I hope that they will rework the priest’s resurrection mechanic.
When minion got resurrected it should be remove from dead pool. It is nonsense when priest resurrected 2-3 copy of single dead minion.
This is how it works in Eternal, stuff that comes back from the void has to be in the void to begin with. In addition, if it went to the void as a 1/1 copy, it comes back as a 1/1 copy. Of course in that game, void interaction is a legitimate mechanic - there are cards that mill the top 5 cards of your deck to the void for the purpose of resurrecting them, typically at a reduced cost or improved stats.
This is the solution. Cards that create a 1/1 copy should create a wholly different minion. It shouldn’t count as an ‘enchantment’ that can be removed with silence or through resurrection. The white color of the attack and health numbers even seem to indicate that this is the way it was probably originally intended to function (they do not appear in ‘enchanted’ green). If Blizzard made this change, it would fix a lot.
While I completely agree with your sentiment, I just want to point out that other effects that reduce attack do not show green either. Cards like Humility will show white, damage to health shows red, buffs show green. I think that all reductions should show red though, so we don't have that issue you mentioned about the 1/1 copy showing white. I totally think the 1/1 copy should stay 1/1 when silenced and resurrected though, and I actually play Big Priest from time to time (mainly for quests and stuff, but damn it feels so broken resurrecting 6 of the same minion without ever playing one from hand).
Rollback Post to RevisionRollBack
Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Wild needs some nerfs now, but it can't be a policy to continuously nerf Wild cards.
Cards must be nerfed while Standard, either soon after a release, or before rotation. That is the only acceptable policy for an eternal format.
On topic, while Odd Rogue and Even Shaman should get a hit, ruining their lists is not a good idea.
The only Wild deck that should be ruined forever to meme level is Big Priest (which is as lame as pre-nerf Kingsbane).
Did someone miss out on getting their 800 Naga Sea Witch dust? Blizzard got props for delving into a wild issue with the nerf execution gun that time.
As for OP, if Big Priest is your concern, just make a Treachery warlock deck that not only runs Howlfiend but Doomsayer as well. Even if you lose, it's still a fun troll deck counter, and one win makes your day. Just ruining the priest spellstones with THE END IS COMING or Howlfiends to target before a board clear move is worth it, and it makes them waste any silences as well if that is a concern for Rin or taunts.
I've always seen Wild as a format where I can go and play any old deck that I want to play just like it was played before, but if you start getting aggressive with nerfs to wild then that won't be possible. If cards are truly "broken" they need to be dealt with, but in the Wild format I don't consider just any card that is overpowered to be necessarily "broken".
Wild needs some nerfs now, but it can't be a policy to continuously nerf Wild cards.
Cards must be nerfed while Standard, either soon after a release, or before rotation. That is the only acceptable policy for an eternal format.
On topic, while Odd Rogue and Even Shaman should get a hit, ruining their lists is not a good idea.
The only Wild deck that should be ruined forever to meme level is Big Priest (which is as lame as pre-nerf Kingsbane).
Did someone miss out on getting their 800 Naga Sea Witch dust? Blizzard got props for delving into a wild issue with the nerf execution gun that time.
As for OP, if Big Priest is your concern, just make a Treachery warlock deck that not only runs Howlfiend but Doomsayer as well. Even if you lose, it's still a fun troll deck counter, and one win makes your day. Just ruining the priest spellstones with THE END IS COMING or Howlfiends to target before a board clear move is worth it, and it makes them waste any silences as well if that is a concern for Rin or taunts.
If Kingsbane Rogue was nerfed, so must Big Priest. Counterdeck is not an argument.
As for the missing out nerfs, read my post again, not just what you remarked: "Wild need nerfs now". There are Wild-only cards that were broken when Standard, but mysteriously missed the nerfbat, allegedly because they assumed Rotation to be a fix...
What i argue is the fact that Wild nerf becomes a regular policy.
Broken cards are apparent before they fall into Rotation. There is a design issue if a card becomes a problem all of a sudden, after being ok for 2 years.
PS: NSW became a problem after their ridiculous update on her.
I am actually super relieved by the new nerfs due to them basically destroying kingsbane rogue, which will make most warlocks a lot more powerful. This allows for the winrate of renolock to rise to it's old level.
In the future we should have a lot more nerfs to wild, and less nerfs to standard.
Cards that need a nerf at the moment IN MY OPINION.
Barnes
Mage dk and maybe warlock dk as well
Sea giant and flamewreathed faceless
That pirate, yea, you know who I'm talking about, played in odd rogue
Idk anymore
Never played Wild, but this is some next level bullshit. You are hoping that they nerf to the ground any deck that has a better power level/winrate than the one you like, but someone else could have exactly the same problem with your deck shading their favourite deck.
So no, nerfing everthing that is a little bit too strong in wild (wich as the name says it is meant to be "uncontrolled") is not the answer, it should be only adressed if the dominance of of deck was way too hard
I'm sorry? I did claim that dk guldan needed a hit and I play even shaman and renolock... I think the meta needs shaking...
Rollback Post to RevisionRollBack
Skidaddle skidoodle your Milhouse manastorm is now a noodle
I instantly uninstalled this game, after these nerfs. I am never gonna back, fuck you blizzard.
Kingsbane Rogue player detected. This highly pleases me.
OP, while I still am mostly the player who advocates for preserving decks I now have some exceptions of soft counters for highroll situations aren't actually being printed for at least a couple of the nine classes (Kingsbane Rogue being a glaring example of this). However, almost no other wild decks are at this level.
Wild is an eternal format. The entire concept means that overall old decks/cards/strats are generally kept preserved. If you keep nerfing a bunch of other non-highroll decks then the format goes against what eternal stands for and can therefore not be considered such a game mode. Yu-Gi-Oh and MtG both have a format where you are allowed such an option. Does it make sense not to allow wild to be HS's version of this then? It seems that was actual intent behind the mode when dividing the playerbase.
While I completely agree with your sentiment, I just want to point out that other effects that reduce attack do not show green either. Cards like Humility will show white, damage to health shows red, buffs show green. I think that all reductions should show red though, so we don't have that issue you mentioned about the 1/1 copy showing white. I totally think the 1/1 copy should stay 1/1 when silenced and resurrected though, and I actually play Big Priest from time to time (mainly for quests and stuff, but damn it feels so broken resurrecting 6 of the same minion without ever playing one from hand).
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Did someone miss out on getting their 800 Naga Sea Witch dust? Blizzard got props for delving into a wild issue with the nerf execution gun that time.
As for OP, if Big Priest is your concern, just make a Treachery warlock deck that not only runs Howlfiend but Doomsayer as well. Even if you lose, it's still a fun troll deck counter, and one win makes your day. Just ruining the priest spellstones with THE END IS COMING or Howlfiends to target before a board clear move is worth it, and it makes them waste any silences as well if that is a concern for Rin or taunts.
I've always seen Wild as a format where I can go and play any old deck that I want to play just like it was played before, but if you start getting aggressive with nerfs to wild then that won't be possible. If cards are truly "broken" they need to be dealt with, but in the Wild format I don't consider just any card that is overpowered to be necessarily "broken".
If Kingsbane Rogue was nerfed, so must Big Priest. Counterdeck is not an argument.
As for the missing out nerfs, read my post again, not just what you remarked: "Wild need nerfs now". There are Wild-only cards that were broken when Standard, but mysteriously missed the nerfbat, allegedly because they assumed Rotation to be a fix...
What i argue is the fact that Wild nerf becomes a regular policy.
Broken cards are apparent before they fall into Rotation. There is a design issue if a card becomes a problem all of a sudden, after being ok for 2 years.
PS: NSW became a problem after their ridiculous update on her.
I'm sorry? I did claim that dk guldan needed a hit and I play even shaman and renolock... I think the meta needs shaking...
Skidaddle skidoodle your Milhouse manastorm is now a noodle
the nerf itself is good
but duck loss sucks
wasted 1600 dust on kingbane
Kingsbane Rogue player detected. This highly pleases me.
OP, while I still am mostly the player who advocates for preserving decks I now have some exceptions of soft counters for highroll situations aren't actually being printed for at least a couple of the nine classes (Kingsbane Rogue being a glaring example of this). However, almost no other wild decks are at this level.
Wild is an eternal format. The entire concept means that overall old decks/cards/strats are generally kept preserved. If you keep nerfing a bunch of other non-highroll decks then the format goes against what eternal stands for and can therefore not be considered such a game mode. Yu-Gi-Oh and MtG both have a format where you are allowed such an option. Does it make sense not to allow wild to be HS's version of this then? It seems that was actual intent behind the mode when dividing the playerbase.