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  1. #1
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    Dual-class Heroes

    Here is my idea for new heroes: Dual-class heroes, which means heroes who belong to two classes. In other words, they give access to a wider variety of cards in one deck, because you can include cards of, say, the Rogue and the Mage class.

    Examples:

    Luna Silverpelt
    Shadow Wulven + Priest
    3: All Wulven allies are healed 3 damage
    "The song of her howling gives strength to our people."

    Red Mist
    Human Ninja (Rogue + Mage)
    3: All cards played this turn are placed face-down on the board.
    (Face down cards are turned around after they are used the first time - when allies attack or are attacked, when an item is used etc.)
    "When you can see him, you are already dead."

    Ahruman
    Shadow Bishop (Mage + Priest)
    4: Return target spell from your graveyard to your hand
    "Now I am the master."

    Silent Eye
    Shadow Ninja (Rogue + Mage)
    5: Reduce opponent ressources and increase your own ressources by one each.
    "I am merely waiting for you to defeat yourself."

    Thalwyn Whitecross
    Human Paladin (Warrior + Priest)
    3: Armor you wear gains +1 defense and durability
    "Stand back, heathens."

    Garan Greenstaff
    Human Druid (Hunter + Mage)
    4: Friendly allies gain +1 attack and ambush for one turn
    "The fierce anger of the wild, feel it!"

    Sparkmother
    Shadow Elemental + Priest
    3: Summon Ghost Spark
    (This puts a spark ally on the board without playing the card. If this spark is destroyed, no card is put in the graveyard)
    "She is the source from which we are born."

    Eric Thundersson
    Human Barbarian (Warrior + Hunter)
    3: Attack an additional time this turn before you are exhausted. (EDIT)
    "Graahhhh!!!"

    Lady Sarthena
    Human Bishop (Priest + Mage)
    3: Friendly allies cannot be targeted by spells and abilities until the start of your next turn.
    "No spell will break my sigil, or my will."

    I know new heroes won't be coming any time soon, but that shouldn't keep us from throwing around ideas.

    The idea here is to open the game to new deck options without increasing the number of cards or adding new classes or factions. Having more cards to choose from gives these heroes an advantage over the current heroes, but not by much - after all, you still need to find the right combination between, say, a Mage card and a Priest card to gain a synergy advantage.

    This can be balanced by making their shadow energy abilities a little less good, or more expensive. The goal is to make these heroes good enough that you want to play them for the new options they offer, but not so good that nobody plays the current ones anymore.
    Last edited by Bagyorath IV; 07-01-2012 at 02:20 PM.

  2. #2
    Senior Member tomasruiz's Avatar
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    I like the idea, however this heroes would have access to the best cards of two classes wich is very powerful! Ex: blood frenzy + mage burn.

  3. #3
    Senior Member Demonz1's Avatar
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    Loving the idea of Red Mist!! However, i do agree with tomasruiz, but then again a great combo can be over come by another great combo =P Also i would like to add that eric thundersson is incredibly overpowered, i could have rapid fire + SE = 4 attacks per turn with soul seeker (8 damage +heal).

    Or i could even have rapid fire+ability+beserkers edge, which is ultimately insta-death for opponent

  4. #4
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    Quote Originally Posted by tomasruiz View Post
    I like the idea, however this heroes would have access to the best cards of two classes which is very powerful! Ex: blood frenzy + mage burn.
    That's the idea - reward players who are willing to check for these kind of synergy tricks. Blood Frenzy is good, but it's not the only card that allows drawing cards. There are other ways to get there.

    I like your example, because it shows how each of these heroes will have their unique synergy combo that sets their decks apart from other heroes.
    Last edited by Bagyorath IV; 07-01-2012 at 01:40 PM.

  5. #5
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    Quote Originally Posted by Demonz1 View Post
    Also i would like to add that eric thundersson is incredibly overpowered, i could have rapid fire + SE = 4 attacks per turn with soul seeker (8 damage +heal).

    Or i could even have rapid fire+ability+beserkers edge, which is ultimately insta-death for opponent
    Good point. These "two attacks per turn" would have to be reworded to "one extra attack before being exhausted. So if you get the ability twice, you do a total of three attacks, not four. That's good, but most weapons deal one or two damage, not much compared to what allies can deal.

    As for Berserker's Edge, yes, it could become scary, but that weapon has a 4 durability, so it does 1+2+3+4=10 damage before being sent to the graveyard. You need to have another card out to repair durability, at which point this becomes a trick that is hard to pull off. There are quite a few ways to counter it. It's good, but not dominating.

  6. #6
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    Quote Originally Posted by Bagyorath IV View Post
    That's the idea - reward players who are willing to check for these kind of synergy tricks.
    Yes, but on the flip side all the single-class heroes will be permanently gimped by comparison.

  7. #7
    Senior Member Airact's Avatar
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    Quote Originally Posted by Bagyorath IV View Post
    Good point. These "two attacks per turn" would have to be reworded to "one extra attack before being exhausted. So if you get the ability twice, you do a total of three attacks, not four. That's good, but most weapons deal one or two damage, not much compared to what allies can deal.

    As for Berserker's Edge, yes, it could become scary, but that weapon has a 4 durability, so it does 1+2+3+4=10 damage before being sent to the graveyard. You need to have another card out to repair durability, at which point this becomes a trick that is hard to pull off. There are quite a few ways to counter it. It's good, but not dominating.
    Rampage + Soul Seeker + ability + Rapid Fire + Enrage = GG

  8. #8
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    Quote Originally Posted by Airact View Post
    Rampage + Soul Seeker + ability + Rapid Fire + Enrage = GG
    Rampage 4cc + Soul Seeker 5cc + Rapid Fire 5cc + Enrage 4cc

    Even if you start in round 4, this combo won't be on the table until round 7 and cost 18 of your 28 ressources. And if you put 4 of each in your deck to make sure you get the draws, that's 16 cards out of a 40 deck. And even then, you try to kill allies with a bow that deals only two damage. If you face an opponent without allies, like a Nishaven burn deck, it's completely useless. Then, after 4 attacks, your bow is gone.

    If it works, great, you heal 10, or even 15 damage per round. That would be unkillable, but only if your opponent keeps playing two or three 1 or 2 hp allies each turn, instead of dispelling your bow.

    Sounds good in theory, but won't survive a turnament. Compare what you could do with two 4cc and two 5cc allies out, at the same cost.

  9. #9
    DP Visionary Mongoosey's Avatar
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    Love your examples, but you would never play single class again! So, it would never work.
    "I'll have you know I have the reflexes of a cat, and the speed of a mongoose"

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  10. #10
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    Quote Originally Posted by Mongoosey View Post
    Love your examples, but you would never play single class again! So, it would never work.
    Really? Even if dual-class heroes are rare? Not everyone buys enough boosters to get every card. If one is 800 gold, you'll think twice whether you get this hero, or whether you'd rather buy two more portals.

    And even if you get one of these heroes, you'd still have to build a deck that makes use of their extended card choice. It's not as easy as it looks. Just adding all the good cards from your favorite Mage deck and your favorite Rogue deck doesn't guarantee a win.

    Single-class heroes would still be competitive, if they have good abilities. Majiya is not going away. Baduruu... well, who will miss him?
    Last edited by Bagyorath IV; 07-02-2012 at 03:28 PM.

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