The problem is that Cubelock is untouched. And this is a big issue.
There are tons of decks that counter Cubelock besides Razakus Priest. Be happy that Blizzard addressed some of their biggest problems ever and actually gave some consideration to Wild.
I like your nerf idea on other cards but change in Raza just going to delay when he will be played. It is still allowing machine gun OTK by priests
Making it current hero power is a huge change , it means that Raza always has to be saved after playing anduin which means that priests don't get 2 free healing every turn and an extra 5/5 body before anduin
Corridor Creeper is just not a fun card to play against. It's like this most of the time ,,I HAVE TO clear this board or I die. Oh he had 2 creepers, I guess I die anyway... ,, It's not like you have the option NOT to clear the board against aggro decks to play around this being in their hand. So I am happy to see it unplayable.
Patches, I am honestly kinda concerned that this nerf Blizz did is not enough ( I was kinda thinking a good nerf would be that Patches gets summoned if you play 2 pirates in a turn, so it only gets played in actual pirate decks and not classes that have nothing to do with pirates but run a few just cause of Patches) . So the one the OP suggested seems too mild for sure.
Raza, The nerf OP suggested would be just a mild slap on the wrist to the strongest deck in the meta (that also can't really be teched against) . I mean in a good amount of games you draw Shadowreaper before Raza anyway so this wouldn't do anything in that case. I guess it would make it awkward against aggro/midrange when you draw Raza first and play it to stabilize but can't finish them effectively because Shadowreaper hero power can't cost 0 any more . You pretty much win against those when you stabilize though. And against control it would give 1 extra turn I guess but it would still be hopeless if a control deck can't be aggressive enough (which is often the case). I actually think the nerf Blizz did is pretty fair, no more OTK but a high amount of sustained damage , no more free healing against aggro but pretty cheap healing. I think the deck will still be playable.
I'm happy with the nerfs, and Blizzard has proven they care about the ongoing state of wild. Genuinely quite impressed.
I think that one of the goals of wild is to be able to play the decks of the past, something that becomes impossible with these nerfs. All the cards nerfed except raza were indeed overpowered but if you are nerfing them you should try to do minimal changes that retain the spirit of the card. Patches not having charge in any way is just a joke.
Ship's cannon matey, ship's cannon. He needed a heavy nerf.
The problem is that Cubelock is untouched. And this is a big issue.
They can't go and blow the wad on this set of mid-expansion nerfs. Same goes with Call to Arms. How else will they relegate your investment to trash tier 2 months after the next expansion?
I don't think raza will be played anymore in standard mode, in wild it will still be ok and will be played. because of reno, but in the normal mode is not worth anymore have no duplicates in your deck just because of kazakus.
But for me the problem never was raza, the only reason why I think they nerfed it was because it may limite card design, otherwise they would have nerfed anduin for sure.
The problem is that Cubelock is untouched. And this is a big issue.
There are tons of decks that counter Cubelock besides Razakus Priest. Be happy that Blizzard addressed some of their biggest problems ever and actually gave some consideration to Wild.
Like?
Exodia Mages, Kingsbane Rogue, any other greedy deck.
The problem is that Cubelock is untouched. And this is a big issue.
There are tons of decks that counter Cubelock besides Razakus Priest. Be happy that Blizzard addressed some of their biggest problems ever and actually gave some consideration to Wild.
Like?
Exodia Mages, Kingsbane Rogue, any other greedy deck.
So only boring uninteresting decks that have shitty winrates against most everything else, got it. If I'm going to lose most of my games anyway I want to at least play a deck I enjoy.
Bonemare : Good nerf, still playable. Corridor Creeper : Destroyed, a 7 mana 2/5 is garbage, even a 4 mana 2/5 is garbage so I don't think it will be worth including in any deck because sometimes it may cost 0. Patches : It definitely needed a nerf, but I think removing charge makes it lose all its character as a card. It may be playable, but unless you buff it as soon as it is summoned it will probably be useless since it dies even to hero powers. However I wouldn't have any better idea on how to nerf patches so I am ok with what Blizzard did...we also get full dust refund for disenchanting so I won't complain! Raza the Chained : Also needed nerf, I think the card is going to be ok (playable, but probably not used that much) and we are also going to be ok without the machine gun priest! I love priest as a class, but this was disgusting. Although the nerf is ok I think about disenchanting Raza for the 1600 dust since the rotation is coming soon anyway and also I am not sure if sacrificing a 2nd copy of any card is worth it for a 1 mana discount on the hero power. I think the nerfs are overall fine but in my opinion there are more cards that are problematic and could use a nerf, like Ultimate Infestation (maybe removing the armor and making it draw 2-3 cards), Call to Arms (increasing the cost to 5 for example), Dark Pact (increasing the cost to 2-3 could make cubelock a little slower)...These are my ideas about the nerfs. I hope the game gets more balanced in the future!
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"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
I don't think raza will be played anymore in standard mode, in wild it will still be ok and will be played. because of reno, but in the normal mode is not worth anymore have no duplicates in your deck just because of kazakus.
But for me the problem never was raza, the only reason why I think they nerfed it was because it may limite card design, otherwise they would have nerfed anduin for sure.
Without the free hero power Anduin wouldn't be that good,so I think the problem with Razakus Priest was exactly Raza. They won't be able to "machine gun" hero power anymore because of the mana cap,so they won't be able to actually OTK you from full health. Dealing 4 (for example) damage with the hero power in one turn is acceptable for a DK, most DKs are at least that powerful!
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"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
I think Warlock should have been adjusted in one form or another. Personally, I would have liked to see an adjustment on how much they are able to heal. Currently, they can consistenly heal up to 30 Points of damage (2*7 + 2*8), what enables them use their lifepoints way less restrictive than other classes need to and still reach their endgame.
after each new set it just becomes more and more apparent that there HAS TO be a public test realm for hearthstone
but there probably never will be...
I agree with you, there should be a PTR although it would be extremely hard to do. However what impresses me now that there is no PTR for Hearthstone is how cards like Ultimate Infestation and Corridor Creeper make it to the set...people who work for Hearthstone are supposed to know about card games and understand what the potential of a card is so why do we need so many nerfs? Shouldn't they know how everything works before the release of a set and balance things on time?
Rollback Post to RevisionRollBack
"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
after each new set it just becomes more and more apparent that there HAS TO be a public test realm for hearthstone
but there probably never will be...
I agree with you, there should be a PTR although it would be extremely hard to do. However what impresses me now that there is no PTR for Hearthstone is how cards like Ultimate Infestation and Corridor Creeper make it to the set...people who work for Hearthstone are supposed to know about card games and understand what the potential of a card is so why do we need so many nerfs? Shouldn't they know how everything works before the release of a set and balance things on time?
I don't think that they will introduce a PTR because they don't want the meta to be figured out once the actual release goes live. Atm we have about 1-2 weeks of experimentation until the competitive meta decks start taking over. That would probably be sped up by having a PTR.
I agree though, that the strength of cards like Corridor Creeper can not be suprising after sincere playtesting. Therefore I assume that they are aware but keep underestimating the preceived strength of a card compared to the strength they can see from their data.
Honestly I'm surprised they're being that harsh with some classes while leaving warlock and paladin alone so here are some more nerfs I think would be pretty fair.
Call to Arms is disgustingly overpowered, since you're effectively paying 4 mana to draw 3 cards averaging 5 mana and playing them for free. The massive tempo along with the deck thinning should make this card cost at least 5. If you're not convinced just compare it with Force of Nature and ask if that's good design.
I think this change to Dark Pact is a good example of how to introduce random mechanics in hearthstone. Board states are interactive so players can manipulate them to increase their chances of success. i think it also fits the flavour since there should be some risk in performing a dark pact.
And you know what? Fuck it, I'm nerfing Jade Idol because it's stupid and it's also not healthy for wild.
I'm happy with the nerfs, and Blizzard has proven they care about the ongoing state of wild. Genuinely quite impressed.
I think that one of the goals of wild is to be able to play the decks of the past, something that becomes impossible with these nerfs. All the cards nerfed except raza were indeed overpowered but if you are nerfing them you should try to do minimal changes that retain the spirit of the card. Patches not having charge in any way is just a joke.
But if you don’t change it Reno priest will become stronger and stronger as time goes by.
As will every other deck. That's the nature of wild.
mill rogue with sap and vanish
I'm surprised Call to Arms wasn't nerfed to cost 5.
Corridor Creeper is just not a fun card to play against. It's like this most of the time ,,I HAVE TO clear this board or I die. Oh he had 2 creepers, I guess I die anyway... ,, It's not like you have the option NOT to clear the board against aggro decks to play around this being in their hand. So I am happy to see it unplayable.
Patches, I am honestly kinda concerned that this nerf Blizz did is not enough ( I was kinda thinking a good nerf would be that Patches gets summoned if you play 2 pirates in a turn, so it only gets played in actual pirate decks and not classes that have nothing to do with pirates but run a few just cause of Patches) . So the one the OP suggested seems too mild for sure.
Raza, The nerf OP suggested would be just a mild slap on the wrist to the strongest deck in the meta (that also can't really be teched against) . I mean in a good amount of games you draw Shadowreaper before Raza anyway so this wouldn't do anything in that case. I guess it would make it awkward against aggro/midrange when you draw Raza first and play it to stabilize but can't finish them effectively because Shadowreaper hero power can't cost 0 any more . You pretty much win against those when you stabilize though. And against control it would give 1 extra turn I guess but it would still be hopeless if a control deck can't be aggressive enough (which is often the case). I actually think the nerf Blizz did is pretty fair, no more OTK but a high amount of sustained damage , no more free healing against aggro but pretty cheap healing. I think the deck will still be playable.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I don't think raza will be played anymore in standard mode, in wild it will still be ok and will be played. because of reno, but in the normal mode is not worth anymore have no duplicates in your deck just because of kazakus.
But for me the problem never was raza, the only reason why I think they nerfed it was because it may limite card design, otherwise they would have nerfed anduin for sure.
Maybe... nah nah nah nah
Are you saying the winrates vs class/deck on VS are incorrect?
Dear OP
10 Points for Gryffin..I mean for you. Good job.
Bonemare : Good nerf, still playable.
Corridor Creeper : Destroyed, a 7 mana 2/5 is garbage, even a 4 mana 2/5 is garbage so I don't think it will be worth including in any deck because sometimes it may cost 0.
Patches : It definitely needed a nerf, but I think removing charge makes it lose all its character as a card. It may be playable, but unless you buff it as soon as it is summoned it will probably be useless since it dies even to hero powers. However I wouldn't have any better idea on how to nerf patches so I am ok with what Blizzard did...we also get full dust refund for disenchanting so I won't complain!
Raza the Chained : Also needed nerf, I think the card is going to be ok (playable, but probably not used that much) and we are also going to be ok without the machine gun priest! I love priest as a class, but this was disgusting. Although the nerf is ok I think about disenchanting Raza for the 1600 dust since the rotation is coming soon anyway and also I am not sure if sacrificing a 2nd copy of any card is worth it for a 1 mana discount on the hero power.
I think the nerfs are overall fine but in my opinion there are more cards that are problematic and could use a nerf, like Ultimate Infestation (maybe removing the armor and making it draw 2-3 cards), Call to Arms (increasing the cost to 5 for example), Dark Pact (increasing the cost to 2-3 could make cubelock a little slower)...These are my ideas about the nerfs. I hope the game gets more balanced in the future!
"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
after each new set it just becomes more and more apparent that there HAS TO be a public test realm for hearthstone
but there probably never will be...
I think Warlock should have been adjusted in one form or another. Personally, I would have liked to see an adjustment on how much they are able to heal. Currently, they can consistenly heal up to 30 Points of damage (2*7 + 2*8), what enables them use their lifepoints way less restrictive than other classes need to and still reach their endgame.
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#JeSuisFieryWarAxe!
"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
I am fine with the Nerfs, but I still don't understand how these cards (except for Raza maybe) made it past the testing stage.
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#JeSuisFieryWarAxe!
Honestly I'm surprised they're being that harsh with some classes while leaving warlock and paladin alone so here are some more nerfs I think would be pretty fair.
Call to Arms is disgustingly overpowered, since you're effectively paying 4 mana to draw 3 cards averaging 5 mana and playing them for free. The massive tempo along with the deck thinning should make this card cost at least 5. If you're not convinced just compare it with Force of Nature and ask if that's good design.
I think this change to Dark Pact is a good example of how to introduce random mechanics in hearthstone. Board states are interactive so players can manipulate them to increase their chances of success. i think it also fits the flavour since there should be some risk in performing a dark pact.
And you know what? Fuck it, I'm nerfing Jade Idol because it's stupid and it's also not healthy for wild.
Check out my Hearthstone expansion: The Shifting Sands
Check out my Hearthstone expansion: The Shifting Sands