This nerf completely misses the problem that is Savage Roar. I love how everyone, including Kripp wanted to Nerf Force of Nature, yet the very next video after Kripp complained about Force, he made a video complaining about the speed of aggro where a druid crushed him on turn four with Roar and no Force.
So now at least you have a chance to wipe the board, but if you ever let them keep a board, you're super dead.... Oh, but Blade Flurry was too good /sigh
*Ahem*, I mean I think this is a much needed nerf that has been a long time coming. Preserving Savage Roar preserves Token Druid, which is fine, and this way Ramp Druid decks have to include another win condition. Keeps the flavour of the class, kills something ridiculously OP. I am quite happy.
I am very happy about this nerf, the FOE + Savage Roar combo was insane, while I do agree with people that Savage Roar is a big problem, removing charge was a good idea as it gives opponents one of the most precious resources in Hearthstone, time. Opponents will have time to deal with the incoming threat, where as before opponents had to make sure they were not under 16 health because they would lose most of the time in one turn. Now savage roar requires minions on the board, and according to Ben Brode, they're going to be a lot more lenient with card effects like Charge and Silence. This prevents dying in one turn and gives you the necessary time to deal with, and most decks often run board clears like Consecrate and Lightning Storm, so you can deal with savage roar better now.
About the card it is now though, I believe this is a great nerf, the perfect idea of what a nerf should be, making it good, but not powerful, but keeping the same feel for the card, they removed the really annoying part of the card, being the minions dying at the end of the turn and removing charge while still lowering the cost by 1 mana to make up the change, I really like to compare this card to Stand Against Darkness You get 6/6 worth of stats, however unlike SAD, the minions don't have synergy with the paladin class card like Quartermaster in wild, so to make up for it, it gets +1/+1 in stats, less minions, so less board fill up. And the treants being 2/2s, while still dying to Consecrate prevents dying to tech cards like Arcane Explosion (trust me, when you haven't played for a month and you're at rank 20, this can happen, TRUST ME) that new Tentacle of N'Zoth and cards such as Whirlwind, which all are the problem with SAD.
Overall I love this nerf, stops the combo, however still makes the card retain a playable state, and hey 800 free dust, who can go wrong with that.
NO NO NO NOOOO. You are all wrong, you don't know what you want, you 'll see, you'll still die from high health, because FON WAS NOT THE PROBLEM, the problem is SAVAGE ROAR, BS card 3 mana kill your oponent, its stupid, FON was FINE.
NO NO NO NOOOO. You are all wrong, you don't know what you want, you 'll see, you'll still die from high health, because FON WAS NOT THE PROBLEM, the problem is SAVAGE ROAR, BS card 3 mana kill your oponent, its stupid, FON was FINE.
Oh cause adding +2 attack to the druid hero, that was going to kill you? Oh wait, or did you let druid flood the board with minions cause you suck at the game and expect that ineptitude to go unpunished?
NO NO NO NOOOO. You are all wrong, you don't know what you want, you 'll see, you'll still die from high health, because FON WAS NOT THE PROBLEM, the problem is SAVAGE ROAR, BS card 3 mana kill your oponent, its stupid, FON was FINE.
Problem was Charge. Everything else can be played around.
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"Infinite" doen't mean "big" - it can be small and have no end.
It's not that I don't like this nerf. It pushes for a true midrange deck which is cool, but I still believe that Savage Roar is the key issue and that if force of nature did exist without savage roar, druid probably wouldn't play FoN. Druid of the claw along with Savage Roar is still 8 damage and more if there are other minions on the board, which is still quite frightening.
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Now we can play at 30 H
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
This nerf completely misses the problem that is Savage Roar. I love how everyone, including Kripp wanted to Nerf Force of Nature, yet the very next video after Kripp complained about Force, he made a video complaining about the speed of aggro where a druid crushed him on turn four with Roar and no Force.
So now at least you have a chance to wipe the board, but if you ever let them keep a board, you're super dead.... Oh, but Blade Flurry was too good /sigh
F!HS
Turn 6 Combo now? Turn 5 FoN. Turn 6 double Savage Roar!
Best HS day ever! To all the droods who use that foul combo, I hope this hurts! Feel the power of the nerf batz!
SInce they nerf the card, they might as well re-name the card to suit its intends and purposes.
Without the charge capabilities,
it is no longer "Force"of Nature,
it should be "Sauce of Nature".
The funny thing is, this card isn't bad at all. 6/6 worth of minions for 5 mana. It's a nerf to the combo for sure but as a whole, this card is good.
Blizz hating on CHARGE big time.
5 mana for 3 cards with a combined 6/6 worth of stats seems pretty good for a token druid.
Good riddance..
No! More! Com! Bo! No! More! Com! Bo! No! More! Com! Bo! Wooooooo!
*Ahem*, I mean I think this is a much needed nerf that has been a long time coming. Preserving Savage Roar preserves Token Druid, which is fine, and this way Ramp Druid decks have to include another win condition. Keeps the flavour of the class, kills something ridiculously OP. I am quite happy.
i just got it... so thank you for the dust.
BBQ an egg?
I am very happy about this nerf, the FOE + Savage Roar combo was insane, while I do agree with people that Savage Roar is a big problem, removing charge was a good idea as it gives opponents one of the most precious resources in Hearthstone, time. Opponents will have time to deal with the incoming threat, where as before opponents had to make sure they were not under 16 health because they would lose most of the time in one turn. Now savage roar requires minions on the board, and according to Ben Brode, they're going to be a lot more lenient with card effects like Charge and Silence. This prevents dying in one turn and gives you the necessary time to deal with, and most decks often run board clears like Consecrate and Lightning Storm, so you can deal with savage roar better now.
About the card it is now though, I believe this is a great nerf, the perfect idea of what a nerf should be, making it good, but not powerful, but keeping the same feel for the card, they removed the really annoying part of the card, being the minions dying at the end of the turn and removing charge while still lowering the cost by 1 mana to make up the change, I really like to compare this card to Stand Against Darkness You get 6/6 worth of stats, however unlike SAD, the minions don't have synergy with the paladin class card like Quartermaster in wild, so to make up for it, it gets +1/+1 in stats, less minions, so less board fill up. And the treants being 2/2s, while still dying to Consecrate prevents dying to tech cards like Arcane Explosion (trust me, when you haven't played for a month and you're at rank 20, this can happen, TRUST ME) that new Tentacle of N'Zoth and cards such as Whirlwind, which all are the problem with SAD.
Overall I love this nerf, stops the combo, however still makes the card retain a playable state, and hey 800 free dust, who can go wrong with that.
NO NO NO NOOOO. You are all wrong, you don't know what you want, you 'll see, you'll still die from high health, because FON WAS NOT THE PROBLEM, the problem is SAVAGE ROAR, BS card 3 mana kill your oponent, its stupid, FON was FINE.
Wobbling Runts > Force of Nature
"Infinite" doen't mean "big" - it can be small and have no end.
It's not that I don't like this nerf. It pushes for a true midrange deck which is cool, but I still believe that Savage Roar is the key issue and that if force of nature did exist without savage roar, druid probably wouldn't play FoN. Druid of the claw along with Savage Roar is still 8 damage and more if there are other minions on the board, which is still quite frightening.