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Fuck yeah gimme your tears, eat it you fucking "i combo you without any board presence for 14-22+ dmg" scrubs after they got dominated the whole game and you had to make the ugliest trades whole game long just to keep their fucking board clear.
Thank god they nerfed FoN, nice 3,2k dust for my 2 golden copies :D.
Can't see how peole can be happy about this nerf.. its a 2 shot combo, there is getting blocked by any taunts.. While Mages have 2 fireballs for 12 damge, no way to block (ofc another mage can block it with secrets pff), can even be a 13/15 damage burst for 10 mana..
IMO they can just delete the class druid since they make it unplayable anyway..
Mages got a 12/15 shot combo, that you can't block with taunts, warrior can burst you down 30+ damge in one turn.. can't really see the problem about this combo.. since most other class got a way to deal more damege then druids.. ohh well guess blizzard will do the same thing with HS as they did with WoW.. Make the game kids only..
You do realise that the combo itself is not the problem right? It's the fact that druid can ramp ridiculously fast, being able to drop Dr. Boom as soon as turn 2 with a coin double innervate and you having to deal with their sticky minions while they refill their hand and laugh at your puny attempts of clearing their board while they just spam "Hm, well played" when it's turn 9 and you haven't managed to kill off that shade that is now 6/6. Good luck with keeping your health above 22 against shredders...
"Combo" druid is not an actual combo deck, it's just a "I play on curve and rofl" deck, since you don't actually have to make any decisions other than "Do I drop Thaurissan on turn 3 or wait a turn and drop Lore instead?". It's not even funny how ridiculously easy it is to play and win with it...
Wrong card to nerf about the combo... Seems they really wanna push Druid token decks.
Actually the right card to nerf if they were going to nerf the combo. People deserve to be punished for allowing many minions to stay on board, that is why savage roar was the one untouched. The game is supposed to (despite decks like Freeze mage) be about board control, savage roar (and bloodllust) fit that perfectly.
Seems fair in itself. Huge buff to Casino Mage and Servant of Yogg Saron (getting 3 2/2s is a massive beneficial spell effect).
I'll say though, that Savage Roar did seem like the bigger problem. A 6-mana nuke for 6 damage, which could be divided into 3 controllable burts of 2, was fair. With Savage Roar, all you need to do is compare it to Bloodlust to see how much stronger it is (yeah, yeah, classes and spell effects not being fully comparable). It'd be interesting to have seen a nerf/change to Savage Roar (either in addition or instead). Perhaps it could have given 3 attack to your hero, and only 1 to each minion?
Anyhow, between this, the Keeper nerf, and the BGH nerf, Druids may need some new sort of removal. Doesn't have to be as strong as other classes, but perhaps not quite as weak as Naturalize/Mulch/Recycle.