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So everyone would be an engineer or a tailor. I could also see inscription being somewhat viable I guess.
While this is true, Spell Damage +1 is SIGNIFICANTLY more powerful than +1/+0 or +0/+1. That said, I really do like this idea, but a few of them could use some tweaks. Inscription seems pretty great, Alchemy seems weak (compared to a perma +1/+0 or +0/+1), and JC might also be a bit too strong. I'm not exactly sure what you could do to some of them, but still, love the idea, really hope Blizz sees it!
Still wondering why I play this game.
I'm a Rogue and I also made a spreadsheet for the Order Hall that is updated for BfA.
+1 mana coin next turn is damn OP. Your suggestion, while interesting on paper, just doesn't fit in the game. Don't fuck with the fundamentals and will make the game much more boring.
So if tailoring was changed to Spell Damage +1 for this turn only, would that make it more balanced. After reading some of your comments, i do agree that a perma spell damage buff could become ridiculous in the right decks.Spell Damage +1 is SIGNIFICANTLY more powerful than +1/+0 or +0/+1
What if Alchemy was changed to Give a minion taunt. To me it seems a little Op but on the other hand it would be in line with the Spare Part card. I'd love to hear any other suggestions for alchemy to be honest!Alchemy seems weak (compared to a perma +1/+0 or +0/+1)
I can see it being situationally powerful. But wasting 2 mana for 1 extra mana your next turn (next turn ONLY, this is not Druid: Wild Growth, it isn't a permanent extra crystal). I see it as playing a weak turn to get a slightly stronger following turn.+1 mana coin next turn is damn OP.
All the feedback and comments are great. Keep it coming...I will not rest until the idea is perfect.
Last edited by eclypsus; 2015-05-28 at 04:46 PM.
The whole idea behind the Professions was to give players the chance to have a way of doing something (undervalued to equal effects gained through cards or Hero Powers) or a way to spend unused mana crystals (it happens).I agree with that, although if you think about it +1 spell damage for 2 mana is like throwing down a Kobold Geomancer but you don't get a 2/2 body out of it. Maybe you could argue that the +1 HP/AP bonuses are actually too weak.
Example: your opponent has a Piloted Shredder and you have a Spider tank. You could use Health +1 on your Spider tank and kill the shredder, and your tank survives.
I have made the change to tailoring so that it gives the +1 spell power for that turn only (not sure if it will require a minion or not)
- - - Updated - - -
Ok, so based on your feedback and comments here are the updated Porfessions:
Do they seem more balanced now?
I've decided to revisit my Professions idea and try to better balance them:
Alchemy: Give a minion Taunt.
-Same as revised version. Good against aggro decks.
Blacksmithing: Give a minion +2 Attack this turn.
-Changed to be this turn ONLY but with an extra attack point.
Engineering: Add a Spare Part to your hand. It costs (0).
-Changed to make the Spare Part cost (0). Since this Trade Skill has an RNG component, this evens out the costs for all Trade Skills. Still has the advantage of having extra cards in hand as well as a spell card.
Inscription: Put a card from your hand to your deck, draw a new card. It costs (1) less.
-This needed an immediate benefit. In the end you get a new card that costs 1 less, but paid 2 to get.
Jewelcrafting: Gain 1 mana crystal next turn only.
-Stays the same. Sacrificing 2 mana this turn for 1 mana next turn for a big play seems balanced. Could result in a massive Tempo druid play (8 mana on turn 3 if the stars align).
Leatherworking: Give a minion +2 Health this turn.
-Same change as Blacksmithing, this turn ONLY but an additional point of health.
Tailoring: Give a minion Spell Damage +1 this turn.
-Same as its revised version. Extra power for when you need it. (May remove the minion component)
Any thoughts on balancing (specifically Tailoring...minion needed or not).
I don't know, one spell damage for this turn only may not sound too op.
But going from a 2damage aoe to a 3 damage aoe can make the difference for a boardclear.
True, but that's kind of the entire point. If you need that 3 dmg AoE to boardclear, then you can use TAILORING for 2-Mana (which is a large mana investment) and get that board clear. The Trade Skills are meant to be strategic yet mana inefficient means of accomplishing what you need to do.I don't know, one spell damage for this turn only may not sound too op.
But going from a 2damage aoe to a 3 damage aoe can make the difference for a boardclear.
Each Trade Skill can have a strategic function in all the various deck types found in Hearthstone.
Alchemy: Giving a minion taunt VS a face hunter is substantial. Or it can potentially protect another minion for a turn to set-up a nice combo for the next turn.
Blacksmithing: Your minion too weak to kill their bigger minion, boom, you can now increase their atk and get the kill. Or it can be used to put one of their minions into BGH or Shadow Word: Death range.
Engineering: If your running Violet Teacher's, Gadgetztan Auctioneer, Questing Adventurer, Illidan or even Dragonkin Sorcere, a few extra free spells in hand can be huge. Not to mention Antonidas or Flame Walker. You could make a Mountain Giant deck without having to be a Warlock.
Inscription: Running a dragon deck with no dragons in hand, try your luck at getting one. Running Varian but don't want that Force Tank in your hand, you want to potentially get it for free...
Jewelcrafting: Perfect for Ramp Druids who want a massive early game turn. Or you have a card in hand that you just need to use 1 turn sooner.
Leatherworking: Perfect for giving a minion that needed HP to survive attacking another minion.
Tailoring: example above.
These are all mana heavy ways to achieve something that could be done more efficiently through cards or spells (except for inscription and jewelcrafting). Would it be better to drop the abusive sergeant instead of using Blacksmithing...sure, but as we all know, it doesn't always work out that way.
Adding the Trade Skill feature would also open up an avenue for Blizzard to create new types of cards that interact with them in some way. It would just be another layer of depth added to the game. To keep it fresh and interesting for veteran players yet simple enough for new players to not be overwhelmed.
Last edited by eclypsus; 2015-09-19 at 02:28 PM.