Keyword: Request - Custom Hearthstone Card

Keyword: Request

20th January, 2022 (RR)

Made by Reiner

Gody322 2 years ago
I like the overall idea but I think the examples could use a little work. :)
Sqentontheslime 2 years ago
My thoughts on each one:
Pal: Too strong, unsure how to salvage.
Rogue: I'd think of adding random combo cards instead as to avoid evicerate and other burn spam
Mage: I'm not so sure on this one
Preist: very fun looking, lotsa highrolling with divine sheild
Warrior: as a control warrior fan I'm biased here but I'm not too sure how easy it would be to get 20 armor, the reward is amazing though.
Warlock: No complaints, looks amazing to me
Druid: Same as Warlock
Shaman: This one has.. clearly gone through a lot of different designs, I don't like it, and filling your board with 0 attack totems is usually a bad thing
Hunt: in some ways I like it, but I really don't see how the repeatable part comes in, do you just get multiple Vol'jins? cause that doesn't seem right.
DustenStein 2 years ago
also, I think you should focus on either rewards that are spells/minions, Hero Powers or immediate effects (like Sidequests) and not mesh them all together (I recommend either the first or the second because they are shorter)
DustenStein 2 years ago
I like the idea of Questlines that repeat themselves instead of progressing to another step so that the quest reward is the quest itself. But this concept has to be very carefully done so that it feels Legendary, the reward is specific and that it is easy to complete while still remaining balanced. My issue with some of these is that either the reward is underwhelming or that it gets easier to complete once you have said reward. Maybe add another line to the rewards that say "recast this with +x steps".
Wishful 2 years ago
Honestly I don't really feel like getting into the balance of all of these mostly because it's a lot to talk about. If you want my honest opinion on some of these cards, I would just say that this feels like an.. okay concept? All you kinda are doing is creating a constant win condition for all of the classes (some of them being more value than a win if I'm going to be frank :tinyfin: ) that breed conditions that are basically unstoppable on by your opponent.

Part of the quest philosophy is the ability to stop their super powerful card if I can risk the capability of removing or doing something else with it. (Getting a copy like Priest for example)

All of these are just.. eh? like the only one I'm feeling that is terrible bland and strong is the Paladin one. Like, why would you ever run the Cariel quest when you can play Day of the Silver Idiot twice :jaraxxus-thinking:

Oh yeah, also Vol'jin is a Shadow HUNTER, but that is WoW speak for him being an actual vodoo priest basically. I mean he did "hunt" but it doesn't look right for him to be a Hunter card.
Reiner (4) (creator)2 years ago
Remade the Hunter reward for the third time to make it stronger on the advice of @SMILE. TY!
Reiner (4) (creator)2 years ago
Did you know there is a card called Amulet of Undying? And did you know why they have to put the "Upgrades when trade" thing? Because the Keyword itself doesn't have the "Upgrades" part so they put it in to make players know that it will Upgrade. Did My Keyword not have that? It already said in the keyword that "Complete for an Upgradeable reward" then why do i have to write that on every single reward. Or is there any other way to upgrade aside from Upgrades the Effect of the card like most of Hearthstone cards that i know?

I don't know when RNG became an unfun part of Hearthstone. Is there any "Mr. Smite totem" that can hit you in the face? And you know why shaman Duel's passive hero power is the strongest in the game, because you can use 2 Lightning Bloom and Coin to have 6 Mana at turn 1 and have no downside. This one you have to spend at least 6 or 7 turns to complete the quest and you think that it is unfun because they can get 1-3 Mana at turn 8?
SMILE 2 years ago
I don't understand why did you decided to do the upgrade this ** way, because it looks far worse than before, and you still have no idea how it upgrades without wiki/practice.

Hunting Road has one major problem - it does nothing against any deck that doesn't run a lot of spells, and most of decks are like this.

Shaman became unfun to play against, because he gets an RNG based spam AND has a Duel's passive hero power, which is one of the strongest in the game.
Reiner (4) (creator)2 years ago
Thoughts on the new Shaman and Hunter Quest?
Reiner (4) (creator)2 years ago
Remade and Rewording on the advice of @Caesar and @SMILE. TY!
Caesar (4.1)2 years ago
@SMILE yeah if we want to correct all the wording for the upgrading I think you can just use the *x* to indicate that x upgrades rather than extending the wording

For example:
"Your next Combo effect triggers *2* times"
"Add *1* random Demon..."
SMILE 2 years ago
Path of Frost
Request: Destroy 4 Frozen minions.
Reward: Summon a permanent Ice Cage. If you already have one, upgrade it instead.

At the start of your turn, summon 1 Icy Rager 2/5 that Freezes. (+1 Icy Rager with each upgrade).I think Icy Ragers should be 3/3 at max, because the request is pretty easy, and your opponent can't get rid of this spawner.
SMILE 2 years ago
Nature Guidance
Request: Summon 5 Beasts.
Reward: Kalar's Mask.

Hero Power
Summon 1 friendly Beast that died this game. (+1 Beast with each upgrade).

Seems weird for druid, but okay.
SMILE 2 years ago
Old God's Eye is broken even without the upgrades, and rogue can upgrade it easily, even few times in one turn.
SMILE 2 years ago
I would change the concept of Benediction.

Request: Silence 3 friendly minions.
Reward: Equip Benediction.

After a friendly minion in Silenced, give it 1 random bonus effect. (+1 bonus effect with each upgrade).

These bonus effects are the same effects 2/2 adventurers have. I think it's more interesting this way.
SMILE 2 years ago
Hunting Road is useless. You need to play a really slow deck just for a 5 7/7 that does nothing to most of the decks. This needs to be reworked, IMO.
SMILE 2 years ago
Day of a Silver Hand

Request: Summon 6 Silver Hand Recruits.
Reward: Your Silver Hand Recruits have +1/+1 this game.
SMILE 2 years ago
I would probably change Forging Armor this way:

Request: Gain 20 Armor.
Reward: Gain 2 extra Armor from all sources this game.
SMILE 2 years ago
Fearow
Your Totems have +0 Health. Their Attack is equal to their Health. (+2 Health with each upgrade).

This seems super weak.
SMILE 2 years ago
If Netherwing Charm upgrade increases the amount of demons you get, it's probably should be:

At the start of your turn, add 1 Demon to your hand. It costs (0). (+1 Demon with each upgrade).

Imo, this is just unfun to play against.
Caesar (4.1)2 years ago
Still, it's always best to listen to more opinions as one person (me) might see problems were there aren't and viceversa :chicken: :chicken:
Caesar (4.1)2 years ago
Nice, thanks :finleySmile: :chicken:
1) Mmmh yeah (I think)
2) Yeah an Armor increase is good, maybe not as far as 20 since the increase stacks for each time you would comlpete it; 15 is probably still doable :thinking:
Reiner (4) (creator)2 years ago
Hmmm. Why didn't the line break?
Reiner (4) (creator)2 years ago
@Caesar
Path of Frost will make Ice Cage summon an extra Icy Rager.

Corrupting Rite will make Netherwing Charm add an extra Demon to your hand.

Worshipping Totem will give Fearow, Grand Spirit +2 Health to all Totems.

Day of a Silver Hand still give +1/+1 to your Silver Hand Recruits.Benediction will give an extra bonus when upgradedKalar's Mask will Summon 1 extra Beast each time Upgraded.Old God's Eye will +1 Combo Effect from cards trigger twice.Should I buff to cost (2) more and nerf Forging Armor to 20?
Caesar (4.1)2 years ago
I like the idea :finleySmile:
But the power of these is all over (Forging Armor can get infinite Armor very quickly. On the other hand, Hunting Road is super weak) and some rewards are not clear in how they are upgraded
Reiner (4) (creator)2 years ago
Thoughts?