Ill make a poll for those who want to vote for their choice. My vote goes for Priest needing the most help with Shaman being a close second, also I think Warrior could easily use something to give them other options beside control. Priest needs more solid go to cards and needs to get away from the combo gimmicks imo and Shaman needs something else to help them not pick the same cards all the time that way new decks could form. Give your opinion on the classes/what your looking for in this expac in the comments.
While I agree that Shaman is in a fine spot atm if I had to give 1-9 in class power Shaman would be an easy 8th for me because they are better then Priest for sure but their Mech deck seems to be lacking just a tad compared to other classes main decks. I have played a lot of Mech Shaman and its good but all the other classes except Priest have a main deck that just tops it a little, I feel like with some small additions to bring the deck up a little Shaman could be easily in the 4th or 5th spot in terms of classes.
I'm weird in that I voted Warlock. Priest was very powerful a few months back, and may come back anytime... it just has a very reactive game plan and requires extreme metagame reading to do well (which is not a good thing for laddering). Shaman is a nice, midrangey class, and I honestly believe the class has more to it than the current Mech build, waiting to emerge.
Warlock, well, has two relatively decent archetypes, but both are weaker than they used to, and gained very little from GvG. I guess I'd like the next set to shake things up a little for the class.
Gimme some love! And with me I mean priest and with love I mean useful cards. Some more proactive cards like dark cultist would be really really nice. I get that the concept of priest is mainly to be control-ish and reactive but that doesn't really work if you are too combo dependent for.. well everything. A card that's strong on it's own would be really nice for a change.
But let's not forget about Druids. We didn't get a single usable card with GvG.
Whaaaat? Fatigue druid was a thing, mech druid was kinda a thing and ramp and combo druid are both incredible. The addition of piloted shredder alone is pretty good for combo druid.
Hunter. I would really love to see a bit more hunter around so please blizzard give better cards next time.
I joke.
I voted priest of course but really I'd love to see all classes and decks that were a bit more control orientated. I'd also love to see a return of handlock in some form.
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Shaman need all the help it can get. Their hero power has no synergy with anything whatsoever. Paladin's hero power used to be in similar position, but then they got Muster and Quartermaster.
Shaman only has Totemic Might that is related to their hero power. Bloodlust doesn't count since it works on every minion.
I honestly think Shaman needs the most help at the moment. That class has just had a hard time within the last three or four months. It just cannot seem to get its footing. With all the aggro that the meta has been seeing for....well....FOREVER now, Shaman just desperately needs something to help it have a fighting chance. Shaman is great for control, but when you are playing ONLY control and getting stomped by every bit of aggro out there, there is just no reason to play it. It just struggles too much. I also think the cards with overload are really holding Shaman back. A lot of overload cards aren't worth the stupid amount of overload that comes as a result of playing a specific card. For instance, Neptulon? THREE friggin' overload! Yea, it's a 7/7 body that summon 4 murlocs, but there are other legendary creatures that are bigger and badder than Neptulon that also do cooler things. I honestly think Blizzard needs to figure out a way to rework overload. If not that, then they at least need to think of better cards to add for Shaman in the next expansion.
I'm weird in that I voted Warlock. Priest was very powerful a few months back, and may come back anytime... it just has a very reactive game plan and requires extreme metagame reading to do well (which is not a good thing for laddering). Shaman is a nice, midrangey class, and I honestly believe the class has more to it than the current Mech build, waiting to emerge.
Warlock, well, has two relatively decent archetypes, but both are weaker than they used to, and gained very little from GvG. I guess I'd like the next set to shake things up a little for the class.
Umm...the new demon warlock is killing at high ranks lol....so no to this comment, just no.
Murloc Shaman is a good deck, and it's currently my favorite deck. Mech shaman, though I haven't played it or against it, seems decent as well. However, it's lacking the ability to play anything that isn't zoo. And because the current meta is simply 'ZOO IS DUMB BECAUSE *insert AoE here*', it just isn't viable currently.
Still totally worth playing so you can spam 'MRGLRLGLRLGLRLGLRLGL' at your opponent, though.
Not so sure that some classes need help as much as some need nerfs. Many of the classes and deck types aren't playable because of the extreme speed that GvG introduced. Mech Mage, Oil Rogue, Face Hunter, and Speed Druid, theses decks and GvG cards are what need to be changed to help the other classes.
Warlock is the 5th class. Not as good as the top 4, but not nearly as bad as the bottom 4. Plus they just got Antique Healbot, something that was never meant for Warlock, and extremely strong for them. Warlock needs no help, and it is being played more and more these days. It just can't compete with the speed of Rogue, Mage, Hunter, Druid.
Theses decks are extremely consistent, extremely fast, and provide almost no counters. No amount of cards are going to make control decks work against these types of speed decks unless the next set of cards are control cards and even more OP than the last set of GvG which was mainly rush/aggro oriented. These decks are fast, and also have extreme combos that can deal lethal from near full HP, there is absolutely no room for control, and this is why Warrior, Priest, Shaman, Paladin are all not good. Paladin got some play with a bad Midrange build, that most pros now agree isn't that good and the Control build is in the gutter, same as Priest, Warrior, and Shaman. And cards won't really help them, unless they give them an equally retarded speed game and then control will be completely dead.
Things like Antique Healbot, HUGE backhanded nerf to Priest and Paladin. Effective healing was one of the UNIQUE strengths of Priest and Paladin. Giving Antique Healbot to everyone, and being more efficient than GoK was a huge nerf to Priest and Paladin. Especially since Paladin got minimal cards to help control. They got Minibot and that's about it. Control Paladins use the same class cards as they did before, which was less than anyone else cause they have inefficient cards. Makes absolutely no sense why Paladin has no hard removal yet.They don't have better minions, actually most other classes have better minions than Paladin, and as far as spells go they also have the weakest spells of all 9 classes.
Things like Mage and Rogue are strong right now because GvG gave them everything they were lacking. Mage got best minions, and since they already had best spells, now they are OP. Rogue got an extremely efficient AoE board clear, with attached face damage, and an extra swing of the weapon. Oil made Blade Furry too reliable and too strong. The combo is too strong for how versatile it is. It can clear board + face damage, or combo finish for extreme damage. And the different parts of the combo are individually strong so it doesn't matter when or if you draw them, they will always be good cards. Cards that provide extreme strength through combos need to be balanced by the reliability being off. With Blade Furry / Oil / Poison there is no downside to the combo, they are all individually strong cards, and even stronger when combo'd which also leaves no counter.
Things like Piloted Shredder, although doesn't look OP from the outside, is one of the main reasons for the extreme speed.
Deathrattle minions with more combined stats than non-Deathrattle, makes no sense. Especially when they are high attack such as Piloted Shredder. No one sees this card as OP but it's one of the main reasons for the super speed meta we are in, high attack with Deathrattle which is essentially also high health from the DR stickiness. It's analogous to high attack Chargers with high health also, doesn't happen, due to it being a guaranteed 2 action payout, one in the charge and one in them having to respond to the minion next turn. High attack DR is pretty much the same as Chargers with normal health(as opposed to the reduced health they all have) as it's a near guaranteed 2, and even better, often a 3 action payout, one in them having to remove the first minion, one in them having to remove the DR summon, and often a 3rd action in you getting a turn with the minion either b4 or after the DR pops(and usually a 4th cause its always Millhouse Manastorm). DR minion should have stats that are near vanilla when combine with the DR summon, not vanilla b4 the DR summon. Also the high attack of Shredder makes trading into it with a weapon often a good thing for you opponent, it gets you 4 closer to lethal, they still get a minion, and you lose tempo and board advantage by playing a weapon instead of a minion. Just like Antique hurt Paladin and Priest, Shredder hurts Warrior and Paladin, as one of their main "removals" is not good against it.
To the person saying mage needs a great 5 mana spell....... fuck off. They have best everything right now. Please explain how the hell Hammer of Wrath is 4 when Frostbolt is 2, and Duplicate is 3? In what world does that make sense? NONE. If Frostbolt is made of 3 damage(2 mana) and freeze(1/2 mana?), that's 2 mana for 2.5 worth in the card. Hammer is also 3 damage, and even if you count the card draw as 1.5 mana that is still 4 mana for only 3.5 worth in the card, way worse than the Frostbolt, and the freeze effect is worth way more than .5 mana, it's nearly as good as card draw, as Frostbolt either kills target or freezes it giving you an extra turn and card to respond. Frostbolt is way more versatile, If Hammer doesn't kill, it's wasted. Likewise Duplicate is 2 cards for 3 mana, yet it's way WAY better than card draw, it ADDS cards to your deck giving you a 32 or 34 card deck. On top of that it can be highly controlled to get a Sludge or Water Ele copied and so it's not even random card draw, it is CONTROLLED CARD GAIN, worth WAY more than 3. And then we got Hammer of Wrath for 4 FUCKING MANA. Im thinking atleast if we getsome good mechs/minions I''d be more ok with it. Then they give mage Blastmage and Snowchugg, and Paladin gets garbage Cobalt Guardian. Freeze is already much better than DShield, but to top it off both the mage mech and mech activated minion also have better stats and better text. Cause that makes even more sense, lets give mage best minions ALSO. And Paladin, the class that's lacking removal, less viable class cards, and really lacking everything when compared to the other classes, the class that is supposed to be all about the MINIONS and Blizz decides to give them a POS mech.
Long story short: Paladin, Warrior, Priest, and Shaman, there are only 3 options to make em better with the next expansion.
#1-Give them extreme speed/aggro/combo like the top 4 right now, and completely remove control from the game.
#2-Indulge the power creep and just give them extremely, ridiculously OP control cards next expansion to counter the OP speed cards that GvG brought.
#3- Nerf some of the GvG cards so we can return to a skill game, and make the next expansion balanced instead of power creep OP.
To me there is only one good option, #3.
If you choose #1 the bottom 4 get better, but so do the top 4, so most likely classes would stay the same. Also skill would be removed from the game as speed has pretty much already brought it to the point of "just play the card that lights green on your turn."
If you choose #2, the bottom 4 get better, it probably hurts Rogue and Hunter, but Mage and Druid will probably be still be at the top, mage probably #1.
If you choose #3 there is hope for a brighter future and balance.
Warrior is by far the worst class in arena and the new card Axe Flinger is more salt in the wound. Warrior also lacks deck variety in constructed, its mostly only control decks.
Shaman and Priest both do well in arena, but I can understand why people want some love for these classes in constructed.
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Ill make a poll for those who want to vote for their choice. My vote goes for Priest needing the most help with Shaman being a close second, also I think Warrior could easily use something to give them other options beside control. Priest needs more solid go to cards and needs to get away from the combo gimmicks imo and Shaman needs something else to help them not pick the same cards all the time that way new decks could form. Give your opinion on the classes/what your looking for in this expac in the comments.
While I agree that Shaman is in a fine spot atm if I had to give 1-9 in class power Shaman would be an easy 8th for me because they are better then Priest for sure but their Mech deck seems to be lacking just a tad compared to other classes main decks. I have played a lot of Mech Shaman and its good but all the other classes except Priest have a main deck that just tops it a little, I feel like with some small additions to bring the deck up a little Shaman could be easily in the 4th or 5th spot in terms of classes.
I'm weird in that I voted Warlock. Priest was very powerful a few months back, and may come back anytime... it just has a very reactive game plan and requires extreme metagame reading to do well (which is not a good thing for laddering). Shaman is a nice, midrangey class, and I honestly believe the class has more to it than the current Mech build, waiting to emerge.
Warlock, well, has two relatively decent archetypes, but both are weaker than they used to, and gained very little from GvG. I guess I'd like the next set to shake things up a little for the class.
Gimme some love! And with me I mean priest and with love I mean useful cards. Some more proactive cards like dark cultist would be really really nice. I get that the concept of priest is mainly to be control-ish and reactive but that doesn't really work if you are too combo dependent for.. well everything. A card that's strong on it's own would be really nice for a change.
Whaaaat? Fatigue druid was a thing, mech druid was kinda a thing and ramp and combo druid are both incredible. The addition of piloted shredder alone is pretty good for combo druid.
Hunter. I would really love to see a bit more hunter around so please blizzard give better cards next time.
I joke.
I voted priest of course but really I'd love to see all classes and decks that were a bit more control orientated. I'd also love to see a return of handlock in some form.
How to become ∞ at arena: - practice, practice, win, dominate, profit.
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Shaman need all the help it can get. Their hero power has no synergy with anything whatsoever. Paladin's hero power used to be in similar position, but then they got Muster and Quartermaster.
Shaman only has Totemic Might that is related to their hero power. Bloodlust doesn't count since it works on every minion.
"Put your face in the light!" - Tirion Fordring
I honestly think Shaman needs the most help at the moment. That class has just had a hard time within the last three or four months. It just cannot seem to get its footing. With all the aggro that the meta has been seeing for....well....FOREVER now, Shaman just desperately needs something to help it have a fighting chance. Shaman is great for control, but when you are playing ONLY control and getting stomped by every bit of aggro out there, there is just no reason to play it. It just struggles too much. I also think the cards with overload are really holding Shaman back. A lot of overload cards aren't worth the stupid amount of overload that comes as a result of playing a specific card. For instance, Neptulon? THREE friggin' overload! Yea, it's a 7/7 body that summon 4 murlocs, but there are other legendary creatures that are bigger and badder than Neptulon that also do cooler things. I honestly think Blizzard needs to figure out a way to rework overload. If not that, then they at least need to think of better cards to add for Shaman in the next expansion.
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Umm...the new demon warlock is killing at high ranks lol....so no to this comment, just no.
RIP Leeroy...at least we have chicken...
Murloc Shaman is a good deck, and it's currently my favorite deck. Mech shaman, though I haven't played it or against it, seems decent as well. However, it's lacking the ability to play anything that isn't zoo. And because the current meta is simply 'ZOO IS DUMB BECAUSE *insert AoE here*', it just isn't viable currently.
Still totally worth playing so you can spam 'MRGLRLGLRLGLRLGLRLGL' at your opponent, though.
Fuck Dr. Boom.
Not so sure that some classes need help as much as some need nerfs. Many of the classes and deck types aren't playable because of the extreme speed that GvG introduced. Mech Mage, Oil Rogue, Face Hunter, and Speed Druid, theses decks and GvG cards are what need to be changed to help the other classes.
Warlock is the 5th class. Not as good as the top 4, but not nearly as bad as the bottom 4. Plus they just got Antique Healbot, something that was never meant for Warlock, and extremely strong for them. Warlock needs no help, and it is being played more and more these days. It just can't compete with the speed of Rogue, Mage, Hunter, Druid.
Theses decks are extremely consistent, extremely fast, and provide almost no counters. No amount of cards are going to make control decks work against these types of speed decks unless the next set of cards are control cards and even more OP than the last set of GvG which was mainly rush/aggro oriented. These decks are fast, and also have extreme combos that can deal lethal from near full HP, there is absolutely no room for control, and this is why Warrior, Priest, Shaman, Paladin are all not good. Paladin got some play with a bad Midrange build, that most pros now agree isn't that good and the Control build is in the gutter, same as Priest, Warrior, and Shaman. And cards won't really help them, unless they give them an equally retarded speed game and then control will be completely dead.
Things like Antique Healbot, HUGE backhanded nerf to Priest and Paladin. Effective healing was one of the UNIQUE strengths of Priest and Paladin. Giving Antique Healbot to everyone, and being more efficient than GoK was a huge nerf to Priest and Paladin. Especially since Paladin got minimal cards to help control. They got Minibot and that's about it. Control Paladins use the same class cards as they did before, which was less than anyone else cause they have inefficient cards. Makes absolutely no sense why Paladin has no hard removal yet.They don't have better minions, actually most other classes have better minions than Paladin, and as far as spells go they also have the weakest spells of all 9 classes.
Things like Mage and Rogue are strong right now because GvG gave them everything they were lacking. Mage got best minions, and since they already had best spells, now they are OP. Rogue got an extremely efficient AoE board clear, with attached face damage, and an extra swing of the weapon. Oil made Blade Furry too reliable and too strong. The combo is too strong for how versatile it is. It can clear board + face damage, or combo finish for extreme damage. And the different parts of the combo are individually strong so it doesn't matter when or if you draw them, they will always be good cards. Cards that provide extreme strength through combos need to be balanced by the reliability being off. With Blade Furry / Oil / Poison there is no downside to the combo, they are all individually strong cards, and even stronger when combo'd which also leaves no counter.
Things like Piloted Shredder, although doesn't look OP from the outside, is one of the main reasons for the extreme speed.
Deathrattle minions with more combined stats than non-Deathrattle, makes no sense. Especially when they are high attack such as Piloted Shredder. No one sees this card as OP but it's one of the main reasons for the super speed meta we are in, high attack with Deathrattle which is essentially also high health from the DR stickiness. It's analogous to high attack Chargers with high health also, doesn't happen, due to it being a guaranteed 2 action payout, one in the charge and one in them having to respond to the minion next turn. High attack DR is pretty much the same as Chargers with normal health(as opposed to the reduced health they all have) as it's a near guaranteed 2, and even better, often a 3 action payout, one in them having to remove the first minion, one in them having to remove the DR summon, and often a 3rd action in you getting a turn with the minion either b4 or after the DR pops(and usually a 4th cause its always Millhouse Manastorm). DR minion should have stats that are near vanilla when combine with the DR summon, not vanilla b4 the DR summon. Also the high attack of Shredder makes trading into it with a weapon often a good thing for you opponent, it gets you 4 closer to lethal, they still get a minion, and you lose tempo and board advantage by playing a weapon instead of a minion. Just like Antique hurt Paladin and Priest, Shredder hurts Warrior and Paladin, as one of their main "removals" is not good against it.
To the person saying mage needs a great 5 mana spell....... fuck off. They have best everything right now. Please explain how the hell Hammer of Wrath is 4 when Frostbolt is 2, and Duplicate is 3? In what world does that make sense? NONE. If Frostbolt is made of 3 damage(2 mana) and freeze(1/2 mana?), that's 2 mana for 2.5 worth in the card. Hammer is also 3 damage, and even if you count the card draw as 1.5 mana that is still 4 mana for only 3.5 worth in the card, way worse than the Frostbolt, and the freeze effect is worth way more than .5 mana, it's nearly as good as card draw, as Frostbolt either kills target or freezes it giving you an extra turn and card to respond. Frostbolt is way more versatile, If Hammer doesn't kill, it's wasted. Likewise Duplicate is 2 cards for 3 mana, yet it's way WAY better than card draw, it ADDS cards to your deck giving you a 32 or 34 card deck. On top of that it can be highly controlled to get a Sludge or Water Ele copied and so it's not even random card draw, it is CONTROLLED CARD GAIN, worth WAY more than 3. And then we got Hammer of Wrath for 4 FUCKING MANA. Im thinking atleast if we getsome good mechs/minions I''d be more ok with it. Then they give mage Blastmage and Snowchugg, and Paladin gets garbage Cobalt Guardian. Freeze is already much better than DShield, but to top it off both the mage mech and mech activated minion also have better stats and better text. Cause that makes even more sense, lets give mage best minions ALSO. And Paladin, the class that's lacking removal, less viable class cards, and really lacking everything when compared to the other classes, the class that is supposed to be all about the MINIONS and Blizz decides to give them a POS mech.
Long story short: Paladin, Warrior, Priest, and Shaman, there are only 3 options to make em better with the next expansion.
#1-Give them extreme speed/aggro/combo like the top 4 right now, and completely remove control from the game.
#2-Indulge the power creep and just give them extremely, ridiculously OP control cards next expansion to counter the OP speed cards that GvG brought.
#3- Nerf some of the GvG cards so we can return to a skill game, and make the next expansion balanced instead of power creep OP.
To me there is only one good option, #3.
If you choose #1 the bottom 4 get better, but so do the top 4, so most likely classes would stay the same. Also skill would be removed from the game as speed has pretty much already brought it to the point of "just play the card that lights green on your turn."
If you choose #2, the bottom 4 get better, it probably hurts Rogue and Hunter, but Mage and Druid will probably be still be at the top, mage probably #1.
If you choose #3 there is hope for a brighter future and balance.
Warrior is by far the worst class in arena and the new card Axe Flinger is more salt in the wound. Warrior also lacks deck variety in constructed, its mostly only control decks.
Shaman and Priest both do well in arena, but I can understand why people want some love for these classes in constructed.
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