I think this is a fine nerf. Most of the complaints will come from aggro, tempo and face/weapon warriors who use execute to kill taunts and big threats for huge tempo swings. Control warrior and fatigue warriors run such heavy decks that a 1 mana difference isn't huge. I don't often execute things until turn 7 and beyond anyways.
1) warrior players, legitimately upset about this nerf, because believe it or not the card is dead, and killing a hard removal from the basic set can only lead to bad things in the future.
2) non-warrior players, who think execute would still see play at 9 mana, and think warrior players are "hilarious" because execute will still see play in rank 23 decks.
I'm from group 1 personally, and I have no shame :) What about you ?
Right, because everyone who disagrees with you surely must not be a warrior player, and obviously if I think execute is fine if it costs 2 mana I must be fine with it at 9 mana. Clearly.
</sarcasm>
I'll say exactly what I said before: I think the doom-and-gloom in this thread is overblown and unwarranted. However, I will agree with you that Team 5's habit of nerfing cards in the basic set is indeed a worrying trend. Should you have any other points about this nerf that aren't based on logical fallacies and hyperbole, I'd love to hear them so we can get an actual discussion going instead of this current QQ-fest.
1) warrior players, legitimately upset about this nerf, because believe it or not the card is dead, and killing a hard removal from the basic set can only lead to bad things in the future.
2) non-warrior players, who think execute would still see play at 9 mana, and think warrior players are "hilarious" because execute will still see play in rank 23 decks.
I'm from group 1 personally, and I have no shame :) What about you ?
I think you're 3) egocentric idiot who thinks he knows everything when in reality he's just an internet 16 old wanker who stays all day on hearthpwn on pointless arguments
Bro you need to chill the fuck out. And @tictactucroc is pretty much spot on. You look at those who commented on this forum... Those who agree and those who disagree. Those who agree do not have a single deck that is warrior related, those who don't agree with the nerf, well we are all Warrior players.
awesome.. now they just need to nerf shield slam. Make it actually use and remove the armor when it slams for damage. then we'll be all good.
Why so that your favorite class (Shaman I presume, or perhaps Warlock) can have even fewer counters? You clearly have a poor understanding of the game so please stop. You are basically saying that a card that already has the constraint of needing armor (harder against aggressive decks where you will need it earlier) needs to be nerfed. What a genius idea. So you are asking for the only good control deck (which isn't even tier 1) to be made unplayable as well.
awesome.. now they just need to nerf shield slam. Make it actually use and remove the armor when it slams for damage. then we'll be all good.
Why so that your favorite class (Shaman I presume, or perhaps Warlock) can have even fewer counters? You clearly have a poor understanding of the game so please stop. You are basically saying that a card that already has the constraint of needing armor (harder against aggressive decks where you will need it earlier) needs to be nerfed. What a genius idea. So you are asking for the only good control deck (which isn't even tier 1) to be made unplayable as well.
HAHAHA, and when you click on his profile its a shaman HAHAHA
awesome.. now they just need to nerf shield slam. Make it actually use and remove the armor when it slams for damage. then we'll be all good.
Why so that your favorite class (Shaman I presume, or perhaps Warlock) can have even fewer counters? You clearly have a poor understanding of the game so please stop. You are basically saying that a card that already has the constraint of needing armor (harder against aggressive decks where you will need it earlier) needs to be nerfed. What a genius idea. So you are asking for the only good control deck (which isn't even tier 1) to be made unplayable as well.
HAHAHA, and when you click on his profile its a shaman HAHAHA
Lol that actually is pretty funny. Shaman complaining about 'OP' cards when they have the OP cards of the game. Please (shaman players) you, of all people, shouldn't be asking for nerfs. I mean with the changes made Shaman will probably become the number 1 deck on ladder post patch. I love how Blizzard was like 20% of ladder is Shaman we need to do something about this. They came up with making it the best deck on ladder. I am at a loss for words.
I would have liked them to change how armor works along with shield slam (I literally hate playing against a deck that has no interest in winning and just pukes out a removal cards every... single... turn)
However, I like the nerf. Its the best/cheapest removal in the game. I play patron warrior and I would use execute even if it was 3 mana... that's how good I think it is.
If the card read "Destroy an enemy minion with 50% or less health", THAT would be a bad nerf and would make the card unplayable. (Even though it would make more sense due to the cards name and how it works in World of Warcraft)
I hate this nerf, it feels wrong, it just feels wrong. fine balance wise but excecute costs 1 and should always cost one, other cards even other basic cards feel less like this to me but this card feels weird costing more, all of these nerfs actually feel weird, they nerfed things boringly or annoyingly.
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Just fill your deck with one drops, that is creative deck design, right?
I'm kinda surprised with all the people who complain about this change. Execute obviously needed a change 'cause i'ts too efficient and a huge tempo swing. It's more a nerf to tempo warriors than control warriors, control tends to have a lot of floating mana anyway
1) warrior players, legitimately upset about this nerf, because believe it or not the card is dead, and killing a hard removal from the basic set can only lead to bad things in the future.
2) non-warrior players, who think execute would still see play at 9 mana, and think warrior players are "hilarious" because execute will still see play in rank 23 decks.
I'm from group 1 personally, and I have no shame :) What about you ?
I think you're 3) egocentric idiot who thinks he knows everything when in reality he's just an internet 16 old wanker who stays all day on hearthpwn on pointless arguments
Bro you need to chill the fuck out. And @tictactucroc is pretty much spot on. You look at those who commented on this forum... Those who agree and those who disagree. Those who agree do not have a single deck that is warrior related, those who don't agree with the nerf, well we are all Warrior players.
Tictac has discredited his own opinion quite a few times on this thread alone, and you aren't really doing yourself any favors by defending him.
Also, it is foolish to think that everybody who disagrees with you is actually expressing schadenfreude. That kind of thinking is exactly what led to having Donald Trump and Hillary Clinton as presidential candidates.
The only nerf worse than this one was Yogg's which made it totally unplayable. This one is completely unnecessary and absurd but execute will probably still see play.
So execute: 1 mana destroy a damaged minion.
Lets look at best case scenario:
Your opponent has The Ancient One on board, you have Argent Squire opposing it and execute in hand. You attack with argent squire (which you paid 1 mana for and your opponent had a chance to destroy it on their turn) and play execute for another 1 mana to destroy The Ancient One (2 mana and 1 card (could be two cards if your opponent had destroyed the squire and forced you to whirlwind) = destroy a minion)). This is 1 mana less than Shadow Word: Death which nobody thinks is overpowered, but it required an extra card. Sounds pretty balanced to me, and that's the best case scenario.
Other possibilities are: Your opponent has The Ancient One and its so late in the game you are both top-decking. You top-deck execute. O wait, it doesn't work, you lose the game. You top-deck Shadow Word: Death, happy days.
There are of course innumerable other possible scenarios and sometimes Execute will be better in those than Shadow Word: Death. The point is that even in the best case scenario, neither card is overpowered, and in other scenarios both cards can be useless. This being the case, it is clear that there was no reason to nerf execute, a card which when used at its maximum potential, was still perfectly balanced, and when used (or not used) in other cases, is actually under-powered. The card could cost 0 mana to play and it still wouldn't be game-breaking, strong yes, but not ridiculous.
I wish there was a viable way to change the effect to something like, "Destroy a minion at half health or less, rounded up." Then the cost could stay at 1 or maybe even 0. As it is, costing 2 Mana is a good step in the right direction. It's just way too easy for Warrior to damage a minion for 1 damage.
This hurts a lot of warrior early game against aggro pressure (which this game has a metric fuckton of), everybody says "but warriors always float mana anyway" you people are not accounting that you need TO COMBO EXECUTE WITH DAMAGE
Ichor + exec = 3 mana 2/2 with removal, still good but not as good.
Slam + exec= 4 Mana
Revenge + exec = 4 Mana
Bash + exec = 5 Mana
Ghoul + exec = 5 mana also
Now those combos get a lot clunkier, and those are 2 card combos, while Hex, Poly, Fireball, etc, are 1 card only.
It doesn't really change Warrior's late game power at all, it only hurts them in the early game. Now it will be much more difficult to deal with something like a 4 mana 7/7. If bliiz comes to their senses and makes early cards not grotesquely overpowered, this change shouldn't be an issue. If they don't, however, you have taken an already rather clunky card and made it significantly worse in the stage where the Warrior needs it the most. This is one of the nerfs I take the least offense with, but I still think it is a poor idea. Ghoul+Execute is honestly used like Swipe in the early game, but more effective at killing a "cheated" out minion. Removing that two card combo just seems like a poor idea.
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Sure because damaging and executing Tirion is the same as Yolo shot and Hex.
I think this is a fine nerf. Most of the complaints will come from aggro, tempo and face/weapon warriors who use execute to kill taunts and big threats for huge tempo swings. Control warrior and fatigue warriors run such heavy decks that a 1 mana difference isn't huge. I don't often execute things until turn 7 and beyond anyways.
At least execute let's you point at what you want to destroy . Deadly shot does not . You can destroy a 1 1 if you are unlucky .
And execute can not randomly give your opponent a TIRION like Mulch .
(>'o')>
(^'0'^)
<('o'<)
I wouldn't have voted love it, but after the hunters mark nerf. Fair is fair. Execute though, unlike mark will still be played.
Open your eyes the only reason they nerfed this card is so when you get it off Nefarian you can't play it right away
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I would have liked them to change how armor works along with shield slam (I literally hate playing against a deck that has no interest in winning and just pukes out a removal cards every... single... turn)
However, I like the nerf. Its the best/cheapest removal in the game. I play patron warrior and I would use execute even if it was 3 mana... that's how good I think it is.
If the card read "Destroy an enemy minion with 50% or less health", THAT would be a bad nerf and would make the card unplayable. (Even though it would make more sense due to the cards name and how it works in World of Warcraft)
I hate this nerf, it feels wrong, it just feels wrong. fine balance wise but excecute costs 1 and should always cost one, other cards even other basic cards feel less like this to me but this card feels weird costing more, all of these nerfs actually feel weird, they nerfed things boringly or annoyingly.
Just fill your deck with one drops, that is creative deck design, right?
I'm kinda surprised with all the people who complain about this change. Execute obviously needed a change 'cause i'ts too efficient and a huge tempo swing. It's more a nerf to tempo warriors than control warriors, control tends to have a lot of floating mana anyway
The only nerf worse than this one was Yogg's which made it totally unplayable. This one is completely unnecessary and absurd but execute will probably still see play.
So execute: 1 mana destroy a damaged minion.
Lets look at best case scenario:
Your opponent has The Ancient One on board, you have Argent Squire opposing it and execute in hand. You attack with argent squire (which you paid 1 mana for and your opponent had a chance to destroy it on their turn) and play execute for another 1 mana to destroy The Ancient One (2 mana and 1 card (could be two cards if your opponent had destroyed the squire and forced you to whirlwind) = destroy a minion)). This is 1 mana less than Shadow Word: Death which nobody thinks is overpowered, but it required an extra card. Sounds pretty balanced to me, and that's the best case scenario.
Other possibilities are: Your opponent has The Ancient One and its so late in the game you are both top-decking. You top-deck execute. O wait, it doesn't work, you lose the game. You top-deck Shadow Word: Death, happy days.
There are of course innumerable other possible scenarios and sometimes Execute will be better in those than Shadow Word: Death. The point is that even in the best case scenario, neither card is overpowered, and in other scenarios both cards can be useless. This being the case, it is clear that there was no reason to nerf execute, a card which when used at its maximum potential, was still perfectly balanced, and when used (or not used) in other cases, is actually under-powered. The card could cost 0 mana to play and it still wouldn't be game-breaking, strong yes, but not ridiculous.
I wish there was a viable way to change the effect to something like, "Destroy a minion at half health or less, rounded up." Then the cost could stay at 1 or maybe even 0. As it is, costing 2 Mana is a good step in the right direction. It's just way too easy for Warrior to damage a minion for 1 damage.
Considering I play cw alot, making it 2 Mana won't make a big difference, it's still a really good removal spell
Hearthstone is a game of "copy and pasting"
Oh also more Medivh synergy kappa
This hurts a lot of warrior early game against aggro pressure (which this game has a metric fuckton of), everybody says "but warriors always float mana anyway" you people are not accounting that you need TO COMBO EXECUTE WITH DAMAGE
Ichor + exec = 3 mana 2/2 with removal, still good but not as good.
Slam + exec= 4 Mana
Revenge + exec = 4 Mana
Bash + exec = 5 Mana
Ghoul + exec = 5 mana also
Now those combos get a lot clunkier, and those are 2 card combos, while Hex, Poly, Fireball, etc, are 1 card only.
It doesn't really change Warrior's late game power at all, it only hurts them in the early game. Now it will be much more difficult to deal with something like a 4 mana 7/7. If bliiz comes to their senses and makes early cards not grotesquely overpowered, this change shouldn't be an issue. If they don't, however, you have taken an already rather clunky card and made it significantly worse in the stage where the Warrior needs it the most. This is one of the nerfs I take the least offense with, but I still think it is a poor idea. Ghoul+Execute is honestly used like Swipe in the early game, but more effective at killing a "cheated" out minion. Removing that two card combo just seems like a poor idea.