SO yeah, we all love that he was bumped from 4 to 5 mana since it made him harder to shadow step otk, HOWEVER what i dislike about leeroy is when he's used and doesn't win the game. Like he'll sit around until your turn and you have to deal with him even though theres a 100% chance one or both welps were killed. I think he should just be killed by welps at the end of the turn.
First off it would be funny
Second off its an actual draw back for playing him for tempo and not winning the game
currently he either wins you the game which is fine, or just sits there plunking you for 6 dmg if you have no spot removal which feels kinda dumb.
Give me your thoughts and theres no reason to bm, leeroy is obviously pretty busted which is why they had to remove warlocks combo piece for him...
fyi idk why he didn't get hall of famed, classes still can get away with insane manipulator combos
The nerf i proposed literally does nothing with how it is actually intended for the card to work, which is it to die on the opponents turn. Just this way it ensures it dies. Leeroy shouldn't ever be tempo and making it actually die at the end of the turn doesn't affect the fact you use it as a finisher, it just makes it so you can't tempo a leeroy and kill the welps with your rogue hero power to make sure he lives.
ITT: Someone proposing a change to a card so that it'll be used in a manner that consistent with how it's currently used already.
Go back to playing your pirate warrior deck.
Is this at me?? If it is, I don't play Pirate warrior at all, second I don't know how the concept isn't hard to grasp. It literally does nothing to leeroy but make his death consistent because currently he might as well not summon 2 welps.
Leeroy never lives past the turn he's played because he has 2hp, you only play him as a finisher which you even admit is "fine".
Its more a QoL nerf. many times people will play him into an iceblock just to get a persons health lower then break it with a low attack minion. next turn you have to heal yourself + deal with leeroy and you don't have 2 welps on board to kill him since the opponent killed them or put up a taunt to prevent them from killing leeroy. This is just a scenario, but sometimes people tempo a leeroy because they have nothing better to do in pirate warrior then they usually plunk a welp to make sure he won't be killed without your opponent wasting mana.
In wow lore(even though its technically not blizzard created lore) "leeroy dies" he does not survive his attack on the welps. him being able to survive and being tempo makes no sense to his design.
But... why? The only problem Leeroy has ever had has been being too good as a finisher when comboed, and you admitted you think that he's currently fine as a finisher. Like, if you can't deal 1-2 damage to a minion on turn 5+, then there are a lot worse cards than a Leeroy they could've played that you wouldn't have been able to answer. If they can confidently tempo a Leeroy and you can't answer it, they deserve to have the Leeroy live.
But... why? The only problem Leeroy has ever had has been being too good as a finisher when comboed, and you admitted you think that he's currently fine as a finisher. Like, if you can't deal 1-2 damage to a minion on turn 5+, then there are a lot worse cards than a Leeroy they could've played that you wouldn't have been able to answer. If they can confidently tempo a Leeroy and you can't answer it, they deserve to have the Leeroy live.
the issue is that if its turn 6, all you can do is reno, and eat another 6 dmg leeroy if your welps got killed. This is considering if he wasn't used as a finisher which often happens in aggro decks since people want to just mash in the extra dmg and will use their weapons to make it so you have to waste a spell or hero power (therefore sacrificing mana and tempo) to deal with something whos design is to die via the welps
PS your missing the point. On turn 5 "if something worse or different" came out, chances are its not a 5 mana deal 6 to face and you can healthily respond without being at 5 health.
But... why? The only problem Leeroy has ever had has been being too good as a finisher when comboed, and you admitted you think that he's currently fine as a finisher. Like, if you can't deal 1-2 damage to a minion on turn 5+, then there are a lot worse cards than a Leeroy they could've played that you wouldn't have been able to answer. If they can confidently tempo a Leeroy and you can't answer it, they deserve to have the Leeroy live.
the issue is that if its turn 6, all you can do is reno, and eat another 6 dmg leeroy if your welps got killed. This is considering if he wasn't used as a finisher which often happens in aggro decks since people want to just mash in the extra dmg and will use their weapons to make it so you have to waste a spell or hero power (therefore sacrificing mana and tempo) to deal with something whos design is to die via the welps
PS your missing the point. On turn 5 "if something worse or different" came out, chances are its not a 5 mana deal 6 to face and you can healthily respond without being at 5 health.
First off, if all you can do is Reno then you, again, could've had a lot worse problems than a Leeroy coming at you. Doomguard does essentially the same damage (probably forcing a Reno) and has a whole 7 Health, for example. It's not Leeroy's fault that your deck needs to Reno on turn 6 or it loses.
Secondly, Leeroy isn't designed to die to the whelps. Leeroy is designed as a powerful card which has an inherent drawback. Being able to mitigate that drawback isn't a bad thing. What, should Doomguard discard the top cards from your deck if you don't have any in hand? Should cards that select a random target not work if there's only one target to select, because then you've avoided the drawback?
But... why? The only problem Leeroy has ever had has been being too good as a finisher when comboed, and you admitted you think that he's currently fine as a finisher. Like, if you can't deal 1-2 damage to a minion on turn 5+, then there are a lot worse cards than a Leeroy they could've played that you wouldn't have been able to answer. If they can confidently tempo a Leeroy and you can't answer it, they deserve to have the Leeroy live.
the issue is that if its turn 6, all you can do is reno, and eat another 6 dmg leeroy if your welps got killed. This is considering if he wasn't used as a finisher which often happens in aggro decks since people want to just mash in the extra dmg and will use their weapons to make it so you have to waste a spell or hero power (therefore sacrificing mana and tempo) to deal with something whos design is to die via the welps
PS your missing the point. On turn 5 "if something worse or different" came out, chances are its not a 5 mana deal 6 to face and you can healthily respond without being at 5 health.
First off, if all you can do is Reno then you, again, could've had a lot worse problems than a Leeroy coming at you. Doomguard does essentially the same damage (probably forcing a Reno) and has a whole 7 Health, for example. It's not Leeroy's fault that your deck needs to Reno on turn 6 or it loses.
Secondly, Leeroy isn't designed to die to the whelps. Leeroy is designed as a powerful card which has an inherent drawback. Being able to mitigate that drawback isn't a bad thing. What, should Doomguard discard the top cards from your deck if you don't have any in hand? Should cards that select a random target not work if there's only one target to select, because then you've avoided the drawback?
Like I said, Leeroy is a themed card, doomguard is not. Leeroy is "supposed to die", being able to live and technically tempo is against his design. This was thought to be the case but since you could just kill the welps it takes away from the way he was made. and doomguard does have a draw back if you have no cards in your hand. first off you had to have played cards before him unless you top decked him with 0 cards in hand, second he'd have no cards in hand after playing so you have a better chance of responding because he'd have to draw cards to win. It just makes his design 100% consistent, and you whine that it will be a significant nerf which will affect nothing 99% of the time. It just means he will be literally ONLY a finisher and not a tempo do some dmg and protect it
SO yeah, we all love that he was bumped from 4 to 5 mana since it made him harder to shadow step otk, HOWEVER what i dislike about leeroy is when he's used and doesn't win the game. Like he'll sit around until your turn and you have to deal with him even though theres a 100% chance one or both welps were killed. I think he should just be killed by welps at the end of the turn.
First off it would be funny
Second off its an actual draw back for playing him for tempo and not winning the game
currently he either wins you the game which is fine, or just sits there plunking you for 6 dmg if you have no spot removal which feels kinda dumb.
Give me your thoughts and theres no reason to bm, leeroy is obviously pretty busted which is why they had to remove warlocks combo piece for him...
fyi idk why he didn't get hall of famed, classes still can get away with insane manipulator combos
SO yeah, we all love that he was bumped from 4 to 5 mana since it made him harder to shadow step otk, HOWEVER what i dislike about leeroy is when he's used and doesn't win the game. Like he'll sit around until your turn and you have to deal with him even though theres a 100% chance one or both welps were killed. I think he should just be killed by welps at the end of the turn.
First off it would be funny
Second off its an actual draw back for playing him for tempo and not winning the game
currently he either wins you the game which is fine, or just sits there plunking you for 6 dmg if you have no spot removal which feels kinda dumb.
Give me your thoughts and theres no reason to bm, leeroy is obviously pretty busted which is why they had to remove warlocks combo piece for him...
fyi idk why he didn't get hall of famed, classes still can get away with insane manipulator combos
I've never heard of this problem
You'll find it more common when you play pirate warrior and rogue 14x in a row bellow rank 10. People just play the leeroy when they want and plunk the welps so you have to fireblast leeroy and attack with a welp and be stuck without 2 mana because of a frustrating design.
But... why? The only problem Leeroy has ever had has been being too good as a finisher when comboed, and you admitted you think that he's currently fine as a finisher. Like, if you can't deal 1-2 damage to a minion on turn 5+, then there are a lot worse cards than a Leeroy they could've played that you wouldn't have been able to answer. If they can confidently tempo a Leeroy and you can't answer it, they deserve to have the Leeroy live.
the issue is that if its turn 6, all you can do is reno, and eat another 6 dmg leeroy if your welps got killed. This is considering if he wasn't used as a finisher which often happens in aggro decks since people want to just mash in the extra dmg and will use their weapons to make it so you have to waste a spell or hero power (therefore sacrificing mana and tempo) to deal with something whos design is to die via the welps
PS your missing the point. On turn 5 "if something worse or different" came out, chances are its not a 5 mana deal 6 to face and you can healthily respond without being at 5 health.
First off, if all you can do is Reno then you, again, could've had a lot worse problems than a Leeroy coming at you. Doomguard does essentially the same damage (probably forcing a Reno) and has a whole 7 Health, for example. It's not Leeroy's fault that your deck needs to Reno on turn 6 or it loses.
Secondly, Leeroy isn't designed to die to the whelps. Leeroy is designed as a powerful card which has an inherent drawback. Being able to mitigate that drawback isn't a bad thing. What, should Doomguard discard the top cards from your deck if you don't have any in hand? Should cards that select a random target not work if there's only one target to select, because then you've avoided the drawback?
Like I said, Leeroy is a themed card, doomguard is not. Leeroy is "supposed to die", being able to live and technically tempo is against his design. This was thought to be the case but since you could just kill the welps it takes away from the way he was made. and doomguard does have a draw back if you have no cards in your hand. first off you had to have played cards before him unless you top decked him with 0 cards in hand, second he'd have no cards in hand after playing so you have a better chance of responding because he'd have to draw cards to win. It just makes his design 100% consistent, and you whine that it will be a significant nerf which will affect nothing 99% of the time. It just means he will be literally ONLY a finisher and not a tempo do some dmg and protect it
I mean, I'm not whining about it being a significant nerf, I just really don't see the point. Yeah, the joke is that Leeroy rushes in and wakes up the whelps, and then his whole raid dies because of it. If we wanna be true to the lore, really your entire board should get wiped at the end of the turn. Hell, why not just lose the game at the end of the turn you play him, that'll make sure he's used as a finisher! 'Lore' isn't a good enough reason to nerf a card for no other reason.
I really think that you're inventing a problem that doesn't need to be solved. I have literally never been Leeroyed when it wasn't a finisher, and I generally play around the low ranks where people aren't as confident piloting netdecks. Even if I was, I'd either deal with it or lose to it, as I would any other damage or powerful card that's played as tempo. Leeroy isn't a good tempo play, so I don't see why he has to be stopped from even being able to be one.
Dude, if you're having issues with Jenkins surviving multiple times that's a playstyle issue. I can count on one hand how many times leeroy has survived multiple turns, and if he does it's generally bc of a bonehead play I made earlier in the game or just luck of the draw of what's in my hand. If you play mage, as it seems from earlier posts, and can't muster 1 damage in addition to your hero power something is wrong.
I mean the one thing I've had happen to me was someone played leeroy then concealed it.
But conceal is going away so they can't do that anymore.
that has happened to me today :/ like the prior turn he basically auto concealed his gad, then he played leeroy and cold blood concealed him. needless to say it was frustrating because I didn't have a board clear at the time. I've also run into situations where i've had a low card count, maybe 3-4 cards and they leeroy fan of knives and unless i have some godly top decking, the chances of instant spot removal ends to be rather low. Its more frustrating that he stays around and has the ability to stay around. 6 dmg is 1/5th of your health fyi. we don't look at it like that but its true. so leeroy sticking as tempo and getting a second swing means he does 12 damage which if i recall was making FON SR pretty obnoxious because it was unchecked rush dmg. albeit its across two turns, but the point of leeroy is that he's supposed to be one and done. not one and kill the welps so he can keep chugging face.
SO yeah, we all love that he was bumped from 4 to 5 mana since it made him harder to shadow step otk, HOWEVER what i dislike about leeroy is when he's used and doesn't win the game. Like he'll sit around until your turn and you have to deal with him even though theres a 100% chance one or both welps were killed. I think he should just be killed by welps at the end of the turn.
First off it would be funny
Second off its an actual draw back for playing him for tempo and not winning the game
currently he either wins you the game which is fine, or just sits there plunking you for 6 dmg if you have no spot removal which feels kinda dumb.
Give me your thoughts and theres no reason to bm, leeroy is obviously pretty busted which is why they had to remove warlocks combo piece for him...
fyi idk why he didn't get hall of famed, classes still can get away with insane manipulator combos
Another nerf would probably destroy the card.
ITT: Someone proposing a change to a card so that it'll be used in a manner that consistent with how it's currently used already.
Go back to playing your pirate warrior deck.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Leeroy never lives past the turn he's played because he has 2hp, you only play him as a finisher which you even admit is "fine".
Keep Calm and RAG FACE
But... why? The only problem Leeroy has ever had has been being too good as a finisher when comboed, and you admitted you think that he's currently fine as a finisher. Like, if you can't deal 1-2 damage to a minion on turn 5+, then there are a lot worse cards than a Leeroy they could've played that you wouldn't have been able to answer. If they can confidently tempo a Leeroy and you can't answer it, they deserve to have the Leeroy live.
You can find me here! Good luck everyone!
You can find me here! Good luck everyone!
The Might of Dalaran has Arrived!
You can find me here! Good luck everyone!
Dude, if you're having issues with Jenkins surviving multiple times that's a playstyle issue. I can count on one hand how many times leeroy has survived multiple turns, and if he does it's generally bc of a bonehead play I made earlier in the game or just luck of the draw of what's in my hand. If you play mage, as it seems from earlier posts, and can't muster 1 damage in addition to your hero power something is wrong.
I mean the one thing I've had happen to me was someone played leeroy then concealed it.
But conceal is going away so they can't do that anymore.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Are you seriously complaining that you can't deal 2 damage on turn 5?