I know, I know, a lot of people have suggested nerfs, such as "Deal X damage to a minion with 7 or greater attack", but this one is different. I tried to go with one that has the immediate effect of BGH, being able to get something off the board, but has a steep disadvantage the later the game goes. This would make BGH more of a midrange/aggro/tempo card, rather than a control card.
If you BGH a boom, they will be able to play boom again, eventually. Also, fatigue decks won't be able to use it because it puts them behind in the fatigue race. Control won't want it because it isn't a long term answer. Midrange might want it, but it could be risky. The deck that it would be really good in is a faster midrange/tempo deck, being able to put a minion down and answering, although temporarily, an enemy minion.
I think that this is a pretty good idea that would not completely kill the card, but would narrow its uses and make you think twice about using it.
Is it underpowered? Overpowered? Just right? Let me know!
I'm going to say this once and for all - you don't nerf BGH. It's a so called "tech" card , which means that you don't play it just because it's generally a good card, but rather against others considered such. In today's meta, BGH doesn't have a lot of targets outside Dr. Boom( Grommash?). Not even a lot of decks run it right now and after Standard mode comes to HS, it might completely disappear. So no, it's not a good nerf since the card doesn't need one.
I'm going to say this once and for all - you don't nerf BGH. It's a so called "tech" card , which means that you don't play it just because it's generally a good card, but rather against others considered such. In today's meta, BGH doesn't have a lot of targets outside Dr. Boom( Grommash?). Not even a lot of decks run it right now and after Standard mode comes to HS, it might completely disappear. So no, it's not a good nerf since the card doesn't need one.
BGH could become a staple in every deck if Handlock comes back to be the best deck. It depends of the nerfs and new cards ... BGH was already a strong card before GvG came out. It already limited card design by making really fun/cool/decent cards useless (every 7+ atk minion which has not an immediate impact on the board). On the other hand, without BGH, Giants can get out of control.
I'm going to say this once and for all - you don't nerf BGH. It's a so called "tech" card , which means that you don't play it just because it's generally a good card, but rather against others considered such. In today's meta, BGH doesn't have a lot of targets outside Dr. Boom( Grommash?). Not even a lot of decks run it right now and after Standard mode comes to HS, it might completely disappear. So no, it's not a good nerf since the card doesn't need one.
But that's the problem. Nobody really runs heavy minions anymore because of Big Game Hunter. It's a completely huge swing in the game when you spent your turn 8 to play Ironbark Protector (just an example), Ragnaros the Firelord, Molten Giant. Your opponent essentially skips your turn 8 for 3 mana + a 4/2 on their board.
The card itself is a problem because it screws with a lot of control decks, making decks with big minions unplayable/hard to play because of that huge swing when your 7+drop gets destroyed by BGH. Dr. Boom is more or less an exception because even if it gets hit by BGH the Boom Bots are still enough to not make it a complete disaster for you.
Big Game Hunter is essentially one of those cards that limit card design and gameplay. If in the next expansion Blizzard makes a 7+drop and doesn't nerf BGH, that 7+drop won't see play at all unless it's overpowered like Dr. Boom and then the changes Blizzard wanted to make would fail. BGH needs a nerf.
I'm going to say this once and for all - you don't nerf BGH. It's a so called "tech" card , which means that you don't play it just because it's generally a good card, but rather against others considered such. In today's meta, BGH doesn't have a lot of targets outside Dr. Boom( Grommash?). Not even a lot of decks run it right now and after Standard mode comes to HS, it might completely disappear. So no, it's not a good nerf since the card doesn't need one.
I disagree. Big Game Hunter limits the design space for the developers, thus it's a problem long-term. People won't play powerful 7+ attack minions that don't do something immediately partly because of this.
Same case with Warsong Commander: it's the reason Dreadsteed wasn't made a neutral card in Naxx, like it was going to be.
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I'm going to say this once and for all - you don't nerf BGH. It's a so called "tech" card , which means that you don't play it just because it's generally a good card, but rather against others considered such. In today's meta, BGH doesn't have a lot of targets outside Dr. Boom( Grommash?). Not even a lot of decks run it right now and after Standard mode comes to HS, it might completely disappear. So no, it's not a good nerf since the card doesn't need one.
I disagree. Big Game Hunter limits the design space for the developers, thus it's a problem long-term. People won't play powerful 7+ attack minions that don't do something immediately partly because of this.
Same case with Warsong Commander: it's the reason Dreadsteed wasn't made a neutral card in Naxx, like it was going to be.
But aren't people playing giants? And which 7+attack minion would you play that doesn't do anything immediately and isn't played already?
People play giants because their mana cost can be manipulated to be much lower than normal.
Off the top of my head, I think cards like Deathwing would see more play if there was no concern about Big Game Hunter ruining your day immediately afterward.
Bigger picture, any minions that require a resource investment to buff are vulnerable while they can be Big Game Hunter'd. For example, Unleash the Hounds feeding a Scavenging Hyena to buff it to 7+ attack.
Hearthstone will continue to be a game of small, tempo-oriented minions as long as you can pay 7+ mana for a big minion that your opponent removes the next turn for 3.
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I'm going to say this once and for all - you don't nerf BGH. It's a so called "tech" card , which means that you don't play it just because it's generally a good card, but rather against others considered such. In today's meta, BGH doesn't have a lot of targets outside Dr. Boom( Grommash?). Not even a lot of decks run it right now and after Standard mode comes to HS, it might completely disappear. So no, it's not a good nerf since the card doesn't need one.
But that's the problem. Nobody really runs heavy minions anymore because of Big Game Hunter. It's a completely huge swing in the game when you spent your turn 8 to play Ironbark Protector (just an example), Ragnaros the Firelord, Molten Giant. Your opponent essentially skips your turn 8 for 3 mana + a 4/2 on their board.
The card itself is a problem because it screws with a lot of control decks, making decks with big minions unplayable/hard to play because of that huge swing when your 7+drop gets destroyed by BGH. Dr. Boom is more or less an exception because even if it gets hit by BGH the Boom Bots are still enough to not make it a complete disaster for you.
Big Game Hunter is essentially one of those cards that limit card design and gameplay. If in the next expansion Blizzard makes a 7+drop and doesn't nerf BGH, that 7+drop won't see play at all unless it's overpowered like Dr. Boom and then the changes Blizzard wanted to make would fail. BGH needs a nerf.
So what's next? Remove shadow word death from the game?
So what's next? Remove shadow word death from the game?
Shadow Word: Death is a class card. It's balanced because it's in the priest class. Getting your Tirion Fordring SW:D won't cost you the game against priest, but it could cost you against aggro. Can you imagine if it was avaiable for all classes? Obviously other classes could benefit much more. It's for the same reason Warsong Commander and Dreadsteed were for different classes, or that Mysterious Challenger isn't available to mage.
I'm going to say this once and for all - you don't nerf BGH. It's a so called "tech" card , which means that you don't play it just because it's generally a good card, but rather against others considered such. In today's meta, BGH doesn't have a lot of targets outside Dr. Boom( Grommash?). Not even a lot of decks run it right now and after Standard mode comes to HS, it might completely disappear. So no, it's not a good nerf since the card doesn't need one.
I disagree. Big Game Hunter limits the design space for the developers, thus it's a problem long-term. People won't play powerful 7+ attack minions that don't do something immediately partly because of this.
Same case with Warsong Commander: it's the reason Dreadsteed wasn't made a neutral card in Naxx, like it was going to be.
But aren't people playing giants? And which 7+attack minion would you play that doesn't do anything immediately and isn't played already?
Prophet Velen -- without playing him as a one turn kill combo piece.
Not to mention freaking Mal "Summon a Big Game Hunter for your opponent and shuffle this minion into your deck. Skip your next turn." orne..!
Big game hunter essentially reads: Erase your opponent's previous turn.
If anything, just make it a druid card and be done with it, since they're pretty much the only class that uses it consistently in decks because the rest of their removal is pretty bad.
So what's next? Remove shadow word death from the game?
Shadow Word: Death is a class card. It's balanced because it's in the priest class. Getting your Tirion Fordring SW:D won't cost you the game against priest, but it could cost you against aggro. Can you imagine if it was avaiable for all classes? Obviously other classes could benefit much more. It's for the same reason Warsong Commander and Dreadsteed were for different classes, or that Mysterious Challenger isn't available to mage.
I can imagine if SWD would b for all classes, most decks would replace BGH with it because its even better than BGH. Which basically prooves that BGH is balanced.
Especialy for decks that need a card to remove a big minion because Team 5 slept in game balancing and didnt give every class such a tool. Which was never a problem since clasic/basic was never designed to be a standalone Set for all times.
Just imagine they nerf Silence and BGH, Druid haman Standard Meta Shaman plays turn 5 Rock Elemental Druid resigns....so much FUN...NOT!
Tech cards are an important part of the game. And if you wanna compare to like MTG tech cards in Hearthstone like BGH are Kindergarden and dont need a nerf.
Also if you nerf BGH you basically force yourself to nerf Moltens/mountains/Rock elemental because fast big minions lost theyre balancing counterpart.
I go as far as say we need even more cards like BGH because it must be possible to gain tempo back after tempo loss. Otherwise game becomes 1Thread = win.
NerfKezan Mystic! She limits the design space for secrets and can one shot freeze mage! That is why now that freeze mage is so strong everybody and their mum include her in their decks!
So what's next? Remove shadow word death from the game?
Shadow Word: Death is a class card. It's balanced because it's in the priest class. Getting your Tirion Fordring SW:D won't cost you the game against priest, but it could cost you against aggro. Can you imagine if it was avaiable for all classes? Obviously other classes could benefit much more. It's for the same reason Warsong Commander and Dreadsteed were for different classes, or that Mysterious Challenger isn't available to mage.
I can imagine if SWD would b for all classes, most decks would replace BGH with it because its even better than BGH. Which basically prooves that BGH is balanced.
Especialy for decks that need a card to remove a big minion because Team 5 slept in game balancing and didnt give every class such a tool. Which was never a problem since clasic/basic was never designed to be a standalone Set for all times.
Just imagine they nerf Silence and BGH, Druid haman Standard Meta Shaman plays turn 5 Rock Elemental Druid resigns....so much FUN...NOT!
Tech cards are an important part of the game. And if you wanna compare to like MTG tech cards in Hearthstone like BGH are Kindergarden and dont need a nerf.
Also if you nerf BGH you basically force yourself to nerf Moltens/mountains/Rock elemental because fast big minions lost theyre balancing counterpart.
I go as far as say we need even more cards like BGH because it must be possible to gain tempo back after tempo loss. Otherwise game becomes 1Thread = win.
First, just because SW:D WOULD be (maybe) better than BGH in OTHER CLASSES that doesn't in any way mean BGH is balanced, it mostly means that SW:D would be a little more op than BGH. Second, I think BGH right now stands in Hearthstone as a card that really limits card design. Sure, it's a tech card, but when it's the only of it's kind, we get the hearthstone we have today. A game where big minions are mostly unplayable unless they do something the turn they are played. Maybe in the future, where there are many more tech cards, BGH could come back and not be in almost every deck.
Furthermore, I also think that Giants would be too OP, but with Earth Elemental, what would happen is that the Shaman overload thing would finally work. It's supposed to be like that. Paying more mana next turn to get that advantage. Even if you say druid won't have an answer, so what. It'll just be a bad matchup. Sure, classic and basic sets need a rework to make the game balanced, but mages have Polymorph and Fireball, Shamans have Hex, Paladins have Aldor Peacekeeper, warriors have Execute, priests will have Shadow Word: Death and so on. Just because one class you said will have trouble with it doesn't mean it would be unbalanced. This also applies to giants and all other big cards. If Earth Elemental became a thing, everyone would keep these hard removal (or close) cards to deal with them when playing against shaman. Simple enough. Giants are op because of their cost that can be manipulated into sometimes ridiculous op turns.
Since GvG the game has been an all-out aggro-ish style of play because of too strong cards like Piloted Shredder, Dr. Boom and some others. Big Game Hunter is a card that's extremely good against control, but control is what this game needs right now with the upcoming expansion. There has been enough aggro already.
NerfKezan Mystic! She limits the design space for secrets and can one shot freeze mage! That is why now that freeze mage is so strong everybody and their mum include her in their decks!
Kezan Mysticdoes limit card design for secrets. It's a tech card, and it's supposed to do that. The problem is when it's one of the few tech cards in the game. Secrets aren't overpowered right now, but in the future blizz might decide not to make a good secret card because of it, or if they release a good secret card it's unplayable because everyone would be stealing it with Kezan. The problem isn't having a good tech card, but when it's the only one of a kind, like Big Game Hunter is, it limits card design. Say there was actually Kripp's Big Game Hunter Hunter in the game, suddenly, BGH doesn't limit card design anymore, because these two tech cards would balance each other (although Kripp's card isn't the best example) and same would go to Kezan Mystic.
Hearthstone is still a relatively new card game. You can't afford to have a card like Big Game Hunter in it right now, but in a few years who knows.
Edit: For example, imagine a 4 mana 3/3 with card effect: Revive your last minion destroyed by a battlecry effect. That could balance Big Game Hunter, and wouldn't be overpowered because unless it's a charge, it wouldn't be able to attack, and would be more like a Sap. Suddenly BGH would be balanced.
So what's next? Remove shadow word death from the game?
Shadow Word: Death is a class card. It's balanced because it's in the priest class. Getting your Tirion Fordring SW:D won't cost you the game against priest, but it could cost you against aggro. Can you imagine if it was avaiable for all classes? Obviously other classes could benefit much more. It's for the same reason Warsong Commander and Dreadsteed were for different classes, or that Mysterious Challenger isn't available to mage.
I can imagine if SWD would b for all classes, most decks would replace BGH with it because its even better than BGH. Which basically prooves that BGH is balanced.
Especialy for decks that need a card to remove a big minion because Team 5 slept in game balancing and didnt give every class such a tool. Which was never a problem since clasic/basic was never designed to be a standalone Set for all times.
Just imagine they nerf Silence and BGH, Druid haman Standard Meta Shaman plays turn 5 Rock Elemental Druid resigns....so much FUN...NOT!
Tech cards are an important part of the game. And if you wanna compare to like MTG tech cards in Hearthstone like BGH are Kindergarden and dont need a nerf.
Also if you nerf BGH you basically force yourself to nerf Moltens/mountains/Rock elemental because fast big minions lost theyre balancing counterpart.
I go as far as say we need even more cards like BGH because it must be possible to gain tempo back after tempo loss. Otherwise game becomes 1Thread = win.
First, just because SW:D WOULD be (maybe) better than BGH in OTHER CLASSES that doesn't in any way mean BGH is balanced, it mostly means that SW:D would be a little more op than BGH. Second, I think BGH right now stands in Hearthstone as a card that really limits card design. Sure, it's a tech card, but when it's the only of it's kind, we get the hearthstone we have today. A game where big minions are mostly unplayable unless they do something the turn they are played. Maybe in the future, where there are many more tech cards, BGH could come back and not be in almost every deck.
Furthermore, I also think that Giants would be too OP, but with Earth Elemental, what would happen is that the Shaman overload thing would finally work. It's supposed to be like that. Paying more mana next turn to get that advantage. Even if you say druid won't have an answer, so what. It'll just be a bad matchup. Sure, classic and basic sets need a rework to make the game balanced, but mages have Polymorph and Fireball, Shamans have Hex, Paladins have Aldor Peacekeeper, warriors have Execute, priests will have Shadow Word: Death and so on. Just because one class you said will have trouble with it doesn't mean it would be unbalanced. This also applies to giants and all other big cards. If Earth Elemental became a thing, everyone would keep these hard removal (or close) cards to deal with them when playing against shaman. Simple enough. Giants are op because of their cost that can be manipulated into sometimes ridiculous op turns.
Since GvG the game has been an all-out aggro-ish style of play because of too strong cards like Piloted Shredder, Dr. Boom and some others. Big Game Hunter is a card that's extremely good against control, but control is what this game needs right now with the upcoming expansion. There has been enough aggro already.
If BGH is SO "broken" then please tell me why face/ midrange decks run 0 and control decks run 1 copy? Also once you bait it out with Boom you can play whatever the f*ck you want! And I'm quite curious how everyone noticed this "huge problem" after Kripp posted a video on it and not in the past 2 years.
So what's next? Remove shadow word death from the game?
Shadow Word: Death is a class card. It's balanced because it's in the priest class. Getting your Tirion Fordring SW:D won't cost you the game against priest, but it could cost you against aggro. Can you imagine if it was avaiable for all classes? Obviously other classes could benefit much more. It's for the same reason Warsong Commander and Dreadsteed were for different classes, or that Mysterious Challenger isn't available to mage.
I can imagine if SWD would b for all classes, most decks would replace BGH with it because its even better than BGH. Which basically prooves that BGH is balanced.
Especialy for decks that need a card to remove a big minion because Team 5 slept in game balancing and didnt give every class such a tool. Which was never a problem since clasic/basic was never designed to be a standalone Set for all times.
Just imagine they nerf Silence and BGH, Druid haman Standard Meta Shaman plays turn 5 Rock Elemental Druid resigns....so much FUN...NOT!
Tech cards are an important part of the game. And if you wanna compare to like MTG tech cards in Hearthstone like BGH are Kindergarden and dont need a nerf.
Also if you nerf BGH you basically force yourself to nerf Moltens/mountains/Rock elemental because fast big minions lost theyre balancing counterpart.
I go as far as say we need even more cards like BGH because it must be possible to gain tempo back after tempo loss. Otherwise game becomes 1Thread = win.
First, just because SW:D WOULD be (maybe) better than BGH in OTHER CLASSES that doesn't in any way mean BGH is balanced, it mostly means that SW:D would be a little more op than BGH. Second, I think BGH right now stands in Hearthstone as a card that really limits card design. Sure, it's a tech card, but when it's the only of it's kind, we get the hearthstone we have today. A game where big minions are mostly unplayable unless they do something the turn they are played. Maybe in the future, where there are many more tech cards, BGH could come back and not be in almost every deck.
Furthermore, I also think that Giants would be too OP, but with Earth Elemental, what would happen is that the Shaman overload thing would finally work. It's supposed to be like that. Paying more mana next turn to get that advantage. Even if you say druid won't have an answer, so what. It'll just be a bad matchup. Sure, classic and basic sets need a rework to make the game balanced, but mages have Polymorph and Fireball, Shamans have Hex, Paladins have Aldor Peacekeeper, warriors have Execute, priests will have Shadow Word: Death and so on. Just because one class you said will have trouble with it doesn't mean it would be unbalanced. This also applies to giants and all other big cards. If Earth Elemental became a thing, everyone would keep these hard removal (or close) cards to deal with them when playing against shaman. Simple enough. Giants are op because of their cost that can be manipulated into sometimes ridiculous op turns.
Since GvG the game has been an all-out aggro-ish style of play because of too strong cards like Piloted Shredder, Dr. Boom and some others. Big Game Hunter is a card that's extremely good against control, but control is what this game needs right now with the upcoming expansion. There has been enough aggro already.
If BGH is SO "broken" then please tell me why face/ midrange decks run 0 and control decks run 1 copy? Also once you bait it out with Boom you can play whatever the f*ck you want! And I'm quite curious how everyone noticed this "huge problem" after Kripp posted a video on it and not in the past 2 years.
Are you joking? "I've got the fun in my sights" has been top of my, and many people's nerf bat list, since the end of beta. Seriously, it was a problem before Nax and GvG.
Aggro doesn't need Big Game Hunter because it's obviously supposed to finish you off before turn 6/7 or so, before you actually manage to play any big minion, and if you play taunt they'll silence it instead which is a much more useful tool to aggro.
Control runs it because your plan is to go to the late game. If you're playing against aggro and go to the late game, then you won't need BGH anyway. If you're playing against control and go to late game, then BGH is a powerful tool.
Playing Dr. Boom to bait it out isn't the best plan in the world. You play it and it gets BGH'd, you still lose a 6.5 worth of stats minion for a 0.5 mana effect since BGH's body is worth ~2.5 mana. Also Dr. Boom will be leaving the game soon, and it's honestly one of the few cards that can challenge BGH because of the Boom Bots. When Boom leaves, it'll likely be harder to deal with BGH right away. Since you're using your whole turn to play a card that can get BGH'd, if you do get BGH'd you might not have anything on the board to trade with the 4/2 body.
I also think I might've been misunderstood, I didn't mean that with GvG aggro decks took over the game, but that a much more aggressive style of gameplay appeared in Hearthstone, where you have to play powerful cards every turn to not lose the game. With GvG cycling out, the game style might be a bit more like in early arena games, where you don't need to play that completely op card every turn to win and where the basic of a match is about efficient trades instead of druids trying to put your health in 14 or less before turn 9. I don't know why BGH became a problem only now (or not, maybe it already was since I don't know), but if it did my guess is that the 6 mana swing back them wasn't as valuable as now since the game wasn't so aggressive before GvG. Obviously it's only theory.
Also, I personally haven't played Hearthstone for long so I don't know how the game worked back them that much, but I have watched many streamers play since long, and I saw A LOT of them complaining about BGH, and how a nerf to BGH would impact the game. Specially Kripp, Noxx and Reynad.
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I know, I know, a lot of people have suggested nerfs, such as "Deal X damage to a minion with 7 or greater attack", but this one is different. I tried to go with one that has the immediate effect of BGH, being able to get something off the board, but has a steep disadvantage the later the game goes. This would make BGH more of a midrange/aggro/tempo card, rather than a control card.
If you BGH a boom, they will be able to play boom again, eventually. Also, fatigue decks won't be able to use it because it puts them behind in the fatigue race. Control won't want it because it isn't a long term answer. Midrange might want it, but it could be risky. The deck that it would be really good in is a faster midrange/tempo deck, being able to put a minion down and answering, although temporarily, an enemy minion.
I think that this is a pretty good idea that would not completely kill the card, but would narrow its uses and make you think twice about using it.
Is it underpowered? Overpowered? Just right? Let me know!
I'm going to say this once and for all - you don't nerf BGH. It's a so called "tech" card , which means that you don't play it just because it's generally a good card, but rather against others considered such. In today's meta, BGH doesn't have a lot of targets outside Dr. Boom( Grommash?). Not even a lot of decks run it right now and after Standard mode comes to HS, it might completely disappear. So no, it's not a good nerf since the card doesn't need one.
BGH was already a strong card before GvG came out. It already limited card design by making really fun/cool/decent cards useless (every 7+ atk minion which has not an immediate impact on the board). On the other hand, without BGH, Giants can get out of control.
Kripp has an idea...
The card itself is a problem because it screws with a lot of control decks, making decks with big minions unplayable/hard to play because of that huge swing when your 7+drop gets destroyed by BGH. Dr. Boom is more or less an exception because even if it gets hit by BGH the Boom Bots are still enough to not make it a complete disaster for you.
Big Game Hunter is essentially one of those cards that limit card design and gameplay. If in the next expansion Blizzard makes a 7+drop and doesn't nerf BGH, that 7+drop won't see play at all unless it's overpowered like Dr. Boom and then the changes Blizzard wanted to make would fail. BGH needs a nerf.
Poor BGH, all this hate for him only because basic set doesnt provide what a basic set should provide for all classes :/.
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People play giants because their mana cost can be manipulated to be much lower than normal.
Off the top of my head, I think cards like Deathwing would see more play if there was no concern about Big Game Hunter ruining your day immediately afterward.
Bigger picture, any minions that require a resource investment to buff are vulnerable while they can be Big Game Hunter'd. For example, Unleash the Hounds feeding a Scavenging Hyena to buff it to 7+ attack.
Hearthstone will continue to be a game of small, tempo-oriented minions as long as you can pay 7+ mana for a big minion that your opponent removes the next turn for 3.
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Not to mention freaking Mal "Summon a Big Game Hunter for your opponent and shuffle this minion into your deck. Skip your next turn." orne..!
Big game hunter essentially reads:
Erase your opponent's previous turn.
If anything, just make it a druid card and be done with it, since they're pretty much the only class that uses it consistently in decks because the rest of their removal is pretty bad.
NerfKezan Mystic! She limits the design space for secrets and can one shot freeze mage! That is why now that freeze mage is so strong everybody and their mum include her in their decks!
Since GvG the game has been an all-out aggro-ish style of play because of too strong cards like Piloted Shredder, Dr. Boom and some others. Big Game Hunter is a card that's extremely good against control, but control is what this game needs right now with the upcoming expansion. There has been enough aggro already.
Hearthstone is still a relatively new card game. You can't afford to have a card like Big Game Hunter in it right now, but in a few years who knows.
Edit: For example, imagine a 4 mana 3/3 with card effect: Revive your last minion destroyed by a battlecry effect. That could balance Big Game Hunter, and wouldn't be overpowered because unless it's a charge, it wouldn't be able to attack, and would be more like a Sap. Suddenly BGH would be balanced.
Aggro doesn't need Big Game Hunter because it's obviously supposed to finish you off before turn 6/7 or so, before you actually manage to play any big minion, and if you play taunt they'll silence it instead which is a much more useful tool to aggro.
Control runs it because your plan is to go to the late game. If you're playing against aggro and go to the late game, then you won't need BGH anyway. If you're playing against control and go to late game, then BGH is a powerful tool.
Playing Dr. Boom to bait it out isn't the best plan in the world. You play it and it gets BGH'd, you still lose a 6.5 worth of stats minion for a 0.5 mana effect since BGH's body is worth ~2.5 mana. Also Dr. Boom will be leaving the game soon, and it's honestly one of the few cards that can challenge BGH because of the Boom Bots. When Boom leaves, it'll likely be harder to deal with BGH right away. Since you're using your whole turn to play a card that can get BGH'd, if you do get BGH'd you might not have anything on the board to trade with the 4/2 body.
I also think I might've been misunderstood, I didn't mean that with GvG aggro decks took over the game, but that a much more aggressive style of gameplay appeared in Hearthstone, where you have to play powerful cards every turn to not lose the game. With GvG cycling out, the game style might be a bit more like in early arena games, where you don't need to play that completely op card every turn to win and where the basic of a match is about efficient trades instead of druids trying to put your health in 14 or less before turn 9. I don't know why BGH became a problem only now (or not, maybe it already was since I don't know), but if it did my guess is that the 6 mana swing back them wasn't as valuable as now since the game wasn't so aggressive before GvG. Obviously it's only theory.
Also, I personally haven't played Hearthstone for long so I don't know how the game worked back them that much, but I have watched many streamers play since long, and I saw A LOT of them complaining about BGH, and how a nerf to BGH would impact the game. Specially Kripp, Noxx and Reynad.