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

06-04-2015 , 01:05 PM
Quote:
Originally Posted by BobboFitos
nah I mean like a common minion. Like a 3 mana 1/3 "double your hero power".
so like...velen?
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06-04-2015 , 01:08 PM
Quote:
Originally Posted by BobboFitos
1 attack 2 charge to a 2 attack 4 charge imo!
Ah the ole double double
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06-04-2015 , 02:36 PM
Deflection.... a hunter trap that does to spells what freezing trap does to minions. Gives it back to the caster at 2 cost more (maybe 1, maybe even none like sap).
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06-04-2015 , 02:51 PM
Vix--that would be very similar to what mage has with their secrets.
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06-04-2015 , 03:03 PM
Yeah, it's not quite as strong as counterspell. You can recast it.
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06-04-2015 , 03:21 PM
Priest secret:
1 mana - silence attacking minion
1 mana - give attacking minion -2/0 til the end of the turn
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06-04-2015 , 04:31 PM
I like it. Secrets are fun, adds another layer of deception in some cases. If you're running more than one.
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06-04-2015 , 04:55 PM
Let's assume they add a Death Knight to the game later. My idea for a new hero power is this: summon a 2/1 with charge that dies after your turn. Or maybe 1/1 if that's overpowered. For Monk I was thinking a damage over time punch, like 2 damage to the enemy minion or hero, except only does 1 damage each turn.
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06-04-2015 , 08:37 PM
Any kind of damage over time (by turn ldo) spells would be nifty.
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06-07-2015 , 05:38 PM
yeah idl ove to see dots
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06-08-2015 , 02:51 PM
Similar to Kezan id like to see a card that could steal the text from another card. I'm thinking a 2/2 for 4 they play Emperor you play the new minion you steal the emperors power.
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06-08-2015 , 02:58 PM
*(Taken from Hearthpwn's card contest) Mechanic: Fatality-If a minion has fatality mechanic whenever it kills a minion something happens (Heals face for 2, draws card, etc...)

*A Knife Juggler that throws when your opponent summons minions.

*A creature that gains stats (1/0 or 0/1) when your opponent/you/both play a minion.
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06-10-2015 , 08:23 AM
Anti-Aggro mechanic:

Some card where every other minion you summon gains taunt
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06-15-2015 , 07:15 AM
Some sort of Druid card where you make a choice at the start of each turn.

Something like "At the start of each turn, gain +1/+1 OR Draw a card"
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06-16-2015 , 12:55 PM
A legendary dragon whose battlecry restores you to full health.
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06-16-2015 , 02:07 PM
Quote:
Originally Posted by D104
A legendary dragon whose battlecry restores you to full health.
so you want to buff alexx?
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06-16-2015 , 02:18 PM
More like an answer to Alex that doesn't require me to run healbot.

And a card that would completely wreck face decks that have no card draw.

Last edited by D104; 06-16-2015 at 02:33 PM.
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06-21-2015 , 05:28 PM
There needs to be a card(s) that counters charge. Taunts in this game are so easily removed/silenced/whatever. With such low HP's charge is such a powerful mechanic and it seems the vast majority of win conditions are based around it.

You could make it low attack/high HP minion that while in play prevents charge from going off while in play (for both players).

Or you could make it an effect like Loatheb has, a minion with a battlecry that prevents charges on the next turn, or something.


I'd like to see more selective silences.

"Remove a death rattle"
"Remove taunt"

etc.

Blizzard has stated silence is all around too powerful and not very fun so they try not to have too much of it.

I think selective counters are more interesting, like Kezan Mystic is a card like that.
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06-21-2015 , 11:57 PM
Vast majority??
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06-22-2015 , 08:25 AM
How about stealing your opponents weapon or hero power? How about reducing the effectiveness of your opponents hero power?
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06-22-2015 , 08:31 AM
Quote:
Originally Posted by capone0
How about stealing your opponents weapon or hero power? How about reducing the effectiveness of your opponents hero power?
I feel like the only chance at this working would be to double the mana cost of the hero power or something. I feel like no other mechanic of it could work across all classes.
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06-22-2015 , 03:37 PM
Odd game mechanic:



The explanation: "The dread infernal dies and goes to the graveyard. In the graveyard it is a 6/6 and so that is what the mirror image summons to the field."

Explanation with different cards:


Last edited by gusmahler; 06-22-2015 at 03:45 PM.
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06-22-2015 , 11:55 PM
Quote:
Originally Posted by capone0
How about stealing your opponents weapon or hero power? How about reducing the effectiveness of your opponents hero power?
In Hearthstone style I think it'd be more interesting if it prevented either player from using their hero power while it was in play. The player playing it would obv still have a big advantage, as you could use your hero power first and then play him.
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11-17-2015 , 12:24 PM
How much do you all think the effect of "X card cannot be played while this minion is on the battlefield" would cost? How big of a body would it be attached to? If Hearthstone is around long enough we'll likely see it eventually.
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11-20-2015 , 02:30 PM
We already have cards that can't be targeted by spells but what about cards that cant be hurt by spell damage, how much would that be worth?
It's a pretty strong effect as they can still be targeted by your buff spells. It might be a bit of a win more card as you would need board control to make it stick.

Would a 4/3 for 5 with "cant be damaged by spell damage" text see play?
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