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 reallly can't shed any tears for aggro shaman having nothing to play on turn 6 after dropping doom hammer. Almost all spells and minions in the deck are under 4 mana. It just takes good game management. The dream is you could have Rockbiter and Lava Burst in hand after Doomhammer for 15 damage.
The main reason Doomhammer is worthy of a nerf has nothing to do with overload anyway, as it's the initial cost that is the problem. Having 2 cards and a total of 6 mana for 10 damage is incredible burst and something that Blizzard is actively trying to avoid.
Doomhammer isn't on my nerf list, but I still won't be surprised if Blizzard nerfs mostly burst damage cards to slow the meta down. They are probably nerfing roar and they are looking at charge minions and high damage spells like fireball.
In my opinion, Doomhammer should be nerfed in one of these 3 ways. It should either cost 6 mana with the same effect to delay the SMOrcing turn, make it have only 6 durability so SMOrc Shamans have to think when to hit face or nerf rockbitter weapon to only give a friendly minion +3 attack this turn, not a friendly character +3 attack this turn. These nerfs shouldn't make Doomhammer completely useless.
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That was topdecked? Nah, it was because I let the Heart of the Cards guide me ;)
Yep, you said it, as long as they have board control. As a dedicated Shaman player I can tell you that is a big if. When you have board control you are already winning, so finishers thar rely on that are "win more" cards, too inconsistent to make competitive decks. Thanks for summing up the problem with Shaman.
According to OP, you prefer to see the Shaman as more midrange/control class. However, not many Midrange and no Control Shaman decks use Doomhammer as their finisher unless they are more Aggro-oriented. The only way they will add this card to their control-oriented deck is Doomhammer having higher mana cost (like 7) and less Overload (like 2) with the same Windfurry effect. Due to this card's current mana cost and Overload property (the nature of cheating mana curve for early moves), it forces Shaman to use it as an Aggro tool with their cheap Overload spells altogether instead of using it to trade or control its board. Such a shame for a great mechanic though.
Combined with Rockbiter Weapons, Doomhammer is a potential 28 damage to the face over 4 turns for only 7 mana (+2 overload), no board requirements, and instant speed damage...
Combined with Rockbiter Weapons, Doomhammer is a potential 28 damage to the face over 4 turns for only 7 mana (+2 overload), no board requirements, and instant speed damage...
Just throwing that out there.
Opponent not having taunt is a significant board requirement.
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Anger is the punishment we give ourselves for someone else's mistake.
Combined with Rockbiter Weapons, Doomhammer is a potential 28 damage to the face over 4 turns for only 7 mana (+2 overload), no board requirements, and instant speed damage...
Just throwing that out there.
And 3 cards. 3 cards, 5+2+1+1 mana, and 4 turns is a lot of investment. And while weapons are harder to respond to, they aren't noninteractive, there is weapon removal and there are taunts. So my opponent has 3 turns to stop me. It's not a 0->30 combo of spells or charge minions played from hand.
Doomhammer isn't on my nerf list, but I still won't be surprised if Blizzard nerfs mostly burst damage cards to slow the meta down. They are probably nerfing roar and they are looking at charge minions and high damage spells like fireball.
In my opinion, Doomhammer should be nerfed in one of these 3 ways. It should either cost 6 mana with the same effect to delay the SMOrcing turn, make it have only 6 durability so SMOrc Shamans have to think when to hit face or nerf rockbitter weapon to only give a friendly minion +3 attack this turn, not a friendly character +3 attack this turn. These nerfs shouldn't make Doomhammer completely useless.
That was topdecked? Nah, it was because I let the Heart of the Cards guide me ;)
since secret pally getting nerfed, then to be fair shammy doomhammer ought to be nerfed too :x even stevens kek. it has way too many charges.
they should at least nerf it to -2 durability
Why would you nerf it? Most wog cards make doomhammer look tame by comparison, and you wont see any nerfs to those..
According to OP, you prefer to see the Shaman as more midrange/control class. However, not many Midrange and no Control Shaman decks use Doomhammer as their finisher unless they are more Aggro-oriented. The only way they will add this card to their control-oriented deck is Doomhammer having higher mana cost (like 7) and less Overload (like 2) with the same Windfurry effect. Due to this card's current mana cost and Overload property (the nature of cheating mana curve for early moves), it forces Shaman to use it as an Aggro tool with their cheap Overload spells altogether instead of using it to trade or control its board. Such a shame for a great mechanic though.
Combined with Rockbiter Weapons, Doomhammer is a potential 28 damage to the face over 4 turns for only 7 mana (+2 overload), no board requirements, and instant speed damage...
Just throwing that out there.
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Anger is the punishment we give ourselves for someone else's mistake.
And while weapons are harder to respond to, they aren't noninteractive, there is weapon removal and there are taunts. So my opponent has 3 turns to stop me. It's not a 0->30 combo of spells or charge minions played from hand.
I still think it will be rockbiter(can only buff friendly minions) that gets the nerf instead. Doomhammer is fine without rockbiter.