It will still probably be strong just not broken. You spend your first turns developing minions and then you buff them, and you have living mana/hydra as backup plans.
Good. My only complaint is that they simply crippled the druid class instead of putting a bullet in its head. Aggro druid was a good start... now let's see if this nerf slows down jades at all.
Hmm... began reading this thread hoping for a discussion about how aggro druid decks would change, post-nerf.
Have a feeling I came to the wrong place, though. Is anyone interested to talk about that here? Or, I might start a new thread... don't want to hijack anybody's conversation.
Who needs this shit anyway? Innervating a fledgling was always one of the most annoying shit you can lose the whole game to. So much skill, so much planning. Innervate-corsair-buff-buff-buff-living mana-savage roar. Glad it got destroyed.
Because no Turn 1 Vicious Fledgeling? Aggro Druid will still be strong. Tier 2 at least.
No turn 1 VF, no turn 2 or 3 Hydra, no Savage roar after a turn 5 living mana. No fire fly, flame elemental, bloodsail corsair, patches innervatr power of the wild. Every game winning play people hedged their bets on just got slaughtered. This is alot more than just a loss of turn 1 VF.
there were some pretty good aggro druids pre-kft that didn't run Innervate...
I would like to see them then because I sure as hell don't remember them and if I don't remember them it's probably because they were niche decks that never impacted the meta like current aggro druid. Sure, beast druid was aggressive druid before Ungoro, but even it ran innervates. So what are you talking about? A list would be nice.
If we give up Innervate completely, the wiggle room increases to 5 slots, possibly allowing for some novelty. Read somewhere that some people think about adding 2 more minions, but maybe a couple spells could be considered, too. Like, don't know, Mark of the Wild? Possibly adding that guy who gives +2/+2 to taunts to the mix?
Or, we could accept the loss of power in Innervate but decide to run it anyway. Perhaps it could still be useful, although to a lesser extent, and could allow for some combo like Living Mana+ Innervate+Mark of the Lotus.
Seems to me we're far from an obvious optimal solution yet...
And I've seen many lists (including my own) starting to use cards like Saronite Chain Gang not to run out of options heading into the midgame. It synergizes well with buff cards, savage roar and protects your damaged minions just as well as Crypt lord does, with the added benefit that single target removal doesn't circumvent it entirely. Been considering to put in Shellshifters after the innervate nerf hits, because if you're close to losing the board and you're in a position where you can toss a Mark of Yshaarj to hit the face for 7 on the following turn that could be enough to close out a game. It's possible that the deck will develop into a more midranged style deck.. but only if it's still fast enough to outrace combo decks.
Good thinking! And if the archetype does develop into more midrange-y decks, perhaps good ol' Druid of the Claw, too?
It's for the best. Losing on turn one should never be a thing in any game. The fact that blizzard left it alone as long as they did is mindblowing. How can a dev be so incompetent as to think that is a fun experience for anyone?
Well good riddance.I hate smorc druids ten times more than raza priest and jade druids.Bullsh*t openers won them the game on the spot while they spammed like imbeciles(yeah not you just the other 99%,you are tottaly innocent :P).Be grateful for the underserving wins got. >:D
Yes, let's all hate aggro decks/players for playing aggressively!
But don't stop there: let's also hate control decks/players for playing in a control-lish way! Dropping those big cards in late game, how dare they?
What about those midrange guys, curving out so dreadfully? They sure deserve some hate, too!
Also save some hate for combo, tempo and all the rest.
But above all, never, ever entertain the thought that all this hate comes from us, so it's within us that there might be a problem.
Aggro druid isn't even that good now, it's just a highroll deck that just wins the game when it has an insane starting hand, but suffers from inconsistency more than any other aggro deck. After Innervate gets nerfed, I doubt the deck will see much play, if at all.
And I've seen many lists (including my own) starting to use cards like Saronite Chain Gang not to run out of options heading into the midgame. It synergizes well with buff cards, savage roar and protects your damaged minions just as well as Crypt lord does, with the added benefit that single target removal doesn't circumvent it entirely. Been considering to put in Shellshifters after the innervate nerf hits, because if you're close to losing the board and you're in a position where you can toss a Mark of Yshaarj to hit the face for 7 on the following turn that could be enough to close out a game. It's possible that the deck will develop into a more midranged style deck.. but only if it's still fast enough to outrace combo decks.
Good thinking! And if the archetype does develop into more midrange-y decks, perhaps good ol' Druid of the Claw, too?
Don't you think that if it comes to this midrange-y deck, it is just not worth it, considering you could use the Jade package?
Looks like Blizzard managed to single handedly kill the aggro druid archetype with the proposed innervate nerf. Discuss.
What's to discuss?
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Because no Turn 1 Vicious Fledgeling? Aggro Druid will still be strong. Tier 2 at least.
It will still probably be strong just not broken. You spend your first turns developing minions and then you buff them, and you have living mana/hydra as backup plans.
Fuck cubelock
Good. My only complaint is that they simply crippled the druid class instead of putting a bullet in its head. Aggro druid was a good start... now let's see if this nerf slows down jades at all.
It's just not the bird.. lot of combo loss for e.g. turn 1 raven+ innervate+ mark = win, against priests..
Hmm... began reading this thread hoping for a discussion about how aggro druid decks would change, post-nerf.
Have a feeling I came to the wrong place, though. Is anyone interested to talk about that here? Or, I might start a new thread... don't want to hijack anybody's conversation.
there were some pretty good aggro druids pre-kft that didn't run Innervate...
Who needs this shit anyway? Innervating a fledgling was always one of the most annoying shit you can lose the whole game to. So much skill, so much planning. Innervate-corsair-buff-buff-buff-living mana-savage roar. Glad it got destroyed.
It will still be low tier 2 deck, maybe tier 3. Probably still better than hunter.
Golden Hero Collections thus far; -
Europe: Druid, Hunter, Paladin, Mage, Priest, Rogue, Shaman, Warlock, Warrior (9/9)
Americas: Druid, Mage, Paladin Shaman (4/9)
Everywhere else: Workin on it.. (0/9)
It's for the best. Losing on turn one should never be a thing in any game. The fact that blizzard left it alone as long as they did is mindblowing. How can a dev be so incompetent as to think that is a fun experience for anyone?
Aggro druid isn't even that good now, it's just a highroll deck that just wins the game when it has an insane starting hand, but suffers from inconsistency more than any other aggro deck. After Innervate gets nerfed, I doubt the deck will see much play, if at all.
Sorry, I don't understand your bubling.