There have been no indications of a nerf to Doomhammer but I have seen some threads and comments regarding it saying that it should be nerfed. Some time ago I made a post regarding Aggro shaman, in the post I said that it was a shame how now the Shaman class is now simply seen as Aggro Shaman, it feels like Hunter and their current situation but you can't really blame them because of that hero power lol, hopefully control Hunter or midrange become a thing in the future though. Anyway my point is whenever someone thinks of shaman they think Aggro and now people want a Doomhammer nerf, Doomhammer in my eyes is one of shamans very few legit finishers, I've always compared Doomhammer to Mech Mage or tempo mages Double Fireball or a combo locks Leeroy Faceless combo. A nerf to Doomhammer would really suck for future Shaman archtypes, I know this because I have made many non Aggro decks with Doomhammer in it and of course they were not too good against this meta but in the future those decks may see the light!
I don't really think it is possible to persuade anyone on a game forum to change their views about something but at least be a little open minded about this. I am open to a nerf to any other card in the shamans inventory but Doomhammer is my baby, please don't touch my baby! :(
I really don't see the problem with Aggro Shaman. It's just as annoying as any other Aggro deck, without being over powered. Every aggro deck has a specialty, like Paladin Aggro decks have the ability to gain massive card advantage through Divine Favor, similarly, Shaman's specialty is to deal huge amounts of burst damage with Doomhammer combos. Doesn't need a nerf, imo.
I'm not all that certain it would get nerfed. Sure it has great finishing potential but it's punishing to use it early on. Two mana of overload is a steep cost and if you're using it to clear minions, you're taking a ton of face damage over the course of using the weapon. If they were to nerf it, I would guess they would drop its durability down to 6 or something along those lines. This wouldn't effect its status as a finisher but would still diminish its overall power (16 damage over four turns). I can't think of anything else they would do to it without making it either boring or useless.
Shaman lacks a lot of things, but a finisher is not one. Shaman has more finishers at this point in time than ANY other class. Shaman's issue is playing on curve. I've played a lot of mid-range Shaman recently (I think it has a good chance of being strong post standard release), and most of the decks I run don't even run doomhammer anymore and I never run two copies. It's a very clunky card and really only good for hitting the face.
I feel like a lot of people are simply frustrated by the fact that Doomhammer can easily do 10 damage in a turn for only 6 mana which is a pretty insane amount of burst that early. Add that in with things like Al'akir, crackle (thankfully rotating out soon), lava burst, lightning bolt, and even smaller burst like Fire Elemental, lava shock, etc and it's just a frustrating class to play against.
IMO they could fairly easily balance Doomhammer, without killing it, by reducing the number of uses it has by 1 or 2. I personally think that currently Shaman has nearly no incentive to hold onto the hammer and wait to play it, like most other weapons, because of the number of uses it has. Reducing the durability would give more incentive on WHEN to use it, instead of just throwing it out and going ham.
I am definitely on the side that thinks Doomhammer should be nerfed. If you look at Death's Bite as a comparison. It's considered a great weapon but Doomhammer has 8 charges to Death's 2, and only costs 1 more mana with the 2 overload which doesn't affect an Aggro Shaman whatsoever. for 7 mana and 3 cards, Doomhammer has 16 damage burst which is insane. Even Force/Savage only does 14 damage for 9 mana.
If Blizzard is taking a hard look at nerfing Force/Savage then I think it's only logical they also take a look at Doomhammer as well. Doomhammer just hinders future card creation too as you can't have any other Shaman cards that increase a hero's attack.
On a side note, I do think Shaman is in a tough spot being only known as Aggro Shaman right now, but I think nerfing Doomhammer can assist in card creation for the class in future expansions that will make the class stronger overall and not just a 1 trick pony.
This thread is a joke. Shaman is a joke, and you want to make them more of a joke. Or does every card have to absolutely suck? Yeah take away wind fury, sure spend that insane mana and overload cast to hit your opponent for 2 damage a turn! Oh yeah that will be played.
I dont know why you consider Thunder Bluff Valiant and Mukla's Champion finishers. They help you develop your board but in no way they should be considered finishers.
Doomhammer isn't even the issue, other than maybe a little craziness with Rockbiter. It's when someone builds up a strong board after clearing the very high value Trogg, Golem, and Wolves in the early game, then is rewarded by having spells spammed to their face. Having the most BS one (Crackle) out will be a step in the right direction.
Doomhammer is one of Shaman's class defining cards, if not the class defining card. By and of itself a powerful card, and costed accordingly. Meshed with Shaman's inferior spell packages, inferior minion buffs, clunky and overcosted overload cards I think it is costed well. All classes by themselves have overpowered cards, but you have to look at the class as a whole.
Doomhammer is the card that makes aggro shaman work, and slots it as a solid Tier 2 deck. The card isn't defining the meta, it just makes the class somewhat viable. Look at the Shaman decks that don't run Doomhammer, that's right, they're Tier 4 at best.
Doomhammer is one of Shaman's class defining cards, if not the class defining card. By and of itself a powerful card, and costed accordingly. Meshed with Shaman's inferior spell packages, inferior minion buffs, clunky and overcosted overload cards I think it is costed well. All classes by themselves have overpowered cards, but you have to look at the class as a whole.
Doomhammer is the card that makes aggro shaman work, and slots it as a solid Tier 2 deck. The card isn't defining the meta, it just makes the class somewhat viable. Look at the Shaman decks that don't run Doomhammer, that's right, they're Tier 4 at best.
Not really a compelling argument given that Force of Nature and Savage Roar are Druids' class defining cards as well but they're going to see a nerf soon.
The problem is the amount of burst and how the card hinders future card creation. Since Doomhammer is from the classic set, Hearthstone really can't create a similar weapon better than it because it is already so overpowered. Again using the Death's Bite example, we're losing Death's Bite in Standard mode soon which gives Hearthstone devs the opportunity to make a new weapon that fills that void.
If Doomhammer remains the same then people will never use a different card in it's place. Whether you like or dislike that point that is how Hearthstone has been operating lately.
Thunderbluff and Mukla is horrible when you have 4 totems already though. Congrats to shaman for having limited use and RNG hero power.
But if they were to nerf Doomhammer, I think they could increase its cost to 6 but reduce Overload to 1. That way it won't affect midrange/control shaman that much but aggro shaman will have to wait a turn to use it. 1 turn is a lot in aggro match ups.
Doomhammer is one of Shaman's class defining cards, if not the class defining card. By and of itself a powerful card, and costed accordingly. Meshed with Shaman's inferior spell packages, inferior minion buffs, clunky and overcosted overload cards I think it is costed well. All classes by themselves have overpowered cards, but you have to look at the class as a whole.
Doomhammer is the card that makes aggro shaman work, and slots it as a solid Tier 2 deck. The card isn't defining the meta, it just makes the class somewhat viable. Look at the Shaman decks that don't run Doomhammer, that's right, they're Tier 4 at best.
Not really a compelling argument given that Force of Nature and Savage Roar are Druids' class defining cards as well but they're going to see a nerf soon.
The problem is the amount of burst and how the card hinders future card creation. Since Doomhammer is from the classic set, Hearthstone really can't create a similar weapon better than it because it is already so overpowered. Again using the Death's Bite example, we're losing Death's Bite in Standard mode soon which gives Hearthstone devs the opportunity to make a new weapon that fills that void.
If Doomhammer remains the same then people will never use a different card in it's place. Whether you like or dislike that point that is how Hearthstone has been operating lately.
Except Druid FoN / SR has kept Druid at the top of the meta for months if not years....Doomhammer makes one archetype of Shaman relevant in the meta (which is less relevant with so much Zoo on the ladder).
Does it hamper creativity? Maybe, but to be fair Doomhammer is not run in a lot of Shaman decks and it (along with Rogue) are the two classes that need the most help. Shamans run other cards in the 5 slot since the 2 overload hampers the curve.
Doomhammer costing me a lot of dust is the only thing that kept me from making an Aggro Shaman instead of my two Zoolock & Midrange Hunter decks that I already had most cards for.
If there's one thing that needs to be nerfed...(•_•) (>•_•)>⌐■-■ (⌐■_■) ....it's the craft cost.
Jk it should most certainly be an Epic but I'm cheap. Don't nerf it before I can craft it Blizzard, k thnx.
I am definitely on the side that thinks Doomhammer should be nerfed. If you look at Death's Bite as a comparison. It's considered a great weapon but Doomhammer has 8 charges to Death's 2, and only costs 1 more mana with the 2 overload which doesn't affect an Aggro Shaman whatsoever.
Bolded is totally wrong. Having a mere 4 mana to work with on turn 6 can be a pretty huge hindrance. Like, say, you really need to cast Lava Burst and Crackle for lethal, but can't. Playing on curve is pretty hard for Shamans, and getting Doomhammer on curve requires you to play absolutely nothing with overload on turn 4 - not as easy as it sounds in a deck where all of your burn, card draw, weapons, and half your creatures have overload.
I dont know why you consider Thunder Bluff Valiant and Mukla's Champion finishers. They help you develop your board but in no way they should be considered finishers.
There have been no indications of a nerf to Doomhammer but I have seen some threads and comments regarding it saying that it should be nerfed. Some time ago I made a post regarding Aggro shaman, in the post I said that it was a shame how now the Shaman class is now simply seen as Aggro Shaman, it feels like Hunter and their current situation but you can't really blame them because of that hero power lol, hopefully control Hunter or midrange become a thing in the future though. Anyway my point is whenever someone thinks of shaman they think Aggro and now people want a Doomhammer nerf, Doomhammer in my eyes is one of shamans very few legit finishers, I've always compared Doomhammer to Mech Mage or tempo mages Double Fireball or a combo locks Leeroy Faceless combo. A nerf to Doomhammer would really suck for future Shaman archtypes, I know this because I have made many non Aggro decks with Doomhammer in it and of course they were not too good against this meta but in the future those decks may see the light!
I don't really think it is possible to persuade anyone on a game forum to change their views about something but at least be a little open minded about this. I am open to a nerf to any other card in the shamans inventory but Doomhammer is my baby, please don't touch my baby! :(
I really don't see the problem with Aggro Shaman. It's just as annoying as any other Aggro deck, without being over powered. Every aggro deck has a specialty, like Paladin Aggro decks have the ability to gain massive card advantage through Divine Favor, similarly, Shaman's specialty is to deal huge amounts of burst damage with Doomhammer combos. Doesn't need a nerf, imo.
I'm not all that certain it would get nerfed. Sure it has great finishing potential but it's punishing to use it early on. Two mana of overload is a steep cost and if you're using it to clear minions, you're taking a ton of face damage over the course of using the weapon. If they were to nerf it, I would guess they would drop its durability down to 6 or something along those lines. This wouldn't effect its status as a finisher but would still diminish its overall power (16 damage over four turns). I can't think of anything else they would do to it without making it either boring or useless.
Shaman lacks a lot of things, but a finisher is not one. Shaman has more finishers at this point in time than ANY other class. Shaman's issue is playing on curve. I've played a lot of mid-range Shaman recently (I think it has a good chance of being strong post standard release), and most of the decks I run don't even run doomhammer anymore and I never run two copies. It's a very clunky card and really only good for hitting the face.
I feel like a lot of people are simply frustrated by the fact that Doomhammer can easily do 10 damage in a turn for only 6 mana which is a pretty insane amount of burst that early. Add that in with things like Al'akir, crackle (thankfully rotating out soon), lava burst, lightning bolt, and even smaller burst like Fire Elemental, lava shock, etc and it's just a frustrating class to play against.
IMO they could fairly easily balance Doomhammer, without killing it, by reducing the number of uses it has by 1 or 2. I personally think that currently Shaman has nearly no incentive to hold onto the hammer and wait to play it, like most other weapons, because of the number of uses it has. Reducing the durability would give more incentive on WHEN to use it, instead of just throwing it out and going ham.
I am definitely on the side that thinks Doomhammer should be nerfed. If you look at Death's Bite as a comparison. It's considered a great weapon but Doomhammer has 8 charges to Death's 2, and only costs 1 more mana with the 2 overload which doesn't affect an Aggro Shaman whatsoever. for 7 mana and 3 cards, Doomhammer has 16 damage burst which is insane. Even Force/Savage only does 14 damage for 9 mana.
If Blizzard is taking a hard look at nerfing Force/Savage then I think it's only logical they also take a look at Doomhammer as well. Doomhammer just hinders future card creation too as you can't have any other Shaman cards that increase a hero's attack.
On a side note, I do think Shaman is in a tough spot being only known as Aggro Shaman right now, but I think nerfing Doomhammer can assist in card creation for the class in future expansions that will make the class stronger overall and not just a 1 trick pony.
This thread is a joke. Shaman is a joke, and you want to make them more of a joke. Or does every card have to absolutely suck? Yeah take away wind fury, sure spend that insane mana and overload cast to hit your opponent for 2 damage a turn! Oh yeah that will be played.
I dont know why you consider Thunder Bluff Valiant and Mukla's Champion finishers. They help you develop your board but in no way they should be considered finishers.
Doomhammer isn't even the issue, other than maybe a little craziness with Rockbiter. It's when someone builds up a strong board after clearing the very high value Trogg, Golem, and Wolves in the early game, then is rewarded by having spells spammed to their face. Having the most BS one (Crackle) out will be a step in the right direction.
CCGing since '98.
Doomhammer is one of Shaman's class defining cards, if not the class defining card. By and of itself a powerful card, and costed accordingly. Meshed with Shaman's inferior spell packages, inferior minion buffs, clunky and overcosted overload cards I think it is costed well. All classes by themselves have overpowered cards, but you have to look at the class as a whole.
Doomhammer is the card that makes aggro shaman work, and slots it as a solid Tier 2 deck. The card isn't defining the meta, it just makes the class somewhat viable. Look at the Shaman decks that don't run Doomhammer, that's right, they're Tier 4 at best.
yeah the Rockbiter Weapon, they should change it to "give a friendly minion + 3 attack this turn"
Smuuurf it!
-let´s negotiate: you concede and I let you live...
Doomhammer costing me a lot of dust is the only thing that kept me from making an Aggro Shaman instead of my two Zoolock & Midrange Hunter decks that I already had most cards for.
If there's one thing that needs to be nerfed...(•_•) (>•_•)>⌐■-■ (⌐■_■) ....it's the craft cost.
Jk it should most certainly be an Epic but I'm cheap. Don't nerf it before I can craft it Blizzard, k thnx.
Avid Hearthstone and CSGO player.
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Avid Hearthstone and CSGO player.
My Youtube
Just pray Doomhammer doesn't limit devs' design space.
It's seems that mr Brode doesn't like how Antonidas helps finishing games, i hope he fancies massive hammer going to the face.