From what I've experienced, the extra 3 mana crystals is extremely strong especially in Cthun decks, as its almost impossible to counter it on turn 8. Personally, been waiting for nerfs...
I think he is talking about either innervate or Nourish (which is 2 mana though)
Which I do not think is op since nourish is basically a turn and innervating c'thun on turn 8 usually means either:
1. He got insane draws and played almost every c'thun buff before playing innervate/nourish THEN playing c'thun (imagine how many number of cards required)
2. you did not have hard removal for c'thun on turn 8
or both. Because normally c'thun on turn 8 has attack about 10-12 and it shouldn't kill you unless you leave (or not silence) him on the board for more turns.
Edit: I should have mentioned that for most of the c'thun deck, playing c'thun usually leave them no other options with few cards on hands
Its quite obvious he's talking about Innervate, but honestly, I don't think its broken. I've played a bit of druid from time to time and much more of Druid recently, and I must agree that it allows for some insane combo's some class can't pull off in one turn (i.e. Brann Bronzebeard + C'Thun turn 9 or Brann Bronzebeard + Twin Emperor Vek'lor turn 6) however, you must realize that Druid lacks highly in card draw with out Ancient of Lore. Mage's have Arcane Intellect, Warlock's have their hero power, Rogue's have Preparation + Sprint, Paladin's have Lay on Hands, Warrior's can run Acolyte of Pain because they can be control, Priest have shit ton's of card draw support. Druid just lacks a good card for card draw. Nourish isn't good competitive wise tbh. And even if Druid's did have decent card draw, they sacrifice deck space and hand to throw out those bigger minions withInnervate. More often than not, you'll find your hand nearly empty if you ramp a lot.
I think Innervate should be: Refill 3 mana crystals.
Youre kidding right?
First of all, druids tend to have very little to no early game (hence why Zoo, or other flood decks kick the crap out of it),
second they have NO top tier removal afforded to them.
Finally, The only thing that says Druid is Druid... is the ability to cheat the mana curve somewhat.
As a side note, If you played druid for any extended period of time, you would realize Innervate tends to become a dead card in hand if not used in the mid game or god forbid its drawn too late. It is very situational and literally all druid has to stabilize in the mid game against other midrange and aggro decks
As long as we don't have a single deck (or two-three decks) completely dominating everything else, that means there is at least some balance. The fact that we have about a dozen competitive decks (if not more) means Blizzard actually did a great job balancing the cards and classes.
The balance is set for iterations higher than any 1 single player, or dozen for that matter, can play. The fact that it averages out in the very long term doesn't mean its balanced. The sheer rng potential/lack thereof, or the absolute consistency of certain decks is what makes it so unbalanced.
I honestly don't know what exactly you are arguing now. Are you saying Hearthstone is unbalanced because some decks have a little more RNG to them than others?
The class is balanced around ramp.. druid isn't too problematic.. it's always a strong and consistant class but I wouldn't say it's broken.. at least you aren't insanely punished for every minion you leave on the field against them.
Are we really still on this? This has been debated since before the game was even released, between Innervate, Wild Growth, and other forms of ramp. Remember that anything Innervated out is now worth 2 cards to the Druid, so even if you have to use 2 to remove it you're still even. If it does you some damage but you remove it in 1 card you're ahead by that measure.
And remember, there was a review on cards and they weren't nerfed. They looked at them and specifically decided not to. So don't waste time considering life if they were nerfed; they won't be. So figure out how to beat them.
I see. So druid has by far the worst removal (yay naturalize! oh yeah and BGH was nerfed too), no burst damage (combo was removed), and should also lose it's ability to manipulate mana. Sounds like you should be head of the balancing dept.
From what I've experienced, the extra 3 mana crystals is extremely strong especially in Cthun decks, as its almost impossible to counter it on turn 8. Personally, been waiting for nerfs...
Any thoughts?
What card are you talking about?
I think he is talking about either innervate or Nourish (which is 2 mana though)
Which I do not think is op since nourish is basically a turn and innervating c'thun on turn 8 usually means either:
1. He got insane draws and played almost every c'thun buff before playing innervate/nourish THEN playing c'thun (imagine how many number of cards required)
2. you did not have hard removal for c'thun on turn 8
or both. Because normally c'thun on turn 8 has attack about 10-12 and it shouldn't kill you unless you leave (or not silence) him on the board for more turns.
Edit: I should have mentioned that for most of the c'thun deck, playing c'thun usually leave them no other options with few cards on hands
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I think Innervate should be: Refill 3 mana crystals.
Maybe... nah nah nah nah
Lol no. Look at druid's crap removal options before saying anything the class has is 'too much'.
I was referring to both. Even without luck, it is extremely strong with ramp/c'thun decks. With real luck, I've seen a 6 drop on turn 1. OP? yes...
If you think Innervate is OP, you have no idea how balance in this game works.
That's the key thing - there is no balance. Blizzard has great trouble with balance. In all of their games...
As long as we don't have a single deck (or two-three decks) completely dominating everything else, that means there is at least some balance. The fact that we have about a dozen competitive decks (if not more) means Blizzard actually did a great job balancing the cards and classes.
The balance is set for iterations higher than any 1 single player, or dozen for that matter, can play. The fact that it averages out in the very long term doesn't mean its balanced. The sheer rng potential/lack thereof, or the absolute consistency of certain decks is what makes it so unbalanced.
I honestly don't know what exactly you are arguing now. Are you saying Hearthstone is unbalanced because some decks have a little more RNG to them than others?
The class is balanced around ramp.. druid isn't too problematic.. it's always a strong and consistant class but I wouldn't say it's broken.. at least you aren't insanely punished for every minion you leave on the field against them.
I don't see a problem with it.
The thing is, Druid has awful removal and board clear so if it can't get early board control it's in a bad spot.
http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/28947-group-therapy-need-to-blow-off-steam-mega-salty
Are we really still on this? This has been debated since before the game was even released, between Innervate, Wild Growth, and other forms of ramp. Remember that anything Innervated out is now worth 2 cards to the Druid, so even if you have to use 2 to remove it you're still even. If it does you some damage but you remove it in 1 card you're ahead by that measure.
And remember, there was a review on cards and they weren't nerfed. They looked at them and specifically decided not to. So don't waste time considering life if they were nerfed; they won't be. So figure out how to beat them.
I see. So druid has by far the worst removal (yay naturalize! oh yeah and BGH was nerfed too), no burst damage (combo was removed), and should also lose it's ability to manipulate mana. Sounds like you should be head of the balancing dept.