Curses look awesome. Demology is too much op (because warlock has too many ways to deal damage to itself). Legendary is literally refreshable iceblock, that's interesting concept.
I am glad you enjoyed it! And to touch on Demonology, that pact was the one I was the least sure of Balance wise (loved it thematically though). Almost capped it to only once per turn or made it to were you'd only gain a Soul Shard if you took a certain amount of damage. Ended up keeping it very simple for this basic concept and living with it, but I think all of the pacts would need much more fine tunning for the system to work well.
@BionicDoor i mean, 1 soul shard per card discarded also feels op imo, and only one shard per spell looks a bit weak, making you choose a diffrent pact even though your deck is based on spells, for example. But I guess overall it depends on the soulshard cards to be played. Limiting every pact to 1 shard per turn might be a solution. Loved the concept! Great work!
Yah, balance is not my strong suit more of a concept designer. I try my best, but I often opt for whatever I think looks the best (flavor/mechanically)
As a someone that played a little bit of warlock on wow and hs, I can say that your take is a nice 1 on 1 from the mmo to the card game. You can see the identity of the class shining through, keep up the good work!
Thanks! I really wanted to translate some more of the main WoW Warlock mechanics into Hearthstone's iteration of the class as best as I could. And I am happy how it turned out!
Well we are only just getting started here, support on the channel has been absolutely bonkers in my mind, especially considering how niche my content is XD
Amazing idea. I loved your addition to the game design. Eventhough i loved this idea one can argue adding all these ekstra selections and things could make HS more confusing. HS always focused on being really easy to learn and play get go card game. It changed kinda over the years because of the player base but there is still a thin line to explore. As card game lover i would love such mechanics for all classes tho for sure
Yah that is something that is a general concern and worthy point of contention to this whole series XD. For the sake of these fun concepts, I don't mind it too much. Though I do try and make each one relatively simple and hopefully naturally fitting within the game.
As cool of an idea this is, the problems with things like rage and soul shard is that other classes cannot play these cards to their full potential (if at all) if they somehow discover, copy, bounce, etc them. Which is very frustrating if you're playing decks like thief and renounce the darkness.
After seeing previous episode with reimagining mage I thought that you can't figure out something better with warlock but you did it and it looks awesome.
you're ideas are so cool!!! i just think sou pact should change the hero power, like Demonology stays the same but affliction kills a friendly minion, draw a card (and give a soul shard) and Destruction is the duel Hp (discover a cards from your hand, discard it and draw a card)
I think this one is much more impressive than the mage one. Every class should a mechanic this central and interesting, especially now that hero powers have fallen off. (and i think death knight's "actually 3 classes" isn't actually a good gimick.)
I honestly believe so too. If you think about it most classes already get support for many different play styles. And so a way to distinguish those from each other I think could add a lot to the game and bring it even closer to the WoW Source material!
Found this video randomly, it was so much better than I expected. I did't played much wow but I read about different things from this universe. The flavour of the class is so much better this way then what blizzard has right now :)) You did a great job, +1 sub
That's some really cool ideas you got there! The only complaint I have, as a WoW player, is that the soul pact effects don't really match the specs apart from maybe destruction. The way affliction gives you shards should be in some way related to the curses (a shard for playing a curse/getting it to tick on the enemy hero maybe?) and demonology's way of gaining shards should have something to do with playing demons.
Thanks, I am glad you liked it! Also the Soul Pacts Relation to their WoW form I knew weren't going to be perfect as I really wanted each one to fit Warlocks already existing archetypes in Hearthstone as well, while still be flexible enough to be experimented with. Affliction relying on Curses felt too specific as it was a new mechanic I was just adding now and so I opted for spells in general so that some curses would still get Soul Shards while other decks that didn't run curses could still try the Affliction Pact. Demonology is definitely the bigger offender, it felt weird to have no pact based off self-damaging and so I opted for Demonology to have it, because we have seen many demons in the past that have focused on this Self Harm archetype and so it vaguely fit better. It also felt strange to me to have one be gaining soul shards by summoning demons, because the flavor just wasn't really there, even in WoW the Soul Shard generation for Demonology isn't tied to summoning demons, it is tied to casting Shadowbolts.
This revisit is amazing and would absolutely make warlock both a more fun and engaging class to play! Keep up the amazing work friend! Excited to see more of these!
I like youre explorations on this, and it was really quick since the first one with mage, you have great hability for game design. I will be waiting for the Rougue one if its in youre plans. Great work.
Yah really worked hard to get this second part out as soon as possible since the first one did so well! Rogue will certainly be revisited at some point!
Let's be honest that last Legendary card would be extremely op, every turn you could refill as much shards as you can, then not die. Obviously, against aggro decks that have more smaller minions on board or simply an opponent that has multiple damage spells in hand that could deal fatal damage, the soul shards would run out fast. I like the idea, but also I feel like the 5 cap on the shards is not that good. A limit, especially if you made the already mentioned legendary minion, is necessary but 5 feels too little.
The limit on Soul Shards is to really drive the importance of which pact you choose. Since you can't hoard 20 Soul Shards now you have to make sure your spending the ones you get and have a pact that suits your deck well enough to generate soul shards fast enough for your cards that require them. The system is designed to encourage gaining Soul Shards at different paces for different styles of play. The Aggressive Swarm decks can take Demonology to gain Soul Shards fast to play little cheap soul shard cards fast. Control decks take Affliction to gain their soul shards slower but build them up to play one expensive soul shard card. And Destruction Warlocks gains Soul Shards haphazardly and wants to use them on recovering any value or tempo they lost when discarding their cards. That was my design philosophy at least.
This is the best one from this series so far. Better than Warrior and Hunter and way better than Mage. I especially like the legendary "negate fatal damage, destory a soul shard instead".
@@bionicdoor of that right now it sound more familiar 😅 Still seeing it back in some kind of way bring a smile to my face since i really liked that deck 😁
Love this! I would definitely abuse demonology with Mal’ganis coming back to core, but that being said they all seem really expressive and thought out. Good job! You get some of my internet points today
Definitely like the idea of soul shards and how to get them. I feel like the hero power should be more like wow and actually provide mana crystals. So many great cards in warlock are so expensive and there's so much card draw in the game already. Changing the hero power to ramp would be perfect
Very cool ideas, but the destruction pact definitely seems underpowered, on top of disco warlock being historically weak. Perhaps it might be better balanced at 2 soul shards. Definitely super cool though and fitting for warlock.
I can you definitely being right about that. A little rough to balance, as the more efficient Discard cards become the better the pact becomes as well, though I'd imagine these individual pacts could be nerfed or buffed depending on the meta game to make sure each one feels like a viable option.
Hey will you make a Hunter rework? I would be interested in a Survival Spec based on spears/ traps or more interesting secrets :D Amazing job on this one :D
As a Warlock main I 100% support this. We need better curses for sure and the soul shard system sounds awesome. The pacts may need some adjusting, Aff's pact vs control decks would be terrible while Demo's pact seems broken with the hero power. Hm what if each pact had a slightly different hero power - Demo stays the same, Destro could draw 2 and discard 1 at random, and Aff... is difficult. I'm thinking Aff could get a shard for each spell cast and then the hero power could maybe discover/draw a spell from your deck or add a cheap spell to your hand from a set pool?
Support on part one of this series was so fantastic that I had to get another part out for you all! Hope you enjoy this revisit to one of my personal favorite classes! - If you want the specific details on everything discussed here, check out my website here: lucaswaitkuweit.weebly.com/class-revisits.html More videos to come with more classes to Revisit! I'll try to keep pumping these out as soon as their ready!
Hey! I was thinking of making a Custom Warlock set and came across your video and thought the Soul Fragment idea was super cool and would like to expand upon it. I'm not the best at using editing software so I was wondering if you wouldn't mind sharing the Soul Fragment design? Either way your videos are super inspiring to someone who newer to making custom Hearthstone cards!
I wouldn’t mind at all! Can’t send the Soul Shard assets rn but I should be able to tomorrow! Do you have a discord or somewhere you’d like me to message you them?
@@bionicdoor Yeah I have one. Its Masquerade 9750. Wanted to say thanks for doing this as it helps a TON and I hope that all your future projects turn out to be as awesome as all your others have!
A theme I am noticing with your designs is that they do not play well when the redesigned and new cards are generated by other classes. How does a rogue gain soul shards? What does Focus do if you're a priest?
I’ll be honest it is something I haven’t put too much thought into. All these concepts are purely theoretical so I try not to get too much into the super fine details. If I had to present a solution I’d honestly just say those kind of cards that are unplayable or weaker in those other classes would not be able to be randomly generated. Obviously doesn’t fix all of the problems but it would at least help a little.
The Legendary isn't worded correctly. It should say "when you would take fatal damage" instead of "after you take fatal damage". *ABSOLUTELY UNWATCHABLE*
isn't demonology just the best soul shard generator. you already have good cards that self damage in all archetypes and your hero power also supports that. the others are just worse for no reason
In a perfect world I'd say any cards that are related to a class specific mechanic such as these, or Corpse cards, or cards that draw Overload or Outcast cards would not be able to be randomly generated.
lol what is this script. I kinda wish you'd make them more personal rather than commerical. Like you say, "Now that you have seen how soul shards work and the ways you can generate them, let's look at one last card that really shows the *power* of soul shards. Put your souls together for..." This works in the concept theme that you're going for, as if you were to reveal a new class, but god it's corny and cheesy and we hate it when Hearthstone does it. I'd have just loved a more direct human approach to explaining the soul shards and then showing the legendary rather than this corny introduction. Just a personal preference though.
My goal with these videos is to present a cool concept and for these concepts to reach as many people as they can. So not only to I present the concept I also prefer to entertain, keeps some people invested. Yes, it is a good bit corny and cheesy, but it is a more fun approach then just listing the cards and mechanics one after the other. And in the end I'm making a presentation for a goofy card game that doesn't take itself incredibly seriously, so why should I take it seriously?
@@bionicdoor Well, "just listing" the cards isn't without transitions or emotion. But yes, I get what you're saying. It's a presentation, which I wasn't *really* signing up for, but I stayed because the designs are really good.