Does Dr. Boom Need to be Nerfed?
Poll: How do you feel about Dr. Boom?
Ended Aug 5, 2016
Poll: Do You think 5/5 - deathrattle 1-3 bots > current Dr.Boom
Ended Aug 5, 2016
Ended Aug 5, 2016
Ended Aug 5, 2016
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It's fine the way it is. If they change anything, change the mana cost to 8. Other than that the stats are fine
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I really don't get why people have so much trouble with this card... lets compare him to Ragnaros the Firelord. Rag is an 8 drop 8/8 that does a guaranteed 8 damage the turn you play him (although subject to RNG as far as the target). Dr. Boom is a 7 drop 7/7 that leaves two 1/1 bodies on the board that can do between 2-8 damage (4-10 if they both attack a target to proc the bombs). The bombs are subject to RNG both on their target AND the damage they put out making them very unreliable. Boom himself tends to be BGH or removal bait so often you play him JUST to end up with the bombs. Furthermore if you're not playing Boom on an empty board you're leaving yourself very vulnerable to Mind Control Tech. Those bombs don't feel so great when you're looking down your own 7/7 minion across the board.
Does Dr. Boom have great value? Yes. Is he a great card and the best neutral 7 drop in a game with almost no good neutral 7 drops? Yes. Is he overpowered and game breaking? I don't think so...
So why does everyone hate this card so much? Is it because it usually takes more than 1 card to completely remove all traces of this card on the board? Lots of classes have wombo combo removal anyway and all of those take care of the problem: Whirlwind + Execute, Equality + Consecration etc. He's a cheaper, more RNG oriented Rag that asks YOU to deal with his RNG damage in the form of two tokens. The main difference between Rag and Boom is Rag's damage is guaranteed at 8 and hits the turn you play him.
Am I missing something? Strong yes but OP? I'm just not convinced...
Boom is OP, no doubt. Too much power in a single card for LESS than 8 mana, and he's not even a class legendary.
And he is the only legendary in the game you cannot silence and remove, with polymorph or hex.
I think he should remain 7 mana, but he should be tuned to 5/6, and the boom bots should not do more than 2 damage. It's just silly that a legendary can be that large, while also clear the enemy board.
The fact that he is comparable to what is arguably the best 8-drop in the game, while costing one mana less should be telling you something.
Dr. Boom brings as many stats to the table as Cenarius, a 9 mana class-specific legendary, that is still playable!
It's all RNG though... you can't rely on the card to do what you want it to. It's not just gonna give you a board clear unless you're lucky. Sometimes they're gonna snipe the target you want but a lot of times you'll do 1 dmg to a 3 health minion and then hit the same minion for 4 damage with the second bomb. Think about how many times Ragnaros would have won the game for a player if he JUST hit the right target... sometimes RNGesus smiles upon you and sometimes he doesn't. I really don't see how this card is that drastically unbalanced and out of line when I compare it to Rag... Rag gives you instant value with 8 damage and Boom gives you instant value with two 1/1 tokens that can do 2-8 RNG damage. If you consider the boom bots to be Boom's instant value vs Rags it seems similar to me.
Rag - 8 mana = 8/8 + 8 instant. Numerical value is 24 for 8 mana guaranteed.
Boom - 7 mana = 7/7 + 1/1 + 1/1 + 2-8. Numerical value is 20-28 with an average of 24 for 7 mana, subject to RNG.
Depending on the RNG he can be worse, equal or better than Rag but you're really asking a lot out of the RNG to consider the card to always give you max value. And, again, the card has certain weaknesses available that Rag doesn't such as Cabal stealing your bomb or making yourself vulnerable to Mind Control Tech. There's also the fact that Rag doesn't take damage when he attacks (but is subject to RNG). Another weakness Boom has as opposed to Rag is he's doesn't make as great a target for Reincarnate, Faceless Manipulator, Redemption or Kel'Thuzad as you're missing out on the battlecry and losing 6-12 points worth of numerical value.
Maybe I'm look at it wrong but Boom seems more related to Rag than any of the other cards I could compare him to and when I do he doesn't seem that OP to me. He does have great value, maybe even a sliver too much... but you're subject to RNGesus deciding if he'll be overvalued or undervalued when you play him... which I think is kind of the point of the randomness in GvG. Lowering the boom bot explosion by 1 damage to 1-3 is about all the nerf I could see being justified... maybe give them a chance to be a dud and make the damage range 0-4? But I'm skeptical that failing to do so makes the card completely broken.
Anyway, if anyone has a well thought out explanation as to why I am mistaken I'm definitely happy to hear it. (not sarcasm, just hoping responses are more detailed than "too much value, card OP!")
So the fact that the best neutral 7 drop is comparable (but different in my opinion and thus subject to being under or overvalued based on the board) to the best neutral 8 drop means it's completely broken? Boom has MORE or LESS potential value than Rag depending on the RNG... you're rolling the die and hoping you get extra value out of the RNG but you may get less. I mean if you wanna pretend RNG is gonna give you the best possible outcome then isn't Sneed's Old Shredder a more OP card? If he gives you Deathwing then Sneed will net you 5/7 + 12/12 for 8 mana giving you a numerical value of 36...
And Cenarius can give you anywhere from 5/8 + 2/2 + 2/2 = 21 (I'd value it as more since the tokens taunt) to 5/8 + 2/2 x 6 = 37 if you drop him on a board with 6 minions. So 9 mana for numerical value of 21-37. Difference is you can guarantee what Cenarius will give you based on how you set him up.
So is it that Boom's RNG range feels too reliable in terms of the value it gives you? Is it that it typically takes more than 1 card to deal with him and his effect on the board? Cause in terms of raw numbers and mana I don't think he's a game breaker... maybe people feel he's too consistent?
I'm curious as I don't have that much trouble dealing with his impact on the board... yeah sometimes he'll cause a swing I don't recover from... but sometimes he doesn't do much more than slightly annoy me. Doesn't feel that different to me from a lot of other "big scary cards". Anyway, just looking for answers.
Make the bombs hits all characters and all be good :D
the nerf will come, it's obviously too good, the fact that pretty much every deck runs it and every deck runs bgh to counter it is an indicative of how broken it is. it's not like undertaker where only specific decks could abuse it, everybody runs it except in super agro or mill decks,because it's just too damn good. those boom bots are just insane when added to a 7\7 for 7.
My idea is keeping the stat, add into the boom's text : "In the end of your next turn ( the turn after the turn u summoned these booms ), if it still alive, it'll explode and deal 1-4 dmg to a friendly character".
Otherwise i love the idea changing dr.boom into 2 booms and 7/5; 7/6.
shattered sun cleric, defender of argus, and argent commander all received stat nerfs
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I've debated this a lot with a few of my friends, and we came to the agreement that they should keep Dr. Boom as a 7-cost 7/7 and just change the effect of the Bots into doing 1-2 damage instead of the current 1-4.
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I am not so sure they will nerf Dr. Boom... the problem is GvG introduced quite a few cards that are problematic, making deck building rather 1-dimensional, but they can't afford to make massive changes to everything. One of my thoughts is that they will just push the new set to make GvG obsolete. But that's just a guess.
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The funny thing about Dr. Boom is that it was just released about 3 months ago and it is already in "used in 36.65% of all decks." By contrast, Sylvanas Windrunner has been out since beta, but is only "used in 30.63% of all decks." It's crazy how fast Dr. Boom has risen above all the other Legendaries (especially the classic Legendaries) to become the most used one of in Hearthstone. So yes, I do think it should be nerfed. You're basically nerfing every competitive Hearthstone deck equally, so it won't give any class or deck an advantage (except super aggro decks that run nothing above 5 mana).
Boom is simply an undercosted Legendary, to put aside any whining about being OP or not. This has been shown numerous times in this thread, so I won't bother demonstrating it.
Either they can increase his mana cost or they can nerf his stats. I would rather the latter as the 7-mana slot needs some love.
I mentioned earlier he could be a 5/5, but I'd like to go further and cap his bombs at 3dmg. This would make it harder to clear out the opponent's board while slightly improving his presence (as he's otherwise BGH'd away) and making him easier to deal with simultaneously.
I'm all for adapting to cards. But when a card isn't on-curve, an adjustment is merited.
Is this the longest "nerf x card" thread in history? Or buzzard + UTH was more hated?
Now now. Hate is a subjective word isn't it?
I think a lot of that has to do with the fact that
1.) Sylvanas Windrunner is kind of a tech card, utilized better by certain classes and decks than others.
2.) Sylvanas has competition from about 10 other neutral 6 drop legendaries (not all of them good but they exist, looking at you Hogger!)
3.) Dr. Boom has competition from 2 other neutral 7 drop legendaries...
It's not even just legendaries.
Sylvanas not only competes with Carine/TBK, but also Piloted Sky Golem, Cabal Shadow Priest, Fire Elemental, Savannah Highmane, Shieldmaiden, Sunwalker, etc.
Outside of Druid, Boom competes with Geddon and pretty much nothing else.
But you guys are acting like Rag had no impact whatsoever past you removing him with BGH or a removal spell... he already had an impact you can't undo by removing him with one card... he did 8 damage to something. Whether it was a minion, or your face, he already created an impact with immediate value... how is Boom that much different? You remove Boom with BGH or removal and you're left with the immediate impact he created via two 1/1 tokens. They're just splitting Rag's fireball into two bombs...
And I don't see how you can argue my RNG comments with Boom aren't relevant but RNG with Rag is... Boom's RNG contains far more variables than Rag's does, thus the number of favorable or unfavorable outcomes available for Boom is far greater... so you're asking more from Boom's RNG than you are from Rag's to get a specific outcome.
That being said the two are different. The odds of Rag killing that pesky Ironbark Protector for you are greater than the odds that the boombots will remove it and Rag can kill it the turn he's played before it can do any damage... but then the boombots have greater odds of removing two smaller minions than Rag does. There's also the fact that Rag can be used as a kill shot (or bring them within lethal for next turn even if they remove him) if your opponent has an empty board, whereas in a similar situation Boom does 2 damage to their face via boombot attacks if they remove the good Doctor their next turn.
I don't know, they seem in line with the mana curve and they each have strengths and weaknesses that give them variance from one another. They each shine more in certain situations than others and I think the reason Boom costs 1 less is you're asking RNG to be kind to you multiple times while Rag only asks RNG to help you once. Maybe it's because Rag is more strategic to play whereas Boom is straight forward? I will say there are times when it would be bad to drop Rag depending on the state of the board while there usually aren't too many times when it would be bad to drop Boom.
^ Rag is single-target damage. Boom has the benefit of being able to clear (and control) the board on his own. He's also technically harder to remove.