbringer/Corrupted Ashbringer come to mind in protest to that statement.
I not mean in power, but i think it's the most iconic weapon in warcraft.
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On August 01 2014 14:00 Decarabia wrote:Show nested quote +On August 01 2014 13:54 Mortal wrote: Ashbringer/Corrupted Ashbringer come to mind in protest to that statement. I not mean in power, but i think it's the most iconic weapon in warcraft. I understand, but I think there's an argument to be made for those two either way- especially considering one is attainable, whereas Frostmourne is not (Shadowmourne isn't that cool, it was a dumb legendary).
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Gotta love Amaz's creativity :D but i think most of these cards are wayyyyy too mana efficient... sorry amaz but i think it's better if most of these cards are left at 5 so not too many combos could be used playing dk...
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On August 01 2014 14:00 Decarabia wrote:Show nested quote +On August 01 2014 13:54 Mortal wrote: Ashbringer/Corrupted Ashbringer come to mind in protest to that statement. I not mean in power, but i think it's the most iconic weapon in warcraft. I'd argue that doomhammer is more iconic considering warcraft 1+2.
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The work put here is amazing and easily one of the best fan-made sets. However, I wouldn't necessarily say it's one of the most realistically balanced with the existing game. I'm surprised there were even other top players involved in the testing and balancing of the set - how did all of them, brilliant players (Amaz himself above all), accept this set as balanced? It seems a waste that such great concepts and so much work end up again, similarly to other fan-made sets, as way too overpowered (imho). I wouldn't go through all cards that I think are slightly or very OP, but I'd just say even the hero power that was defended multiple times for not being underwhelming is in my opinion actually great and very strong. I think even without the tons of very powerful synergy it has with other cards of the set, it would be an excellent hero power.
edit: Damn, I sometimes focus on criticizing so much that I forget to fully praise the things I loved. So, many concepts here were very exciting and original, but I mostly loved the idea to give the opponent minions with negative effects that he has to worry about clearing himself from his board side. That's a very simple and elegant concept that completely changes the way the game has to be played, so I thought it was really cool! The way it synergizes with mechanics benefiting from opponent's number of minions is also nice.
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Awesome work ! This is too cool that you are a very good player + a great contributor to the community. I love HS more and more thanks to you.
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Take my money and give me this expansion now please!
Very well-thought out. But I see what you did here...This is going to be the ultimate anti-zoo deck ..and I love it...from Hero power to spells like Defile/King Slayer...the concept of putting garbage minion on your opponent's board will all battle against Zoo
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Very cool. Great work. This would be awesome to play!
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some nice ideas. Not very balanced, but definetely some cool concepts that Blizzard might be able to build upon from.
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Consider this Amaz's application to Blizzard xD. Let's just hope they put him in the design or game testing departments and not the balance department!!
Great creativity!
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Class is broken. The mana efficiencies is too high, this is just druid if it got weapons and hard removal. Only decks right now that doesn't get rolled by this would be freezemage and miracle rogue.
Also the class is boring, every card in the class is designed to be playable. There isn't really even any gimmicks with the class. It doesn't have the spirit of hearthstone at all.
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while I have thought of the same hero ability too, I thought that for Arthus as a death class it would be much more fitting to have Death Coil: Heal an ally character for 2 points or deal 1 damage to an enemy character.
In the end sadly this is just a sub goal that AmaZ did, so it has some cool ideas but is mostly not intriguing to me.
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Sorry if this has already been answered, I can't seem to find it though. Requiem has the same effect as Flesheating Ghoul or the same effect as Cult Master? Because they have different effects.
I would just like some clarity on whether Requiem is for any minion dying or only your own minions dying.
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On August 03 2014 09:13 kmillz wrote: Sorry if this has already been answered, I can't seem to find it though. Requiem has the same effect as Flesheating Ghoul or the same effect as Cult Master? Because they have different effects.
I would just like some clarity on whether Requiem is for any minion dying or only your own minions dying.
On July 30 2014 19:28 Liquid`Amaz wrote: I introduced a new keyword into the game called Requiem. This keyword is actually already in the game, as this effect activates whenever a friendly minion dies.
funny enough, the effect of "Requiem" that AmaZ thought of is neither the effect of Flesheating Ghoul nor the effect of Cult Master exactly, it is a mix of both.
Requiem is apparently supposed to trigger whenever a friendly minion dies (including the minion with the Requiem effect itself) Cult Master activates whenever a friendly minion other than the Cult Master itself dies.
At least that's how AmaZ worded it. Which would make the Shadow Ghoul really, really strong (always morphs except for when silenced. Aka get a Yeti worth of stats on a Harvest Golem like creature. For 2 mana.)
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As someone who mains DK in World of Warcraft i find all of this amazing-good job!
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The biggest issue I have with this class is that he has many cards that are essentially 2 for one. That is, 2 card effects in a single card. Even though the mana costs are balanced, this practically ends up giving him card advantage regardless.
Examples: Soul Cleaver, Horn of Winter
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if the legendary put a minion on your deck while you are on fatigue, does the fatigue counter reset or it just waits your deck to empty again?
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Hero ability is weak and does not feel like it fits class. Also, Any Death knight deck that doesn't have "DEATHGRIP" cannot be taken seriously. Other than that, it was a interesting take. This is something that i have thought of with others about what a DK deck would have, and also what a panda/monk class would have.
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Wow, this really is some good looking stuff!
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