Make it so the druid has no combo, but give it more ramp; similar to wolf run ramp in Magic The Gathering when the format was standard. One example/change would be to take out the deathrattle in aspirant and make it just so you get the battlecry.
You enjoy Armor up fiesta?You like 4 hard removals,2 hard board clears and infinite other removals just so you get slammed in the face with legendary after legendary after 30 min of losing?
You enjoy people slamming value minions out of a shit deck on curve,deck with no synergy or strategy that is clearly shit and losing just so they can full heal when you run out of steam?And they can't run out because TAP?
You like your best legendaries stolen and the not so good ones killed on sight?Gotta love the 6 board clears!
OH! Maybe playing for 20 minutes then getting smashed in the face by alex with nothing you can do to win anymore gives you a nice tingly feeling.
No thanks mate,the combo keeps the game balanced,and the fatigue games in check.
If you(in general) play those decks and cry for the counter to die off,i think you are "special",absolutely nothing on the ladder atm is cancer,everything can be tech-ed against or some other decks counter it.Patron is dead,only deck you couldn't counter is dead ,learn to tech.
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The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
FoN+SR Combo is a strong combo but can be countered. Make sure that you pressure the Druid so he has to play Swipe instead of Piloted Shredder, use combo to clear board or use Ancient of Lore to heal instead of drawing two cards. Clear his board whenever possible before it's turn 7. It's small things like that prevent Druid from using combo to kill you. In addition, learn what decks suit the current meta. If you are in a meta full of Druids and you choose to play Renolock, obviously you would lose most of the time because Renolock is generally on low health. Instead, play a deck that counters them such as Tempo Mage. Also, pay attention to the number of cards in his hand after turn 10. If he has 4 cards that he has been hoarding, put a taunt down to prevent double combo (22 Damage FoN+SR+Innervate+SR). Trust me, the combo can be countered and there are other things that need to be nerfed.
The combo is completely unfun to play against, and the recent influx of druid players really indicates to me that it is far too powerful. I find secret paladin more fun to play against than druids.
Same here. I totally hate Ramp Druids. People consider them like control decks but a face deck would control the board if the could almost OTK you on turn 9 (7 with Tharissan). If Blizzard is reading this, PLEASE NERF FoN SR!
I actually enjoy playing combo druid at times because I know what their plan is and so I set my game up to counter that. I feel like its fair to have combo...just tech your decks to counter that same as you would for any other class.
The combo is completely unfun to play against, and the recent influx of druid players really indicates to me that it is far too powerful. I find secret paladin more fun to play against than druids.
If you are facing a lot of Druids, just play a deck that counters them or tech some cards. Decks such as Patron Warrior and Tempo Mage counters Druid hard. Tech in a Loatheb if you see Druids. A well placed Lotheb on turn 8 or beyond when Druid has 5 cards in his hand can turn the situation in your favour.
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That was topdecked? Nah, it was because I let the Heart of the Cards guide me ;)
Annoy-o-Tron is a bit sheepish, but is quite ecstatic when around Jaina, Gul'dan, or Thrall.
Maybe you can pick up on some hints from the above, as the combo is easy to break, and there are certain decks that eat druid for breakfast. You gotta shift up your strategy to deal with druid if they are prevalent on ladder or you will lose. I mean, it's like complaining about the SMOrcing huntards, yet not techning to beat those morons.
Annoy-o-Tron is a bit sheepish, but is quite ecstatic when around Jaina, Gul'dan, or Thrall.
Maybe you can pick up on some hints from the above, as the combo is easy to break, and there are certain decks that eat druid for breakfast. You gotta shift up your strategy to deal with druid if they are prevalent on ladder or you will lose. I mean, it's like complaining about the SMOrcing huntards, yet not techning to beat those morons.
LOL.
Belcher get Keeper or swipe and whatever minion is left on board (Shredder/Shade/Claw - pick one).
Loatheb just pushes more minions to the board making the turn after even more dangerous.
Antique Healbot is the only alternative and it's a tempo loss the majority of the time. Something you don't want to lose to a Druid because of the dam 9 mana 14 min-damage combo.
The best antidote is Handlock (With 2 Sunfury's, 2 Argus, 2 Belchers, 2 Healbots, and 2 Shadowflames) and you have to pray the Druid doesn't get to fast a board. That way you have 2 or more taunts on the board after turn 6... Or play a no brains face deck and race to kill Druid before combo turn... Hmmm...
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Great art can never be created without great suffering.
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
Annoy-o-Tron is a bit sheepish, but is quite ecstatic when around Jaina, Gul'dan, or Thrall.
Maybe you can pick up on some hints from the above, as the combo is easy to break, and there are certain decks that eat druid for breakfast. You gotta shift up your strategy to deal with druid if they are prevalent on ladder or you will lose. I mean, it's like complaining about the SMOrcing huntards, yet not techning to beat those morons.
LOL.
Belcher get Keeper or swipe and whatever minion is left on board (Shredder/Shade/Claw - pick one).
Loatheb just pushes more minions to the board making the turn after even more dangerous.
Antique Healbot is the only alternative and it's a tempo loss the majority of the time. Something you don't want to lose to a Druid because of the dam 9 mana 14 min-damage combo.
The best antidote is Handlock (With 2 Sunfury's, 2 Argus, 2 Belchers, 2 Healbots, and 2 Shadowflames) and you have to pray the Druid doesn't get to fast a board. That way you have 2 or more taunts on the board after turn 6... Or play a no brains face deck and race to kill Druid before combo turn... Hmmm...
Lol Handlock is one of the worst antidotes for Druid. Handlock players are consistently on low health and even with the taunts and aoe, Druid can still go through. By the time Handlock plays Defender, too often Druid can Keeper or swipe the taunts and win with combo. The best antidotes for Druid are Tempo Mage or Patron Warrior. Druid naturally has an hard time against aggro/tempo decks so they will be forced to Swipe turn 4 instead of piloted shredder or use FoN to clear Board. In addition, Mage can also double Fireball face for 12 damage during the late game to win. Druid isn't favoured against Patron because Swipe doesn't clear the Patrons, and eventually everyone will get in here.
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That was topdecked? Nah, it was because I let the Heart of the Cards guide me ;)
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
It's because you can run two sets of druid combo, and the combo gains more power from having any minions on board. If mage could run 4 fireballs and every one of their minions had spell damage then they would be hated too. (obviously still not a direct comparison. It is just an example)
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
It's because you can run two sets of druid combo, and the combo gains more power from having any minions on board. If mage could run 4 fireballs and every one of their minions had spell damage then they would be hated too.
They can run 2 fireballs 2 frostbolts 2 flaming torches (that turn into 3mana fireballs) they can run pyoblast...
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
It's because you can run two sets of druid combo, and the combo gains more power from having any minions on board. If mage could run 4 fireballs and every one of their minions had spell damage then they would be hated too. (obviously still not a direct comparison. It is just an example)
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
It's because you can run two sets of druid combo, and the combo gains more power from having any minions on board. If mage could run 4 fireballs and every one of their minions had spell damage then they would be hated too. (obviously still not a direct comparison. It is just an example)
I'm not complaining about mage, neither about druid, and I think there is nothing wrong with them, but you are clearly forgetting about Archmage Antonidas...
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
It's because you can run two sets of druid combo, and the combo gains more power from having any minions on board. If mage could run 4 fireballs and every one of their minions had spell damage then they would be hated too. (obviously still not a direct comparison. It is just an example)
I'm not complaining about mage, neither about druid, and I think there is nothing wrong with them, but you are clearly forgetting about Archmage Antonidas...
For some situations the loss is deserved if you can't stop the combo (in this case, it's not letting Emperor Thaurissan see a second turn, which makes that infinite combo much harder to setup - which means not letting Archmage Antonidas see a second turn).
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
It's because you can run two sets of druid combo, and the combo gains more power from having any minions on board. If mage could run 4 fireballs and every one of their minions had spell damage then they would be hated too. (obviously still not a direct comparison. It is just an example)
I'm not complaining about mage, neither about druid, and I think there is nothing wrong with them, but you are clearly forgetting about Archmage Antonidas...
For some situations the loss is deserved if you can't stop the combo (in this case, it's not letting Emperor Thaurissan see a second turn, which makes that infinite combo much harder to setup - which means not letting Archmage Antonidas see a second turn).
Are you serious? WTF are you talking about? He said: "If mage could run 4 fireballs" (words in bold in the quote), and I replied to him that he is forgetting about Archmage Antonidas, since you can usually generate 2 or more with this card (plus the ones you are already running in your deck). WTF dude, shenanigans? Learn to read...
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
It's because you can run two sets of druid combo, and the combo gains more power from having any minions on board. If mage could run 4 fireballs and every one of their minions had spell damage then they would be hated too. (obviously still not a direct comparison. It is just an example)
I'm not complaining about mage, neither about druid, and I think there is nothing wrong with them, but you are clearly forgetting about Archmage Antonidas...
I didn't forget about him, I was just trying to put it in perspective. Of course there are ways to get more fireballs, and the flaming torches work just as well, but those require prior setup in game which makes it less reliable.
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
It's because you can run two sets of druid combo, and the combo gains more power from having any minions on board. If mage could run 4 fireballs and every one of their minions had spell damage then they would be hated too. (obviously still not a direct comparison. It is just an example)
I'm not complaining about mage, neither about druid, and I think there is nothing wrong with them, but you are clearly forgetting about Archmage Antonidas...
For some situations the loss is deserved if you can't stop the combo (in this case, it's not letting Emperor Thaurissan see a second turn, which makes that infinite combo much harder to setup - which means not letting Archmage Antonidas see a second turn).
Are you serious? WTF are you talking about? He said: "If mage could run 4 fireballs" (words in bold in the quote), and I replied to him that he is forgetting about Archmage Antonidas, since you can usually generate 2 or more with this card (plus the ones you are already running in your deck). WTF dude, shenanigans? Learn to read...
Why stop at only 4 when you can have infinite fireballs? =P
The real issue with the thread is that there are people complaining about the combo, yet they clearly aren't willing to play around it, as it's a signature play from druid and it's been something druids have been doing since basically Hearthstone started. It's like playing a control warrior, flooding the board, warrior playing Brawl, losing your board, then QQing that Brawl is OP.
Make it so the druid has no combo, but give it more ramp; similar to wolf run ramp in Magic The Gathering when the format was standard. One example/change would be to take out the deathrattle in aspirant and make it just so you get the battlecry.
Thoughts?
Why?
You enjoy Armor up fiesta?You like 4 hard removals,2 hard board clears and infinite other removals just so you get slammed in the face with legendary after legendary after 30 min of losing?
You enjoy people slamming value minions out of a shit deck on curve,deck with no synergy or strategy that is clearly shit and losing just so they can full heal when you run out of steam?And they can't run out because TAP?
You like your best legendaries stolen and the not so good ones killed on sight?Gotta love the 6 board clears!
OH! Maybe playing for 20 minutes then getting smashed in the face by alex with nothing you can do to win anymore gives you a nice tingly feeling.
No thanks mate,the combo keeps the game balanced,and the fatigue games in check.
If you(in general) play those decks and cry for the counter to die off,i think you are "special",absolutely nothing on the ladder atm is cancer,everything can be tech-ed against or some other decks counter it.Patron is dead,only deck you couldn't counter is dead ,learn to tech.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
FoN+SR Combo is a strong combo but can be countered. Make sure that you pressure the Druid so he has to play Swipe instead of Piloted Shredder, use combo to clear board or use Ancient of Lore to heal instead of drawing two cards. Clear his board whenever possible before it's turn 7. It's small things like that prevent Druid from using combo to kill you. In addition, learn what decks suit the current meta. If you are in a meta full of Druids and you choose to play Renolock, obviously you would lose most of the time because Renolock is generally on low health. Instead, play a deck that counters them such as Tempo Mage. Also, pay attention to the number of cards in his hand after turn 10. If he has 4 cards that he has been hoarding, put a taunt down to prevent double combo (22 Damage FoN+SR+Innervate+SR). Trust me, the combo can be countered and there are other things that need to be nerfed.
That was topdecked? Nah, it was because I let the Heart of the Cards guide me ;)
The combo is completely unfun to play against, and the recent influx of druid players really indicates to me that it is far too powerful. I find secret paladin more fun to play against than druids.
Same here. I totally hate Ramp Druids. People consider them like control decks but a face deck would control the board if the could almost OTK you on turn 9 (7 with Tharissan). If Blizzard is reading this, PLEASE NERF FoN SR!
I actually enjoy playing combo druid at times because I know what their plan is and so I set my game up to counter that. I feel like its fair to have combo...just tech your decks to counter that same as you would for any other class.
That was topdecked? Nah, it was because I let the Heart of the Cards guide me ;)
Sludge Belcher says "hi!" to the combo. So does Loatheb and Antique Healbot.
Annoy-o-Tron is a bit sheepish, but is quite ecstatic when around Jaina, Gul'dan, or Thrall.
Maybe you can pick up on some hints from the above, as the combo is easy to break, and there are certain decks that eat druid for breakfast. You gotta shift up your strategy to deal with druid if they are prevalent on ladder or you will lose. I mean, it's like complaining about the SMOrcing huntards, yet not techning to beat those morons.
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Great art can never be created without great suffering.
literally crying over the one single thing druid is good at.
I'm confused how combo bugs people but a mage playing fireball x2 does not. On an empty board that is. I mean, you can't even block that shit unless you happen to use Loatheb.
That was topdecked? Nah, it was because I let the Heart of the Cards guide me ;)
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