It's funny how Blizzard dev team thought it's a great idea to release a late game focused expansion with jade druid still in standard . But hey people will throw money at you regardless of your mediocre decisions and you will make profit and brush off the decrease in profit as it's an aging game .
My question: Should the nerf have changed it to 2/2 instead of raising the cost to 3?
Blizzard seems to have acknowledged that that would have been the better nerf.
Where did they acknowledge that? And why - if it was the better nerf - did they go with increased mana cost?
To answer your question, no. Increasing the cost was the better nerf. At 2 mana, Warrior has a lock on any early game counterplay and can develop a board with no risk. At 3 mana, most competitive 3-drops won't die to it, and Warrior won't have the dream perfect curve with it's Basic/Classic cards.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
Definitely not a good change. As many other people already said, there are plenty of other, BETTER 3-mana 3/2 weapons that other classes have: EaglehornBow, Shadowblade and Rallying Blade. Hell, even Truesilver looks OP for the mana cost now. The mana increase is fine if that's how they want to handle FieryWarAxe, but at least give it some kind of attribute so that it can compete with the other 3-mana weapons from other classes. Something creative like "if your opponent controls 2 minions, add +1 durability" or "if you control a damaged minion, add +1 durability". The mana increase 100% hurts control and tempo more than pirate warrior, control and tempo always had weak intro turns and now it gets even harder to maintain control.
Clearly a change that they only took standard into account, as a Wild and casual arena player this nerf is unnecessary and makes the card lesser than King's Defender, it will never see play now (in Wild at least) I wish Blizzard would just push these to the hall of fame and leave them be.
Very bad change. If they wanted to nerf pirate warrior there were so many better cards to do that. By nerfing the axe they nerfed many other potential warrior decks that did not need nerfing at all.
Definitely not a good change. As many other people already said, there are plenty of other, BETTER 3-mana 3/2 weapons that other classes have: EaglehornBow, Shadowblade and Rallying Blade. Hell, even Truesilver looks OP for the mana cost now. The mana increase is fine if that's how they want to handle FieryWarAxe, but at least give it some kind of attribute so that it can compete with the other 3-mana weapons from other classes. Something creative like "if your opponent controls 2 minions, add +1 durability" or "if you control a damaged minion, add +1 durability". The mana increase 100% hurts control and tempo more than pirate warrior, control and tempo always had weak intro turns and now it gets even harder to maintain control.
The thing is, and this is something that blizz pointed this out, both for winaxe and innervate: they are basic cards. They are cards that you literally start the game with. As such, simplicity is the utmost key so that you can ease new players into the game.
That is an extremely legit reason to not add extra, complicated mechanics.
Definitely not a good change. As many other people already said, there are plenty of other, BETTER 3-mana 3/2 weapons that other classes have: EaglehornBow, Shadowblade and Rallying Blade. Hell, even Truesilver looks OP for the mana cost now. The mana increase is fine if that's how they want to handle FieryWarAxe, but at least give it some kind of attribute so that it can compete with the other 3-mana weapons from other classes. Something creative like "if your opponent controls 2 minions, add +1 durability" or "if you control a damaged minion, add +1 durability". The mana increase 100% hurts control and tempo more than pirate warrior, control and tempo always had weak intro turns and now it gets even harder to maintain control.
The thing is, and this is something that blizz pointed this out, both for winaxe and innervate: they are basic cards. They are cards that you literally start the game with. As such, simplicity is the utmost key so that you can ease new players into the game.
That is an extremely legit reason to not add extra, complicated mechanics.
I remember when I just started playing I found Wild Growth confusing as hell because it gave Excess Mana, but it wasn't stated anywhere on the card that it would do that. So there are definetly already a few confusing cards in the basic set.
None of Hiko's suggestions are even confusing, they are very straight forward, the only way someone would not understand them is if they don't know what durability is. However, new players will figure that out as soon as they see a weapon being used, so that is not a problem. Other than that, the only way I could imagine someone having a hard time understanding what the text means that would be if they don't understand basic english.
Definitely not a good change. As many other people already said, there are plenty of other, BETTER 3-mana 3/2 weapons that other classes have: EaglehornBow, Shadowblade and Rallying Blade. Hell, even Truesilver looks OP for the mana cost now. The mana increase is fine if that's how they want to handle FieryWarAxe, but at least give it some kind of attribute so that it can compete with the other 3-mana weapons from other classes. Something creative like "if your opponent controls 2 minions, add +1 durability" or "if you control a damaged minion, add +1 durability". The mana increase 100% hurts control and tempo more than pirate warrior, control and tempo always had weak intro turns and now it gets even harder to maintain control.
The thing is, and this is something that blizz pointed this out, both for winaxe and innervate: they are basic cards. They are cards that you literally start the game with. As such, simplicity is the utmost key so that you can ease new players into the game.
That is an extremely legit reason to not add extra, complicated mechanics.
Are you kidding me ?
As a new player would you rather spend 2 minutes to understand what a card does or 2 seconds to find out it's trash and shouldn't even be in your deck ?
The thing is, and this is something that blizz pointed this out, both for winaxe and innervate: they are basic cards. They are cards that you literally start the game with. As such, simplicity is the utmost key so that you can ease new players into the game.
That is an extremely legit reason to not add extra, complicated mechanics.
I agree that they should keep the card simple, but if we're only comparing basic cards then it's worth noting other comparable weapons, particularly with Pally. Again Truesilver Champion 4-mana 4/2 weapon and has 4 healing attatched to it (8 attack and 4 healing for 4 mana). Also, Light's Justice is also a basic 1-mana 1/4 weapon (4 attack for 1 mana). Fiery War Axe being a 3-mana 3/2 weapon (6 attack for 3 mana) does not equate to the manacost of the aforementioned weapons, in fact it barely comes close. I could see 3-mana 3/2 weapon "gain 1 armor when your hero attacks". 3-mana 3/2 Fiery War Axe with no attribute, as other people have already said, "kills the card"
this is a good change as it was too high a bar for any other warrior weapons to cross in future designs. This card is serviceable still for new players and still the same exact effect once in play so its not confusing to long time players, and now there is plenty of design space for new 2 and 3 cost warrior weapons that are same same but different (which was needed).
I expect to see an all-new 2 drop warrior weapon that is ladder competitive within the next year, and/or a 3 drop 3/2 or 2/3 with small upside (which I think is perfectly fine so-called power creep vs a basic card)
It's funny how Blizzard dev team thought it's a great idea to release a late game focused expansion with jade druid still in standard . But hey people will throw money at you regardless of your mediocre decisions and you will make profit and brush off the decrease in profit as it's an aging game .
That cartoon could be Warrior vs anyone at this point. Welcome to the world of Hunter.
Pirate is a problem.
Nerf one of Warrior's best universal cards.
No.
Why?!
Blizzard. Why..?
For pirate aggro -- it's still 6/11/17 damage for 3 mana, instead of 2.
For non-pirates, it's now dust.
Also:
Nerfing basic cards sure is a great way to make new players stay.
Pointless nerf. Pirate Warrior can still curve out with N'Zoth's First Mate => Bloodsail Raider => Bloodsail Cultist or Upgrade! + Dread Corsair. Meanwhile any sort of slow Warrior FeelsBadMan - but I guess Jade Druid approves of this.
Also:
Eaglehorn Bow
*Sigh*
Good =/= overpowered
Overused =/= overpowered
Overpowered == overpowered
Fiery War Axe could be fair if Warrior didn't get aggressive low cost minions that buff or gets buffs based on weapon.
Very good nerf - like every nerf that gets me/us rid of Pirate Warrior from this game.
Hope next in line comes either Patches the Pirate or N'Zoth's First Mate.
Red roses in the midst of a winter's night
My question: Should the nerf have changed it to 2/2 instead of raising the cost to 3?
Blizzard seems to have acknowledged that that would have been the better nerf.
Kaladin's RoS Set Review
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What if they made it like a mini gorehowl?
Kaladin's RoS Set Review
Join me at Out of Cards!
Definitely not a good change. As many other people already said, there are plenty of other, BETTER 3-mana 3/2 weapons that other classes have: Eaglehorn Bow, Shadowblade and Rallying Blade. Hell, even Truesilver looks OP for the mana cost now. The mana increase is fine if that's how they want to handle Fiery War Axe, but at least give it some kind of attribute so that it can compete with the other 3-mana weapons from other classes. Something creative like "if your opponent controls 2 minions, add +1 durability" or "if you control a damaged minion, add +1 durability". The mana increase 100% hurts control and tempo more than pirate warrior, control and tempo always had weak intro turns and now it gets even harder to maintain control.
Clearly a change that they only took standard into account, as a Wild and casual arena player this nerf is unnecessary and makes the card lesser than King's Defender, it will never see play now (in Wild at least) I wish Blizzard would just push these to the hall of fame and leave them be.
Very bad change. If they wanted to nerf pirate warrior there were so many better cards to do that. By nerfing the axe they nerfed many other potential warrior decks that did not need nerfing at all.
A new card has just been revealed from Hearthstone's next expansion:
I agree that they should keep the card simple, but if we're only comparing basic cards then it's worth noting other comparable weapons, particularly with Pally. Again Truesilver Champion 4-mana 4/2 weapon and has 4 healing attatched to it (8 attack and 4 healing for 4 mana). Also, Light's Justice is also a basic 1-mana 1/4 weapon (4 attack for 1 mana). Fiery War Axe being a 3-mana 3/2 weapon (6 attack for 3 mana) does not equate to the mana cost of the aforementioned weapons, in fact it barely comes close. I could see 3-mana 3/2 weapon "gain 1 armor when your hero attacks". 3-mana 3/2 Fiery War Axe with no attribute, as other people have already said, "kills the card"
this is a good change as it was too high a bar for any other warrior weapons to cross in future designs. This card is serviceable still for new players and still the same exact effect once in play so its not confusing to long time players, and now there is plenty of design space for new 2 and 3 cost warrior weapons that are same same but different (which was needed).
I expect to see an all-new 2 drop warrior weapon that is ladder competitive within the next year, and/or a 3 drop 3/2 or 2/3 with small upside (which I think is perfectly fine so-called power creep vs a basic card)