So having played as and against druid quite a bit I have been a fan of the class as probably the most well rounded. The choice mechanic is powerful and seems to be costed quite well. The only problem I have at all is the FoN+SR combo. Without a taunt down it's an unblock-able 14 point 2 card combo for 8 mana. Off the top of my head it's the most powerful 2 card combo in the game right now (feel free to correct me on that). It's gotten to the point where I think it should be nerfed because of the huge nearly unstoppable damage it can do from an empty board.
However I feel each individual card is quite well costed and well balanced in it's own right. I see no way to stop the combo without ruining one of the cards. So I was curious how others felt about it. Do you think it's balanced and if not do you think there is a way to balance it without destroying each individual card?
100th topic on this issue. It's a powerfull combo, but look at mage who can deal 10 damage with a single card... Just stay above 14 health and he either has 2 dead cards in his hands or you force him to use it as removal. If you can't consistently keep yourself above at least 10 health or have a taunt up ur f*cked anyway, since any hunter or mage would take a nice shit on you as well in that situation.
Edit: I do actually hate getting combo'ed down as well so yeah I understand your issue
My only issue with that number is 14 life is nearly half your life. Comparing it to a Pyroblast shows it's stronger since it's 2 mana less, 4 more damage, and each individual card is not dead in your hand. Both can be popped by themselves for potential game winning burst or to reclaim board control. Pyro also doesn't have synergy with many decks and will be a dead card for all but pretty much control builds. Mages also don't have access to tools like Innervate to speed along the burst. It does have the advantage of being able to go over taunts completely.
Its really good, Savage Roar is really the stronger of the two cards. I finish a lot of games more with that than the full combo, but it can really ruin you. Were I to try and nerf it I'd simply make Roar target minions rather than all characters. But I think at the moment it doesn't need a nerf, you just have to know when you play druid, that 14 life on turn 9 is very vulnerable if you have no taunts.
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FoN SR is 9 mana but yes it does seem like a powerful combo still. I think one change to FoN could be summon 2 3/3s instead of 3 2/2s. It would only deal 12 dmg then and the attack distribution may make it weaker against certain taunts. But I fear this would make FoN unplayable by itself. Currently I think the combo is fine. There are several ways to play around the combo. You can dodge it with Loatheb for a turn (which is pretty huge), with Ice Block, and with cheap taunts like Annoy-o-Tron. Explosive Trap also works if the druid has no minions on the board. Antique Healbot can sometimes provide enough life to get out of range of the combo. Hope this helps.
I think that while the combo does make you roll your eyes when your opponent pulls it off, it's not broken (otherwise you'd see a lot more Druid).
Every good deck in constructed has a way to 'cheat' - force/roar for Druid, cheap giants for Handlock, wild growth/innervate for ramp Druid, shrinkmeister/cabal shadow priest for Priest etc etc.
Luckily, most of the broken stuff in this game has been fixed (the uninteractive miracle rogue and buzzard/unleash combo of the past).
hunters have 8mana 2card 12dmg combo with double kill command+hero power, that completely bypasses taunts, with the little requirement of having a beast. nobody thinks that needs to be nerfed
The odds of drawing a 2 of one card are a lot worse than getting a combo from 2 different cards if you run doubles of both. That being said there are lots of druid decks that run the combo but not copies of both components.
savage roar is the god card. id actually like to see savage roar get a slight nerf and savagery/bite and claw get more powerful. those 3 cards are basically non factors because savage roar does it all.
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So having played as and against druid quite a bit I have been a fan of the class as probably the most well rounded. The choice mechanic is powerful and seems to be costed quite well. The only problem I have at all is the FoN+SR combo. Without a taunt down it's an unblock-able 14 point 2 card combo for 8 mana. Off the top of my head it's the most powerful 2 card combo in the game right now (feel free to correct me on that). It's gotten to the point where I think it should be nerfed because of the huge nearly unstoppable damage it can do from an empty board.
However I feel each individual card is quite well costed and well balanced in it's own right. I see no way to stop the combo without ruining one of the cards. So I was curious how others felt about it. Do you think it's balanced and if not do you think there is a way to balance it without destroying each individual card?
100th topic on this issue. It's a powerfull combo, but look at mage who can deal 10 damage with a single card... Just stay above 14 health and he either has 2 dead cards in his hands or you force him to use it as removal. If you can't consistently keep yourself above at least 10 health or have a taunt up ur f*cked anyway, since any hunter or mage would take a nice shit on you as well in that situation.
Edit: I do actually hate getting combo'ed down as well so yeah I understand your issue
My only issue with that number is 14 life is nearly half your life. Comparing it to a Pyroblast shows it's stronger since it's 2 mana less, 4 more damage, and each individual card is not dead in your hand. Both can be popped by themselves for potential game winning burst or to reclaim board control. Pyro also doesn't have synergy with many decks and will be a dead card for all but pretty much control builds. Mages also don't have access to tools like Innervate to speed along the burst. It does have the advantage of being able to go over taunts completely.
Its a 9 mana combo by the way.
Its really good, Savage Roar is really the stronger of the two cards. I finish a lot of games more with that than the full combo, but it can really ruin you. Were I to try and nerf it I'd simply make Roar target minions rather than all characters. But I think at the moment it doesn't need a nerf, you just have to know when you play druid, that 14 life on turn 9 is very vulnerable if you have no taunts.
Check out my gaming blog: Downy Owlbear Designs and download free P&P games.
Or argue with me about games on Qallout, the video debate site.
FoN SR is 9 mana but yes it does seem like a powerful combo still. I think one change to FoN could be summon 2 3/3s instead of 3 2/2s. It would only deal 12 dmg then and the attack distribution may make it weaker against certain taunts. But I fear this would make FoN unplayable by itself. Currently I think the combo is fine. There are several ways to play around the combo. You can dodge it with Loatheb for a turn (which is pretty huge), with Ice Block, and with cheap taunts like Annoy-o-Tron. Explosive Trap also works if the druid has no minions on the board. Antique Healbot can sometimes provide enough life to get out of range of the combo. Hope this helps.
I think that while the combo does make you roll your eyes when your opponent pulls it off, it's not broken (otherwise you'd see a lot more Druid).
Every good deck in constructed has a way to 'cheat' - force/roar for Druid, cheap giants for Handlock, wild growth/innervate for ramp Druid, shrinkmeister/cabal shadow priest for Priest etc etc.
Luckily, most of the broken stuff in this game has been fixed (the uninteractive miracle rogue and buzzard/unleash combo of the past).
The odds of drawing a 2 of one card are a lot worse than getting a combo from 2 different cards if you run doubles of both. That being said there are lots of druid decks that run the combo but not copies of both components.
If this combo was broken and OP, you would see Druids everywhere on Ladder. It's really not that bad.
Unbowed. Unbent. Unbroken.
savage roar is the god card. id actually like to see savage roar get a slight nerf and savagery/bite and claw get more powerful. those 3 cards are basically non factors because savage roar does it all.