Still too strong. What bothers me more is how powerful they are in arena. They are guaranteed to have a decent mana curve in the early turns because of their 1 mana hero power.
It's too strong and it's pretty easy to nerf. Suggestions are:
1. Make priestess cost 8 mana instead of 7 mana and reduce it's hp (it needs to have 6 hp not 7 because it needs to die to one fireball, a bloodboil brute, a savannah highmane etc.
2. Make twin slice cost 1 mana (with or without priestess nerf)
3. If you keep priestess at 7 mana make it so it can't attack (ragnaros firelord can't attack)
4. Change Altruis so it his all minions not just enemies and it doesn't do damage to heroes now.
It's not fair that a class basically has a stipulation that says "if you draw raging felscreamer and priestess of fury you win the game". It's like a 2 card exodia or ok even if you get the first priestess down if they get the second they just win. It's a 3 card exodia then. Exodia is a reference in yugioh to a combination of five cards with the stipulation that if you manage to get all five in your hand you immediately win the game. This is very hard to do and mostly it's done by meme decks with lots of draw. Paladin used to have it with Dr 6, Dr 7 and Dr 8.
Another more interesting nerf to DH could be some sort of lore which justifies other heroes gathering strength and in a state of readiness and getting a buff vs DH. E.g. Druid starts with an extra mana crystal. Warrior starts with 5 armour. Rogue has its weapon equipped from the start of the game, priest has its first 5 hero powers heal for 3 instead of 2, paladin starts with two silver hands, warlock has its first three lifetaps cost no hp, shaman gets a taunt totem and a healing totem and hunter gets nothing since screw hunters. That or just make all heroes start with 40hp vs DH only. That forces them to actually play a proper game that doesn't end by turn 7.
It's like they completely forgot that you have 30hp in Hearthstone. Nothing about DH is balanced around that fact. But it's not a surprise really. Team 5 have been fully incompetent since Brode left.
How would it go down if they introduced a class already balanced struggling to make a 49+% competitive deck. At least this way people are playing it rather than leaving it in the bin.
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Still too strong. What bothers me more is how powerful they are in arena. They are guaranteed to have a decent mana curve in the early turns because of their 1 mana hero power.
It's too strong and it's pretty easy to nerf. Suggestions are:
1. Make priestess cost 8 mana instead of 7 mana and reduce it's hp (it needs to have 6 hp not 7 because it needs to die to one fireball, a bloodboil brute, a savannah highmane etc.
2. Make twin slice cost 1 mana (with or without priestess nerf)
3. If you keep priestess at 7 mana make it so it can't attack (ragnaros firelord can't attack)
4. Change Altruis so it his all minions not just enemies and it doesn't do damage to heroes now.
It's not fair that a class basically has a stipulation that says "if you draw raging felscreamer and priestess of fury you win the game". It's like a 2 card exodia or ok even if you get the first priestess down if they get the second they just win. It's a 3 card exodia then. Exodia is a reference in yugioh to a combination of five cards with the stipulation that if you manage to get all five in your hand you immediately win the game. This is very hard to do and mostly it's done by meme decks with lots of draw. Paladin used to have it with Dr 6, Dr 7 and Dr 8.
Another more interesting nerf to DH could be some sort of lore which justifies other heroes gathering strength and in a state of readiness and getting a buff vs DH. E.g. Druid starts with an extra mana crystal. Warrior starts with 5 armour. Rogue has its weapon equipped from the start of the game, priest has its first 5 hero powers heal for 3 instead of 2, paladin starts with two silver hands, warlock has its first three lifetaps cost no hp, shaman gets a taunt totem and a healing totem and hunter gets nothing since screw hunters. That or just make all heroes start with 40hp vs DH only. That forces them to actually play a proper game that doesn't end by turn 7.
It's like they completely forgot that you have 30hp in Hearthstone. Nothing about DH is balanced around that fact. But it's not a surprise really. Team 5 have been fully incompetent since Brode left.
How would it go down if they introduced a class already balanced struggling to make a 49+% competitive deck. At least this way people are playing it rather than leaving it in the bin.