This is so results oriented. They nerfed auctioneer BY 2 MANA! That is the biggest nerf hearthstone has seen. 2 mana with no stats changed. Innervate was a problem and it absolutely limits druids design space. It had way too much utility and i'm so happy that its no longer an auto include in every druid archetype.
This is so results oriented. They nerfed auctioneer BY 2 MANA! That is the biggest nerf hearthstone has seen. 2 mana with no stats changed. Innervate was a problem and it absolutely limits druids design space. It had way too much utility and i'm so happy that its no longer an auto include in every druid archetype.
2 mana? Auctioneer was 5 mana before nerf, now is 6 mana.
Fail to balance a ramp class around ramp. Nerf ramp.
...
No, Blizzard. You're doing "variety" wrong.
The problem was Jade, Ultimate Infestation and Spreading Plague -- all along.
You can take the statistics and shove it. Problems with druid:
1: Jade as a mechanic: First card played gives below average returns for mana. Second card gives average returns for mana. THEN they start to become not only good, but also OPPRESSIVE. Compare to the Kabal mechanic.
2: Jade Idol: Too high value: Could've been made to "shuffle 3 jade idols" into your deck, that simply read "Summon a X/X jade idol" -- with the cost X.
3: Ultimate Infestation: Waaaaay too high value: I mean..: Could've been: Summon 5/5 then pick one: 5 damage get 5 armor, or; draw 5 cards. ...and that'd be playable. That'd literally be playable.
4: Spreading Plague: Too high value. Compare to force of nature.
5: Innervate: Only a problem if there's super-high value to gain from it
Time to send it to the pile of cards i will never use anymore
But according to the boards, Jade Druid will enjoy same tier ranking and win rate without it. Perhaps some meme cards instead, since the deck apparently has room to spare now.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
Sad to see Druid's class identity get diluted, but the change Blizzard made to Innvervate is the one which weakens Druid the most right now and is also the most simple. I can understand it from those perspectives. Though I'd have rather seen something else which made Innervate cost mana so that it couldn't be used to ramp as early in the game, or maybe something that limited its usage to minions only, but as a Basic card that could be confusing to new players. Tough choice either way.
And look at that. 1 week later and druid isn't even that successful BEFORE THE NERF. Yet another case of the average player relying on net-decking, so they get upset that there are no decks that skilled players constructed to counter it yet. So they complain about imbalance until Blizzard ruins the game's balance for them. Same thing happened to Starcraft.
Innervate was the soul of the Druid class. They just ripped out Druid's soul.
I suppose we have differing perspectives, but druid is my most played class, and I always thought wild growth was the soul of druid. The way I tend to view druid, as someone with 1k+ wins with ramp druid over hearthstone's history, is that wild growth is what druid does and innervate is a card you include because it is too strong not to.
No other card game I've played has had temporary and permanent mana gain in the same class. I would be totally fine if they put the theme of gaining mana this turn into rogue and took it away from druid.
I've played a ton of Druid myself. (just got Golden a couple weeks ago) And Druid was my first 'main'. To me this change is a stake in the heart. The one advantage Druid had over the other classes is now gone. What is left is an empty shell, a poor imitation of the field.
Want to win with big minions now? Try Priest. Or even Shaman. They have better tools.
Pretty sure in WoW Innervate gave a burst of spent mana so changing it to replenish would of kept it's identity without allowing it to be used as ramp for insane turns earlier than expected.
The last few days i played Druid and every time I tried to imagine what card I could have included instead of Innervate . I still don't know how to compensate this loss. I was never aware of how strong this card actually is. Of course, I knew that innervate was very strong, but to really grasp it, I needed to conciously look at my plays I made with innervate. In Ramp Druid, in Jade Druid and in aggro Druid (in particular). I thought the innervate nerf will mainly hurt aggro (and now I am even not sure whether the deck will survive the nerf), but also Jade and ramp will miss their swing turns dearly as well.
For Aggro, the potential to snowball a game is strongly reduced, for mid and lategame druid decks, the potential for a comeback has decreased quite a lot.
The ones that will swarm the ladder now that Jade druid has a weakness to aggro, and the fact that pirate warrior is all but dead and that was holding so many other aggro decks back. This will change the entire meta. Jades no longer S tier.
The ones that will swarm the ladder now that Jade druid has a weakness to aggro, and the fact that pirate warrior is all but dead and that was holding so many other aggro decks back. This will change the entire meta. Jades no longer S tier.
None of the aggro decks will be as good as murloc pally, pirate warrior, and aggro druid were. Expect to see even more jade druid now that they are nerfed.
This is so results oriented. They nerfed auctioneer BY 2 MANA! That is the biggest nerf hearthstone has seen. 2 mana with no stats changed. Innervate was a problem and it absolutely limits druids design space. It had way too much utility and i'm so happy that its no longer an auto include in every druid archetype.
Auctioneer was 5 mana before nerf, now is 6 mana.
Fail to balance a ramp class around ramp.
Nerf ramp.
...
No, Blizzard.
You're doing "variety" wrong.
The problem was Jade, Ultimate Infestation and Spreading Plague -- all along.
You can take the statistics and shove it.
Problems with druid:
1: Jade as a mechanic: First card played gives below average returns for mana. Second card gives average returns for mana. THEN they start to become not only good, but also OPPRESSIVE.
Compare to the Kabal mechanic.
2: Jade Idol: Too high value: Could've been made to "shuffle 3 jade idols" into your deck, that simply read "Summon a X/X jade idol" -- with the cost X.
3: Ultimate Infestation: Waaaaay too high value:
I mean..: Could've been:
Summon 5/5 then pick one: 5 damage get 5 armor, or; draw 5 cards.
...and that'd be playable. That'd literally be playable.
4: Spreading Plague: Too high value. Compare to force of nature.
5: Innervate: Only a problem if there's super-high value to gain from it
Ultimate Infestation
Free to try and find a game, dealing cards for sorrow, cards for pain.
lol I'm loving this nerf. Should have been this way a long time ago. People whine but the same cards year after year shouldnt be auto include...
So.. exactly the same as Counterfeit Coin... Where's the Druid's identity now?
And they target Innervate when the issue is Jade Idol + Auctioneer. REALLY?
Jade Idol should increase its cost by 1 every time it is used or Auctioneer should only draw when you cast spells that cost 2 or more.
Developers' inability to balance is one thing; players choosing to abuse it is another.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
GG..I quit HS. GOOD JOB FU**IN Bro..
Sad to see Druid's class identity get diluted, but the change Blizzard made to Innvervate is the one which weakens Druid the most right now and is also the most simple. I can understand it from those perspectives. Though I'd have rather seen something else which made Innervate cost mana so that it couldn't be used to ramp as early in the game, or maybe something that limited its usage to minions only, but as a Basic card that could be confusing to new players. Tough choice either way.
And look at that. 1 week later and druid isn't even that successful BEFORE THE NERF. Yet another case of the average player relying on net-decking, so they get upset that there are no decks that skilled players constructed to counter it yet. So they complain about imbalance until Blizzard ruins the game's balance for them. Same thing happened to Starcraft.
Druid mains be like:
"Oh noes, I can't win the game on turn one anymore, how will I get past rank 10 now without lucky winstreaks carrying me?"
Innervate was the soul of the Druid class. They just ripped out Druid's soul.
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Galavant Animation
Pretty sure in WoW Innervate gave a burst of spent mana so changing it to replenish would of kept it's identity without allowing it to be used as ramp for insane turns earlier than expected.
Developers' inability to balance is one thing; players choosing to abuse it is another.
The last few days i played Druid and every time I tried to imagine what card I could have included instead of Innervate . I still don't know how to compensate this loss. I was never aware of how strong this card actually is. Of course, I knew that innervate was very strong, but to really grasp it, I needed to conciously look at my plays I made with innervate. In Ramp Druid, in Jade Druid and in aggro Druid (in particular). I thought the innervate nerf will mainly hurt aggro (and now I am even not sure whether the deck will survive the nerf), but also Jade and ramp will miss their swing turns dearly as well.
For Aggro, the potential to snowball a game is strongly reduced, for mid and lategame druid decks, the potential for a comeback has decreased quite a lot.
What aggro decks mate? There are no good aggro decks out there after the nerf. Midrange Hunter is your aggro deck. :)