so as everyone know by now rockbiter is looking to get nerfed from 1 mana to a 2 mana spell. the elefant in the room is the doomhammer interaction because nobody ever cried about alakir being op using pretty much the same concept.
what i suggest as a solvation to this issue is simple and very effective i feel.
make doomhammer a 7 mana card no overload.. this will keep the same power lvl of the card same power lvl of the combo but make it worse for aggro shamans without making it useless. having to start doing your 4 dmg a turn or using your rockbiter combo 2 turns later is a major tempo difference, also the fact that the overload will not buff tunnel trogg or be able to be negated by lave shock is also a fact to consider.
the issue with doomhammer + rockbiter is not its power lvl it is how early you can use it. for an example two fire balls does 12 dmg this is a two card combo just like doomhammer + rockbiter both costs 8 mana but for two fire balls to work you need to use it on turn 8 and for doomhammer rockbiter you can use on turn 6.
this might be a bit flawed math but in general if you think of it making doomhammer 7 mana instead of 5 mana is like taking 8 dmg from face in a tempo game due to being played two turns later potential sitting in hand as an unplayable card giving huge tempo lose.
so make doomhammer 7 mana instead of 5 mana with two overload keep the same power lvl without ruining either cards
Public Mod Note
(Chimera):
Moved to Card Discussion
Doomhammer+Rockbiter has been around forever, but people started complaining only recently, after Shaman received all the strong early game cards.
It sucks as a tool for board control, its only purpose is to deal a lot of damage over the course of several turns.
there used to nothing wrong with it, but with the addition of the newer cards especially those early game minions with overload synergy the power level has changed.. doomhammer was not really a much played card before tunnel trogg and when it was played there was only 1 copy.. many people like myself used to run alakir or leeroy/windfury combo over doomhammer, but that is a sad track.
what i think is very important is those cards with inbuilt punishments but also with a very good tempo swing stay punishing or they will be way too good as we have seen with doomhammer but also what i believe we are seeing with doomguard which is another issue, that ill not get into, the discard buffing, just like before we have been seeing the buffing over overload.
overload, discard, mana ramp these are all powerful effects that gives massive tempo, but at a price and i believe the price to be important
overload gives you a really good turn for the price of a bad turn.
discard gives you a really good turn for the price combo potential and a long term tempo drop (given that you will have to hero power)
mana ramp gives your a greater mana curve but for the price of cards or options in your hand, and when you want to draw cards you drop tempo. so it is just like the others above a tempo boost for the cost of later shetty tempo? (not sure if there is a word for bad tempo)
once again, if you are gonna give a card a tempo boost reward, make sure to also give it a penalty otherwise it will be too over powered
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so as everyone know by now rockbiter is looking to get nerfed from 1 mana to a 2 mana spell. the elefant in the room is the doomhammer interaction because nobody ever cried about alakir being op using pretty much the same concept.
what i suggest as a solvation to this issue is simple and very effective i feel.
make doomhammer a 7 mana card no overload.. this will keep the same power lvl of the card same power lvl of the combo but make it worse for aggro shamans without making it useless. having to start doing your 4 dmg a turn or using your rockbiter combo 2 turns later is a major tempo difference, also the fact that the overload will not buff tunnel trogg or be able to be negated by lave shock is also a fact to consider.
the issue with doomhammer + rockbiter is not its power lvl it is how early you can use it. for an example two fire balls does 12 dmg this is a two card combo just like doomhammer + rockbiter both costs 8 mana but for two fire balls to work you need to use it on turn 8 and for doomhammer rockbiter you can use on turn 6.
this might be a bit flawed math but in general if you think of it making doomhammer 7 mana instead of 5 mana is like taking 8 dmg from face in a tempo game due to being played two turns later potential sitting in hand as an unplayable card giving huge tempo lose.
so make doomhammer 7 mana instead of 5 mana with two overload keep the same power lvl without ruining either cards
Rockbiter minion only. Solved.
Play Lightning Bolt. Solved.
yes i agree. think about equality and wild pyromanser.
Yeah this... Why they didn't hit Doomhammer directly is beyond me.
Put your faith in the Lock. *Desideratus Bellum*
all doomhammers people crafted are damn worthy. they already hit yogg and call, they can't give away too much dust.
I actually appreciate when they nerf legendaries or epics.
Maybe because there's nothing wrong with it?
Doomhammer+Rockbiter has been around forever, but people started complaining only recently, after Shaman received all the strong early game cards.
It sucks as a tool for board control, its only purpose is to deal a lot of damage over the course of several turns.