I wanted to suggest some adjustments that I think would be good for the game.
1.Remove Gentle Megasaur. The card offers un-interactive gameplay too often. I know that Poisonous, Divine Shield Murlocs build is not easy to pull. But let's not act like it's 10 times harder than other endgame builds. It's still very viable. So I don't think it's fair to not have a chance in the endgame regardless of what build you have just because another player have a wall of Poisonous Murlocs that your minions bump into and die. Understandably, If such a nerf takes place, early game Murlocs must receive some sort of buff.
2. Move Cobalt Guardian to Tavern Tier 4. To keep the game fresh and the meta changing, when cards like Cobalt Guardian and Floating Watcher have a much higher play rate than their Tier alternatives, they should be moved to the next Tavern Tier to force players to explore other builds. So just like Floating Watcher, moving Cobalt Guardian to the higher Tier is a healthy move for the game.
3. Keep the number of playable Heroes at 24. Honestly, this is a personal preference more than anything. I like the idea that ALL Heroes would be offered at the start of the game. But for this to work, the power levels of these heroes must be way more balance that it is now so that each game results on a different combination of 8 Heroes, unlike what we see now where certain Heroes are almost always chosen.
4. Remove Ragnaros the Firelord and Patches the Pirate. Their Hero Powers are similar, doesn't offer a unique style of gameplay, and are much weaker than Nefarian.
5. Change Sylvanas Windrunner to "Remove a friendly minion, give all minions in your hand +1/+1." This is just one way to change Sylvanas's Hero Power. The sure thing is it needs to change somehow to be more competitive.
6. Change Millhouse Manastorm to "Minions cost 2 Gold. Refresh cost 2 Gold. Gain 2 Gold each turn." Again, this is just a suggestion to bring Millhouse Manastrom back into the game. However, it's important to note that he would start the game with no Gold.
7. Change the Cost of the Recruitment Map to 2 instead of 3. To make it more viable and give Elise Starseeker an edge.
They introduced counterplay to megasaur in Unstable Ghoul. I agree that Cobalt probably should be a TT4 minion, but they'd really have to do something about mechs in the first 3 tiers to compensate, especially after the loss of Minibot and Annoy-o-tron. Too many heroes won't do anything. You'd just keeps seeing the same strong ones anyway. Patches is actually a solid, mid-tier hero. Rag sucks. Sylvanas needs a buff, but what you suggest is busted. Ditto to Millouse. Elise is fine.
Might as well remove Murlocs if you're going to get rid of Megasaur. Nobody's taking the last place risk without high roll potential.
I like Patches. I think it's better than Nef in the early game and that ultimately allows for different strategies. I do agree on Rag, though. He should probably be removed or completely reworked.
Elise is one of my favorite heroes right now. I'm not opposed to the buff, but I don't think she necessarily needs it to be viable. I'd rather nerf the overpowered heroes than try to bring the other 20+ to their level.
Biggest change that needs to happen, still, is rethinking how tokens deal damage. Ghastcoiler is one thing, but taking 7 damage from a Rat Pack just because you had the misfortune of popping it last is pretty brutal.
I actually think the millhouse buff is interesting.
0 minions first turn,
1 second turn,
4 gold 3rd turn and you can level, but it's more likely you have to buy to catch up,
6 gold 5th turn, buy minion, level up,
then towards end game he can get tier 6 slightly early. Gain 2 gold in that way almost isn't strong enough, unless you mean you gain 2 gold first turn.... then it would be busted.
I think Sylvanas is fine, I've done well every time I've picked her. I mainly don't pick her because I play on phone and constantly moving stuff around is too much of a pain.
Cobalts probably need a nerf, but they are the comp I least worry about facing against.
I agree with the other person regarding milhouse. Just set his statting gold at 3. Will be enough to get him off to a strong start. Right now he can already do that, but sometimes something as simple as not getting a token minion in the first two turns can make it rough for him.
All valid points. I like the discussion, so I will offer some thoughts.
I agree that Megasaur is a blight, but murlocs would need a midgame minion to still be useful. I think that if they dropped Seer back to T2 and took out Megasaur, murlocs would just become a weaker version or dragons or demons, because they don't have the unique blow up random stuff aspect.
Cobalt Guardian got a huge push with this patch because they took out the Annoy-O minions. Not have an early/mid useless divine shield taunt ensures that with a couple buffs their guardian can kill your crucial minions with ease. He has always been strong, but putting him to T4 means mechs need something else. Not to mention that if Guardian goes to T4, Leaper becomes even less useful as a T2 minion.
Personally, I love the abundance of heroes. I like that every now and then there isn't a Deathwing.
I like Patches, but I agree Rag needs to take the bench and have a rework.
Sylvannas I really like, but I am open to a rework as she struggles drastically. I think your suggestion is a little too powerful, but I like it. Maybe they could pull her and bring her back when they introduce undead minions and have the +1/+1 affect them all.
Millhouse def needs a rework.
Elise I think is already a perfectly worked hero with a unique power that helps with tempo and finding the right minions. She isn't overpowered, but she is very strong. I think 2 gold would be too strong as it would give you a big push on your 5 gold (one guaranteed T2 and one buy) and 8 gold (go to TT4, sell one and map) turns. It would also push her to TT5 and TT6 faster as it is less likely it would eat the whole turn.
There are multiple counters to divine shield murlocs. Dragons can hard counter by getting the card that deals one damage to all minions when it dies and the card that gives you dragons divine shield when it dies. Mech, beast, and demon builds can all use tokens to pop the divine shields.
Milhouse is pretty weak but also fun to play and it's very possible to win with him. Millificent Manastorm is in far more dire need of a buff.
Deathwing forces all players to make token builds because he can do so much damage in the early and mid game if you play murlocs or dragons. Deathwing isn't necessarily too powerful but might be too meta warping.
Soul Juggler and rat pack, (because it combos with deathwing), are the two most problematic cards. They cause opponents to take too much damage in the early parts of the game. There are far fewer decisions to make in the early game compared to later in the game and those two card are too punishing of players that got even slightly suboptimal cards during their first 4 turns.
Just played a lobby where the Top 4 was Deathwing, and 3 specifically anti-deathwing opponents. Each had a Rat Pack, 2 had multiple Replicating Menaces, and 1 was a mama bear beast comp.
Dude needs a nerf in the worst way if 1 player picking him skews the entire lobby that drastically.
The whole meta for battlegrounds at the moment is based around Deathwing. It's pretty much should just call be 'Race for the Rats'. Only other change I would consider is cobalt. Rather than nerf though I'd try and get Blood Knight or a variation that punishes divine shields into the game somehow.
YO! Bros. please add an "End Turn" button between turns that works only after all players have pressed it and does not apply to afk or players that left the game. We are wasting so much time looking at the walls.
I wanted to suggest some adjustments that I think would be good for the game.
1. Remove Gentle Megasaur. The card offers un-interactive gameplay too often. I know that Poisonous, Divine Shield Murlocs build is not easy to pull. But let's not act like it's 10 times harder than other endgame builds. It's still very viable. So I don't think it's fair to not have a chance in the endgame regardless of what build you have just because another player have a wall of Poisonous Murlocs that your minions bump into and die. Understandably, If such a nerf takes place, early game Murlocs must receive some sort of buff.
2. Move Cobalt Guardian to Tavern Tier 4. To keep the game fresh and the meta changing, when cards like Cobalt Guardian and Floating Watcher have a much higher play rate than their Tier alternatives, they should be moved to the next Tavern Tier to force players to explore other builds. So just like Floating Watcher, moving Cobalt Guardian to the higher Tier is a healthy move for the game.
3. Keep the number of playable Heroes at 24. Honestly, this is a personal preference more than anything. I like the idea that ALL Heroes would be offered at the start of the game. But for this to work, the power levels of these heroes must be way more balance that it is now so that each game results on a different combination of 8 Heroes, unlike what we see now where certain Heroes are almost always chosen.
4. Remove Ragnaros the Firelord and Patches the Pirate. Their Hero Powers are similar, doesn't offer a unique style of gameplay, and are much weaker than Nefarian.
5. Change Sylvanas Windrunner to "Remove a friendly minion, give all minions in your hand +1/+1." This is just one way to change Sylvanas's Hero Power. The sure thing is it needs to change somehow to be more competitive.
6. Change Millhouse Manastorm to "Minions cost 2 Gold. Refresh cost 2 Gold. Gain 2 Gold each turn." Again, this is just a suggestion to bring Millhouse Manastrom back into the game. However, it's important to note that he would start the game with no Gold.
7. Change the Cost of the Recruitment Map to 2 instead of 3. To make it more viable and give Elise Starseeker an edge.
Also remove Deathwing and nerf Razorgore.
1 would kill murlocs entirely.2 would mean some other mech needs to be moved or added at 3*, but it can probably happen.
3-7 probably not. Hero changes don't need to be this drastic. All Millhouse needs is to start at 3g like everyone else and Elise is fine.
Deathwing is getting nerfed next patch (probably to +2) and what's wrong with Razorgore?
They introduced counterplay to megasaur in Unstable Ghoul.
I agree that Cobalt probably should be a TT4 minion, but they'd really have to do something about mechs in the first 3 tiers to compensate, especially after the loss of Minibot and Annoy-o-tron.
Too many heroes won't do anything. You'd just keeps seeing the same strong ones anyway.
Patches is actually a solid, mid-tier hero. Rag sucks.
Sylvanas needs a buff, but what you suggest is busted.
Ditto to Millouse.
Elise is fine.
Might as well remove Murlocs if you're going to get rid of Megasaur. Nobody's taking the last place risk without high roll potential.
I like Patches. I think it's better than Nef in the early game and that ultimately allows for different strategies. I do agree on Rag, though. He should probably be removed or completely reworked.
Elise is one of my favorite heroes right now. I'm not opposed to the buff, but I don't think she necessarily needs it to be viable. I'd rather nerf the overpowered heroes than try to bring the other 20+ to their level.
Biggest change that needs to happen, still, is rethinking how tokens deal damage. Ghastcoiler is one thing, but taking 7 damage from a Rat Pack just because you had the misfortune of popping it last is pretty brutal.
I actually think the millhouse buff is interesting.
0 minions first turn,
1 second turn,
4 gold 3rd turn and you can level, but it's more likely you have to buy to catch up,
6 gold 5th turn, buy minion, level up,
then towards end game he can get tier 6 slightly early. Gain 2 gold in that way almost isn't strong enough, unless you mean you gain 2 gold first turn.... then it would be busted.
I think Sylvanas is fine, I've done well every time I've picked her. I mainly don't pick her because I play on phone and constantly moving stuff around is too much of a pain.
Cobalts probably need a nerf, but they are the comp I least worry about facing against.
I agree with the other person regarding milhouse. Just set his statting gold at 3. Will be enough to get him off to a strong start. Right now he can already do that, but sometimes something as simple as not getting a token minion in the first two turns can make it rough for him.
Lol what is wrong with razorgore?
Unless you stupid highroll him off Zerus, he's completely fine. But rolling almost anything tier 5/6 off of an early zerus is insane.
Also, brann in most cases provides far more stat buffs each round that gores does, and brann doesnt limit you to having only dragons.
All valid points. I like the discussion, so I will offer some thoughts.
I agree that Megasaur is a blight, but murlocs would need a midgame minion to still be useful. I think that if they dropped Seer back to T2 and took out Megasaur, murlocs would just become a weaker version or dragons or demons, because they don't have the unique blow up random stuff aspect.
Cobalt Guardian got a huge push with this patch because they took out the Annoy-O minions. Not have an early/mid useless divine shield taunt ensures that with a couple buffs their guardian can kill your crucial minions with ease. He has always been strong, but putting him to T4 means mechs need something else. Not to mention that if Guardian goes to T4, Leaper becomes even less useful as a T2 minion.
Personally, I love the abundance of heroes. I like that every now and then there isn't a Deathwing.
I like Patches, but I agree Rag needs to take the bench and have a rework.
Sylvannas I really like, but I am open to a rework as she struggles drastically. I think your suggestion is a little too powerful, but I like it. Maybe they could pull her and bring her back when they introduce undead minions and have the +1/+1 affect them all.
Millhouse def needs a rework.
Elise I think is already a perfectly worked hero with a unique power that helps with tempo and finding the right minions. She isn't overpowered, but she is very strong. I think 2 gold would be too strong as it would give you a big push on your 5 gold (one guaranteed T2 and one buy) and 8 gold (go to TT4, sell one and map) turns. It would also push her to TT5 and TT6 faster as it is less likely it would eat the whole turn.
There are multiple counters to divine shield murlocs. Dragons can hard counter by getting the card that deals one damage to all minions when it dies and the card that gives you dragons divine shield when it dies. Mech, beast, and demon builds can all use tokens to pop the divine shields.
Milhouse is pretty weak but also fun to play and it's very possible to win with him. Millificent Manastorm is in far more dire need of a buff.
Deathwing forces all players to make token builds because he can do so much damage in the early and mid game if you play murlocs or dragons. Deathwing isn't necessarily too powerful but might be too meta warping.
Soul Juggler and rat pack, (because it combos with deathwing), are the two most problematic cards. They cause opponents to take too much damage in the early parts of the game. There are far fewer decisions to make in the early game compared to later in the game and those two card are too punishing of players that got even slightly suboptimal cards during their first 4 turns.
RE: Deathwing
Just played a lobby where the Top 4 was Deathwing, and 3 specifically anti-deathwing opponents. Each had a Rat Pack, 2 had multiple Replicating Menaces, and 1 was a mama bear beast comp.
Dude needs a nerf in the worst way if 1 player picking him skews the entire lobby that drastically.
The whole meta for battlegrounds at the moment is based around Deathwing. It's pretty much should just call be 'Race for the Rats'. Only other change I would consider is cobalt. Rather than nerf though I'd try and get Blood Knight or a variation that punishes divine shields into the game somehow.
YO! Bros. please add an "End Turn" button between turns that works only after all players have pressed it and does not apply to afk or players that left the game. We are wasting so much time looking at the walls.
Fire the devs?