I think this nerf is a much bigger hit than people realize. It's too slow now. Aggro will kill you before you can play it, and control has more time to find answers. Kind of stupid that hunter finally had a non brain dead aggro plan and it's gone because of scrubs who use all their aoe early and proceed to get rekt by a card they've known was coming since t1. But N'zoth. That cards fine and not broken at all. Getting really sick of this game honestly.
This is dumb. Midrange Paladin gets to squeeze in an 8/8 that heals them for 8 every turn and the statistically best minion in the game on turn 8, but we can't give Midrange Hunters an okay 8 mana spell? People have been bitching and moaning about this constantly, but the nerf just makes no sense. If it's that much of an issue, play a deck with any form of board clear. Shaman can do it, warlocks can do it, mage can do it, paladin can do it. Rogue and warrior can deal with it slightly less efficiently, which is fine. Priest has issues, but priest has other mechanisms to be ahead. Druid gets utterly fucked by it, but they have ramp so they can just be ahead of the board. We don't need to nerf cards that are good, we need to nerf cards that are broken. The reason this card is seen in 80% of hunter lists is because those lists are midrange or control lists, and this card is what those decks need to survive against Control. I cannot believe Blizz listened to the misguided community outcry against this.
Well, you probably play hunter too and you understand that Call of the Wild is not as OP as people complain about. There are answers to this card for sure and was absolutely fine at 8 mana. Sure, turn 8 Call of the Wild, then turn 9 Call of the Wild is pretty broken but you don't have that every game, it's rather a rare thing I'd say.
As a F2P, I'm mostly done with this game, hunter was my main deck and I just refuse to pay Blizzard for better cards because they nerf what is free. The community can have their fun and interactive game now, but the game will probably lose some F2P players because of these nerfs, including me. Good job, Blizzard! Good job, community!
Call of the Wild should be 10 mana, flat-out. Delay the card an extra two turns, and remove the ability to use any 1-2 mana cards on the same turn. CotW is THAT powerful, people would still play two in every hunter deck at 10 mana.
No. No they would not. t6 highmane t7-10 do nothing. Good plan genius.
It's not too hard to deal with it so why u all ppl cry about it, nobody likes to loose but peeps always complain that something is too op instead of improve. Suc it will be dead circle.
Even pros complained it was too good and said this nerf was necessary. And I'm a pretty well rounded HS player who also knows a thing or two about the game and it definitely was too strong. I can guarantee you this card will still be a staple in midrange hunter and still be strong. And you know a card is broken if it can cost 1 mana more and still be strong.
So to all the people complaining about the nerf what was Hunter's best turn 9 play before this? I was under the impression the best turn 7 possible was a coin CoTW, the best turn 8 was CoTW, the best turn 9 was CoTW + 1 drop, best turn 10 was CoTW + heropower or 2 drop. People act like they can't fit in 2 CoTWs because their decks are sooooo full of 9 drops that they'd have to take one out. The aggro match up won't be changed much because CoTW is used as a finisher against control and midrange and not as a stabilizer against aggro more often than not.
People complaining about this nerf are just bad at understanding the value of cards. CotW has the effects of 3 cards that are great on their own, combined in one card. That means that the cost of the card should actually be more than the combined cost of three, cause it gives you great value (card advantage). This card was not supposed to be tempo card, it was supposed to be value card.
But the worst thing is that some people still dont understand that 12/10 with 5 charge damage is broken at 8 mana.
TIRION, GROMASH, FANDRAL, AL AKIR, ARCHMAGE ANTONIDAS and every single staple card
cause staple cards are not fan and bad for the game .
For all the people who say this is still good let me remind you: why doesn't anyone play KING CRASH ? cause 9 mana is too expensive for hunter .
Hunter will became Priest tier but I guess that's fine for most people . All I have to say to you is: it will come a time where your favorite card will be nerfed too and than you'll know how it feels .
LOL. You realize every staple you listed is Legendary? If CotW was legendary it wouldn't be getting this nerf, and if ANY of the cards you listed were epic they would be on the chopping block too.
Auto-include x2 is VERY different than auto-include x1 in terms of consistency and impact on the strength of a deck. At 9 mana CotW will still be playable, but probably not as an auto-include x2.
Just because Paladin had a reign of terror with an OP epic (Mysterious Challenger) doesn't mean every other class needs a chance to do it too.
Too slow. Hunter isn't warrior, it can't control the board, its hero power is offensive not defensive. It doesn't excel at removal, it is the worst class to go into the late game. So people thinking every deck is going to include 2 9 drops (how many decks of any class even the more controlly ones include 2 9 drops?) are smoking something.
Playable late cards for hunter are Highmanes (6 drops) and this which is now a 9 drop. That's about it.
This just reduces the card to playing Animal Companion three times, which is only fair. All of the minions you can get are worth AT LEAST three Mana, Huffer would probably be priced at 4 nowadays. I never felt like the card was a gigantic problem but Blizzard does not seem to agree :)
This nerf is fair. If they hadn't introduced too many new sticky minions to Hunter recently (Grandmother, Wolf), 8 mana could have been fine. Considering how hard is it to remove Hunter's board now, 9 mana CotW is reasonable and should be (marginally) playable in mid-Hunter.
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I think this nerf is a much bigger hit than people realize. It's too slow now. Aggro will kill you before you can play it, and control has more time to find answers. Kind of stupid that hunter finally had a non brain dead aggro plan and it's gone because of scrubs who use all their aoe early and proceed to get rekt by a card they've known was coming since t1. But N'zoth. That cards fine and not broken at all. Getting really sick of this game honestly.
No offense, but you are a bad control player if you automatically lose to cards played on curve that are in literally every deck.
Fuck cubelock
No doubt COTW is still very strong, but at 9 mana, it is not quite as broken.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
This change balances the card out completely but I thought it was fine the way it was.
So to all the people complaining about the nerf what was Hunter's best turn 9 play before this? I was under the impression the best turn 7 possible was a coin CoTW, the best turn 8 was CoTW, the best turn 9 was CoTW + 1 drop, best turn 10 was CoTW + heropower or 2 drop. People act like they can't fit in 2 CoTWs because their decks are sooooo full of 9 drops that they'd have to take one out. The aggro match up won't be changed much because CoTW is used as a finisher against control and midrange and not as a stabilizer against aggro more often than not.
People complaining about this nerf are just bad at understanding the value of cards. CotW has the effects of 3 cards that are great on their own, combined in one card. That means that the cost of the card should actually be more than the combined cost of three, cause it gives you great value (card advantage). This card was not supposed to be tempo card, it was supposed to be value card.
But the worst thing is that some people still dont understand that 12/10 with 5 charge damage is broken at 8 mana.
This card stills powerful for 9 manas but is ok now, CotW + hero power is too much.
Maybe now you run 1 COTW and one ragnaros in midrange hunter.
it's fairly priced at 9 it's a nerf.. but still a good card.
I think not being able to hero power the turn you play this is great. Now it's more in line with the Hunter's classic legendary. Good nerf!
I like hunter class and COW to 9 mana is not bad, but now i only will play one copy of the card now, well is time for the fire lord
Too slow. Hunter isn't warrior, it can't control the board, its hero power is offensive not defensive. It doesn't excel at removal, it is the worst class to go into the late game. So people thinking every deck is going to include 2 9 drops (how many decks of any class even the more controlly ones include 2 9 drops?) are smoking something.
Playable late cards for hunter are Highmanes (6 drops) and this which is now a 9 drop. That's about it.
Should've been nerfed to cost 10 Mana
This just reduces the card to playing Animal Companion three times, which is only fair. All of the minions you can get are worth AT LEAST three Mana, Huffer would probably be priced at 4 nowadays. I never felt like the card was a gigantic problem but Blizzard does not seem to agree :)
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This nerf is fair. If they hadn't introduced too many new sticky minions to Hunter recently (Grandmother, Wolf), 8 mana could have been fine. Considering how hard is it to remove Hunter's board now, 9 mana CotW is reasonable and should be (marginally) playable in mid-Hunter.