It's very hard to just buff priests outright, because they are insanely good versus control decks. This is, sadly, somewhat irrelevant since almost the entire meta is about snowballing from turn 1, something priests fights very badly in standard.
If you buff them in the other direction, you'll need to remove some of that potential versus control.
I think giving them back what they lost with Standard mode. Lightbomb was key for minion based decks and Zobmie, Deathlord, Velen's Chosen for aggro decks. With all of this stuff priest never had #1 deck so i think this wouldn't be problem.
With a lot of single target priests is good against control decks. But it's hearthstone meta was never slow.
We need spells that heal for the amount of damage done and spells that heal for each enemy killed. AoE does not work because its too late or board is instantly refilled or there are multiple ways to deal 10+ damage on an empty board as early as turn 6. Heal does not work, at all.
How does this buff priests? Reno decks are not a problem for priest, as they are usually control which is priests strongest matchup
It buffs it by giving it a workable legendary that every other Agro deck isn't playing. Reno decks are an issue because it allows an Agro deck to be more reckless knowing they have a full heal backing them up. Much like a warrior with 50 armor acts far differently to threats.
1. ??? 2. With the priest ability to turn healing into damage a card like forbidden healing would be too powerful. Imagine a turn 10 that cast Embrace the Shadow and then nuking face for 16.
One of the Priest Class' weaknesses is its hero power. Or rather, the fact that the hero power, especially early in game, doesn't actually achieve anything. How many times has a Priest with nothing else to do heals himself when he's already at 30 Health, or on occasion, heals his opponent when they're at 30 Health. The hero power needs to do something even on these occasions. How about when healing himself while at maximum Health, then maximum Health increases by 1? And the same for a fully healed minion? Not exactly earth shattering but it would be a step in the right direction. And it would fit with the ability of certain spells and minion abilities already in the Priest toolbox.
Thank you for ideas! All Shadowform supporters; “1 mana, 2/3 charge, can't attack hero” (by Lighi87); nice cards in #16 (by Palaswe). In my opinion - Reno Jackson is not a point. Dark Cultist, Lightbomb and Deathlord were amasing cards! We need smth like this (exactly these cards barely come back).
And, yes, if they dont give us independent card draw - give us good taunt to protect Cleric!
Priest needs more early-game minions with high health to make a threat against Aggro decks but not a big deal against Control/Midrange decks, like these: (notice that class cards should be stronger than neutral cards)
- Common 2 mana 2/4 minion: Taunt
- Common 2 mana 3/4 minion: Battlecry: heal your opponent for 5 health
- Rare 3 mana 1/3 minion: gain +1/+1 for every time you heal a character
- Rare 4 mana 3/2 minion: reduce every opponent's minions' attack by 1 and gain that many for +1 health
- Epic 3 mana 1/4 minion: Taunt with gain +1 health for every time it takes damage
- Legendary 5 mana 4/6 minion: Your minions lose their attack stat (can't be lower than 1) instead of health while taking damage
Maybe some spells that interact with opponent's early-game minions and play with the attack/health factor instead of buffing your own minions or stealing or AoE removals, like:
- Rare 3 mana: Reduce all enemy's minions' attack by 2
- Common 2 mana: Heal a character by 2 health, if it is still damaged, summon a 2/3 minion (similar to Blood to Ichor by Warrior)
- Rare 4 mana: Your spells double the healing effects this turn
- Epic 4 mana: All enemy's minions have 1 health this turn
It's very hard to just buff priests outright, because they are insanely good versus control decks.
Versus what control decks is priest insanely good exactly? It is weak both vs CW and vs Renolock (Renolock is one of if not the worst matchup for Priest).
Control priest is insanely good versus CW, you should win most of those very easily - if not, you are doing something very wrong.
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Hi everybody, priest players and creative guys!
Many people argee that Priest class nowdays is weak. Tournaments and laddering confirm this idea. (If you disagree - pls dont read further).
So imagine youself as a developer who wants to buff priest and can do anything. What will you do? What cards will you create?
May be just reduce mana cost of some cards? (Shadowform, Tentakle (+2/+6), Embrase the shadow, Thought steal, etc)
May be give decent class draw from your own deck?
May be give weapon that will not attack but give some benefits?
So you are a developer! Start creating!
It's very hard to just buff priests outright, because they are insanely good versus control decks. This is, sadly, somewhat irrelevant since almost the entire meta is about snowballing from turn 1, something priests fights very badly in standard.
If you buff them in the other direction, you'll need to remove some of that potential versus control.
I think giving them back what they lost with Standard mode. Lightbomb was key for minion based decks and Zobmie, Deathlord, Velen's Chosen for aggro decks. With all of this stuff priest never had #1 deck so i think this wouldn't be problem.
With a lot of single target priests is good against control decks. But it's hearthstone meta was never slow.
The man who got 4 The Boogeymonster from packs and thinks about playing Yogg-Saron, Hope's End decks.
Sal_Bre and Toymachine, thank you guys, I love your ideas! Shadowform must be supported.
Piterik, yep, that will be good for all (but smb should keep in check freeze and miracle).
For priest haters - ok, lets exchange cabal shadow priest and entomb for better cards. No problem)
Go on, generate buff ideas!
More shadowform related cards, less stealing.
Lightning Helix
We need spells that heal for the amount of damage done and spells that heal for each enemy killed. AoE does not work because its too late or board is instantly refilled or there are multiple ways to deal 10+ damage on an empty board as early as turn 6. Heal does not work, at all.
Make Hallazeal a Priest Legendary.
1. Create cards that can be an early threat 1-3 range
2. Create a defense that can prohibit cards simply going face.
3. Midrange threats
4. Synergistic cards that can provide healing as well.
1. Make Reno a Priest only Legendary.
2. Give Priests a card like Forbidden Healing.
2. With the priest ability to turn healing into damage a card like forbidden healing would be too powerful. Imagine a turn 10 that cast Embrace the Shadow and then nuking face for 16.
One of the Priest Class' weaknesses is its hero power. Or rather, the fact that the hero power, especially early in game, doesn't actually achieve anything. How many times has a Priest with nothing else to do heals himself when he's already at 30 Health, or on occasion, heals his opponent when they're at 30 Health. The hero power needs to do something even on these occasions. How about when healing himself while at maximum Health, then maximum Health increases by 1? And the same for a fully healed minion? Not exactly earth shattering but it would be a step in the right direction. And it would fit with the ability of certain spells and minion abilities already in the Priest toolbox.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
Priest absolutely blew before these. That they struggle after losing them should not surprise anybody...
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Thank you for ideas!
All Shadowform supporters; “1 mana, 2/3 charge, can't attack hero” (by Lighi87); nice cards in #16 (by Palaswe).
In my opinion - Reno Jackson is not a point.
Dark Cultist, Lightbomb and Deathlord were amasing cards! We need smth like this (exactly these cards barely come back).
And, yes, if they dont give us independent card draw - give us good taunt to protect Cleric!
Priest needs more early-game minions with high health to make a threat against Aggro decks but not a big deal against Control/Midrange decks, like these: (notice that class cards should be stronger than neutral cards)
- Common 2 mana 2/4 minion: Taunt
- Common 2 mana 3/4 minion: Battlecry: heal your opponent for 5 health
- Rare 3 mana 1/3 minion: gain +1/+1 for every time you heal a character
- Rare 4 mana 3/2 minion: reduce every opponent's minions' attack by 1 and gain that many for +1 health
- Epic 3 mana 1/4 minion: Taunt with gain +1 health for every time it takes damage
- Legendary 5 mana 4/6 minion: Your minions lose their attack stat (can't be lower than 1) instead of health while taking damage
Maybe some spells that interact with opponent's early-game minions and play with the attack/health factor instead of buffing your own minions or stealing or AoE removals, like:
- Rare 3 mana: Reduce all enemy's minions' attack by 2
- Common 2 mana: Heal a character by 2 health, if it is still damaged, summon a 2/3 minion (similar to Blood to Ichor by Warrior)
- Rare 4 mana: Your spells double the healing effects this turn
- Epic 4 mana: All enemy's minions have 1 health this turn
2 mana 1/4 taunt??
That card already exist... Twilight Geomancer
Too bad Deathlord, Velen's Chosen, Light of the Naaru, Lightbomb left the Standard.
From experience with tempo heal priest, that might be enough to help the early game.
"Infinite" doen't mean "big" - it can be small and have no end.
1) a 2/1 for 3 mana that gains +0/2 for each enemy minion in play.
2) a 4 mana spell that gives all minions -2/-1
3) a 1 mana 1/2 that gives an enemy minion -2/0