Patron has a "Non-infinite" part in it's coding. Dreadsteed could have the same thing. OR Have Defile hit "non-demon" minions (How you gonna Defile a demon anyway??) OR Cap the number of times Steed can deathrattle in a given turn.
NOPE... Just nerf it so it'll never see play again.
Also, as a Warlock main, i just want to say that I hope Defile turns out to be GARBAGE.
This is not a nerf, makes the card more usable IMO. I played quite a lot of Steedlocl in wild since Umbra came out and this change will improve the deck.
Why not just limit the card from triggering above 30 times? i know mobs can get millions of hp, but this thing wont be triggering off minions all the way up to that, if it triggers off minion deaths 14 + max death rattle of 2 per 14, 50 triggers should clear any normal board anything above this using dreadsteed should just cut off at whatever numbers of triggers, its already going to play hell with servers when people setup crazy deck interactions.
Just like. Hard code the interaction mang. No one's going to get all sad about a niche meme card in wild not making total sense when compared to the rest of the game. I mean. Can't hard code dreadsteed. Can leave all of druids choose one cards in a endless limbo of "will it transform or not."
I hate that blizzard is ruining dreadsteed like this. I have a pritty good Dreadsteed deck atm and this change might destroy all the good synergies dreadsteed has going for it. But because just crying about it is useless i came up with an other way to balance/solve this problem.
Make Dreadsteed a 1/2 minion instead and keep the deathrattle as it is. The one extra HP doesn't matter on a minion like dreadsteed since all it is supposed to do is die. This way Defile can't kill the Dreadsteeds over and over even though it still is a very powerfull combo off its own.
Adding a dreadsteed to your deck won't be worth the extra bit of dmg defile will do unless you decide to build your deck around this already unpopular card like some of us try do ;)
Plz let me know what you think and hopefully we might change Blizzards mind!
Don't really care about Dreadsteed as I never played it ... or Warlock for that matter (except for daily quests). The adjustment prevents an interaction that is clearly undesired, so I guess it's fine.
I imagine there was another way around this. After you play Defile and kill the Dreadsteed, the game would check for if it needs to cast again and would do so BEFORE spawning a another Dreadsteed. THEN when the effect is fully finished, it would spawn another Dreadsteed. There, fixed the problem and the interactions that made Dreadsteed an awesome card to begin with are still there.
Well that would change every interaction with other cards too. Avenging Wrath wouldn't work the same since the effect would finish first, and similarly with other cards. It would be pretty confusing for a while I bet.
Not if you hard code it... easy af.
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The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
The way defile is coded would cause an infinite loop if dreadstead stayed the same, so bliz had too options change defile or change dreadstead. Defile could have read, deal 1 damage to all minions, if any are reduced to 0 health, repeat. This way no deathrattles proc until after the cards effect has finished. And thus defile could not kill minions spawn from deathrattles. I prefer the current version, but it does suck nerfing dreadstead. In nerfed form, it is definitely not worth 4 mana. 2 is probably too cheap, but for a simple 1/1 3 also seems to much.
The way defile is coded would cause an infinite loop if dreadstead stayed the same, so bliz had too options change defile or change dreadstead. Defile could have read, deal 1 damage to all minions, if any are reduced to 0 health, repeat. This way no deathrattles proc until after the cards effect has finished. And thus defile could not kill minions spawn from deathrattles. I prefer the current version, but it does suck nerfing dreadstead. In nerfed form, it is definitely not worth 4 mana. 2 is probably too cheap, but for a simple 1/1 3 also seems to much.
People saying deathrattles should resolve afterwards dont understand the spirit of Defile. Part of the most powerful part of the card is that it can efficiently remove sticky minions like Haunted Creeper or Rat Pack. There is no reason to take that significant aspect away from a potentially game changing card to preserve a meme card. The only real solution is to hardcode and blizzard hates that
Wtf is the point in nerfing this? Cant they just give defile a hard cap on how many times it procs like with Bouncing Blade that also only does max 80 damage? And btw that hard cap on bouncing blade is even more dumb then a hard cap on defile would be, since 80 hp on board can happen in a normal game with multiple yseras or similar while killing 80+ minions in a normal game is impossible.
Limits design space and ruins tavern brawls. I love the card but the nerf is understandable
No it fucking isn't.
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I'm here to kick ass and play cards, and I'm all out of ass.
The point of playing Dreadsteed is that you want it on the board for its revival effect whether it is for sacrifice fodder or what. Filling the board would imply you are already ahead anyways and if anything gets rid of this cannon fodder
I can still break the game with 3 grim patrons ; 1 at 1 health , other one at 2 , last one at 3 health. Nice try blizzard.
No, you can't.. after the board is full and the last minion dies, no more spawns and no more deaths..
Oh but you see, if minions finished dying AFTER the spell was cast then Dreadsteed creates no problem with this card to begin with. Blizzard is just a bunch of mental defects.
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I'm here to kick ass and play cards, and I'm all out of ass.
Personally it should proc after if it's going because of that one warlock card. If anyone played shadowverse you should be familiar with the aegis and test of strength nerf which gave an already bad card and extremely hard nerf just because of a one card interaction. The solution is to fix that single interaction and not kill the identity of the card overall
I imagine there was another way around this. After you play Defile and kill the Dreadsteed, the game would check for if it needs to cast again and would do so BEFORE spawning a another Dreadsteed. THEN when the effect is fully finished, it would spawn another Dreadsteed. There, fixed the problem and the interactions that made Dreadsteed an awesome card to begin with are still there.
Well that would change every interaction with other cards too. Avenging Wrath wouldn't work the same since the effect would finish first, and similarly with other cards. It would be pretty confusing for a while I bet.
It would change nothing, every other spell currently in the game finishes first and then resolves deaths and deathrattles.
This is not a nerf, makes the card more usable IMO. I played quite a lot of Steedlocl in wild since Umbra came out and this change will improve the deck.
No it won't what the hell are you even saying?
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I'm here to kick ass and play cards, and I'm all out of ass.
Since this isn't supposed to be a nerf they should just change it to 3 mana to compensate the change.
Take a look at my card creations here in vojza's mini expansion topic.
Patron has a "Non-infinite" part in it's coding. Dreadsteed could have the same thing. OR Have Defile hit "non-demon" minions (How you gonna Defile a demon anyway??) OR Cap the number of times Steed can deathrattle in a given turn.
NOPE... Just nerf it so it'll never see play again.
Also, as a Warlock main, i just want to say that I hope Defile turns out to be GARBAGE.
Just put a limit on the amount of times Defile can copy itself instead... This is such a waste of a once fun card.
This is not a nerf, makes the card more usable IMO. I played quite a lot of Steedlocl in wild since Umbra came out and this change will improve the deck.
Why not just limit the card from triggering above 30 times? i know mobs can get millions of hp, but this thing wont be triggering off minions all the way up to that, if it triggers off minion deaths 14 + max death rattle of 2 per 14, 50 triggers should clear any normal board anything above this using dreadsteed should just cut off at whatever numbers of triggers, its already going to play hell with servers when people setup crazy deck interactions.
Just like. Hard code the interaction mang. No one's going to get all sad about a niche meme card in wild not making total sense when compared to the rest of the game. I mean. Can't hard code dreadsteed. Can leave all of druids choose one cards in a endless limbo of "will it transform or not."
Come on bliz.
I hate that blizzard is ruining dreadsteed like this. I have a pritty good Dreadsteed deck atm and this change might destroy all the good synergies dreadsteed has going for it. But because just crying about it is useless i came up with an other way to balance/solve this problem.
Make Dreadsteed a 1/2 minion instead and keep the deathrattle as it is. The one extra HP doesn't matter on a minion like dreadsteed since all it is supposed to do is die. This way Defile can't kill the Dreadsteeds over and over even though it still is a very powerfull combo off its own.
Adding a dreadsteed to your deck won't be worth the extra bit of dmg defile will do unless you decide to build your deck around this already unpopular card like some of us try do ;)
Plz let me know what you think and hopefully we might change Blizzards mind!
Don't really care about Dreadsteed as I never played it ... or Warlock for that matter (except for daily quests). The adjustment prevents an interaction that is clearly undesired, so I guess it's fine.
After nerf, It need to cost 2 or 3 for this effect, 4 is too much.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
The way defile is coded would cause an infinite loop if dreadstead stayed the same, so bliz had too options change defile or change dreadstead. Defile could have read, deal 1 damage to all minions, if any are reduced to 0 health, repeat. This way no deathrattles proc until after the cards effect has finished. And thus defile could not kill minions spawn from deathrattles. I prefer the current version, but it does suck nerfing dreadstead. In nerfed form, it is definitely not worth 4 mana. 2 is probably too cheap, but for a simple 1/1 3 also seems to much.
This is totally a buff - now you can replace it when your board is full by killing one off and playing a new minion.
I'm here to kick ass and play cards, and I'm all out of ass.
The point of playing Dreadsteed is that you want it on the board for its revival effect whether it is for sacrifice fodder or what. Filling the board would imply you are already ahead anyways and if anything gets rid of this cannon fodder
I'm here to kick ass and play cards, and I'm all out of ass.
Personally it should proc after if it's going because of that one warlock card. If anyone played shadowverse you should be familiar with the aegis and test of strength nerf which gave an already bad card and extremely hard nerf just because of a one card interaction. The solution is to fix that single interaction and not kill the identity of the card overall
I'm here to kick ass and play cards, and I'm all out of ass.
I'm here to kick ass and play cards, and I'm all out of ass.
Than make dreadsteed resistant to aoe damage