For a class that lacks control tools, there isn't much difference between 5 damage and 15, at the point it matters, the game is already looking like a loss.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
I think you mean explosive shot. I don't think that it needs a buff. Yes, hunter has worse removal than mage, and it should stay that way. Mage is strong in areas that hunter is weak (like removal), and hunter is strong in areas that mage is weak (like early game board presence). This keeps the classes unique. Who would want to play a game where all classes were essentially the same?
Mana Wyrm, Babbling Book, Arcanologist, Mirror Image, Flamewaker, the 2/1 deathrattle, the guys that play secrets for free, that's not early board presence?
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Mana Wyrm, Babbling Book, Arcanologist, Mirror Image, Flamewaker, the 2/1 deathrattle, the guys that play secrets for free, that's not early board presence?
You call babbling book and mirror image "board presence"? The deathrattle 2/1 isn't hardly played and is a bad example of early game board presence, and Flamewaker is wild only. That list is obviously very weak compared to the early game that hunters have.
I've played tempo mage. I've even taken it to legend a couple of times. That lineup seems almost OP until you actually play the deck and realize that there are classes with much better early game board presence.
If mage's early game board presence was so strong why is there no upper tier mage decks running that early game? They have strong spells to protect their board and they have strong burn spells to close out the game easily if their early game was strong enough.They should be tier 1 or at least tier 2 if their early board presence was as good as you think it is.
Too much of mage's early game depends on drawing combos together. Kabal Lackey is terrible without a secret, Medivh's Valet is just a 2/3 in the early game if you don't get a secret out with something like Kabal Lackey, Sorcerer's Apprentice and Cult Sorcerer are just 3/2's if you don't get any value out of their effects the turn you play them. Mirror Image isn't really much better than the 1 mana 0/4 taunt that no one really plays, unless you can play it with Sorcerer's Apprentice. If you draw the perfect cards you are unbeatable, but a lot of times you don't draw the perfect cards and you end up with a hand of minions that aren't strong by themselves.
2 mana 2 damage to all enemy minions it should give 3 damage to all enemy minions why ? because the condition is too high opponent can trade 2 hp minions and play the minion after activating the trap.
After scanning through the thread I didn't notice anyone bringing this up so...
Changing the mana cost of any secret is not an option. The game is fundamentally designed so that all secrets for a single class cost the same -- Paladin's are 1, Hunter's are 2, and Mage's are 3 -- so that your opponent will not know which one it is by how much mana you used. It's central to the secret guessing-game.
You could perhaps implement some other kind of cost to Explosive Trap other than mana, but it would probably have to trigger on activation, not play, since it would still likely reveal which one it is otherwise.
2 mana 2 damage to all enemy minions it should give 3 damage to all enemy minions why ? because the condition is too high opponent can trade 2 hp minions and play the minion after activating the trap.
For what it's worth upping it to 3 damage actually isn't too unreasonable considering Volcanic Potion, which is essentially the same effect as Explosive trap but which costs 3 and is instant and therefore can be ideally timed. Explosive Trap costing one less, doing one more, but forfeiting control over timing to your opponent actually sounds reasonable to me. Then again Hunter isn't necessarily SUPPOSED to have reliable board wipes, and that's not inherently a wrong idea; classes should have weaknesses.
That said I don't think Blizzard has any kind of policy on doing buffs. Don't they only nerf cards? You might not care about Explosive Shot, but fundamentally if you want the bigger board clear it is the card you want to be using.
2 mana 2 damage to all enemy minions it should give 3 damage to all enemy minions why ? because the condition is too high opponent can trade 2 hp minions and play the minion after activating the trap.
compare to meteor (and before you say it, I know, class identity, etc. but mage has SO MUCH more AOE and removal already)
5 mana - 5 dmg, 2 to adjacent
6 mana - 15 dmg, 3 to adjacent
I think Explosive Trap should be better/cheaper to help out hunter which sucks at clearing anything.
Explosive shot?
For a class that lacks control tools, there isn't much difference between 5 damage and 15, at the point it matters, the game is already looking like a loss.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I think you mean explosive shot. I don't think that it needs a buff. Yes, hunter has worse removal than mage, and it should stay that way. Mage is strong in areas that hunter is weak (like removal), and hunter is strong in areas that mage is weak (like early game board presence). This keeps the classes unique. Who would want to play a game where all classes were essentially the same?
Mana Wyrm, Babbling Book, Arcanologist, Mirror Image, Flamewaker, the 2/1 deathrattle, the guys that play secrets for free, that's not early board presence?
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
At least someone gets it lol.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Yeah Explosive Trap needs buff
2 mana 2 damage to all enemy minions it should give 3 damage to all enemy minions why ? because the condition is too high opponent can trade 2 hp minions and play the minion after activating the trap.
By the way I don't give a fuck about the Explosive Shot
I agree. Explosive Trap cost should be reduced to 1 mana because it is not guaranteed and can easily be played around.
Making it 1 mana would make it even more easy to play around because of the cost being different than other secrets.
Therefore it would need to be buffed further to 0 mana.
Anger is the punishment we give ourselves for someone else's mistake.
After scanning through the thread I didn't notice anyone bringing this up so...
Changing the mana cost of any secret is not an option. The game is fundamentally designed so that all secrets for a single class cost the same -- Paladin's are 1, Hunter's are 2, and Mage's are 3 -- so that your opponent will not know which one it is by how much mana you used. It's central to the secret guessing-game.
You could perhaps implement some other kind of cost to Explosive Trap other than mana, but it would probably have to trigger on activation, not play, since it would still likely reveal which one it is otherwise.
For what it's worth upping it to 3 damage actually isn't too unreasonable considering Volcanic Potion, which is essentially the same effect as Explosive trap but which costs 3 and is instant and therefore can be ideally timed. Explosive Trap costing one less, doing one more, but forfeiting control over timing to your opponent actually sounds reasonable to me. Then again Hunter isn't necessarily SUPPOSED to have reliable board wipes, and that's not inherently a wrong idea; classes should have weaknesses.
That said I don't think Blizzard has any kind of policy on doing buffs. Don't they only nerf cards? You might not care about Explosive Shot, but fundamentally if you want the bigger board clear it is the card you want to be using.