These are just a few hard nerfs and soft nerfs i've thought of that i think could help change the meta drastically and also force new archetypes to become viable in the meta. I know i listed a lot for warrior and it still wouldn't kill it's control archetype but would instead help shift it in a new direction which is the whole point of a new expansion
change mountain giant to reduce the cost of this minion based on the cards in your hand (cannot be reduced below 5)
luna's pocket galaxy: all minions in your deck that cost less than 7 now cost 1
inner fire/divine spirit: hall of fame these bitches, they have been a win condition for priest since the creation of the game. or more realistically change inner fire to 2 mana and divine spirit to 4. honestly i don't see these cards getting nerfed because they just created a quest and legendary minion that have perfect synergy with these cards which is mind blowing. i think the quest should be the bread and butter of the combo priest deck and not two basic and classic cards. i'm fine with dying to some buffed up topsy turvy combo just no more divine spirit inner fire please.
Dr. Boom/Warrior: i've read a lot of people's thoughts on this one. either dropping the blast shield to 3 or 4 armor or removing it completely is enough for me.
Tomb Warden: remove mech tag (doesn't even make sense almost all of the titan creations are not mech they are stone/earth constructs)
eternium rover: 2 health from 3 health or make it cost 2 mana
brawl: 6 mana, should give opponents more time to build a threatening board so even when the warrior clears they are low hp (hopefully)
shield block: 3 armor instead of 5 and still draw a card or make it 4 mana
Luna’s pocket Galaxy: change all minions in your deck to 1-mana 1/1s that cost 1.
Divine Spirit: absolutely HoF. Particularly with Amet, this card is nuts. But Inner Fire is only annoying because of divine spirit. Without that, it’s fine.
These are just a few hard nerfs and soft nerfs i've thought of that i think could help change the meta drastically and also force new archetypes to become viable in the meta. I know i listed a lot for warrior and it still wouldn't kill it's control archetype but would instead help shift it in a new direction which is the whole point of a new expansion
change mountain giant to reduce the cost of this minion based on the cards in your hand (cannot be reduced below 5)
luna's pocket galaxy: all minions in your deck that cost less than 7 now cost 1
inner fire/divine spirit: hall of fame these bitches, they have been a win condition for priest since the creation of the game. or more realistically change inner fire to 2 mana and divine spirit to 4. honestly i don't see these cards getting nerfed because they just created a quest and legendary minion that have perfect synergy with these cards which is mind blowing. i think the quest should be the bread and butter of the combo priest deck and not two basic and classic cards. i'm fine with dying to some buffed up topsy turvy combo just no more divine spirit inner fire please.
Dr. Boom/Warrior: i've read a lot of people's thoughts on this one. either dropping the blast shield to 3 or 4 armor or removing it completely is enough for me.
Tomb Warden: remove mech tag (doesn't even make sense almost all of the titan creations are not mech they are stone/earth constructs)
eternium rover: 2 health from 3 health or make it cost 2 mana
brawl: 6 mana, should give opponents more time to build a threatening board so even when the warrior clears they are low hp (hopefully)
shield block: 3 armor instead of 5 and still draw a card or make it 4 mana
More importantly, why are these multiple threads NOT being posted on reddit, you know, where blizzard employees ACTUALLY go, not some nowhere forum like hearthpwn?
Anyways, since we're on the topic:
I agree with Mountain Giant and inner fire being HOF. Giant had slowly become just as problematic as Ragnaros and Sylvanus were back in their hay-days. It used to be that there weren't many decks taking advantage of giants snow ball hand based gameplay but now it feels like he's everywere, and that was held true for Rag's and Sylv's rotation to the HOF. When you can stick them in any deck and start to get value, he's a problem. And let's face it, about the only play style that CAN'T use mountain giant is agro. Otherwise he's fair game.
Inner fire should go because I agree, otk priest has been around since forever but I think priest should graduate from that type of win condition. That said I don't think both of inner fire and divine spirit need to go but inner fire is a def must.
Most of the above suggested nerfs to warrior WON'T happen. Mostly because the cards you mentioned for the most part are NOT broken on their own. Strong yes but not game breaking. If anything happens with warrior, brawl will most likely get HOF instead of nerfed and Boom MAY see some changes to his hero powers. For those who keep saying devastator should lose his mech tag, just realize that by doing so then that would mean blizzard literally has TWO of the same cards literally printed for the collections if they did, which is why it won't happen.
Pocket galaxy is a nice suggestion but not necessary if the giant gets rotated out, he's the biggest point of the whole deck that runs galaxy. Take out the giant and no changes needed for pocket galaxy.
Divine Spirit: absolutely HoF. Particularly with Amet, this card is nuts. But Inner Fire is only annoying because of divine spirit. Without that, it’s fine.
Absolutely DON'T Hall of Fame it. Most decks that run Amet don't even RUN Divine Spirit, and you have a minion in Standard that casts Inner Fire on every single minion in your deck (that being Lady in White). If you are unable to read a Divine Spirit/Inner Fire combo, the problem is not the card, it's that you're playing some janky as hell Control deck that requires 15 turns to pull off and can't even bother to put in removal options.
HELL FUCKING NO. At this point, I'm convinced you're some crybaby Murloc Shaman that gets absolutely triggered because your precious Murloc decks get nuked by removal options. You nerf Brawl, and all of the sudden Warriors have almost no way that they can deal with Aggro boards. What, you get your card balancing ideas from MTG, who ban cards when they print power creeped newer ones because they don't bother playtesting their cards?
Divine Spirit: absolutely HoF. Particularly with Amet, this card is nuts. But Inner Fire is only annoying because of divine spirit. Without that, it’s fine.
Absolutely DON'T Hall of Fame it. Most decks that run Amet don't even RUN Divine Spirit, and you have a minion in Standard that casts Inner Fire on every single minion in your deck (that being Lady in White). If you are unable to read a Divine Spirit/Inner Fire combo, the problem is not the card, it's that you're playing some janky as hell Control deck that requires 15 turns to pull off and can't even bother to put in removal options.
HELL FUCKING NO. At this point, I'm convinced you're some crybaby Murloc Shaman that gets absolutely triggered because your precious Murloc decks get nuked by removal options. You nerf Brawl, and all of the sudden Warriors have almost no way that they can deal with Aggro boards. What, you get your card balancing ideas from MTG, who ban cards when they print power creeped newer ones because they don't bother playtesting their cards?
Great, fuck all these coward warriors. Aggro warriors are ok, just not the dipstick Dr Boom noobs.
Sit and do nothing decks are for the true wanks in HS. Do something besides mindless removal for fucksake.
More importantly, why are these multiple threads NOT being posted on reddit, you know, where blizzard employees ACTUALLY go, not some nowhere forum like hearthpwn?
Anyways, since we're on the topic:
I agree with Mountain Giant and inner fire being HOF. Giant had slowly become just as problematic as Ragnaros and Sylvanus were back in their hay-days. It used to be that there weren't many decks taking advantage of giants snow ball hand based gameplay but now it feels like he's everywere, and that was held true for Rag's and Sylv's rotation to the HOF. When you can stick them in any deck and start to get value, he's a problem. And let's face it, about the only play style that CAN'T use mountain giant is agro. Otherwise he's fair game.
Inner fire should go because I agree, otk priest has been around since forever but I think priest should graduate from that type of win condition. That said I don't think both of inner fire and divine spirit need to go but inner fire is a def must.
Most of the above suggested nerfs to warrior WON'T happen. Mostly because the cards you mentioned for the most part are NOT broken on their own. Strong yes but not game breaking. If anything happens with warrior, brawl will most likely get HOF instead of nerfed and Boom MAY see some changes to his hero powers. For those who keep saying devastator should lose his mech tag, just realize that by doing so then that would mean blizzard literally has TWO of the same cards literally printed for the collections if they did, which is why it won't happen.
Pocket galaxy is a nice suggestion but not necessary if the giant gets rotated out, he's the biggest point of the whole deck that runs galaxy. Take out the giant and no changes needed for pocket galaxy.
I disagree on pocket galaxy, most decks can actually find a way to deal with mountain giant. the crazy ones are kalecgos, reno, tortollan, and alex. these cards result in crazy swing turns for 1 mana i think pocket galaxy has to be conditional to minion cost otherwise mages can still win without giants and just do the whole freeze conjurer calling their biggest minion and then alextrasza for 1 mana when they draw it.
If you nerf the damage, don't touch the stats, i think most of people want the overkill of this cards instead of just nerfs.
First, you don't touch the 7 armor, it disturbs the flavor of the card, i would chance to 4 or 5 the hero power that gives armor instead
Second, the magnetize part is completly out of place, just give rush to mechs in hand and deck, making hero powers and omega assembly not being affected by this card.
I can see this one happening
No, but i get the idea, i would make it Cost 1 mana, and "...if you have 10 mana, cost (3) and keep all 3 cards"
Here is a simple and thematic fix for Dr Boom. After he is played,all generate/discovered Mechs Self Destruct at the end if the turn in which they are played. This way, the control player still gets their abilities/removal effects since they get rush but then can't use them to take control of the board.
The further beauty of this is it somewhat solves the omega assembly issue. It is still a 3/1 but they are worse if used after Boom is played.
It is also super thematic to have them Self Destruct at end of Round his his name is Dr BOOM
That's hilariously fun to read. Right after you see another absolutely idiotic proposal to nerf most of the warrior cards to the utter shit so much that warrior as a class won't be playable at all - you could understand right away what archetype this people prefer.
These are just a few hard nerfs and soft nerfs i've thought of that i think could help change the meta drastically and also force new archetypes to become viable in the meta. I know i listed a lot for warrior and it still wouldn't kill it's control archetype but would instead help shift it in a new direction which is the whole point of a new expansion
change mountain giant to reduce the cost of this minion based on the cards in your hand (cannot be reduced below 5)
luna's pocket galaxy: all minions in your deck that cost less than 7 now cost 1
inner fire/divine spirit: hall of fame these bitches, they have been a win condition for priest since the creation of the game. or more realistically change inner fire to 2 mana and divine spirit to 4. honestly i don't see these cards getting nerfed because they just created a quest and legendary minion that have perfect synergy with these cards which is mind blowing. i think the quest should be the bread and butter of the combo priest deck and not two basic and classic cards. i'm fine with dying to some buffed up topsy turvy combo just no more divine spirit inner fire please.
Dr. Boom/Warrior: i've read a lot of people's thoughts on this one. either dropping the blast shield to 3 or 4 armor or removing it completely is enough for me.
Tomb Warden: remove mech tag (doesn't even make sense almost all of the titan creations are not mech they are stone/earth constructs)
eternium rover: 2 health from 3 health or make it cost 2 mana
brawl: 6 mana, should give opponents more time to build a threatening board so even when the warrior clears they are low hp (hopefully)
shield block: 3 armor instead of 5 and still draw a card or make it 4 mana
omega devastator: remove mech tag
Omega assembly: make it cost 2-3 mana
Google search: Is Hearthstone free to play?
Mountain Giant: HoF.
Luna’s pocket Galaxy: change all minions in your deck to 1-mana 1/1s that cost 1.
Divine Spirit: absolutely HoF. Particularly with Amet, this card is nuts. But Inner Fire is only annoying because of divine spirit. Without that, it’s fine.
Brawl should be more like 7 mana.
none of these will happen
How many posts about the same thing do we need???
300.477
ZhalZhak#2315 @ EU/NA
I joke a lot, if you take anything I say seriously, well, shame on you :p
More importantly, why are these multiple threads NOT being posted on reddit, you know, where blizzard employees ACTUALLY go, not some nowhere forum like hearthpwn?
Anyways, since we're on the topic:
I agree with Mountain Giant and inner fire being HOF. Giant had slowly become just as problematic as Ragnaros and Sylvanus were back in their hay-days. It used to be that there weren't many decks taking advantage of giants snow ball hand based gameplay but now it feels like he's everywere, and that was held true for Rag's and Sylv's rotation to the HOF. When you can stick them in any deck and start to get value, he's a problem. And let's face it, about the only play style that CAN'T use mountain giant is agro. Otherwise he's fair game.
Inner fire should go because I agree, otk priest has been around since forever but I think priest should graduate from that type of win condition. That said I don't think both of inner fire and divine spirit need to go but inner fire is a def must.
Most of the above suggested nerfs to warrior WON'T happen. Mostly because the cards you mentioned for the most part are NOT broken on their own. Strong yes but not game breaking. If anything happens with warrior, brawl will most likely get HOF instead of nerfed and Boom MAY see some changes to his hero powers. For those who keep saying devastator should lose his mech tag, just realize that by doing so then that would mean blizzard literally has TWO of the same cards literally printed for the collections if they did, which is why it won't happen.
Pocket galaxy is a nice suggestion but not necessary if the giant gets rotated out, he's the biggest point of the whole deck that runs galaxy. Take out the giant and no changes needed for pocket galaxy.
Will never happen. Easier to nerf Conjurer's Calling than Hall of Fame a card that is only used in one deck in Standard.
Hell no, a mana nerf is way more plausible, like changing it to 6 mana. Besides, 1 mana 1/1s that cost one infringes on Rogue's class identity
Absolutely DON'T Hall of Fame it. Most decks that run Amet don't even RUN Divine Spirit, and you have a minion in Standard that casts Inner Fire on every single minion in your deck (that being Lady in White). If you are unable to read a Divine Spirit/Inner Fire combo, the problem is not the card, it's that you're playing some janky as hell Control deck that requires 15 turns to pull off and can't even bother to put in removal options.
HELL FUCKING NO. At this point, I'm convinced you're some crybaby Murloc Shaman that gets absolutely triggered because your precious Murloc decks get nuked by removal options. You nerf Brawl, and all of the sudden Warriors have almost no way that they can deal with Aggro boards. What, you get your card balancing ideas from MTG, who ban cards when they print power creeped newer ones because they don't bother playtesting their cards?
Great, fuck all these coward warriors. Aggro warriors are ok, just not the dipstick Dr Boom noobs.
Sit and do nothing decks are for the true wanks in HS. Do something besides mindless removal for fucksake.
do you regularly enjoy being wrong?
Google search: Is Hearthstone free to play?
I disagree on pocket galaxy, most decks can actually find a way to deal with mountain giant. the crazy ones are kalecgos, reno, tortollan, and alex. these cards result in crazy swing turns for 1 mana i think pocket galaxy has to be conditional to minion cost otherwise mages can still win without giants and just do the whole freeze conjurer calling their biggest minion and then alextrasza for 1 mana when they draw it.
Google search: Is Hearthstone free to play?
If you nerf the damage, don't touch the stats, i think most of people want the overkill of this cards instead of just nerfs.
First, you don't touch the 7 armor, it disturbs the flavor of the card, i would chance to 4 or 5 the hero power that gives armor instead
Second, the magnetize part is completly out of place, just give rush to mechs in hand and deck, making hero powers and omega assembly not being affected by this card.
I can see this one happening
No, but i get the idea, i would make it Cost 1 mana, and "...if you have 10 mana, cost (3) and keep all 3 cards"
Ehy make all heropowers 2 cost - i would be fine if booms heropower would cost 3
Tldr: Publicly execute Warrior and nerf other cards in random ways that change how they work instead of a simple minor cost or stat nerf.
1. All warrior cards should be 10 mana
2. All murlocs and beasts should be 1 mana
3. Magnetize should only work in aggro decks (same with single target removal)
Dr Boom's rush aura should only apply to mechs already in your deck/hand and delivery drone needs only discover neutral mechs
Mountian Giant: Hall of Fame
Pocket Galaxy: 6 mana
Brawl: Hall of Fame
Dr. Boom, Mad Genius: Hero Powers are on a set rotation, not randomized.
Omega Devistator: 6 mana.
Tomb Warden: no Mech tag
This space is intentionally blank.
Here is a simple and thematic fix for Dr Boom. After he is played,all generate/discovered Mechs Self Destruct at the end if the turn in which they are played. This way, the control player still gets their abilities/removal effects since they get rush but then can't use them to take control of the board.
The further beauty of this is it somewhat solves the omega assembly issue. It is still a 3/1 but they are worse if used after Boom is played.
It is also super thematic to have them Self Destruct at end of Round his his name is Dr BOOM
That's hilariously fun to read. Right after you see another absolutely idiotic proposal to nerf most of the warrior cards to the utter shit so much that warrior as a class won't be playable at all - you could understand right away what archetype this people prefer.
This thread is full of idiotic nerf proposals lol