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let's build game mechanics let's build game mechanics

03-16-2016 , 12:53 AM
Would love to see an anti-warrior spell that allows minions to disregard armor for 1 turn and hit face.
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03-16-2016 , 04:03 AM
What about a 2/1 weapon with 'Anyone who attacks your Hero while this weapon is equipped takes 2 damage'?

Not sure if that'd be OP at like 3-4 mana, but could be a solid anti aggro option. Problem is it makes most sense as a Warrior class card and they've already got loads of anti aggro options.
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03-20-2016 , 01:24 PM


I know the hero power is better then normal but I'm thinking about Arena.
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03-21-2016 , 12:18 PM
not sure why warrior would want that card
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03-21-2016 , 10:46 PM
its a worse arathi weaponsmith
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03-22-2016 , 04:17 PM
We have a card (for now) which doubles deathrattle effects and another which doubles battlecry effects, how about one which doubles "whenever" effects (the lightning bolt at the bottom of the minion..not sure I'm saying this right)?

Like a card that (for example) doubles the number of imps produced when Imp Gang Boss takes damage.
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03-22-2016 , 04:19 PM
Quote:
Originally Posted by Namath12
We have a card (for now) which doubles deathrattle effects and another which doubles battlecry effects, how about one which doubles "whenever" effects (the lightning bolt at the bottom of the minion..not sure I'm saying this right)?

Like a card that (for example) doubles the number of imps produced when Imp Gang Boss takes damage.
"Your minions' triggered effects occur twice"
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03-22-2016 , 04:20 PM
Much more eloquent, thanks.
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03-24-2016 , 01:15 PM
Here's one I REALLY think should be implemented: Minions with multiple battlecries. For example, an adaptation of the latest WoG card:

4 mana
1/1
Battlecry: Copy a friendly minion's attack
Battlecry: Copy a friendly minion's health

Gives you the ability to make cards extremely versatile.

5 mana
2/2
Battlecry: Deal 2 damage
Battlecry: Deal 1 damage
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03-28-2016 , 02:29 PM
I also think Blizz needs more "at the start/end of your turn" effects. It seems like thus far they've overvalued the positive effects, and many of the cards that have them aren't playable due to stats or cost. They also don't have many (any?) that negatively affect the player of the card. For example, a Flame Imp alternative:

Pain Imp
1 Mana
3/2
At the end of your turn, Pain Imp deals 2 damage to your hero.

These types of cards create much more interesting scenarios than Battlecries or Deathrattles do.
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03-29-2016 , 12:49 PM
Someone in another thread mentioned adopting the MTG mechanic First Strike which I think is a great idea and very implementable. A creature with First Strike deals its damage first in combat. So a 2/1 First Strike would kill a vanilla 4/2 and take no damage.

They could also easily adopt Trample, which allows a creature to deal it's excess combat damage to the enemy's face. A 5/4 Trample that attacks a 3/3 would kill the 3/3 and deal 2 face damage.

I think Blizz has already announced that WoG will have no new named mechanics, which is a big disappointment for me. It doesn't make sense to me that they haven't thought of these mechanics, especially ones easily adopted from MTG, so they must have a reason for not implementing them. Curious what that is.

Edit: Card Idea

Hunter Weapon
Dual Arrows
3 Mana
2/3
Your hero cannot attack. When you use your hero power, reduce this weapon's durability by 1 and deal 2 damage to a random enemy minion

Last edited by Priptonite; 03-29-2016 at 12:59 PM.
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03-30-2016 , 11:50 AM
Quad post!

Thought of another mechanic that would be great for HS, Kicker. Kicker adds an effect to a card for an additional cost. For example:

2 Mana
2/3
Taunt
Kicker 3: Deal 3 damage to an enemy minion.

So if you had 5 mana when you played the card you'd get a pop up that lets you choose whether or not to kick it.

Obviously you need to be careful when designing with Kicker. Too many good kicker cards and you end up with decks that are very strong in all stages of the game. That being said, it's nice to occasionally top-deck a 2 drop that on turn 8 and have it not be totally useless.
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04-01-2016 , 02:01 PM
Quintuple post!

I dunno that this mechanic would ever be played with Ooze and Harrison in Classic, but I think a Disarm mechanic could be cool. Puts your opponent's weapon back in their hand instead of destroying it. Since the effect is weaker, the card itself (assuming Minion) could be stronger for its cost. Though Ooze is already 2*mana + 1 stats.
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04-01-2016 , 05:45 PM
disarm would be neat, but id rather not see MORE anti weapon techs
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04-01-2016 , 05:51 PM
Yeah, I don't think it has a place since Ooze and Harrison will always be in the meta. If they find that those cards limit design space too much though, could be a potential nerf option.
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10-17-2016 , 11:43 PM
New card ideas:

Cleanse - Warrior spell - 7 Mana - destroy all damaged minions

Pound - Priest or Paladin(?) spell - 4(?) Mana - Deal damage equal to a friendly minion's attack to an enemy minion.

Shattered Sun Deity - Neutral minion - 5 Mana - 3/3 Give a friendly minion +3/+3.

Thistle Mochachino - Rogue spell - 6 Mana - Discover a card from your opponents class and gain 2 extra copies of it.

Ragnaros Twinlord - Neutral Legendary minion - 8 Mana - 8/8 At the end of your turn, deal 4 damage to a random enemy and heal a random damaged friendly character by 4.
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10-17-2016 , 11:51 PM
lolled at the thistle mochachino
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10-18-2016 , 11:37 AM
Thinking back to previous Tavern Brawls where you pick an ability in the beginning, and merging those with the type of hero powers that adventure bosses have (ones that automatically trigger under given circumstances), what if there were neutral legendary minions that did the following:

A minion with text: Replace your hero power with the ability "When you play a deathrattle minion, give it +1/+1"
A minion with text: Replace your hero power with the ability "When you play a battlecry minion, give it +1/+1"
A minion with text: Replace your hero power with the ability "Whenever you cast a spell, gain 4 armor"
A minion with text: Replace your hero power with the ability "At the beginning of your turn, summon a 1/1 murloc"

I think something like this would add some diversity to playable decks. The downside is you no longer have your hero power, but the upside should outweigh the downside, but not be ridiculously OP I don't believe.

Thoughts?
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10-18-2016 , 06:20 PM
I'd like to see a mechanic that involves spell resistance or reducing spell damage.
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04-24-2018 , 10:25 PM
a "when this creature/spell deals damage to something" that interacts with secrets or armor
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