Shaman is not getting any more nerfs. They are going to let it die by rotation and then not give it any early game in the next expansion and adventure. They might try to force feed some spells/totem shaman, but it won't stick. Their only option is going all in on pirates, but the overloads will screw them hard without a tunnel trogg to buff.
It has to do with class identity and playstyle. Hex and Polymorph both have spent time out of the meta, even when their classes were prominent, Polymorph especially. Miracle is a tight deck as it is, but if they had a 3 cost assassinate, it could be played for free on Gadgetzan turn with prep, which is an insane tempo swing for a deck that already generates a ton of tempo. Yes, it is overcosted, but it needs to be to stop rogues running two in each deck and being near unbeatable.
Whilst I agree that Shaman is a powerful class, Hex isn't the main offender. The only nerf I would give it is 1 overload or make it 4 mana. The real offenders that will exist after the standard rotation are Spirit Claws, Thing from Below, Flamewreathed Faceless and maybe Thunder Bluff Valiant. A 1/3 weapon that can be come a better Fiery War Axe is absurd, 0 mana 5/5 taunt or something similar is broken and need I mention how good is a 4 mana 7/7 common is in arena?
Nope, there are around 100 cards that i would rather nerf than hex.
Ok list those 100 cards. Perhaps flametongue totem is even more broken, but both need a +1 mana nerf. A 3 mana hex is as broken as a 1 mana pre-nerf execute and power overwhelming.
It's Polymorph with a downside, remember the frog has taunt. Used incorrectly you can miss an attack and Shaman has a harder time getting rid of the frog since it just can't ping it away like Mage. In addition the frog is usually still there on your opponents turn so they have a chance to buff or use the minion in some way.
As long as Polymorph is fine at 4 I think Hex is fine at 3. In addition "The rest of the class is overpowered so this one card should be nerfed" doesn't really make sense as an argument.
Downside? Shaman can Hex their own retarded totems or minions for free taunt. This is an adventage also.
To true, I can't even count how many times I've won off the back of hexing my own minions. Still it's not over powered... The early game powerful minions combined with early game board clears makes shaman the king of midrangecontrol., They can out control aggro, and out value them, then go into an early value game that overpowers control. That's what makes midrange shaman so good. And it got even more powerful tools vs. control with the jade package.
5 mana? Really. Why bother? The meta will find a replacement, the OP will lose to it, and we will have a new salt thread like this one. Blizzard can't make it so everyone wins every game.
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I believe that single minion removal is underpriced in many cases in general. If you drop rag for example on turn 8 a shaman could hex it and still play a midrange minion like azure drake. You can't do that after you played blizzard or flame strike. The point is that your opponent does not really loose tempo when he plays hex or even polymorph. So I would not say that such cards need change because they are op but because they increase the incentive for pure tempo driven decks.
I believe that single minion removal is underpriced in many cases in general. If you drop rag for example on turn 8 a shaman could hex it and still play a midrange minion like azure drake. You can't do that after you played blizzard or flame strike. The point is that your opponent does not really loose tempo when he plays hex or even polymorph. So I would not say that such cards need change because they are op but because they increase the incentive for pure tempo driven decks.
excellent point, and from that perspective there needs to be more low cost control tools, which Ironically hex is. I think the actual problem is that there are no low cost decent board clears other than lightning storm. If you actually look closely at midrange shaman, it's very controlly. It's just way faster than any other control deck and has a lot of tools to create tempo
I believe that single minion removal is underpriced in many cases in general. If you drop rag for example on turn 8 a shaman could hex it and still play a midrange minion like azure drake. You can't do that after you played blizzard or flame strike. The point is that your opponent does not really loose tempo when he plays hex or even polymorph. So I would not say that such cards need change because they are op but because they increase the incentive for pure tempo driven decks.
excellent point, and from that perspective there needs to be more low cost control tools, which Ironically hex is. I think the actual problem is that there are no low cost decent board clears other than lightning storm. If you actually look closely at midrange shaman, it's very controlly. It's just way faster than any other control deck and has a lot of tools to create tempo
There are some low cost AoE spells but it is the same problem tempo wise. Lets say you play Volcanic Potion on turn 3 or 4, Consecration or Hellfire on turn 4 or 5 or even Lightning Storm on 3 or 4. In each of these cases you wont be able to get on board what results in pretty much the same situation on board afterwards (unless the opponent has no minions/cards left). While it seems logical that damage to more minions costs more than damage to a single target, it skews the game clearly towards playing more small minions instead of bigger minions. This is by far not the only factor that drives the game towards beeing aggressive in general but it certainly helps.
However I don't believe that making AOE much cheaper would be a good solution. I would rather review the power level of 1 to 3 drops in general to prevent the snowballing of matches.
I believe that single minion removal is underpriced in many cases in general. If you drop rag for example on turn 8 a shaman could hex it and still play a midrange minion like azure drake. You can't do that after you played blizzard or flame strike. The point is that your opponent does not really loose tempo when he plays hex or even polymorph. So I would not say that such cards need change because they are op but because they increase the incentive for pure tempo driven decks.
excellent point, and from that perspective there needs to be more low cost control tools, which Ironically hex is. I think the actual problem is that there are no low cost decent board clears other than lightning storm. If you actually look closely at midrange shaman, it's very controlly. It's just way faster than any other control deck and has a lot of tools to create tempo
There are some low cost AoE spells but it is the same problem tempo wise. Lets say you play Volcanic Potion on turn 3 or 4, Consecration or Hellfire on turn 4 or 5 or even Lightning Storm on 3 or 4. In each of these cases you wont be able to get on board what results in pretty much the same situation on board afterwards (unless the opponent has no minions/cards left). While it seems logical that damage to more minions costs more than damage to a single target, it skews the game clearly towards playing more small minions instead of bigger minions. This is by far not the only factor that drives the game towards beeing aggressive in general but it certainly helps.
However I don't believe that making AOE much cheaper would be a good solution. I would rather review the power level of 1 to 3 drops in general to prevent the snowballing of matches.
I see what you're saying. If hex (and the like) didn't exist you could more safely use a high drop and expect them to have to at least evenly trade with it. I still think the whole game becoming cheaper including control options like board clears is viable. a lot of the problem with other board clears like flamestrike for instance is that you can't play anything after it. with lightning storm you can often use it to clear the board and than play another card (if you're playing it later in the game). You're right that lightning storm as a turn 3/4 play generally sucks, that's because that's usually an incorrect play, but it being cheap still makes a difference because you can clear board and still make tempo.
a lot of the problem with other board clears like flamestrike for instance is that you can't play anything after it. with lightning storm you can often use it to clear the board and than play another card (if you're playing it later in the game).
That is true. The thing is is though that in many games you cant wait to clear the board because you take to much damage otherwise. Later in the game you are absolutely correct that cheaper AoE is superior tempo wise but that is usually not the reality. Cards like Maelstrom Portal might actually be kind of a solution since they get you on the board as well
Speaking a little more general I believe that either both single minion removal and AoE spells should serve as tempo swing cards or both should only reset the tempo. This could indeed either mean that AoE needs to become much cheaper or single removal progressively more expensive, depending on how powerful the minion you want to remove is.
you nerf the aggro cards and promote the control cards, not the other way around.
Shaman is not getting any more nerfs. They are going to let it die by rotation and then not give it any early game in the next expansion and adventure. They might try to force feed some spells/totem shaman, but it won't stick. Their only option is going all in on pirates, but the overloads will screw them hard without a tunnel trogg to buff.
Interesting why cards like Polymorph and Hex are costs less than Assassinate...
Ok, another "I lost one game to this, don't play that class, so a nerf is urgent!" thread.
Will these snowflakes wake up to reality any day soon?
I don't really think it needs to be nerfed. I just don't like how there's so many auto-include class cards.
-Fireball
-Hex
-Swipe, Innervate
-Consecration
-Eviscerate
Just to name very few. I just wish there was more variability/flexibility in creating decks within a class.
Whilst I agree that Shaman is a powerful class, Hex isn't the main offender. The only nerf I would give it is 1 overload or make it 4 mana. The real offenders that will exist after the standard rotation are Spirit Claws, Thing from Below, Flamewreathed Faceless and maybe Thunder Bluff Valiant. A 1/3 weapon that can be come a better Fiery War Axe is absurd, 0 mana 5/5 taunt or something similar is broken and need I mention how good is a 4 mana 7/7 common is in arena?
That was topdecked? Nah, it was because I let the Heart of the Cards guide me ;)
Nope, there are around 100 cards that i would rather nerf than hex.
5 mana? Really. Why bother? The meta will find a replacement, the OP will lose to it, and we will have a new salt thread like this one. Blizzard can't make it so everyone wins every game.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I believe that single minion removal is underpriced in many cases in general. If you drop rag for example on turn 8 a shaman could hex it and still play a midrange minion like azure drake. You can't do that after you played blizzard or flame strike. The point is that your opponent does not really loose tempo when he plays hex or even polymorph. So I would not say that such cards need change because they are op but because they increase the incentive for pure tempo driven decks.
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#JeSuisFieryWarAxe!
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#JeSuisFieryWarAxe!
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#JeSuisFieryWarAxe!
Once Tunnel Trogg and Totem Golem rotate out and Small-Time Buccaneer gets nerfed, Shaman is going to need Hex (and every other card currently perceived as OP) just to survive.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Flamewreathed Faceless is gonna be UGE
GET FUCK YOU PECES OF SHIT I WAS RIGHT