After watching Kripp's video https://www.youtube.com/watch?v=Nb1yrytgei8 yesterday, I came up with some ideas for those card nerfs/buffs in the upcoming standard mode. I'm not a legend player or anything, so I'm sure many of you can find much better solutions. What I tried to do was to get a little bit creative and change cards to make them either a bit more playable in my opinion or bring them down from mandatory to very good (or whereever I felt the card was powerful but boring (non-interactive).
Comments: Totemic Might is now a catch-up card. Basically, you get 5/7 in stats for 4 mana plus totem benefits and totem synergy, split up in 4 easily removed targets.
Warsong Commander is now a combination of the previous and current effect. 4/3 patrons? Why not.
For Nozdormu I imaged late-game pressure. If you don't end your turn by clicking the button, Nozdormu heals to full. In return, I can attack something and then let my turn run out to heal him to full.
Keeper of the Grove's "Root" is basically just Freeze with another animation.
Savage Roar is now 4 mana and gives all your minions your hero's attack, but permanently. That way, the old combo is only possible with Force + Innervate + Claw + Savage (unless you Thaurissan, but it's less reliable now). Maybe that is too little, maybe it's still to strong. What do you think?
Why would you nerf all of this card ? Except for Savage roar who is gonna be nerfed for sure.
You can't nerf bgh, because you gonna see a lot of deck with big minion and buffs and then you got nothing to remove those "big buffed minions". Just try to imagine how look the meta without him : just a mess.
As everbody was saying, nice ideas, but srsly broken as hell - especially BGH - although i really like the concept behind the far sight "buff", giving shamans the ability to really play with their overload mechanic and not get completely shut out by it. I like your spin on the card cost reduction by overloaded mana crystals, got me inspired on a quick shot on something like this
I feel like the nerf to Savage Roar is more than enough to bring druid into a healthy state. Nerfing Keeper of the Grove and Ancient of Lore as well seems like massive overkill. Sure, they are both borderline overpowered, but every class needs their OP cards in order to stay relevant.
Thanks for the feedback :) I must admit that I made this post mostly based on gut feelings and have since learned a bit more about card balance. Obviously you are correct that Big Game Hunter is actually buffed in my version. Maybe he should just be a (3) 4/2 and deal 4 damage to a minion with 7 or more attack. Similar to Bomb Lobber, but targeted, but limited to 7-attack minions. With Nozdormu, the idea was that he would return to being an 8/8 if the player runs out of time. So if he was damaged, he heals. If he was Uldaman'ed he gets his initial stats back and so on.
Good suggestion for Ancient of Lore. I still like the idea of controlled card draw, similar to Discover. I hope Blizzard implements a few of those (for example: Draw a legendary card from your deck)
In the future I shall spend more time thinking about balance and comparing it to existing cards before posting.
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After watching Kripp's video https://www.youtube.com/watch?v=Nb1yrytgei8 yesterday, I came up with some ideas for those card nerfs/buffs in the upcoming standard mode. I'm not a legend player or anything, so I'm sure many of you can find much better solutions. What I tried to do was to get a little bit creative and change cards to make them either a bit more playable in my opinion or bring them down from mandatory to very good (or whereever I felt the card was powerful but boring (non-interactive).
Comments:
Totemic Might is now a catch-up card. Basically, you get 5/7 in stats for 4 mana plus totem benefits and totem synergy, split up in 4 easily removed targets.
Warsong Commander is now a combination of the previous and current effect. 4/3 patrons? Why not.
For Nozdormu I imaged late-game pressure. If you don't end your turn by clicking the button, Nozdormu heals to full. In return, I can attack something and then let my turn run out to heal him to full.
Keeper of the Grove's "Root" is basically just Freeze with another animation.
Savage Roar is now 4 mana and gives all your minions your hero's attack, but permanently. That way, the old combo is only possible with Force + Innervate + Claw + Savage (unless you Thaurissan, but it's less reliable now). Maybe that is too little, maybe it's still to strong. What do you think?
So many good suggestions to keep up and endless cycle of grind for whatever new powerhouse is released.
Some nice ideas but your BGH suggestion makes it completely BROKEN.
" Deal 4 damage to a minion or 8 to a big minion" for 3 mana ???
Why would you nerf all of this card ? Except for Savage roar who is gonna be nerfed for sure.
You can't nerf bgh, because you gonna see a lot of deck with big minion and buffs and then you got nothing to remove those "big buffed minions". Just try to imagine how look the meta without him : just a mess.
I agree with most of the nerf, sadly Blizzard wont buff anything.
But why has the Zombie Chow in his video the Classic watermark?
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My battle tag is Fely#.... Can you find all the digits after the #. They're hidden amongst my profile, it's like an easter egg hunt.
<3.14159265359 you!
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As everbody was saying, nice ideas, but srsly broken as hell - especially BGH - although i really like the concept behind the far sight "buff", giving shamans the ability to really play with their overload mechanic and not get completely shut out by it. I like your spin on the card cost reduction by overloaded mana crystals, got me inspired on a quick shot on something like this
Deathwing
BGH and Molten Giant are buff. In almost all the situations now would be better.
I feel like the nerf to Savage Roar is more than enough to bring druid into a healthy state. Nerfing Keeper of the Grove and Ancient of Lore as well seems like massive overkill. Sure, they are both borderline overpowered, but every class needs their OP cards in order to stay relevant.
Wow. great job! It must have been quite time-consuming to make all of it (cards + post).
Here are my thoughts:
Buffs
Nerfs
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Thanks for the feedback :)
I must admit that I made this post mostly based on gut feelings and have since learned a bit more about card balance. Obviously you are correct that Big Game Hunter is actually buffed in my version. Maybe he should just be a (3) 4/2 and deal 4 damage to a minion with 7 or more attack. Similar to Bomb Lobber, but targeted, but limited to 7-attack minions.
With Nozdormu, the idea was that he would return to being an 8/8 if the player runs out of time. So if he was damaged, he heals. If he was Uldaman'ed he gets his initial stats back and so on.
Good suggestion for Ancient of Lore. I still like the idea of controlled card draw, similar to Discover. I hope Blizzard implements a few of those (for example: Draw a legendary card from your deck)
In the future I shall spend more time thinking about balance and comparing it to existing cards before posting.