Is this not still the most OP Basic card to have never been changed? It's far past time to make it 5 damage for 5-mana.
Blizzard realized the Pyroblast was OP at 8-mana for 10 direct damage, so they bumped up the cost to 10. Lava Burst is 5 damage for 3 mana, but with 2 overload, making the actual cost 5 mana for 5 damage. Fireball destroys most 5-6 mana minions outright.
There are also many cards that discount this cost from hand or add it to your hand at a discount, it's kind of a joke.
Make this change and Exodia mage is still viable without nerfing Archmage Antonidas or putting him into Hall of Fame (For the sake of balance, I don't think the class legendaries should be changed/HOF'd).
Make it take 5 Sorcerer's Apprentice's on the board to get infinite free Fireballs. That means mages have to put more thought into keeping their board free for minions, and if they're short a spot, playing a Fireball actually costs at least 1-mana per cast.
Isn't Blizzard supposed to be dealing with those situations that don't promote interaction? They just adjusted Raza from 0 to 1, because it was unbalanced as F.
Adjusting Fireball would make every game mode of Hearthstone more balanced, without destroying the core of what makes the mage class.
Would any new player complain if this was a 5 for 5 card? It would still be one of the best. And Blizzard would rather fix a basic card so they don't have to give dust refunds. Win-win...
There is noting wrong with fireballs. and your logic that it should be nerfed cuz it can kill most of 5-6 mana minions with 4 mana doesn't make sense, polymorph can kill a 12/12 with 4 mana, so it should be nerfed?
also overload 2 is ok, cuz 3 mana will leave u alot of mana to actually kill sth and put sth on board too. that means controling the board.
i think u have lost a lot of games to tempo secret mage, the problem with that deck is playing free secrets not having fireballs. mage secrets are too powerfull to be played at turn 1 with kabal lacky, or a free secret at turn 3 plus a 4/3 body.
It has been said before, but there's nothing wrong with Fireball. Both Secret Mage and Exodia Mage are decent (-and here I deliberately don't say "strong"^^), because of other reasons.
I wouldn't have ever expected anyone to be asking for Fireball to be nerfed... It's a 1 for 1 removal at best, even if it can be mana efficient. Plus, it's a basic card that is in most mage decks... l2p around it... If you're against Exodia the secret is to pressure them before they combo you or remove one of their combo pieces (Dirty Rat or whatever).
Three Is NOTHING wrong with Fireball. Once the Mage quest will move to wild, Exodia mage will not work. So only Kobolds with Leyline Manipulator will work, but only until Kobolds will rotate out.
You have to figure out how to play against instead od whining.
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EU 11/2015+ , f2p 03/2021+: DK 63/ DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
Exodia Mage on the other hand is just a product of Cost Reduction effects being such a volatile part of the game because cards are balanced around a certain Mana Cost, Fireball is balanced around the idea that it is 4 mana, but obviously the ability for them to cost zero mana is failed card design on Blizzards part. The only saving grace for Exodia Mage is that the deck isn't good.
Fireball itself is fine but mage has so many tools to bring you into lethal range past taunts that make it so OP.
Make this change and Exodia mage is still viable without nerfing Archmage Antonidas or putting him into Hall of Fame (For the sake of balance, I don't think the class legendaries should be changed/HOF'd).
Make it take 5 Sorcerer's Apprentice's on the board to get infinite free Fireballs. That means mages have to put more thought into keeping their board free for minions, and if they're short a spot, playing a Fireball actually costs at least 1-mana per cast.
There is noting wrong with fireballs. and your logic that it should be nerfed cuz it can kill most of 5-6 mana minions with 4 mana doesn't make sense, polymorph can kill a 12/12 with 4 mana, so it should be nerfed?
also overload 2 is ok, cuz 3 mana will leave u alot of mana to actually kill sth and put sth on board too. that means controling the board.
i think u have lost a lot of games to tempo secret mage, the problem with that deck is playing free secrets not having fireballs. mage secrets are too powerfull to be played at turn 1 with kabal lacky, or a free secret at turn 3 plus a 4/3 body.
ppls just dont know how to Play around
i think u have lost a lot of games to tempo secret mage, the problem with that deck is playing free secrets not having fireballs. mage secrets are too powerfull to be played at turn 1 with kabal lacky, or a free secret at turn 3 plus a 4/3 body.
I agree with this .. not so much with this: ppls just dont know how to Play around
Secret Tempo mage is really OP right now .. or at least right on the borderline. But the issue is, once again, mana cheating. Only this time it's with spells and not minions as has been so common lately. The Nuts draw of a Wyrm > Coin > Lackey > Secret is nasty. It puts a 2/1, and a 2/3 in play, plus, depending on the secret, all but guarantees more damage. For the most part, it all but assures 5 or more damage out of the gate, and in so many games, that deficit cannot be overcome.
As for "just play around them" ... even if you know how to play around them, it still can be a massive disruption to your game. Just because I may now what the secret is, doesn't mean I have answers to play around it, or those answers are likely something I need, but now have to be sacrificed. Example ... I know Explosive Runes is played early. I have a Tar Creeper. That Creeper may save my face from the Runes ... but his purpose was to provide some early cover. Now, that cover is blown, so I am taking more damage, or losing more minions that otherwise would have had a turn or two to do their thing. In the case of say, a Priest that would have used Creeper to protect a Cleric to get a couple card draws ... see, its a very lasting snowball effect. And when you go back to the possibility that all this was provided for free, by a 1 mana card ... like I said, borderline OP.
Am I crying for a nerf .. no. Does the deck need to be watched ... yes. It comes down to what we see so often in Hearthstone. Cards that by themselves aren't so bad. Cards that even if they are draw a few turns into the game aren't so bad .. but the nuts draw is big time bad. Innervate wasn't horrible by itself. Innervate > Innervate > Coin > Hydra was a problem .. a big, 8/8 on turn 1 problem.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
Is this not still the most OP Basic card to have never been changed? It's far past time to make it 5 damage for 5-mana.
Blizzard realized the Pyroblast was OP at 8-mana for 10 direct damage, so they bumped up the cost to 10. Lava Burst is 5 damage for 3 mana, but with 2 overload, making the actual cost 5 mana for 5 damage. Fireball destroys most 5-6 mana minions outright.
There are also many cards that discount this cost from hand or add it to your hand at a discount, it's kind of a joke.
Make this change and Exodia mage is still viable without nerfing Archmage Antonidas or putting him into Hall of Fame (For the sake of balance, I don't think the class legendaries should be changed/HOF'd).
Make it take 5 Sorcerer's Apprentice's on the board to get infinite free Fireballs. That means mages have to put more thought into keeping their board free for minions, and if they're short a spot, playing a Fireball actually costs at least 1-mana per cast.
Isn't Blizzard supposed to be dealing with those situations that don't promote interaction? They just adjusted Raza from 0 to 1, because it was unbalanced as F.
Adjusting Fireball would make every game mode of Hearthstone more balanced, without destroying the core of what makes the mage class.
Would any new player complain if this was a 5 for 5 card? It would still be one of the best. And Blizzard would rather fix a basic card so they don't have to give dust refunds. Win-win...
There is noting wrong with fireballs. and your logic that it should be nerfed cuz it can kill most of 5-6 mana minions with 4 mana doesn't make sense, polymorph can kill a 12/12 with 4 mana, so it should be nerfed?
also overload 2 is ok, cuz 3 mana will leave u alot of mana to actually kill sth and put sth on board too. that means controling the board.
i think u have lost a lot of games to tempo secret mage, the problem with that deck is playing free secrets not having fireballs. mage secrets are too powerfull to be played at turn 1 with kabal lacky, or a free secret at turn 3 plus a 4/3 body.
The only counter to tempo mage in wild is them not drawing aluneth on turn 6
Just no, there are plenty of soft and hard counters to those mage decks. Anton had a trash-tier winrate, and does not need to be any worse.
If you don't like unavoidable otks, Beardodin is actually much more consistant, and can get some wins in other ways as well.
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I see your point but not everyone has the means to craft those decks
It has been said before, but there's nothing wrong with Fireball. Both Secret Mage and Exodia Mage are decent (-and here I deliberately don't say "strong"^^), because of other reasons.
I wouldn't have ever expected anyone to be asking for Fireball to be nerfed... It's a 1 for 1 removal at best, even if it can be mana efficient. Plus, it's a basic card that is in most mage decks... l2p around it... If you're against Exodia the secret is to pressure them before they combo you or remove one of their combo pieces (Dirty Rat or whatever).
Three Is NOTHING wrong with Fireball. Once the Mage quest will move to wild, Exodia mage will not work. So only Kobolds with Leyline Manipulator will work, but only until Kobolds will rotate out.
You have to figure out how to play against instead od whining.
EU 11/2015+ , f2p 03/2021+: DK 63 / DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
Fireball is actually one of the most balanced cards in Hearthstone. It's surrounding elements that can make Fireball seem overpowered.
It's similar to when people were complaining about Prophet Velen and Shadowreaper Anduin, but in reality Raza the Chained is what made those cards OP, not the cards themselves.
Fireball in an Aggro/Burn Mage list happens to be extremely potent because of Ice Block, Explosive Runes, Mana Wyrm, Alexstrasza, Frostbolt, Sorcerer's Apprentice, Aluneth, Primordial Glyph and all the various ways mage can slowly burn down your health down past taunts.
Exodia Mage on the other hand is just a product of Cost Reduction effects being such a volatile part of the game because cards are balanced around a certain Mana Cost, Fireball is balanced around the idea that it is 4 mana, but obviously the ability for them to cost zero mana is failed card design on Blizzards part. The only saving grace for Exodia Mage is that the deck isn't good.
Fireball itself is fine but mage has so many tools to bring you into lethal range past taunts that make it so OP.
Silence exists and Tirion doesn't have charge.
I agree with this .. not so much with this: ppls just dont know how to Play around
As for "just play around them" ... even if you know how to play around them, it still can be a massive disruption to your game. Just because I may now what the secret is, doesn't mean I have answers to play around it, or those answers are likely something I need, but now have to be sacrificed. Example ... I know Explosive Runes is played early. I have a Tar Creeper. That Creeper may save my face from the Runes ... but his purpose was to provide some early cover. Now, that cover is blown, so I am taking more damage, or losing more minions that otherwise would have had a turn or two to do their thing. In the case of say, a Priest that would have used Creeper to protect a Cleric to get a couple card draws ... see, its a very lasting snowball effect. And when you go back to the possibility that all this was provided for free, by a 1 mana card ... like I said, borderline OP.
Am I crying for a nerf .. no. Does the deck need to be watched ... yes. It comes down to what we see so often in Hearthstone. Cards that by themselves aren't so bad. Cards that even if they are draw a few turns into the game aren't so bad .. but the nuts draw is big time bad. Innervate wasn't horrible by itself. Innervate > Innervate > Coin > Hydra was a problem .. a big, 8/8 on turn 1 problem.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
Make the Secrets cost 1 less not 0. thats a nerf that would satisfy me
Blizzard is a lie for money lul
I can't believe this
exodia is only viable thanks to ice block and in this meta its a terrible deck choice anyways...