Why nerf Kingsbane when Druid has the most brokeback cards ? Look at the other brokeback cards first.
Branching Paths needs a nerf, Spreading Plague needs at least a cap on the scarabs, Ultimate Infestation nerfed to 3 all around not 5 right now (i mean 4 would still be kinda insane).
Besides how can you make this turn when you coat a weapon with a poison? It does not make sense, then Deadly Poison should be +2 attack this turn??? Envenom Poison would be Poisonous this turn right?
Yeah the only one I have right now for sure needs to be looked at is the Grumble interaction with Shudderwock...While Shudderwock is fine they need to make it where Grumble does not allow for an infinite combo. Even if the deck is at best a tier 2 it goes against many of Hearthstone's development designs in regards to fun and deck interactivity vs the opponent.
Then again this wouldn't had been an issue if they developed a neutral combo breaker card.
I mean, Ultimate Infestation is obviously the single strongest card ever "printed" in Hearthstone. If you look at it from an abstract value perspective it becomes pretty obvious:
You get to draw 5 cards. One card draw has a classic value of approximately 1,5-1,8 mana, for example 3 Mana Draw 2 (Arcane Intellect) or 7 mana draw 4 (Sprint, which costs more because of Rogues ability to lower the cost of spells). So we already have a value of around 7,5 mana with the draw alone.
Then we get 5 Armor, which has the value of 1 Mana. Examples would be Warriors Iron Hide or Priests Binding Heal (which is even conditional).
We also deal 5 damage. This is at the least worth 3 Mana, but more like 3,5. Reference examples would be Mages Fireball with 6 for 4 (which is one of the strongest spells in the game) or Hunters Kill Command with 5 for 3 (which is again conditional). Because we set the value of the draw at the lower end with 7,5, we estimate the 3,5 mana here.
Finally, we get a 5/5 minion. These are more than vanilla stats for a 4 mana minion (Reference could be Chillwind Yeti and similar minions).
If we sum that up, we have 7,5+ 1+ 3,5+ 4 woth of mana, which is at least 16 mana in my book. The value of this card is just insane and isn't matched by any other in the game.
Plus: The card is extra busted in the Class that has it, because many games can be decided before turn 10 which would diminish the real playability of a card like that. But in the only class with strong ramp mechanics, this card is just way too good.
So, in order to bring a necessary nerf to druid across all formats, they should just nerf this card, because in my opinion, it is even too strong and dominant to stay in wild as it is now.
Druid is broken in a lot of cards. Ramps, Best armor generator cards, best cards draws, best versatility due to the choose cards, nice singol target removals, big taunts,, crazy tempo combos, spreading plague, one of the best dk and also unmillable.
I think Spell Hunter could see a *small* nerf somewhere. Whether it's Rexxar, the Spellstone or something else, it seems those two cards have been carrying Hunter this whole time and could see a nerf in a similar time frame as Patches did. Blizzard let the Pirate decks have their fun and just before rotating he was nerfed.
Stop asking for nerfs one week into the expansion launch and just learn how to play the game. There won't be a need for nerfs until some interaction breaks the game. Right now everything seems broken so we're good :)
Yeah the only one I have right now for sure needs to be looked at is the Grumble interaction with Shudderwock...While Shudderwock is fine they need to make it where Grumble does not allow for an infinite combo. Even if the deck is at best a tier 2 it goes against many of Hearthstone's development designs in regards to fun and deck interactivity vs the opponent.
Then again this wouldn't had been an issue if they developed a neutral combo breaker card.
Mojomaster Zihi is a great option but only fits in cheaper, faster decks like even Shaman. Warlock can also counter it but obviously you'd like to play a different class so I don't know what else to say.
everything except warrior and priest at this point. fucking hunter dominates the ladder for months now with no end in sight. closely followed by paladin and druid always.
For all the salty people.... go to the salt thread. Asking about what seems strong early on is legit; however, more often than not, people will look back and possibly see they missed a big one that only truly came out when the meta settled. I think Janalai is pretty strong as doing 8 damage with your hero power isn't hard to do at all and mage added more control cards this set. I also feel like priest will be strong... having lost to being mindblasted 5 times (if you hold a dragon discover a spell AND discover a spell in your deck). Not sure if that was unlucky or how often mindblast is a discovery option.
Are you kidding? Zul'jin is so bad, I win when my opponent plays him. Seriously, I've won multiple games when my opponent overwrites Build-a-Beast with Zul'jin, it's hilarious. They were gonna win with that seriously OP hero power, then it's gone.
I think the rogue card that gives weapons lifesteal could be nerfed to "give lifesteal this turn." That way kings bane rogue could still heal bu they can't keep healing every turn
Yeah exactly what i was thinking, its so broken in wild.
Oh and for anyone who wants to say “yeah but wild is WILD!” Then i dont agree with you, it still has to be fun imo.
Top contender classes are: odd paladin, all the top hunter decks (spell, secret, rattle, recruit), kingsbane rogue.
Odd pally: Level Up! to 6 mana. Odd paladin spams silver hand recruits by nature, and is therefore very aggressive by itself. Level Up! imo is the problem card of the deck, as it's just too hard to consistently remove silver hands, you'll eventually run out of clears. And this card is such an insane swing card it hurts too much to play against it. At 6 mana even paladins will be able to use it with their respective silver hand synergies. But these are a bit harder to pull off, and it being a bit more expensive doesn't help either.
Hunters: Deathstalker Rexxar to 8 mana. I think this card has proven to be the sauce of every hunter deck, it allows you to change your gameplan instantly when needed and win by value vs decks that you weren't supposed to counter. at 8 mana it seems like a far more fair deal, 7 mana wouldn't be enough imo. Also: Lesser Emerald Spellstone at 6 mana. This card also sees play in nearly every hunter deck, even when unupgraded it is still good for its cost. This card just generates so much board pressence that most decks can't deal with that early. I think 6 is a far more fair number.
Kingsbane Rogue: Leeching Poison to "After your Hero Kills a minion, restore 3 health to it". I think Kingsbane is an alright card, it's just that Leeching Poison makes it unfair. Nerfing it to a cap of 3 makes it much harder to contest the early game, and makes you have to set up 2 leeching poisons to get a great heal out of it, which even then, doesn't even closely compare to what it does now. I think a max heal of 6 is far more honest and having to draw both poisons for it gives many more decks a fair chance.
Druid: I don't neccessarily have a problem with combo druids, as long as its possible to fight against them, and as it currently stands, druid just has too much armor gain value. I think nerfing some of the more prevalent armor gain cards helps: Branching Paths gain only 4 armor. Oaken Summons gain only 3 Armor. This way druid can still beef up, but not as explosively, giving more decks a chance to secure a kill.
Only think I haven't mentioned here is warlock, but I'm not sure what can be done about him exactly, as both prevalent warlock archetypes are extremely different.
Why nerf Kingsbane when Druid has the most brokeback cards ? Look at the other brokeback cards first.
Branching Paths needs a nerf, Spreading Plague needs at least a cap on the scarabs, Ultimate Infestation nerfed to 3 all around not 5 right now (i mean 4 would still be kinda insane).
Besides how can you make this turn when you coat a weapon with a poison? It does not make sense, then Deadly Poison should be +2 attack this turn??? Envenom Poison would be Poisonous this turn right?
Let's talk about this 2 months from now, thx.
Yeah the only one I have right now for sure needs to be looked at is the Grumble interaction with Shudderwock...While Shudderwock is fine they need to make it where Grumble does not allow for an infinite combo. Even if the deck is at best a tier 2 it goes against many of Hearthstone's development designs in regards to fun and deck interactivity vs the opponent.
Then again this wouldn't had been an issue if they developed a neutral combo breaker card.
I feel it’s too early to answer that question ... so instead I’ll say this...
Turn 2....
-Coin
-*pause for dramatic effect*
-“Trogg rules!!”
-*Totem golem sound*
”I hate this game!!! You green bastard!”
“Put your faith in the Light!”
Griftah, broken as hell.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I mean, Ultimate Infestation is obviously the single strongest card ever "printed" in Hearthstone. If you look at it from an abstract value perspective it becomes pretty obvious:
You get to draw 5 cards. One card draw has a classic value of approximately 1,5-1,8 mana, for example 3 Mana Draw 2 (Arcane Intellect) or 7 mana draw 4 (Sprint, which costs more because of Rogues ability to lower the cost of spells). So we already have a value of around 7,5 mana with the draw alone.
Then we get 5 Armor, which has the value of 1 Mana. Examples would be Warriors Iron Hide or Priests Binding Heal (which is even conditional).
We also deal 5 damage. This is at the least worth 3 Mana, but more like 3,5. Reference examples would be Mages Fireball with 6 for 4 (which is one of the strongest spells in the game) or Hunters Kill Command with 5 for 3 (which is again conditional). Because we set the value of the draw at the lower end with 7,5, we estimate the 3,5 mana here.
Finally, we get a 5/5 minion. These are more than vanilla stats for a 4 mana minion (Reference could be Chillwind Yeti and similar minions).
If we sum that up, we have 7,5+ 1+ 3,5+ 4 woth of mana, which is at least 16 mana in my book. The value of this card is just insane and isn't matched by any other in the game.
Plus: The card is extra busted in the Class that has it, because many games can be decided before turn 10 which would diminish the real playability of a card like that. But in the only class with strong ramp mechanics, this card is just way too good.
So, in order to bring a necessary nerf to druid across all formats, they should just nerf this card, because in my opinion, it is even too strong and dominant to stay in wild as it is now.
Zuljin.
ZulJin 11 mana
No Sense
Druid is broken in a lot of cards. Ramps, Best armor generator cards, best cards draws, best versatility due to the choose cards, nice singol target removals, big taunts,, crazy tempo combos, spreading plague, one of the best dk and also unmillable.
Blizzard, can you stop with the druid?
I think Spell Hunter could see a *small* nerf somewhere. Whether it's Rexxar, the Spellstone or something else, it seems those two cards have been carrying Hunter this whole time and could see a nerf in a similar time frame as Patches did. Blizzard let the Pirate decks have their fun and just before rotating he was nerfed.
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All they need to do to UI is make the damage only able to target minions. Done.
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Stop asking for nerfs one week into the expansion launch and just learn how to play the game. There won't be a need for nerfs until some interaction breaks the game. Right now everything seems broken so we're good :)
It's not rng if you call - Amaz
ZulJin nerf >>>> you can only play this card if you have a minion in your deck, problem solved....
Dead but dreaming
Mojomaster Zihi is a great option but only fits in cheaper, faster decks like even Shaman. Warlock can also counter it but obviously you'd like to play a different class so I don't know what else to say.
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For all the salty people.... go to the salt thread. Asking about what seems strong early on is legit; however, more often than not, people will look back and possibly see they missed a big one that only truly came out when the meta settled. I think Janalai is pretty strong as doing 8 damage with your hero power isn't hard to do at all and mage added more control cards this set. I also feel like priest will be strong... having lost to being mindblasted 5 times (if you hold a dragon discover a spell AND discover a spell in your deck). Not sure if that was unlucky or how often mindblast is a discovery option.
Are you kidding? Zul'jin is so bad, I win when my opponent plays him. Seriously, I've won multiple games when my opponent overwrites Build-a-Beast with Zul'jin, it's hilarious. They were gonna win with that seriously OP hero power, then it's gone.
Yeah exactly what i was thinking, its so broken in wild.
Oh and for anyone who wants to say “yeah but wild is WILD!” Then i dont agree with you, it still has to be fun imo.
Now its a good time for this:
TL;DR :
Top contender classes are: odd paladin, all the top hunter decks (spell, secret, rattle, recruit), kingsbane rogue.
Odd pally: Level Up! to 6 mana. Odd paladin spams silver hand recruits by nature, and is therefore very aggressive by itself. Level Up! imo is the problem card of the deck, as it's just too hard to consistently remove silver hands, you'll eventually run out of clears. And this card is such an insane swing card it hurts too much to play against it. At 6 mana even paladins will be able to use it with their respective silver hand synergies. But these are a bit harder to pull off, and it being a bit more expensive doesn't help either.
Hunters: Deathstalker Rexxar to 8 mana. I think this card has proven to be the sauce of every hunter deck, it allows you to change your gameplan instantly when needed and win by value vs decks that you weren't supposed to counter. at 8 mana it seems like a far more fair deal, 7 mana wouldn't be enough imo. Also: Lesser Emerald Spellstone at 6 mana. This card also sees play in nearly every hunter deck, even when unupgraded it is still good for its cost. This card just generates so much board pressence that most decks can't deal with that early. I think 6 is a far more fair number.
Kingsbane Rogue: Leeching Poison to "After your Hero Kills a minion, restore 3 health to it". I think Kingsbane is an alright card, it's just that Leeching Poison makes it unfair. Nerfing it to a cap of 3 makes it much harder to contest the early game, and makes you have to set up 2 leeching poisons to get a great heal out of it, which even then, doesn't even closely compare to what it does now. I think a max heal of 6 is far more honest and having to draw both poisons for it gives many more decks a fair chance.
Druid: I don't neccessarily have a problem with combo druids, as long as its possible to fight against them, and as it currently stands, druid just has too much armor gain value. I think nerfing some of the more prevalent armor gain cards helps: Branching Paths gain only 4 armor. Oaken Summons gain only 3 Armor. This way druid can still beef up, but not as explosively, giving more decks a chance to secure a kill.
Only think I haven't mentioned here is warlock, but I'm not sure what can be done about him exactly, as both prevalent warlock archetypes are extremely different.
Why u hav to be mad? is only card gaem.