Saying Call of the Wild is OP because of how valuable it is is like saying Tirion Fordring needs to be nerfed too, but you don't hear as many complaints about him.
Good body. Taunt. Divine Shield. 5/3 weapon.
There's only one tirion in a deck. It doesn't charge. It doesn't buff all the other little pieces of crap on the board. It isn't spread over three bodies.
although there is n'zoth that's two legendary cards for that to work and surviving until turn 10 to play it. Cotw being a spell and an epic one all hunter decks are running 2 copies of it and have the ability to go turn 8 and turn 9 cotw. playing around 2 is often impossible and it's too much of a swing. it should be 9 mana or leokk should be buff all other beasts not minions. nerfing leokk like that is pretty minor but still noticeable
The card is verry strong but its 8 mana. Most cards over 6 mana are so terribly understated compared to early game cards. thus why the few good lategame cards look kinda OP. But lategame cards realy need that power lvl to actually be any good.
CotW would be almost useless at 10. Hunter has no healing, no card draw, no good taunts, no decent plays to make after Highmane. You can't just kill time for 3 turns and hope to win the game. Maybe the Yogg and Load deck would still be viable, but even then you can only hold on for so long vs aggro before needing to turn the game around. And this deck already isn't very good vs control.
EDIT - Forgot to add Hunter has no board clear too.
I wasn't trolling at all. And I know what I'm talking when I say that CotW isn't broken. I didn't say that it is bad or weak, no. I said that it is decent, it is good. But that's it. Don't be one of whiners and actually think of this card in terms of a class.
Why would it be fine at 10, but is it incredibly OP at 8? A 10-mana card should either win you the game outright, or give you such a huge advantage that it is hard for your opponent to come back (see N'Zoth, C'Thun, Yogg, both Deathwings, Anyfin). CotW does neither.
LOL !
If you lose outright when your opponent plays CotW, you might just be a bad player, who didn't save his removal for a card he knew was gonna come.
The way how you rate this card depends on "power level" of a class you are mostly play.
You play Zoo/ Shaman - "Poor hunt! We have a lot more OP cards*. So no need in nerf. He is losing anyway." But the thing that your cards are stronger doesnt mean its not OP.
You play Priest/ Paladin(?) - "I survived through all these annoying 1,2,3,4 beasts with hounmaster, weapon, friz trap, savannah guy... Wtf?!.. Call of the Wild into Call of the Wild + heropower?!" (Pls dont tell me about rock and paper. Such independent, universal, hardly removable by 1 card, cheap and powerful tool is definetly too much)
*P.S. yes Call of the Wild is not the only OP in the game. So untill every class will have its own Councilmans, PO, 7-7, 5-5, tuscar and insane openers - Call of the Wild needs nerf.
*P.S. yes Call of the Wild is not the only OP in the game. So untill every class will have its own Councilmans, PO, 7-7, 5-5, tuscar and insane openers - Call of the Wild needs nerf.
But don't every class but priest have such cards, though?
What's wrong with playing Priest/Paladin vs. Hunter ? They can be favored depending on the deck. I won many times as Priest against Hunter with all their "OP" cards like CotW.
Call of the Wild is not only very annoying but indeed too strong, it simply has too much value, for 8 mana you get instant damage, instant board presence, instant board buffs and instant defense. If you already had a board to begin with, which isnt hard as a hunter with all those tools and highmanes, it becomes even more powerful. All of this reminds me of Mysterious Challenger, it's essentially the same thing, an i-win button and bad game design, you can make stellar plays, play what class you want, they often just back to back call of the wild while you wasted your resources on highmanes(which also has too much value for it's cost imo) and the other beasts and just win on the spot. There's a reason it's one of the most popular classes right now, in tournaments and on ladder. Shoud get the nerf bat up to 10 mana.
*P.S. yes Call of the Wild is not the only OP in the game. So untill every class will have its own Councilmans, PO, 7-7, 5-5, tuscar and insane openers - Call of the Wild needs nerf.
But don't every class but priest have such cards, though?
Please name those cards :). And don't forget to mention when those cards require specific deck building or board state and when they don't. This is gonna be fun, I can't wait.
I'll help you :
-Anyfin can happen : Requires to build deck with bad cards, requires to draw and play these cards, requires super slow deck.
-Brawl : requires you to lose the board by a large margin, RNG.
-Entomb : reactive and situationnal card, strictly useless against aggro deck.
-Flamewreathed faceless : Game loser if instantly removed, not sticky, no effect.
-Flamewaker : early game card easily removed, requires specific deck building, does nothing on its own.
-Tirion fordring : Legendary, very slow, extremely weak to silence.
-Call of the wild : ??????
Erm...didn't you yourself put Flamewrathed Faceless in the same category as CotW in your last post?
Also, do a favor to yourself and try to fix this shitty attitude.
The way how you rate this card depends on "power level" of a class you are mostly play.
You play Zoo/ Shaman - "Poor hunt! We have a lot more OP cards*. So no need in nerf. He is losing anyway." But the thing that your cards are stronger doesnt mean its not OP.
You play Priest/ Paladin(?) - "I survived through all these annoying 1,2,3,4 beasts with hounmaster, weapon, friz trap, savannah guy... Wtf?!.. Call of the Wild into Call of the Wild + heropower?!" (Pls dont tell me about rock and paper. Such independent, universal, hardly removable by 1 card, cheap and powerful tool is definetly too much)
*P.S. yes Call of the Wild is not the only OP in the game. So untill every class will have its own Councilmans, PO, 7-7, 5-5, tuscar and insane openers - Call of the Wild needs nerf.
Retarded logic, nerf card instead of buffing 2 worst class atm
The way how you rate this card depends on "power level" of a class you are mostly play.
You play Zoo/ Shaman - "Poor hunt! We have a lot more OP cards*. So no need in nerf. He is losing anyway." But the thing that your cards are stronger doesnt mean its not OP.
You play Priest/ Paladin(?) - "I survived through all these annoying 1,2,3,4 beasts with hounmaster, weapon, friz trap, savannah guy... Wtf?!.. Call of the Wild into Call of the Wild + heropower?!" (Pls dont tell me about rock and paper. Such independent, universal, hardly removable by 1 card, cheap and powerful tool is definetly too much)
*P.S. yes Call of the Wild is not the only OP in the game. So untill every class will have its own Councilmans, PO, 7-7, 5-5, tuscar and insane openers - Call of the Wild needs nerf.
Retarded logic, nerf card instead of buffing 2 worst class atm
The way how you rate this card depends on "power level" of a class you are mostly play.
You play Zoo/ Shaman - "Poor hunt! We have a lot more OP cards*. So no need in nerf. He is losing anyway." But the thing that your cards are stronger doesnt mean its not OP.
You play Priest/ Paladin(?) - "I survived through all these annoying 1,2,3,4 beasts with hounmaster, weapon, friz trap, savannah guy... Wtf?!.. Call of the Wild into Call of the Wild + heropower?!" (Pls dont tell me about rock and paper. Such independent, universal, hardly removable by 1 card, cheap and powerful tool is definetly too much)
*P.S. yes Call of the Wild is not the only OP in the game. So untill every class will have its own Councilmans, PO, 7-7, 5-5, tuscar and insane openers - Call of the Wild needs nerf.
Retarded logic, nerf card instead of buffing 2 worst class atm
The way how you rate this card depends on "power level" of a class you are mostly play.
You play Zoo/ Shaman - "Poor hunt! We have a lot more OP cards*. So no need in nerf. He is losing anyway." But the thing that your cards are stronger doesnt mean its not OP.
You play Priest/ Paladin(?) - "I survived through all these annoying 1,2,3,4 beasts with hounmaster, weapon, friz trap, savannah guy... Wtf?!.. Call of the Wild into Call of the Wild + heropower?!" (Pls dont tell me about rock and paper. Such independent, universal, hardly removable by 1 card, cheap and powerful tool is definetly too much)
*P.S. yes Call of the Wild is not the only OP in the game. So untill every class will have its own Councilmans, PO, 7-7, 5-5, tuscar and insane openers - Call of the Wild needs nerf.
Retarded logic, nerf card instead of buffing 2 worst class atm
Spot the fotm hunter.
I repeat, retarded logic
Now repeat this: in my opinion. Call of the wild (in my opinion) is a badly designed card, no matter how you twist it and defend it, it's simply bad game design, has no counterplay except flamestrike, which almost no one runs, is always used mindlessly on curve, just like: you guessed it: Mysterious Challenger, has way too much value, just like: you guessed it, it's an instant i-win button, i have NEVER seen a card more responsible for insta-concedes in ranked or even tournament playsince: you guessed it: Mysterious fookin Challenger.
Every game vs hunter these days: waste removal on early sticky beasts and highmanes, get chipped down, virtually impossible to develop any kind of board due to freezing/quick shot/eaglehorn/KC/Kodo/unleash/houndmaster trades, aaaand when you remotely start to stabilize a bit here comes call of the derp to finish you off. It's almost completely identical to secret paladin, except it's dr highmane into double dr. companion.
So how do you balance it so that midrange Hunter actually has a chance versus control decks? Increasing the mana cost will just tip the scales in favor of control decks in an unfair way. 9 mana doesn't work because your opponent may have 10 mana next turn and can play something even more op. 10 mana doesn't work because you are likely completely fucked by that point. 8 mana is the perfect amount to be a really good, but not op, card and balance things out against control. Life would be pretty boring without this card.
So how do you balance it so that midrange Hunter actually has a chance versus control decks? Increasing the mana cost will just tip the scales in favor of control decks in an unfair way. 9 mana doesn't work because your opponent may have 10 mana next turn and can play something even more op. 10 mana doesn't work because you are likely completely fucked by that point. 8 mana is the perfect amount to be a really good, but not op, card and balance things out against control. Life would be pretty boring without this card.
Midrange hunter was always favored versus control, especially warrior, even before Call of the Wild, so i don't really know what you're talking about. It had, just like now, slightly unfavoured matchups vs zoo and aggro. The card needs a 10 mana cost in order to at least give the opponent a chance to fight back and stabilize. As a turn 8 play it's simply too strong, especially following a highmane and being close to lethal'd as you often are versus hunters. it becomes a struggle, not just to clear the board, but to survive, so even if you do clear the board, you are often finished by spells/bow/hero power either way, There's just too much to deal with.
although there is n'zoth that's two legendary cards for that to work and surviving until turn 10 to play it. Cotw being a spell and an epic one all hunter decks are running 2 copies of it and have the ability to go turn 8 and turn 9 cotw. playing around 2 is often impossible and it's too much of a swing. it should be 9 mana or leokk should be buff all other beasts not minions. nerfing leokk like that is pretty minor but still noticeable
The card is verry strong but its 8 mana. Most cards over 6 mana are so terribly understated compared to early game cards. thus why the few good lategame cards look kinda OP. But lategame cards realy need that power lvl to actually be any good.
CotW would be almost useless at 10. Hunter has no healing, no card draw, no good taunts, no decent plays to make after Highmane. You can't just kill time for 3 turns and hope to win the game. Maybe the Yogg and Load deck would still be viable, but even then you can only hold on for so long vs aggro before needing to turn the game around. And this deck already isn't very good vs control.
EDIT - Forgot to add Hunter has no board clear too.
I wasn't trolling at all. And I know what I'm talking when I say that CotW isn't broken. I didn't say that it is bad or weak, no. I said that it is decent, it is good. But that's it. Don't be one of whiners and actually think of this card in terms of a class.
People like to talk smack on DOOM! but it has such sweet art! That alone could win you the world title!
The way how you rate this card depends on "power level" of a class you are mostly play.
You play Zoo/ Shaman - "Poor hunt! We have a lot more OP cards*. So no need in nerf. He is losing anyway." But the thing that your cards are stronger doesnt mean its not OP.
You play Priest/ Paladin(?) - "I survived through all these annoying 1,2,3,4 beasts with hounmaster, weapon, friz trap, savannah guy... Wtf?!.. Call of the Wild into Call of the Wild + heropower?!" (Pls dont tell me about rock and paper. Such independent, universal, hardly removable by 1 card, cheap and powerful tool is definetly too much)
*P.S. yes Call of the Wild is not the only OP in the game. So untill every class will have its own Councilmans, PO, 7-7, 5-5, tuscar and insane openers - Call of the Wild needs nerf.
What's wrong with playing Priest/Paladin vs. Hunter ? They can be favored depending on the deck. I won many times as Priest against Hunter with all their "OP" cards like CotW.
Call of the Wild is not only very annoying but indeed too strong, it simply has too much value, for 8 mana you get instant damage, instant board presence, instant board buffs and instant defense. If you already had a board to begin with, which isnt hard as a hunter with all those tools and highmanes, it becomes even more powerful. All of this reminds me of Mysterious Challenger, it's essentially the same thing, an i-win button and bad game design, you can make stellar plays, play what class you want, they often just back to back call of the wild while you wasted your resources on highmanes(which also has too much value for it's cost imo) and the other beasts and just win on the spot. There's a reason it's one of the most popular classes right now, in tournaments and on ladder. Shoud get the nerf bat up to 10 mana.
Retarded logic, nerf card instead of buffing 2 worst class atm
I play a lot of Yogg Hunter so I can say for certain that it's a very powerful card but it isn't worthy of a nerf.
Flamewreathed Faceless is the worst offender from Old Gods imo. If you can't deal with it, you just lose the game.
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So how do you balance it so that midrange Hunter actually has a chance versus control decks? Increasing the mana cost will just tip the scales in favor of control decks in an unfair way. 9 mana doesn't work because your opponent may have 10 mana next turn and can play something even more op. 10 mana doesn't work because you are likely completely fucked by that point. 8 mana is the perfect amount to be a really good, but not op, card and balance things out against control. Life would be pretty boring without this card.