Hello, Hearthstone community! This is my first post, so if this topic has been discussed a numerous amount of times, please forgive me for being a nubie :3.
I'm a casual player, and I haven't spent a single buck on the game, and my main goal every season is to reach rank 15 for the nice rewards. Therefore, I am always on a budget on the decks I play. Over the days, I have spent a lot of energy into Zoolock, when somehow I kept being beat up by resurrect priests and midrange hunter. I happen to notice that I actually have all the cards to Midrange hunter, except for huge toads and call of the wild. When I first started to play Midrange, I noticed that it was surprisingly slow, and while I did have some of the best six drop in the game, a handy tundra rhino combo, and even Princess Huhran, I still wasn't able to climb above rank 17.
I quit midrange hunter for a while and focused on Tempo Mage and Zoolock, but then I started to notice that I had a very key component card missing: Call of the Wild. Luckily, I had a lot of magic dust to spare, so I crafted two of them.
The first game I played as midrange hunter, with the card Call of the Wild in my deck, was absolutely insane. I went up against a rogue and she/he tempo-ed me out the entire game, but once turn 7 came, I coined out call of the wild and completely demolished his board control. The next turn, I top-decked it AGAIN, which basically won me the game.
This wasn't a once-in-a-lifetime thing that somehow I got good RNG (Well, I did). But I noticed that Call of the Wild kept saving me over and over and over, allowing me to get control every time I play this insane 8 mana spell. Call of the Wild won me games unbelievably quickly once turn 8 came. It offers control, immediate removal (Huffer), and you can combo it with your other minions, such as when an infested wolf left some 1/1s for you to turn into 2/1s. In my opinion, Midrange hunter's new primary foundation is this new hunter spell: Call of the Wild, which has left an explosive impact onto the entire class.
So do I think Call of the Wild needs a nerf? Well, I am a biased player. I'm not very experienced and I always play on a very short budget. If it is coming from me, I definitely think that this card needs to be tamed down, but not necessarily destroyed like Mountain Giant, BGH and Ironbeak Owl. This card single handedly brought back hunter, but also from the support of Karazhan's hunter cards.
What am I suggesting?
Well, as my first post in the Hearthstone community, I am a bit afraid to come up with ideas to fix the card. I feel like a nerf to 9 mana would be okay, but people would still be complaining about it. I feel like making it 10 mana would basically be another pyroblast story, many hunter mains would also be sad to see this card go :(.
But I feel like that the best way to fixing this game is to come up with unbiased statements to find out what truly would make this game better, so my final suggestion (Keep in mind that I'm a newbie) is a mana nerf, probably 9-10.
I've also read some other posts saying that it should be a 12-mana spell, which I could not comprehend why this card would have this much value.
Make it summon 2 out of 3 beasts, lower manacost to 6.
Why?
Because Animal Companion did not summon you 3 mana creature, it was above 3 mana creature (but not as strong as 4 mana). So 3.5 mana creature for the cost of randomness.
Now you have all 3 x 3.5 = 10.5 creatures value (+synergy) combined in 8 mana spell without randomness.
Double Animal Companion for double mana and 2/3 chance to get huffer is balanced, imo. Still has randomness it needs to be balanced, has good value, but not as broken.
Because of the state of Hunter right now, I would say the card doesn't need a nerf. Yes, the card on its own is one of the most broken cards in Hearthtone, but Hunter is a fairly weak class without it. For example, if face Shaman got this card, it would need a nerf without question. An already dominant deck would receive one of the most broken cards. But because Hunter without Call of the Wild isn't dominant whatsoever, the card is fine how it is.
It's a card that's meant to be a game changer, somewhat comparable to Tirion Fordring. You can be losing a game, drop Tirion, and suddenly the tables are turned. The same goes for CoW. However, you can still lose after playing both cards if you're too far behind or if your opponent has a counter.
Is Call of the Wild broken? Yes. Does it need a nerf? In my opinion, no.
Gotta agree with supa hot fire here. The card, in a vacuum, is absurdly broken. But because its in a class that is, without it, below average, then I think that balances things out somewhat.
It's a highly polarized card. And I don't like polarized cards. If a class seems weak, the answer is not to give them insanely broken cards/tools. Look what happened with shaman.
I actually don't mind call of the wild. Like you said, it singlehandedly makes Hunter viable and is an auto include in every single hunter deck and will be till it gets rotated out.
I don't like playing hunter, but playing against it, it's actually pretty fun for me to know that I have to be quite ahead on turn 8, and that I should save my resources to remove the companions and such. Neither of these are impossible against hunter, as I find it rather easy to tempo out in the earlier stages of the game.
Generally, Huffer, Misha and Leokk are worth a little under 4 mana each. When combining cards, you add 1 to the cost for each additional card effect (hence why 2 1/1s are worth (1), whereas a Wisp costs only (0)). So if you're being very generous with card costing, it could be balanced at 14. Obviously this doesn't work (quadruple Thaurissans?), and this is heavily overvaluing the card (3.5 per is more reasonable, and a 1 mana cost reduction 'cause it costs a lot wouldn't go amiss). However, even in this case we get around 11 mana (3.5*3 + 2 - 1 = 11.5).
TBH, I think CotW is necessary for midrange hunter to be really viable, so nerfing it to 10 (while more balanced) is probably unnecessary. I think knocking it up to a 9-cost is quite reasonable, and wouldn't hurt Hunters too much. Besides, if it's still super OP, they can bump it up to 10 later.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Was this thread really necessary? From a poll we had earlier, most people think the card is fine to keep hunter afloat. And yes, everyone thinks the card is very powerful.
Generally, Huffer, Misha and Leokk are worth a little under 4 mana each. When combining cards, you add 1 to the cost for each additional card effect (hence why 2 1/1s are worth (1), whereas a Wisp costs only (0)). So if you're being very generous with card costing, it could be balanced at 14. Obviously this doesn't work (quadruple Thaurissans?), and this is heavily overvaluing the card (3.5 per is more reasonable, and a 1 mana cost reduction 'cause it costs a lot wouldn't go amiss). However, even in this case we get around 11 mana (3.5*3 + 2 - 1 = 11.5).
TBH, I think CotW is necessary for midrange hunter to be really viable, so nerfing it to 10 (while more balanced) is probably unnecessary. I think knocking it up to a 9-cost is quite reasonable, and wouldn't hurt Hunters too much. Besides, if it's still super OP, they can bump it up to 10 later.
With your calculation, many cards should be nerfed. Let's start with Tirion ;)
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Because of the state of Hunter right now, I would say the card doesn't need a nerf. Yes, the card on its own is one of the most broken cards in Hearthtone, but Hunter is a fairly weak class without it. For example, if face Shaman got this card, it would need a nerf without question. An already dominant deck would receive one of the most broken cards. But because Hunter without Call of the Wild isn't dominant whatsoever, the card is fine how it is.
It's a card that's meant to be a game changer, somewhat comparable to Tirion Fordring. You can be losing a game, drop Tirion, and suddenly the tables are turned. The same goes for CoW. However, you can still lose after playing both cards if you're too far behind or if your opponent has a counter.
Is Call of the Wild broken? Yes. Does it need a nerf? In my opinion, no.
Quoted for truth ^^
Rollback Post to RevisionRollBack
Better to be the hammer than the anvil or the metal shaped between.
Call of the Wankers is what midrange hunter is based around, its basically stall until 8 or 7 with coin and win the game with my broken spell, though it is kinda funny when they dont draw it and just sit there like useless shits and get ran over.
It is a card that makes Hunter class viable, I dont think it needs a nerf even though it is too good.
Hopefully in the future, if there is a too good card that makes Priest or other classes (Rogue/Paladin) viable to be top tier like where Hunter stands right now, people better not call for a nerf...
So did whoever say it should be 12 trolling or just dumb? A 12 cost card without reductions can't be played at all. (Had a Druid try to innervate out a C'Thun I freezing trapped. They conceded when it didn't work.)
You found Midrange Hunter difficult as Zoolock? That deck is almost always a nightmare to go up against, I would usually just barely manage to get lethal before they took back the board. And that's only if I manage to take the board first, if they get the board first, it's likey going to be a loss for me.
Because of the state of Hunter right now, I would say the card doesn't need a nerf. Yes, the card on its own is one of the most broken cards in Hearthtone, but Hunter is a fairly weak class without it.
This isn't a healthy approach to the game at all. Isn't fleshing out the class more fully with good cards better than "here's a beyond broken card on Dr. Boom levels on power, you'll win on turn 8 but the rest of your deck will be mediocre".
I also disagree that hunter was in a bad spot. Current curvestone hunter often finishes games without CotW or before turn 8. Highmane, kill commands, bow and countless sticky creatures easily push you down in health fast enough to where steady shot becomes the strongest hero power in the game. CotW is the first instance where I think a spell should be legendary - back to back CotW just leaves you feeling empty since there's really nothing that beats two of them in a row.
Before COTW, MR Hunter was more often a Tier-3 deck because it runs out of steam against most Control and other Midrange decks. When Hunter uses up his two Highmanes and starts running out of cards, it can only pray against other decks for the KC, Bow, and Quickshots...
In my experience, it's always one or two card modifications that can take a deck from mediocre to great. I think the rarity and cost are well placed on the card and it allows the whole midrange hunter archetype to exist. You learn to play against great cards in other classes. Keep removal against warrior to kill frothing bezerker. Be careful on turn 4 against shaman and mulligan for something to remove trogg. Watch out for councilman in warlock. Every class deserves a card with some zing. We shouldn't just nerf them all because people don't know how to deal with them. Keep a taunt against hunter on turn 7 and make sure you always remove all his harmless creatures before turn 8. There are lots of options. Plus it's turn freaking 8. If we can't have some fun cards around turn 8 we should just give up
Back to back ice block makes me feel empty against freeze Mage. Top deck is just part of the luck. Every once in awhile that zoo lock is going to top deck a power overwhelming to combo with soul fire, and you'll just be plain dead even though you did your best. I don't think we need legendary spells. It's just part of the luck of the game
Hello, Hearthstone community! This is my first post, so if this topic has been discussed a numerous amount of times, please forgive me for being a nubie :3.
I'm a casual player, and I haven't spent a single buck on the game, and my main goal every season is to reach rank 15 for the nice rewards. Therefore, I am always on a budget on the decks I play. Over the days, I have spent a lot of energy into Zoolock, when somehow I kept being beat up by resurrect priests and midrange hunter. I happen to notice that I actually have all the cards to Midrange hunter, except for huge toads and call of the wild. When I first started to play Midrange, I noticed that it was surprisingly slow, and while I did have some of the best six drop in the game, a handy tundra rhino combo, and even Princess Huhran, I still wasn't able to climb above rank 17.
I quit midrange hunter for a while and focused on Tempo Mage and Zoolock, but then I started to notice that I had a very key component card missing: Call of the Wild. Luckily, I had a lot of magic dust to spare, so I crafted two of them.
The first game I played as midrange hunter, with the card Call of the Wild in my deck, was absolutely insane. I went up against a rogue and she/he tempo-ed me out the entire game, but once turn 7 came, I coined out call of the wild and completely demolished his board control. The next turn, I top-decked it AGAIN, which basically won me the game.
This wasn't a once-in-a-lifetime thing that somehow I got good RNG (Well, I did). But I noticed that Call of the Wild kept saving me over and over and over, allowing me to get control every time I play this insane 8 mana spell. Call of the Wild won me games unbelievably quickly once turn 8 came. It offers control, immediate removal (Huffer), and you can combo it with your other minions, such as when an infested wolf left some 1/1s for you to turn into 2/1s. In my opinion, Midrange hunter's new primary foundation is this new hunter spell: Call of the Wild, which has left an explosive impact onto the entire class.
So do I think Call of the Wild needs a nerf? Well, I am a biased player. I'm not very experienced and I always play on a very short budget. If it is coming from me, I definitely think that this card needs to be tamed down, but not necessarily destroyed like Mountain Giant, BGH and Ironbeak Owl. This card single handedly brought back hunter, but also from the support of Karazhan's hunter cards.
What am I suggesting?
Well, as my first post in the Hearthstone community, I am a bit afraid to come up with ideas to fix the card. I feel like a nerf to 9 mana would be okay, but people would still be complaining about it. I feel like making it 10 mana would basically be another pyroblast story, many hunter mains would also be sad to see this card go :(.
But I feel like that the best way to fixing this game is to come up with unbiased statements to find out what truly would make this game better, so my final suggestion (Keep in mind that I'm a newbie) is a mana nerf, probably 9-10.
I've also read some other posts saying that it should be a 12-mana spell, which I could not comprehend why this card would have this much value.
Anyway, penny for your thoughts? Thanks.
Make it summon 2 out of 3 beasts, lower manacost to 6.
Why?
Because Animal Companion did not summon you 3 mana creature, it was above 3 mana creature (but not as strong as 4 mana). So 3.5 mana creature for the cost of randomness.
Now you have all 3 x 3.5 = 10.5 creatures value (+synergy) combined in 8 mana spell without randomness.
Double Animal Companion for double mana and 2/3 chance to get huffer is balanced, imo. Still has randomness it needs to be balanced, has good value, but not as broken.
Because of the state of Hunter right now, I would say the card doesn't need a nerf. Yes, the card on its own is one of the most broken cards in Hearthtone, but Hunter is a fairly weak class without it. For example, if face Shaman got this card, it would need a nerf without question. An already dominant deck would receive one of the most broken cards. But because Hunter without Call of the Wild isn't dominant whatsoever, the card is fine how it is.
It's a card that's meant to be a game changer, somewhat comparable to Tirion Fordring. You can be losing a game, drop Tirion, and suddenly the tables are turned. The same goes for CoW. However, you can still lose after playing both cards if you're too far behind or if your opponent has a counter.
Is Call of the Wild broken? Yes. Does it need a nerf? In my opinion, no.
RIP Patron
Gotta agree with supa hot fire here. The card, in a vacuum, is absurdly broken. But because its in a class that is, without it, below average, then I think that balances things out somewhat.
It's a highly polarized card. And I don't like polarized cards. If a class seems weak, the answer is not to give them insanely broken cards/tools. Look what happened with shaman.
I actually don't mind call of the wild. Like you said, it singlehandedly makes Hunter viable and is an auto include in every single hunter deck and will be till it gets rotated out.
I don't like playing hunter, but playing against it, it's actually pretty fun for me to know that I have to be quite ahead on turn 8, and that I should save my resources to remove the companions and such. Neither of these are impossible against hunter, as I find it rather easy to tempo out in the earlier stages of the game.
As to why this card 'should cost 12'-
Generally, Huffer, Misha and Leokk are worth a little under 4 mana each. When combining cards, you add 1 to the cost for each additional card effect (hence why 2 1/1s are worth (1), whereas a Wisp costs only (0)). So if you're being very generous with card costing, it could be balanced at 14. Obviously this doesn't work (quadruple Thaurissans?), and this is heavily overvaluing the card (3.5 per is more reasonable, and a 1 mana cost reduction 'cause it costs a lot wouldn't go amiss). However, even in this case we get around 11 mana (3.5*3 + 2 - 1 = 11.5).
TBH, I think CotW is necessary for midrange hunter to be really viable, so nerfing it to 10 (while more balanced) is probably unnecessary. I think knocking it up to a 9-cost is quite reasonable, and wouldn't hurt Hunters too much. Besides, if it's still super OP, they can bump it up to 10 later.
#gNOmeferatu
Was this thread really necessary? From a poll we had earlier, most people think the card is fine to keep hunter afloat. And yes, everyone thinks the card is very powerful.
#gNOmeferatu
Better to be the hammer than the anvil or the metal shaped between.
Call of the Wankers is what midrange hunter is based around, its basically stall until 8 or 7 with coin and win the game with my broken spell, though it is kinda funny when they dont draw it and just sit there like useless shits and get ran over.
It is a card that makes Hunter class viable, I dont think it needs a nerf even though it is too good.
Hopefully in the future, if there is a too good card that makes Priest or other classes (Rogue/Paladin) viable to be top tier like where Hunter stands right now, people better not call for a nerf...
So did whoever say it should be 12 trolling or just dumb? A 12 cost card without reductions can't be played at all. (Had a Druid try to innervate out a C'Thun I freezing trapped. They conceded when it didn't work.)
You found Midrange Hunter difficult as Zoolock? That deck is almost always a nightmare to go up against, I would usually just barely manage to get lethal before they took back the board. And that's only if I manage to take the board first, if they get the board first, it's likey going to be a loss for me.
In my experience, it's always one or two card modifications that can take a deck from mediocre to great. I think the rarity and cost are well placed on the card and it allows the whole midrange hunter archetype to exist. You learn to play against great cards in other classes. Keep removal against warrior to kill frothing bezerker. Be careful on turn 4 against shaman and mulligan for something to remove trogg. Watch out for councilman in warlock. Every class deserves a card with some zing. We shouldn't just nerf them all because people don't know how to deal with them. Keep a taunt against hunter on turn 7 and make sure you always remove all his harmless creatures before turn 8. There are lots of options. Plus it's turn freaking 8. If we can't have some fun cards around turn 8 we should just give up
"I am unfortunately, the hero of ages" -Harmony
Back to back ice block makes me feel empty against freeze Mage. Top deck is just part of the luck. Every once in awhile that zoo lock is going to top deck a power overwhelming to combo with soul fire, and you'll just be plain dead even though you did your best. I don't think we need legendary spells. It's just part of the luck of the game
"I am unfortunately, the hero of ages" -Harmony
It call Call of the Nerf for a reason
http://www.hearthpwn.com/search?search=nerf call of the wild