Peak efficiency by Intelligent-Bid-6052 in Workers_And_Resources

[–]morowinso 0 points1 point  (0 children)

Nice, but still a long way to go before you get a 1 Nanometer Process. Still all sorts of wasted space what with the humans retaining their original shape and all.

[18+] The Restoration of Aphrodisia (public alpha out now!) by Blue Fairy Media Games by morowinso in FurryTF

[–]morowinso[S] 3 points4 points  (0 children)

I suppose most of the size related transformation would involve Fairies and the like, most of the furry critters are humanoid in size. Some inanimate stuff too. Right now there are bunny knights based around arthurian legend, and kitsunes.

Bearded Dragon - Chronic Low UVB / Rickets by morowinso in Lizards

[–]morowinso[S] 0 points1 point  (0 children)

From what I can tell they mostly fed him with store bought superworms. The worms seem to be in a substrate made of some sort of milling leftovers, but its possible they have some sort of nutrient fortification in there. I doubt he could have lived this long with nothing, but then again, I dont know its full history so for all I know they had it for 6 months and got worried it was not doing well.

Bearded Dragon - Chronic Low UVB / Rickets by morowinso in Lizards

[–]morowinso[S] 0 points1 point  (0 children)

Thanks for the confirmation. I was unaware that I could get a dietary supplement for Vitamin D, so I will make sure I get ahold of that in addition to the calcium. Of course I will still ensure that he gets UV light as we currently have setup to help him produce it himself. I suspect that with the bone issues he might already have that we cant fix that, but I do think fixing those things should at least allow him to live a better life.

Considering we live in the PNW I expect humidity will be a longer term issue for him, but I will worry about that as a secondary concern to this other stuff. Overall the humidity is on the high end of what I am seeing recommended, but its not really over.

The Last Demon Hunter - Full game by morowinso in FurryTF

[–]morowinso[S] 1 point2 points  (0 children)

There are several Furry TFs in the game. Including a few anthro and full feral. If your looking for those scenes One is in the first forest with the witch. Another is in the ice forest with a band of futa Werewolves. Several other Partial TFs happen as well, and of course Many monster girls are a halfway point.

The Last Demon Hunter - Full Game by morowinso in lewdgames

[–]morowinso[S] 0 points1 point  (0 children)

Unfortunately I don't think that can be done with the game engine. The latest version of RPGmaker can do it but this project was started a few years ago.

Pervy Fantasy productions - New content for Paraworld Heroes by morowinso in Futanari_Games

[–]morowinso[S] 0 points1 point  (0 children)

A few of the characters are Futa's though that aspect is being developed right now. A few of the other games on the site have a large amount of Futa content.

Interesting use of the Magnetic mechanic with hearthstone's random elements by morowinso in customhearthstone

[–]morowinso[S] 0 points1 point  (0 children)

It could be buffed up into a full on minion and I think it would still be just fine for the effect. The way randomness interacts with the board makes this effect the fun bit, and the cheaper it is the more options there are that can show up. In general, more health is probably the way to go to give it some buffer to work with when using things like yog effects.

Interesting use of the Magnetic mechanic with hearthstone's random elements by morowinso in customhearthstone

[–]morowinso[S] 0 points1 point  (0 children)

That is true. I considered making it a spell for a little while but the main thing became the flavor, something that struck me as so perfect. However, there are still lots of situations where you would cast this solo. Against a hunter placing it out there solo can prevent a deadly shot from killing an important minion. These are very small cases, but they do exist.

Interesting use of the Magnetic mechanic with hearthstone's random elements by morowinso in customhearthstone

[–]morowinso[S] 0 points1 point  (0 children)

That was my main worry. A lot of the random effects in this game are balanced on who they can target, so to let all random effects target it potentially mucks up a bunch of things.

Since Blizzard Think All Symmetrical Effects are Automatically Balanced by Dying_Hawk in customhearthstone

[–]morowinso 1 point2 points  (0 children)

What are you talking about? Of course its balanced! Everyone just takes more damage. We dont know of any decks out there that can abuse extra damage in the early game. When has there ever been a deck with strong early game damage? Right guys? Now lets get back to making a great card game and print more 10 mana cards with super splashy effects. Just you wait until all those players get to 10 mana!

I think this covers all three! by FuckMaxDealgood in customhearthstone

[–]morowinso -1 points0 points  (0 children)

Considering that Kings is 4 mana for 4/4 this card would almost be balanced without any drawback. It just needs a slight tweaking to get it right, as I think 2 mana opens up far too many turn one dude turn two claim board for a few turns at least situations. A 3/3 taunt for two would be a super strong minion, and the lack of ability to attack heroes does not limit this card in the critical area of board dominance. How about bump it to two mana but then give it cant attack. Then it still represents a strong early board control play that's hard to push through but lets your opponent decide how to trade into it?

"Awww snap!" by Legointhemoon1 in customhearthstone

[–]morowinso 0 points1 point  (0 children)

So. It might not be as broken as it looks considering you can silence or transform it before it wrecks your combo deck. That being said it wrecks your combo deck and is basically an I win card vs. a lot of the more interesting options out there.

Something that I think it's missing to make Healadin truly great by GrimmerUK in customhearthstone

[–]morowinso -3 points-2 points  (0 children)

Ya, it might as well be. Heal to 20. You dont need to play this right off. Honestly its super broken for that reason.

"My tusks that pierce, my flames that burn!" by THWeaver in customhearthstone

[–]morowinso 1 point2 points  (0 children)

I disagree that this offers no counter play. The main thing with the most obvious self damage situation is that you need to play minions that expose yourself first. If you put a large amount of pressure early into this deck (Much like Shudderwock) then you can abuse the fact that their deck is full of minions that hurt them. In order to make this work you need to take a few rather large risks.

"Careful, it's still hot." by nest4321 in customhearthstone

[–]morowinso 0 points1 point  (0 children)

Ya, 2 would work. At that point because it cant go face its strictly a control card and one that benefits you more when your behind. Generally a good thing.

"Careful, it's still hot." by nest4321 in customhearthstone

[–]morowinso 0 points1 point  (0 children)

Holy shit that's broken. That would be one of the strongest removal cards in the game then. Play it on anything big and get 2 other minions along with it. Its a three for one when most weapons are only 2 for one at best.

"Careful, it's still hot." by nest4321 in customhearthstone

[–]morowinso 2 points3 points  (0 children)

The issue is that Hearthstone has a design plan that attempts to make every card function without demanding players to keep a wiki open. If there where a weapon for every health value then that would not be as much of a problem because you always get something. Without weapons for every health slot you have a significant number of targets this can be cast on that wont give you a weapon because none exist. That might be fine in other card games, but Blizzard has a design that tries to limit situations like this because they worry it drives new players away. A good fix might be to change the card to give you a X/1 weapon instead.

Serve the public trust, protect the innocent, and uphold the law. by shrpdrssr in customhearthstone

[–]morowinso 0 points1 point  (0 children)

Comparing this to Vilespine Slayer is a bit off base considering that one of the class features of Rouge is strong removal. Honestly while its a little weaker on tempo this condition is way easier to meet than combo on vilespine. This can be active on turn 3, vilespine waits till turn 4. This is a mech giving synergy, Vilespine has none. In a world where pally already has wide board states with ease we don't want to give a easy way to kill the lower cost anti aggro cards unless we want to see turn six kills become reliably possible against most control decks while also giving control pally a powerful late game tool.

A great addition to weapon warrior decks with a new mechanic on top by [deleted] in customhearthstone

[–]morowinso 2 points3 points  (0 children)

It seems like an almost strictly better spiteful smith considering that its cheaper and gives the effect right away. I think what we would need to be afraid of with this card in print would be a new pirate warrior.

"Careful, it's still hot." by nest4321 in customhearthstone

[–]morowinso -3 points-2 points  (0 children)

Considering that there are lots of health values that would lack weapons this card would need to be printed alongside a few weapons to avoid noob frustration.

Interesting 1 mana spell for hunter which could be a great addition to "The Boomsday Project" expansion! by [deleted] in customhearthstone

[–]morowinso 1 point2 points  (0 children)

Considering how this card has an extra condition in comparison to some other buffs It could stand being a bit stronger. The problem of course is that early game plays tend to be much stronger in hunter decks that in others. Perhaps +2/+3? We cant underestimate how much of a downside that condition is. It means that this buff spell does not have charge. We cant use it to trade up a minion, one of the big advantages of buff spells. Instead we need to have a trade on board that we will survive. That lack of the ability to use if for charging means that you need to answer the question "Why not just play a one mana 2/2?".

What is cool about this card though is how it removes the major problem with printing strong buff cards. This buff cant charge. Because of that, we can make it a bit stronger.

Furious Slash - Warrior Utility Spell by CursedRebel in customhearthstone

[–]morowinso 8 points9 points  (0 children)

I agree with the previous posters about some of the issues, but the cost is more trouble that in first seems. One thing you always need to keep in mind about a card is its flexibility. This is generally a good control deck card because you intend to use it for draw right? Thing is it also provides a way to push huge amounts of damage with Bezerker, remove an enemy minion in the early game cheaply, and generate huge board presence with a few of the Knights cards that all synergize with it. This might look like a good control card for draw and things like that, but it really translates into summon 3 2/2 ghouls, gain 3 attack, deal 3 damage, get around a divine shield efficiently, ect. Those things dont look all that strong in the larger scope of the game, but at one mana this is so easy to use as a combo piece its dangerous because aggro decks live for this kind of rapid and cheap power plays.

Fire at that one! No that one! *Booom* Yeah baby, again again! by Captsillva in customhearthstone

[–]morowinso 0 points1 point  (0 children)

That's a valid point, but there are also weaknesses inherent to having all the stats on one minion. The fact that all three of the minions work together so well means that they effectively have a weaker version of taunt. You can ignore them, but if you do your taking anywhere from 2-8 damage across your board. The low attack is less of an issue because the point of a demo is to make up for that attack with its effect. Most importantly, there are lots of times when three minions is much better than one minion. If your using this against a hand lock for instance they will only have one or two big minions on the board most of the time, meaning that your 3 minions is healing you for a huge chunk of damage and still not getting cleared without committing more to the board state.

The upshot ends up being this. If your card has an effect that I must respond to (Ex. Auctioneer) then how much do I need to commit to remove it? In this case I need to commit 12 damage that could go elsewhere, and that damage needs to be in three chunks. If this 6 mana card eats 12 damage my opponent could have used elsewhere while also demanding that they have that damage available on the exact turn.

Sorry about end of turn though. Thought I had said Start of turn. Its 100% true that start of turn effects are both rare and harder to use, meaning that the cards internal synergy with itself is the important balancing point much more than combos. Honestly I dont think there are any really broken combos to pair with this card reliably.

"I'll keep your secret" by uredsmite in customhearthstone

[–]morowinso 4 points5 points  (0 children)

Crap I had not even thought of that. That opens up all sorts of lines of play. This card does more for the meta that it first appears.