It will be interesting to see what Druid comes up with for people to complain about after. Oh, people think Druid will just run the same deck but without the combo? Wishful thinking and didn't happen with hunter any of their 3 nerfs.
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Why dont we just remove all spells from the game. And nerf every Minion to a vanilla. But honestly people would come here to complain that Chillwind Yeti is Op and need nerf to a 4/4.
Ofcause druid is verry strong but this will just lead to nerf cycle because something will always be best.
Being slightly better than the rest is one thing,Winning with 2 cards while playing like shit is another.Basically as druid you are challenged only by hyper aggro everything else loses once you get those two cards.How to win against a non face deck as druid=Play sticky shit that require multiple cards to remove +win at round 9(or 7 with innervate).Secret palla lvl of required thinking.
Why dont we just remove all spells from the game. And nerf every Minion to a vanilla. But honestly people would come here to complain that Chillwind Yeti is Op and need nerf to a 4/4.
Ofcause druid is verry strong but this will just lead to nerf cycle because something will always be best.
Being slightly better than the rest is one thing,Winning with 2 cards while playing like shit is another.Basically as druid you are challenged only by hyper aggro everything else loses once you get those two cards.How to win against a non face deck as druid=Play sticky shit that require multiple cards to remove +win at round 9(or 7 with innervate).Secret palla lvl of required thinking.
Maybe not as much skill needed as for freeze mage or Oil, but that goes for most decks. And there is heal+ taunt so you still can play around it. Problem mostly is owl/keeper just removing the taunt. That why ill say just remove silence with rework or change it. Taunt should be taunt and not just negatable.
And druid only loosin to aggro is just not true. It can loose to basically everything howerver can also win vs everything. But far away from beeing OP by any means. Only silence taunt interaction is stupid and if that is changed its fine.
One could also argue that Murloc pala is as OP since it has offhand kill. That however will most likely be no problem for standard since murkeye is not in klassik, as is mekatorque and chieftain.
I think 14 damage for 9 mana with no taunt is close to fair (Pyro blast being 10 for 10 in a single card, and ignores taunts). The most unfun aspect is having one or two midrange minions turning it into a 20 to 26 dmg combo. I don't think it's fair or realistic to expect any deck to keep a 100% clear board every turn after t8. I think it'll be healthy for fun and interactive game play as opposed to it being a race to draw the combo or smorc.
This is long overdue. The combo has not only pigeon-holed druid but it has stifled design as well. The combo guarantees 14 points of damage with just 2 cards and nine mana, while adding +2 for any other minions on the board. The biggest impact that this has, is it requires your opponent to play around a card that the opponent may or may not have in their hand. However, this doesn't mean that only savage roar should be nerfed, its the charge effect of three treants that make this even more dangerous than SR should be.
Druid becomes almost as bad as shaman if you remove this combo even with all the other great cards they have.
The combo is not unfair on it's own. Even though it has always existed, Druids were not always the top dog.
FoN Roar is however problematic, in that it limits design space both for game designers and deckbuilders. This probably explains why Druids get very few playable cards in the expansion.
Revamping either card would be good for the game but also for the druid class,since it would open the road for them to finally get shiny new toys. A direct nerf though would be sad.
The problem with altering Force of Nature is that it's useful for the control style of Druid - as it's seen **A LOT** of usage in fatigue druid without Savage Roar.
A couple of ideas for taming the infamous combo without completely nerfing the cards to the ground.
Option 1: Savage Roar stays the same but Force of Nature is immune to all buffs (stays 2/2, 6 damage for 6 mana, that's it); to preserve value, could (a) up the minions to 3/1's (11 base combo damage with empty board for 9 mana) or (b) reduce the cost to 4 mana to match Fireball (8 base combo damage for 7 mana). Both options less dangerous than 14 base damage for 9 mana.
Option 2: Force of Nature stays the same but Savage Roar grants +1 to all minions on board, instead of +2 to all characters this turn only. Strong effect but more gradual impact on board. Empty board combo generates 9 damage for 9 mana. Bigger payoff with friendly minions that stick around and keep the +1. Could argue for reducing cost of Savage Roar to 2 mana as it would not affect the hero, which makes it 9 damage for 8 mana plus residual effects. Strong but maybe not OTK.
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It will be interesting to see what Druid comes up with for people to complain about after. Oh, people think Druid will just run the same deck but without the combo? Wishful thinking and didn't happen with hunter any of their 3 nerfs.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I'm not salty but will nonetheless enjoy watching combo nerfed into oblivion.
Charge is general is problematic. The best way to fix the whole game would be to make charge attacks not able to hit face.
I think 14 damage for 9 mana with no taunt is close to fair (Pyro blast being 10 for 10 in a single card, and ignores taunts). The most unfun aspect is having one or two midrange minions turning it into a 20 to 26 dmg combo. I don't think it's fair or realistic to expect any deck to keep a 100% clear board every turn after t8. I think it'll be healthy for fun and interactive game play as opposed to it being a race to draw the combo or smorc.
This is long overdue. The combo has not only pigeon-holed druid but it has stifled design as well. The combo guarantees 14 points of damage with just 2 cards and nine mana, while adding +2 for any other minions on the board. The biggest impact that this has, is it requires your opponent to play around a card that the opponent may or may not have in their hand. However, this doesn't mean that only savage roar should be nerfed, its the charge effect of three treants that make this even more dangerous than SR should be.
Druid becomes almost as bad as shaman if you remove this combo even with all the other great cards they have.
The problem is and have always been the charge mechanics. Therefore FoN is getting the nerf hammer.
The combo is not unfair on it's own. Even though it has always existed, Druids were not always the top dog.
FoN Roar is however problematic, in that it limits design space both for game designers and deckbuilders. This probably explains why Druids get very few playable cards in the expansion.
Revamping either card would be good for the game but also for the druid class,since it would open the road for them to finally get shiny new toys. A direct nerf though would be sad.
The problem with altering Force of Nature is that it's useful for the control style of Druid - as it's seen **A LOT** of usage in fatigue druid without Savage Roar.
The problem is Savage Roar and that card should be nerfed, NOT Force of Nature.
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Im so happy they are nerfing that bullcrap.
Learn how to play a real deck druid
Heres to hoping druids will get some useful cards this time around... hopefully
Again, stupid. Just rotate out classic and remove it from standard.
A couple of ideas for taming the infamous combo without completely nerfing the cards to the ground.
Option 1: Savage Roar stays the same but Force of Nature is immune to all buffs (stays 2/2, 6 damage for 6 mana, that's it); to preserve value, could (a) up the minions to 3/1's (11 base combo damage with empty board for 9 mana) or (b) reduce the cost to 4 mana to match Fireball (8 base combo damage for 7 mana). Both options less dangerous than 14 base damage for 9 mana.
Option 2: Force of Nature stays the same but Savage Roar grants +1 to all minions on board, instead of +2 to all characters this turn only. Strong effect but more gradual impact on board. Empty board combo generates 9 damage for 9 mana. Bigger payoff with friendly minions that stick around and keep the +1. Could argue for reducing cost of Savage Roar to 2 mana as it would not affect the hero, which makes it 9 damage for 8 mana plus residual effects. Strong but maybe not OTK.
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