Just nerf Raiding Party to four mana, and the problem of super beefy Edwin and turn four double Corsair is mostly fixed.
- Seijinchan
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Huoyan posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?Posted in: News -
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WhatAChamp posted a message on Showdown at Blackrock Mountain Is This Week's BrawlPosted in: NewsAlways enjoy when Brawls bring back the "Sorry" emote. No better way to express my condolences.
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Fry93 posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?Posted in: NewsI agree. Edwin isn't the problem. Look what happened when Druid started to dominate due to cards like Ultimate Infestation. They decided "gee our new cards are perfectly balanced, it's these old cards that are the problem." Now that Innervate, Wild Growth, and Nourish are nerfed, Druid can't ramp effectively, so aggro is the only viable option for them. I think they should look at nerfing newer cards before the classics that the class is based on.
This perfectly demonstrates what I said in my previous post. Nerfing the support for a strong card (see: Druid ramp and UI) tends to decimate the entire class, whereas nerfing specific strong cards (see: Spreading Plague) or rotating them to wild (see: Ice Block) tends to allow the same deck archetypes to see play while ensuring that they don't completely dominate.
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Shanksyo posted a message on Showdown at Blackrock Mountain Is This Week's BrawlPosted in: NewsSORRY
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Yukinono posted a message on Showdown at Blackrock Mountain Is This Week's BrawlPosted in: NewsTo be fair we have not seen this one for a long long time.
And it still is better than deck building brawls. (Yes, fxxk you herolism brawl)
So I do not complain.
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Professor_Shaun posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?Posted in: NewsI think the main problem is that it can win the game so early on. An 8/8 Edwin on turn 2 (while also drawing cards, and clearing minions) has always been a problem, it's just magnified right now due to the fact the rogue is so strong. Combine that with the fact that early game is super weak for most decks and cheap removal is gone with the rotation, it poses a problem.
HOWEVER, I don't think this is the THE card I would target. If rogue can be brought to balance, I think Edwin loses his power. Nerfing cards around him, like prep, backstab, shadow step, etc., can help curb his power level. I think the thing that makes him so powerful is all the things you can do in conjunction with him coming down.
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niCe1 posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?Posted in: NewsMy opinions on Warrior -
think warrior is super strong with there generation of cards. I think its way to much for 1 class.. 2 omega assemblies, 2 dragon roar, the DK discover a mech.. and Elysiana... that's 10+ new cards that were never in your deck to start... tone down the free cards for warrior or Change Dr Boom DK - give your mechs rush for next turn only.
My opinions on Rogue-
Change prep that's the problem... it allows to make super crazy Edwin's very early in the game and also allowing card draw with cards like raiding party on turn 0 to refill after you spent all your cards making the Edwin. If this isnt it then look Myras and Waggle Pick which can also be potential problems.
In my games I feel like its play Myras and next turn have lethal.. Every.Single.Game. For waggle pick.. well that card with leeroy is just stupid. Leeroy + waggle hit to face + leeroy + all the other rogue bs..
Evil Miscreant I dont have a problem dealing with nor do I see a problem with it. Other than it being annoying that Rogue will always have combo activators with the little 1/1 lackey's. I think that adding more lackeys that are bad will be enough to curb evil miscreant. All the lackeys now are actually pretty good considering.. we need at least 1 or 2 bad ones
The Carpet.. eh.. I dont see much of it on ladder but, it can be a future problem if anything lower its health by 1
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fskinner posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?Posted in: News0 Cost Spells for Rogue and Priest
Board refill twinspells like Conjurer's Calling and the token druid 8 mana spell
All "hero cards" that replace your hero, gives armor and changes your hero power -
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calico posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?Posted in: NewsElysiana nerf stops same turn copy with Baleful Banker. Also stops Warrior from hero powering same turn.
Don't see how these nerfs would "ruin" the game. There will always be a Tier list no matter what. It's about balancing the game. All these cards are OP for their mana cost.
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user-100194679 posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?Posted in: NewsThe idea of bomb warrior was doomed to be poison for the game from the beginning, its simply just not fun knowing that you could be playing the game, and suddnly, it all just ends because youre unlucky and draw literally 6 bombs on the same turn with full hp. What the bomb warriors do is tank up while shuffling these little bombs of shit into your deck, making it hard to win the game, because you have to kill them before you get "unlucky" its shitty game design, and should never have been in the game in the first place, but thats just my opinion. Theres just too many problems with bomb warrior.
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I really wish Blizzard was upfront about the details in the tavern brawl's page. My first (blind) game gave me two 4 mana cards and one 5 mana cards, so naturally I mulligan's them away, hoping for cheaper cards. Then I got a hand full of 7 and 8 mana cards. Only AFTER that point does the game show that I start with 4 mana. Ugh.
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Blizzard doesn't get it. Raza was never the issue. Heal 2 for 0 mana was never broken. The death knight Anduin's effect IS what the issue was. THAT card is what needed nerfed. I get really ticked off when a company nerfs a card that is not broken just because of its combination with another card, when the OTHER card is the one with the broken effect. This happened all the darn time in Yu-Gi-Oh which I used to follow a lot some years ago.
If I want to play a fun deck that focuses on minions that have effects when a character is healed (Shadowboxer, Holy Champion, Lightwarden...), the Raza nerf is hurting that. And why? Raza was never the issue in that sort of weird, unusual, fun deck. But it gets nerfed, which had no place to be, and only hurts fun decks that may have wanted to play a bit with that sort of thing. We're talking about non-OP, non-intrusive effects here. What needs nerfed is cards that allow to abuse an effect countless times and go infinite (Quad Sorcerer's Apprentice + Archmage Antonidas for example), generate far more than is healthy for the game's state (Gadgetzan Auctioneer), etc.
Big thumbs down towards Blizzard on that one.
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1600 dust for a Chillwind Yeti is rather expensive. :(
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Do you think the Lick King and the Dairy Queen would make a good couple?
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Makes Ice Rager look good.
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Remember when Tavern Brawl was *the* game mode that any new player looked forward to? That's my issue with Heroic Tavern Brawl. If Blizzard wants to keep new players, they can't "take away" an established formula that helps them.
While I definitely won't play any Heroic Tavern Brawl due to having never had a highly-competitive deck, I like the concept of the heroic brawls. But why don't they simply add the Heroic Tavern Brawl on top of a regular one for that particular week, instead? It doesn't take a genius to figure out that it's the ideal solution to the dilemma between a normal and heroic brawls, methinks.
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Purify value.
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Be careful when playing this against a mage with secrets. You wouldn't want to have this card trigger their Spellbender. :)
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The problem with this card is that it's only really good in a control deck... and control decks die to Jade Druid, no questions asked.
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Dinosize. The opponent mage's Spellbender triggers... Good luck!