Survival of the fittest nerf to only affect deck and hand (no board)
Fixed.
Guardian can be 7 if the beast drawing card cost be adjusted to 6 manas and can't be fetched by Guardian, the problem is the free hand refill druid get after spend all the cards cheating mana.
Survival is ok, the problem is druid be able to ramp too fast, the 4 manas spell get 2 crystal should be nerfed and turn into one of options of old 5 manas Nourish.
Paladin is easy to fix, turn the insane 2 manas "1/1" become 11/13 to 4 manas and problem solved.
Make Lightning Bloom refresh two Mana Crystals. That's it, no more Kael'thas on turn 3. With this nerf, the Overload could be reduced to (1) I guess, not quite sure tho.
As annoying and uninteractive Druid is I have yet to come across a deck so laughably monstrous as Libram Paladin. I wasn't expecting it to be the bee's knees but boy howdy it is.
Druid - Bloom should remain as is (shaman should enjoy this) so maybe innervate hof, overgrowth to 5, guardians no rush / cost 8, kael to 4th spell
Paladin - Aldor back to 2, librams up to 1 cost, 1/1 upgrader to cost 4, alura to 5, the +8/+8 - can't attack this turn anything
Rogue - passage to 4 cards (and as always, though unrelated - Shadowstep hof)
Priest - Illucia to 3, wave of apathy to 2 (no use in pally)
Warrior - skipper 1/2, rattlegore to 7/7.
Dual - barov to 4 cost as 4/2 (like altrius)
Neutral - gotta say mini Jeeves (voracious reader) is actually ok so far.
Shaman - rework classic/basic OL cards, pronto.
Pally finally does what pally should do.. Buff! Not having second aoe than consacration matter a bit less now.And the 2 mana guy cost is the only thing that can be ok in your post.u exagerate a lot
I don't think Libram Paladin is overpowered. I just hate turn 4 3/6 + 8/8 taunt divine shield. I hate that they keep printing highroll cards like this. On turn 5 it has more competition with other cards to be played, so it will feel a bit less degenerate. Except for that I think the deck is fine. It's strong, but face, combo and control decks can beat it pretty well. Also, they were bottom tier last meta, so let them shine a little.
Druid feels like it's cheating you out of the game sometimes, which I think is very unhealthy. I'd like to make Kael'thas more of a card that gives you a big payoff if it survives rather than to ramp towards it to cheat out the game, so increasing his mana cost and his stats seems fine to me. It used to be 6 mana 4/7, so let's make it 8 mana 6/9. Overgrowth is a card that has been bothering me for a while and now with turn 1 Nature Studies into turn 3 Overgrowth I've had it. This cards ramps so hard and they can get it so early, it needs to be delayed a bit so other decks can build a board while they ramp.
Face rogue is just dirty with the Secret Passageways, I played it yesterday with 80% winrate facing mostly Libram Paladin and Guardian Druid from diamond5 to diamond2. You're consistently killing your opponent on turn 6 or 7, even when they play taunts and removal. Getting less options from Secret Passageway feels like a better nerf then increasing the cost because usually the cards you want only cost 1 or 2 anyway.
I don't mind them collecting more data before they decide to nerf anything, but these are the cards that make me feel frustrated to play against. Gibberling Druid can also be frustrating, (they can get lethal on turn 3-5 if you don't have any early board removal) but I'd like more data on that before nerfing anything. It's also a high risk, high reward deck, but I'd monitor it in the future.
Nerfs could mean shaman can come back, more hunter/dh is at least less highrolls and mana cheats, rogue right now beats them both (that 1 card from passage won't make the difference), tempo priest kills them also and control priest can go back to its place in tier 3, and Anyway there'd be 2nd nerf wave. Besides, gotta start somewhere.
When pally became a mana cheating class, druid is highrolling crazy, then those gotta change, but you can't leave other cards as are when it's obvious they'd break the meta otherwise. Also, they probably would nerf mage apprentice as well.
Apart from changing Kael'Thas to "Make every 3rd spell cost (1)" or "3rd spell this turn costs (0)", I don't think meta needs any adjustment, for now at least.
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Guardian animals nerf to 8 mana
Survival of the fittest nerf to only affect deck and hand (no board)
Fixed.
Now you have to fix paladin aswell.
Guardian can be 7 if the beast drawing card cost be adjusted to 6 manas and can't be fetched by Guardian, the problem is the free hand refill druid get after spend all the cards cheating mana.
Survival is ok, the problem is druid be able to ramp too fast, the 4 manas spell get 2 crystal should be nerfed and turn into one of options of old 5 manas Nourish.
Paladin is easy to fix, turn the insane 2 manas "1/1" become 11/13 to 4 manas and problem solved.
Make Lightning Bloom refresh two Mana Crystals. That's it, no more Kael'thas on turn 3. With this nerf, the Overload could be reduced to (1) I guess, not quite sure tho.
No don’t touch lightning bloom or you’ll destroy the only viable shaman archetype. Just remember it’s not a Druid only card
let's just see what actiblizz's expertise on the topic comes up with
*laughing histerically*
As annoying and uninteractive Druid is I have yet to come across a deck so laughably monstrous as Libram Paladin. I wasn't expecting it to be the bee's knees but boy howdy it is.
Gotta hit druid exclusive stuff and that nerf kinda kills survival of the fittest a bit too much.
I think Paladin will more likely get hit by the nerf bat than Druid.
Going by HS replay in Legend, Paladin is tier 1 while Guardian Druid is only middle of the pack tier 2 deck.
Druid is still broken due to his highrolls. Several broken cards all need nerfs, even Zephrys!
blad druid need a nerf the class is bare sik right now
I disagree its Lightning Bloom the main problem as well as Kael'thas Sunstrider
I repeat Lightning Bloom is also a shaman card and shaman needs it badly. So you can’t nerf it
My ideas -
Druid - Bloom should remain as is (shaman should enjoy this) so maybe innervate hof, overgrowth to 5, guardians no rush / cost 8, kael to 4th spell
Paladin - Aldor back to 2, librams up to 1 cost, 1/1 upgrader to cost 4, alura to 5, the +8/+8 - can't attack this turn anything
Rogue - passage to 4 cards (and as always, though unrelated - Shadowstep hof)
Priest - Illucia to 3, wave of apathy to 2 (no use in pally)
Warrior - skipper 1/2, rattlegore to 7/7.
Dual - barov to 4 cost as 4/2 (like altrius)
Neutral - gotta say mini Jeeves (voracious reader) is actually ok so far.
Shaman - rework classic/basic OL cards, pronto.
You basically killed everything in one post haha.this makes face hunter/tempo dh meta again.no thanks!
Druids lightning bloom is the problem and that cannot be fixed no more.. like.. never.two basic druid ramp cards had to die for this.
Pally finally does what pally should do.. Buff! Not having second aoe than consacration matter a bit less now.And the 2 mana guy cost is the only thing that can be ok in your post.u exagerate a lot
My feelings for now:
Guardian Animals no longer gives rush.
Overgrowth to 5.
Kael'thas to 8 mana 6/9
Secret Passageway only gives 3 cards.
Voracious Reader to 3 mana.
High Abess Alura to 5 mana 4/6 or 3/7.
I don't think Libram Paladin is overpowered. I just hate turn 4 3/6 + 8/8 taunt divine shield. I hate that they keep printing highroll cards like this. On turn 5 it has more competition with other cards to be played, so it will feel a bit less degenerate. Except for that I think the deck is fine. It's strong, but face, combo and control decks can beat it pretty well. Also, they were bottom tier last meta, so let them shine a little.
Druid feels like it's cheating you out of the game sometimes, which I think is very unhealthy. I'd like to make Kael'thas more of a card that gives you a big payoff if it survives rather than to ramp towards it to cheat out the game, so increasing his mana cost and his stats seems fine to me. It used to be 6 mana 4/7, so let's make it 8 mana 6/9. Overgrowth is a card that has been bothering me for a while and now with turn 1 Nature Studies into turn 3 Overgrowth I've had it. This cards ramps so hard and they can get it so early, it needs to be delayed a bit so other decks can build a board while they ramp.
Face rogue is just dirty with the Secret Passageways, I played it yesterday with 80% winrate facing mostly Libram Paladin and Guardian Druid from diamond5 to diamond2. You're consistently killing your opponent on turn 6 or 7, even when they play taunts and removal. Getting less options from Secret Passageway feels like a better nerf then increasing the cost because usually the cards you want only cost 1 or 2 anyway.
I don't mind them collecting more data before they decide to nerf anything, but these are the cards that make me feel frustrated to play against. Gibberling Druid can also be frustrating, (they can get lethal on turn 3-5 if you don't have any early board removal) but I'd like more data on that before nerfing anything. It's also a high risk, high reward deck, but I'd monitor it in the future.
Nerfs could mean shaman can come back, more hunter/dh is at least less highrolls and mana cheats, rogue right now beats them both (that 1 card from passage won't make the difference), tempo priest kills them also and control priest can go back to its place in tier 3, and Anyway there'd be 2nd nerf wave. Besides, gotta start somewhere.
When pally became a mana cheating class, druid is highrolling crazy, then those gotta change, but you can't leave other cards as are when it's obvious they'd break the meta otherwise. Also, they probably would nerf mage apprentice as well.
I think they should nerf:
Twilight Runner - stealth 4 mana 4/3, draw one card.
Kael'thas Sunstrider - 6 mana 4/9 every third card costs 3 less.
Gibberling - 2 mana 1/2
Hall of fame Innervate, probably.
No clue how you fix paladin without breaking it.
Apart from changing Kael'Thas to "Make every 3rd spell cost (1)" or "3rd spell this turn costs (0)", I don't think meta needs any adjustment, for now at least.