The following cards should imo either be buffed to preserve their uniqueness of their rarity or be compensated with dust similar to hall of fame rotations.
Solia is objectively worse than the rare (double copy) dragoncaster. The fact that Dragoncaster costs 1 mana less is huge deal for the effect, giving you the ability to cast Pyroblast for free one turn earlier. Also the condition of needing a dragon is easier to meet, especially when highlander cards like Dragonqueen Alextrasza are already present in almost every reno deck.
Adding the Dragoncaster to the wild card pool basically nerfs Inkmaster Solia and I think player who have that card should be compensated. In fact it's more like Solia was hall of famed and made unplayable, which might warrant the usual full dust refund AND keeping the card. Alternatively they could salvage the Legendary status of the card by making it "Your next spell costs (0)".
Any combo card becomes way better when the cost is reduced. Huhuran is technically better statted for the cost than Terrorscale, but if you can't stick a good deathrattle the turn before, it's really bad. A more expensive Legendary minion that is less powerful in the late game (can't combo with 6 and 7 mana deathrattles) is just sad.
At least make the effect also give rush, or make it similar to Toshley where it both activates and copies the deathrattle.
The once powerful 6 drop Legendary has been replaced by a common card. In most situations, front-loading stats is better, especially for a more expensive minion without any defensive capabilities. The 5 attack on the dragon (yes, it even has a tribal tag) is also way more usual in trades as well as pushing face damage after turn 6. In situations where back-loading stats is preferred, Twilight Summoner and Mechanical Whelp are clearly better choices. Even in deathrattle meme decks I might play terrible cards like Feugen and Stalagg, but Cairne Bloodhoofs effect is too weak and boring to ever include.
To make the card more playable in both standard and wild, you can make the Cairne part have taunt, which immediately makes the card interesting, especially for N'Zoth lists in wild. The taunt effect would also fit the lore, not that anyone cares about that.
This one is a bit of meme. Icehowl has to be the worst card ever printed and I'm sure literally no one has this card in their collection.
To make this one worth the pixels in the crafting tab, the card could be changed to: 10 mana 7/5 "Rush. Divine Shield. Deals double damage to minions". That way it can kill almost any minion in the game and always survives the turn it's played, making it the ultimate board control minion while sacrificing face damage.
The most obvious power difference is that they have the same total stats while the common DRAGON costs 2 less mana. Ironically, the 5/9 statline could arguably be better on the 7 mana card. Either way Soggoth is criminally understatted for it's cost, at least compared to the Drakonid, a card that doesn't really see play either.
By changing Soggoth the Slitherer to a 9 mana 7/9 "Divine shield. Can't be targeted by spells or Hero Powers", you might actually considered playing it in a big minion deck, and the card text is more Legendary worthy.
Lyra sunshard used to be fun to play but the new priest rare seems just easier to generate cards with being able to have two of them in your deck and their lower cost.
Baron Rivendare card text should be changed to "Your Deathrattles trigger twice" just like Necromechanic, will synergize well with Val'anyr, Woodcutter's axe, Necrium Blade and so on.
Also spiritsinger umbra should be modified like "After you summon a minion or play a card with deathrattle, trigger its deathrattle effect" such that it can trigger deathrattles of weapons.
this one's not quite the same, as a lot of priest spells don't target minions.
there are 82 possible priest spells, and exactly half of them (41) target minions, meaning that the Veilweaver only triggers on half of the random spells it gives you, so you literally can't cycle for a long time like you can with Lyra.
Priest can't play Paladin cards and vice-versa. The Mistcaller can only be used by Shaman, so I don't really see the issue with Keleseth existing.
I mean I thought this was only about devaluing older legendaries. The priest card is better in every way compared to rag and its a common even if in different class. Pala and priest are similar enough with the healing aspect.
And I don't get your second point? If Mistcaller could be used by everyone and Keleseth was only shaman restricted I think it would be right
How about 6 mana mukla and banana boofon? The same text, but banana boofon is cheaper and easier to play. Sure it is worse statted, but you play boofon for bananas, not for stats
How about 6 mana mukla and banana boofon? The same text, but banana boofon is cheaper and easier to play. Sure it is worse statted, but you play boofon for bananas, not for stats
This is why I use to say, and say it again, repeat repeat : stop making stronger and stronger cards, start making more cards with the same balance and different features to play around things.. Save hearthstone it's easy! Devs need to pop out of this buble with few abilities that only stronger cards can beat.. Just keep balance and expand the game.. Fu.k
Sorry, hearthstone us great, but I understand how people start whining scared this road will break the game. Cause that's what happened if they keep making so strong cards killing older cards and pushing the game over to another game when HP (life) is still 30.
I really like hearthstone so all I can do is hope they understand this...
Regards
Edit: I see a bll rolling on this one.. Many "forgot about" that is just not the same since its not under the same conditions. But where OP started this there is a real concern. I hope devs see the difference and understand what is said here, that people really want to keep hearthstone balanced as a good card game where the clever one wins.
This is why I use to say, and say it again, repeat repeat : stop making stronger and stronger cards, start making more cards with the same balance and different features to play around things.. Save hearthstone it's easy! Devs need to pop out of this buble with few abilities that only stronger cards can beat.. Just keep balance and expand the game.. Fu.k
Sorry, hearthstone us great, but I understand how people start whining scared this road will break the game. Cause that's what happened if they keep making so strong cards killing older cards and pushing the game over to another game when HP (life) is still 30.
I really like hearthstone so all I can do is hope they understand this...
Regards
Edit: I see a bll rolling on this one.. Many "forgot about" that is just not the same since its not under the same conditions. But where OP started this there is a real concern. I hope devs see the difference and understand what is said here, that people really want to keep hearthstone balanced as a good card game where the clever one wins.
You know what happens when they try to completely balance a release and keep it on the "exact same level" ? TGT. I think 5 cards really effected the meta.
The most obvious power difference is that they have the same total stats while the common DRAGON costs 2 less mana. Ironically, the 5/9 statline could arguably be better on the 7 mana card. Either way Soggoth is criminally understatted for it's cost, at least compared to the Drakonid, a card that doesn't really see play either.
By changing Soggoth the Slitherer to a 9 mana 7/9 "Divine shield. Can't be targeted by spells or Hero Powers", you might actually considered playing it in a big minion deck, and the card text is more Legendary worthy.
This a is a great example of a card they really should change as it is a completely redundant legendary from any point of view, and that makes no sense and makes the game look bad... A nominal change for Soggoth to a 6/10 would be enough to me - it doesn't have to be better than Drakonid, just not objectively laughable in comparison..its a legendary after all. The change would not be worthless - structure to the game is important.
Guys, I am sorry but you all overlook the crucial point here :
You compare newer cards to older cards that already rotated to wild (except Cairn).
Blizzard doesn't give a fuck about wild. Especially how older cards, that are no longer viable in standard compare to cards from the standard pool doesn't interest them.
Since they are unplayable right now, it doesn't matter if they are inferior to newer or less rare cards.
I am sure they regret to have created the wild format because they already lost many players to this game mode cause it's so much cheaper for older players to keep up with their collection.
The idea of them compensating older wild players for their old and outdated cards is naive at the best.
This is why I use to say, and say it again, repeat repeat : stop making stronger and stronger cards, start making more cards with the same balance and different features to play around things.. Save hearthstone it's easy! Devs need to pop out of this buble with few abilities that only stronger cards can beat.. Just keep balance and expand the game.. Fu.k
Sorry, hearthstone us great, but I understand how people start whining scared this road will break the game. Cause that's what happened if they keep making so strong cards killing older cards and pushing the game over to another game when HP (life) is still 30.
I really like hearthstone so all I can do is hope they understand this...
Regards
Edit: I see a bll rolling on this one.. Many "forgot about" that is just not the same since its not under the same conditions. But where OP started this there is a real concern. I hope devs see the difference and understand what is said here, that people really want to keep hearthstone balanced as a good card game where the clever one wins.
You what happens when they try to completely balance a release and keep it on the "exact same level" ? TGT. I think 5 cards really effected the meta.
Then, there become more alternatives, new ones with the old ones. in time makes it a great puzzle. if thay keep making stronger cards and "rotate out" the old ones this will eventually be a one shot kill game... Of couse they can keep rotate out to wild and let the meta change every year. But the wild part should be a bigger part where all the card is usable what will make the game a great puzzle. My opinion, but, anyway i dont care as long as they dont push it too far with these stronger cards until its a fist hit win/oneshot kill.
They dont have to keep every card i the "same level" there are different rareity and there are different from class' and cardtypes. but in a way, there should be a balance and instead of make so much stronger and stronger cards they could come up with abilities and abilities around abilities to make stronges combos is what i was thinking. But again, as I said i really don't care as long as they don't end up with just a few combos so strong that the rest of the game isn't at all playable against.
EDIT - I can sum it up this way; I would prefer if the high powerlevel of cards stop now and instead there would be bit more complexity to expand the game further in order to keep hearthstone hearthstone. You know in 'Magic The Gathering' there is this weird play where usualy the fist to finish a combo win, and even there, there it a very complex fight and counters in order to finish a combo. And don't read me wrong now, I still want hearthstone to be hearthstone, just with a bit more compexity rather than even more powerfull cards than as it is, because that will make the playable decks/combos(ways to play) just a few way above the rest of the game wich still can be tuned around in order to make the wild part of hearthstone a huge game.
This is why I use to say, and say it again, repeat repeat : stop making stronger and stronger cards, start making more cards with the same balance and different features to play around things.. Save hearthstone it's easy! Devs need to pop out of this buble with few abilities that only stronger cards can beat.. Just keep balance and expand the game.. Fu.k
Sorry, hearthstone us great, but I understand how people start whining scared this road will break the game. Cause that's what happened if they keep making so strong cards killing older cards and pushing the game over to another game when HP (life) is still 30.
I really like hearthstone so all I can do is hope they understand this...
Regards
Edit: I see a bll rolling on this one.. Many "forgot about" that is just not the same since its not under the same conditions. But where OP started this there is a real concern. I hope devs see the difference and understand what is said here, that people really want to keep hearthstone balanced as a good card game where the clever one wins.
You what happens when they try to completely balance a release and keep it on the "exact same level" ? TGT. I think 5 cards really effected the meta.
Then, there become more alternatives, new ones with the old ones. in time makes it a great puzzle. if thay keep making stronger cards and "rotate out" the old ones this will eventually be a one shot kill game... Of couse they can keep rotate out to wild and let the meta change every year. But the wild part should be a bigger part where all the card is usable what will make the game a great puzzle. My opinion, but, anyway i dont care as long as they dont push it too far with these stronger cards until its a fist hit win/oneshot kill.
They dont have to keep every card i the "same level" there are different rareity and there are different from class' and cardtypes. but in a way, there should be a balance and instead of make so much stronger and stronger cards they could come up with abilities and abilities around abilities to make stronges combos is what i was thinking. But again, as I said i really don't care as long as they don't end up with just a few combos so strong that the rest of the game isn't at all playable against.
EDIT - I can sum it up this way; I would prefer if the high powerlevel of cards stop now and instead there would be bit more complexity to expand the game further in order to keep hearthstone hearthstone. You know in 'Magic The Gathering' there is this weird play where usualy the fist to finish a combo win, and even there, there it a very complex fight and counters in order to finish a combo. And don't read me wrong now, I still want hearthstone to be hearthstone, just with a bit more compexity rather than even more powerfull cards than as it is, because that will make the playable decks/combos(ways to play) just a few way above the rest of the game wich still can be tuned around in order to make the wild part of hearthstone a huge game.
The result of not having powerful things to do early to mid game is curve stone. The objective of curvestone is to build a perfect curve and maintain tempo. I think they're doing a great job of creating threats and creating counters to those threats. If anything they need to ramp this up even more. Of course the old dull curvestone cards are going to be outshone. That's because they are slowly improving the game away from the mindless curvefest it used to be.
Ok, I would prefer to keep the old cards still in play and keep expanding the game. And yes, I do think thay are doing a great job, but i dont agree about ramping things more up. that would make the game smaller. I think the standard meta is a great way too keep the game increased and in change every year. I just think wild should be a game with all the cards, and not just the newest there too becouse they are out-valuing the older til' a point what kills the older part. if that happends, then wild and standars is in terms the same.
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The following cards should imo either be buffed to preserve their uniqueness of their rarity or be compensated with dust similar to hall of fame rotations.
Inkmaster Solia vs Dragoncaster
Solia is objectively worse than the rare (double copy) dragoncaster. The fact that Dragoncaster costs 1 mana less is huge deal for the effect, giving you the ability to cast Pyroblast for free one turn earlier. Also the condition of needing a dragon is easier to meet, especially when highlander cards like Dragonqueen Alextrasza are already present in almost every reno deck.
Adding the Dragoncaster to the wild card pool basically nerfs Inkmaster Solia and I think player who have that card should be compensated. In fact it's more like Solia was hall of famed and made unplayable, which might warrant the usual full dust refund AND keeping the card. Alternatively they could salvage the Legendary status of the card by making it "Your next spell costs (0)".
Princess Huhuran vs Terrorscale Stalker
Any combo card becomes way better when the cost is reduced. Huhuran is technically better statted for the cost than Terrorscale, but if you can't stick a good deathrattle the turn before, it's really bad. A more expensive Legendary minion that is less powerful in the late game (can't combo with 6 and 7 mana deathrattles) is just sad.
At least make the effect also give rush, or make it similar to Toshley where it both activates and copies the deathrattle.
Cairne Bloodhoof vs Dragonmaw Sky Stalker
The once powerful 6 drop Legendary has been replaced by a common card. In most situations, front-loading stats is better, especially for a more expensive minion without any defensive capabilities. The 5 attack on the dragon (yes, it even has a tribal tag) is also way more usual in trades as well as pushing face damage after turn 6. In situations where back-loading stats is preferred, Twilight Summoner and Mechanical Whelp are clearly better choices. Even in deathrattle meme decks I might play terrible cards like Feugen and Stalagg, but Cairne Bloodhoofs effect is too weak and boring to ever include.
To make the card more playable in both standard and wild, you can make the Cairne part have taunt, which immediately makes the card interesting, especially for N'Zoth lists in wild. The taunt effect would also fit the lore, not that anyone cares about that.
Icehowl vs Burly Shovelfist
This one is a bit of meme. Icehowl has to be the worst card ever printed and I'm sure literally no one has this card in their collection.
To make this one worth the pixels in the crafting tab, the card could be changed to: 10 mana 7/5 "Rush. Divine Shield. Deals double damage to minions". That way it can kill almost any minion in the game and always survives the turn it's played, making it the ultimate board control minion while sacrificing face damage.
Soggoth the Slitherer vs Evasive Drakonid
The most obvious power difference is that they have the same total stats while the common DRAGON costs 2 less mana. Ironically, the 5/9 statline could arguably be better on the 7 mana card. Either way Soggoth is criminally understatted for it's cost, at least compared to the Drakonid, a card that doesn't really see play either.
By changing Soggoth the Slitherer to a 9 mana 7/9 "Divine shield. Can't be targeted by spells or Hero Powers", you might actually considered playing it in a big minion deck, and the card text is more Legendary worthy.
Tickatus isn't fun or interactive
Lyra sunshard used to be fun to play but the new priest rare seems just easier to generate cards with being able to have two of them in your deck and their lower cost.
Yes, I forgot about Lyra the Sunshard vs Sethekk Veilweaver
Tickatus isn't fun or interactive
Baron Rivendare card text should be changed to "Your Deathrattles trigger twice" just like Necromechanic, will synergize well with Val'anyr, Woodcutter's axe, Necrium Blade and so on.
Also spiritsinger umbra should be modified like "After you summon a minion or play a card with deathrattle, trigger its deathrattle effect" such that it can trigger deathrattles of weapons.
this one's not quite the same, as a lot of priest spells don't target minions.
there are 82 possible priest spells, and exactly half of them (41) target minions, meaning that the Veilweaver only triggers on half of the random spells it gives you, so you literally can't cycle for a long time like you can with Lyra.
A few other examples could be
Ragnaros, Lightlord and Sandhoof Waterbearer
The Mistcaller and Prince Keleseth (both legendary but it still counts imo)
Me? Gongaga.
Priest can't play Paladin cards and vice-versa. The Mistcaller can only be used by Shaman, so I don't really see the issue with Keleseth existing.
I mean I thought this was only about devaluing older legendaries. The priest card is better in every way compared to rag and its a common even if in different class. Pala and priest are similar enough with the healing aspect.
And I don't get your second point? If Mistcaller could be used by everyone and Keleseth was only shaman restricted I think it would be right
Me? Gongaga.
How about 6 mana mukla and banana boofon? The same text, but banana boofon is cheaper and easier to play. Sure it is worse statted, but you play boofon for bananas, not for stats
Absolutely
Tickatus isn't fun or interactive
This is called powercreep...
To live is to suffer, to survive is to find meaning in the suffer!
Morin the fox Vs heistbaron. I know it's a legendary but what rogue would ever play marin
Damn, I actually forgot that Cairne existed until I read this post. Wow.
This is why I use to say, and say it again, repeat repeat : stop making stronger and stronger cards, start making more cards with the same balance and different features to play around things.. Save hearthstone it's easy! Devs need to pop out of this buble with few abilities that only stronger cards can beat.. Just keep balance and expand the game.. Fu.k
Sorry, hearthstone us great, but I understand how people start whining scared this road will break the game. Cause that's what happened if they keep making so strong cards killing older cards and pushing the game over to another game when HP (life) is still 30.
I really like hearthstone so all I can do is hope they understand this...
Regards
Edit: I see a bll rolling on this one.. Many "forgot about" that is just not the same since its not under the same conditions. But where OP started this there is a real concern. I hope devs see the difference and understand what is said here, that people really want to keep hearthstone balanced as a good card game where the clever one wins.
You know what happens when they try to completely balance a release and keep it on the "exact same level" ? TGT. I think 5 cards really effected the meta.
This a is a great example of a card they really should change as it is a completely redundant legendary from any point of view, and that makes no sense and makes the game look bad... A nominal change for Soggoth to a 6/10 would be enough to me - it doesn't have to be better than Drakonid, just not objectively laughable in comparison..its a legendary after all. The change would not be worthless - structure to the game is important.
Guys, I am sorry but you all overlook the crucial point here :
You compare newer cards to older cards that already rotated to wild (except Cairn).
Blizzard doesn't give a fuck about wild. Especially how older cards, that are no longer viable in standard compare to cards from the standard pool doesn't interest them.
Since they are unplayable right now, it doesn't matter if they are inferior to newer or less rare cards.
I am sure they regret to have created the wild format because they already lost many players to this game mode cause it's so much cheaper for older players to keep up with their collection.
The idea of them compensating older wild players for their old and outdated cards is naive at the best.
Then, there become more alternatives, new ones with the old ones. in time makes it a great puzzle. if thay keep making stronger cards and "rotate out" the old ones this will eventually be a one shot kill game... Of couse they can keep rotate out to wild and let the meta change every year. But the wild part should be a bigger part where all the card is usable what will make the game a great puzzle. My opinion, but, anyway i dont care as long as they dont push it too far with these stronger cards until its a fist hit win/oneshot kill.
They dont have to keep every card i the "same level" there are different rareity and there are different from class' and cardtypes. but in a way, there should be a balance and instead of make so much stronger and stronger cards they could come up with abilities and abilities around abilities to make stronges combos is what i was thinking. But again, as I said i really don't care as long as they don't end up with just a few combos so strong that the rest of the game isn't at all playable against.
EDIT - I can sum it up this way; I would prefer if the high powerlevel of cards stop now and instead there would be bit more complexity to expand the game further in order to keep hearthstone hearthstone. You know in 'Magic The Gathering' there is this weird play where usualy the fist to finish a combo win, and even there, there it a very complex fight and counters in order to finish a combo. And don't read me wrong now, I still want hearthstone to be hearthstone, just with a bit more compexity rather than even more powerfull cards than as it is, because that will make the playable decks/combos(ways to play) just a few way above the rest of the game wich still can be tuned around in order to make the wild part of hearthstone a huge game.
The result of not having powerful things to do early to mid game is curve stone. The objective of curvestone is to build a perfect curve and maintain tempo. I think they're doing a great job of creating threats and creating counters to those threats. If anything they need to ramp this up even more. Of course the old dull curvestone cards are going to be outshone. That's because they are slowly improving the game away from the mindless curvefest it used to be.
Ok, I would prefer to keep the old cards still in play and keep expanding the game. And yes, I do think thay are doing a great job, but i dont agree about ramping things more up. that would make the game smaller. I think the standard meta is a great way too keep the game increased and in change every year. I just think wild should be a game with all the cards, and not just the newest there too becouse they are out-valuing the older til' a point what kills the older part. if that happends, then wild and standars is in terms the same.