I would make Call to Arms 5 mana , possesed lackey 6 mana or doomguard get charge applied with its battlecry, Naga Sea Witch a 6 mana 66 that makes all cards cost 6 , Divine Favor to 4 mana,Spitefull a 7 mana 2 2, Kobold Librarian a 1 1, make rogue quest 4or3 cards to complete and set both players minions to 5 5s, and make fiery war axe 2 mana again.
Your UI change would be a huge buff against Priests. No thanks.
edit: ok these are all not that great. Divine Favor would NOT be played. Dark Pact is a buff against decks running Geist. Grumble would not be played. Spiteful would probably not be played.
Naga Sea Witch should be on the list. Yeah you may not play wild but for the people that do, turn 4 with coin or turn 5 summon a whole board of 8/8s is balanced? I would play spiteful priests any day of the week rather than naga sea witch decks.
It would stop cubelock from cheating free doomguards without hurting zoo archetype.
I think Dark Pact is beeing used with slight different purpose than card designers wanted it to be. Now destroying own minion is not disadventage at all therefore making additional healing broken. Card should cost more and restore less health like OP wrote. I also agree with Call to Arms nerf.
Game winning card carrying murloc paladin, dudeladin etc . 7 health is definitely too much, making it three 3/3 to get throuh in most cases. 3/4 is resonable enough.
Arena:
Ultimate Infestation and Silver Sword are cards that could have card text like"play it and win game". It should show extremely rarely in draft or make at least something about those in arena.
6 mana 3/4 taunt? that turns things to 3/3s.....yeah that makes him kinda bolvar bad..cool effect but the taunt becomes absolutely pointless when he just dies unless your opponents board is clear. I agree with doomguard change though
Doomguard: 5-mana 5/7 Charge. Whenever this minions attacks, discard a card.
edit: I think it's funny how Doomguard's effect is a battlecry (when played from hand), and his entrance voiceline is, "Who dares summon me?" when there's actually no downside to summoning him.
Once again, people wanting to nerf aggro.... Aggro is GOOD for the game, leave it alone. Without aggro, people would literally just play greedy decks like cubelock and swap out board clears for The Lich King and Ysera. Aggro makes it possible to build a minion based deck (AKA the cheapest and most interactive decks) and not get walletted down by one of 2 expensive timmy control decks that play nothing but big legendary minions and pass the first 5 turns on the game.
The UI nerf is fair, no problem there. Same with the Spiteful Summoner because screw that card. Well I'd be happy with it if it didn't summon a 12 12. Summoning a random 8 drop is fine. The nerfs to aggro paladin are ridiculous. Call to Arms is fine. You can actually easily beat paladin by using a clear turn 5 and then they usually melt when you start to build your own board. Imo the most broken card in aggro paladin by far is Sunkeeper Tarim which should be at least changed to a 3 6. You shouldn't have to trade 3 minions into it ffs... Doomguard nerf is laughable and would be the worst card in the game. Why would you ever run that without charge???? This also goes back to what I said about aggro being good for the game. Card's busted and horribly designed in cubelock, but it's perfectly fine in zoo. A better nerf I came up with is to make it 5 mana 5 7 charge with "whenever this attacks, discard 2 cards" it would make the card unplayable in cube lock and in any sort of deck that "cheeses it out" with BS like Voidcaller in wild, but would be unchanged in zoo. You could also argue that it'd be a little buff to quest warlock as well. And would open new strategies like just playing it and taunting it or using cards like Ratcatcher [/card]or [card]Void Terror. The grumble nerf is warranted, but honestly I haven't had any problems facing the shudderwok combo and think the deck's fine. A good nerf to it would be to change Saronite Chain Gang instead by making it: battlecry: summon another saronite chain gang, it keeps its stats or something like that. Dark Pact nerf is a great idea, but i'd go even farther as to make it silence and destroy and heal less rather than make it 2 mana. That card is bad for the game. It destroys class identity because warlock is supposed to be a high tempo class that uses sacrifices to gain a temporary advantage over their opponent, but they always have good neutral heals that warlock abuses and just becomes an ultra popular busted boring control deck. Id honestly just nerf life tap in some way. Make it do 3 damage instead.
I think the developers knew they were giving paladin a powerful tool in CtA and that the cost and effect was vetted before release. Dark pact at 2 mana is a terrible rate and saccing your own minions for value is part of warlock's class identity. Doomguard has been around for the game's lifespan, you used to be able to cheat it out with Voidcaller, I don't see much need to change it now. Divine Favor is a great tool against greedy, uninteractive decks and encourages counterplay. Beating Divine Favor as a control deck feels great because you're forced to play a different game. UI is awesome and it's okay for class expansion epics to be strong, although I think if it discarded the top 5 cards of your deck it'd be interesting, especially in the infinite jade idol days.
He reasonably explained these nerfs... And i agree with most of them. Do you have any arguments against him? ,_,
Because this and all the 999 nerf posts before it boil down to "Help Blizzard, change these cards so I can win!" The game boils down to build decks that can win against other decks. Failure to accomplish that isnt the cards fault, but the players.
He reasonably explained these nerfs... And i agree with most of them. Do you have any arguments against him? ,_,
Because this and all the 999 nerf posts before it boil down to "Help Blizzard, change these cards so I can win!" The game boils down to build decks that can win against other decks. Failure to accomplish that isnt the cards fault, but the players.
I can't speak for the numerous other nerf threads, but I don't really care about my win rate and I'm not crying to blizzard to come to my aid. My decks are doing fine and I'm having fun with the game right now. My objective with the nerfs I proposed is rather 1) change the power level of some overpowered cards and put them in line with what I believe the power curve of the game should be and 2) increase the diversity of play experiences for all players by reducing the prevelance of powerful decks that are over represented in the meta. The only exception to those goals was the change to Grumble/Shudderwock, which now that blizzard is addressing the animation speed isn't really a problem anymore.
If you disagree with either of my two objectives that's fine, I can respect opposing opinions. But don't assume my objectives selfishly revolve around an inability to win games.
I've thought about that same change to Ultimate Infestation. Good ideas. I currently feel as though two cards get out of hand too easily in the right decks. More so, it's that if you don't beat the decks fast enough, it becomes impossible to win.
Not fun fighting against a bunch of 10/10 lifesteal Pyros' and board full of lifesteals every turn.
Not fun fighting against a 13/3 lifesteal weapon that prevents fatigue.
Here, here! I esp. agree with Kingsbane with lifesteal, esp. if you are not playing Cubelock with Howlfiend-Treachery-Defile/Gnomeferatu exactly right, or Rogue draws AND mulligans badly. Same anti-deck treatment as vs. Quest/Freeze Mage.
Can't people just take the hint that if you don't enjoy big swingy Johnny-style plays, you need to pack up your tent and move on from Hearthstone? I mean it should be crystal clear at this point. My guess is the (remaining) devs consider the game to be in a golden era. To say it plainly, there will be no nerfs because when things are working as intended, changes are not made. The Shudderwock gambit was an absolutely brilliant strategy of subterfuge and red herring. Most players fell hook line and sinker for the idea of the devs 'fixing' a problem that never was a real problem.
Actually my cancerous nerf vote is for Hadronox which should be permit any Taunt to resummon only ONCE per game. The Deathrattle is bad enough that it keeps showing up again and again (via Zola, etc) without any way to silence it permanently. This would still give it N'Zoth-like value without building and building with every resummon. Druid has plenty of other cards that fill the board and allow buffing the full board, but this is a single card that dictates the entire game for both players..
He reasonably explained these nerfs... And i agree with most of them. Do you have any arguments against him? ,_,
Because this and all the 999 nerf posts before it boil down to "Help Blizzard, change these cards so I can win!" The game boils down to build decks that can win against other decks. Failure to accomplish that isnt the cards fault, but the players.
I can't speak for the numerous other nerf threads, but I don't really care about my win rate and I'm not crying to blizzard to come to my aid. My decks are doing fine and I'm having fun with the game right now. My objective with the nerfs I proposed is rather 1) change the power level of some overpowered cards and put them in line with what I believe the power curve of the game should be and 2) increase the diversity of play experiences for all players by reducing the prevelance of powerful decks that are over represented in the meta. The only exception to those goals was the change to Grumble/Shudderwock, which now that blizzard is addressing the animation speed isn't really a problem anymore.
If you disagree with either of my two objectives that's fine, I can respect opposing opinions. But don't assume my objectives selfishly revolve around an inability to win games.
I think the fun part is most overlooked too, but there are plenty of people who see HS as healthy competition and stress relief. As "e-sports" , it is not much different than other online competitive games, except that it revolves less upon dexterity/technical prowess and more on powers of analysis and predicting behavior. That being said, so many times I see the first card played in a class and you pray to RNJesus that you get those counter cards in time.
He reasonably explained these nerfs... And i agree with most of them. Do you have any arguments against him? ,_,
Because this and all the 999 nerf posts before it boil down to "Help Blizzard, change these cards so I can win!" The game boils down to build decks that can win against other decks. Failure to accomplish that isnt the cards fault, but the players.
I can't speak for the numerous other nerf threads, but I don't really care about my win rate and I'm not crying to blizzard to come to my aid. My decks are doing fine and I'm having fun with the game right now. My objective with the nerfs I proposed is rather 1) change the power level of some overpowered cards and put them in line with what I believe the power curve of the game should be and 2) increase the diversity of play experiences for all players by reducing the prevelance of powerful decks that are over represented in the meta. The only exception to those goals was the change to Grumble/Shudderwock, which now that blizzard is addressing the animation speed isn't really a problem anymore.
If you disagree with either of my two objectives that's fine, I can respect opposing opinions. But don't assume my objectives selfishly revolve around an inability to win games.
Both objectives still point to and boil down to lowering cards to increase winning. Any time you are discussing changing power level of cards and decks you are also discussing winning/losing.
People still cry over this stuff?
I would make Call to Arms 5 mana , possesed lackey 6 mana or doomguard get charge applied with its battlecry, Naga Sea Witch a 6 mana 66 that makes all cards cost 6 , Divine Favor to 4 mana,Spitefull a 7 mana 2 2, Kobold Librarian a 1 1, make rogue quest 4or3 cards to complete and set both players minions to 5 5s, and make fiery war axe 2 mana again.
That said, I think Dark Pact should still cost 2. That way, a 1 mana minion + dark pact = 3 mana = Healing Touch.
Your UI change would be a huge buff against Priests. No thanks.
edit: ok these are all not that great. Divine Favor would NOT be played. Dark Pact is a buff against decks running Geist. Grumble would not be played. Spiteful would probably not be played.
Kaladin's RoS Set Review
Join me at Out of Cards!
Naga Sea Witch should be on the list. Yeah you may not play wild but for the people that do, turn 4 with coin or turn 5 summon a whole board of 8/8s is balanced? I would play spiteful priests any day of the week rather than naga sea witch decks.
Do you have any arguments against him? ,_,
Do or do not. There is no try.
Doomguard: 5-mana 5/7 Charge. Whenever this minions attacks, discard a card.
edit: I think it's funny how Doomguard's effect is a battlecry (when played from hand), and his entrance voiceline is, "Who dares summon me?" when there's actually no downside to summoning him.
Kaladin's RoS Set Review
Join me at Out of Cards!
Once again, people wanting to nerf aggro.... Aggro is GOOD for the game, leave it alone. Without aggro, people would literally just play greedy decks like cubelock and swap out board clears for The Lich King and Ysera. Aggro makes it possible to build a minion based deck (AKA the cheapest and most interactive decks) and not get walletted down by one of 2 expensive timmy control decks that play nothing but big legendary minions and pass the first 5 turns on the game.
The UI nerf is fair, no problem there. Same with the Spiteful Summoner because screw that card. Well I'd be happy with it if it didn't summon a 12 12. Summoning a random 8 drop is fine. The nerfs to aggro paladin are ridiculous. Call to Arms is fine. You can actually easily beat paladin by using a clear turn 5 and then they usually melt when you start to build your own board. Imo the most broken card in aggro paladin by far is Sunkeeper Tarim which should be at least changed to a 3 6. You shouldn't have to trade 3 minions into it ffs... Doomguard nerf is laughable and would be the worst card in the game. Why would you ever run that without charge???? This also goes back to what I said about aggro being good for the game. Card's busted and horribly designed in cubelock, but it's perfectly fine in zoo. A better nerf I came up with is to make it 5 mana 5 7 charge with "whenever this attacks, discard 2 cards" it would make the card unplayable in cube lock and in any sort of deck that "cheeses it out" with BS like Voidcaller in wild, but would be unchanged in zoo. You could also argue that it'd be a little buff to quest warlock as well. And would open new strategies like just playing it and taunting it or using cards like Ratcatcher [/card]or [card]Void Terror. The grumble nerf is warranted, but honestly I haven't had any problems facing the shudderwok combo and think the deck's fine. A good nerf to it would be to change Saronite Chain Gang instead by making it: battlecry: summon another saronite chain gang, it keeps its stats or something like that. Dark Pact nerf is a great idea, but i'd go even farther as to make it silence and destroy and heal less rather than make it 2 mana. That card is bad for the game. It destroys class identity because warlock is supposed to be a high tempo class that uses sacrifices to gain a temporary advantage over their opponent, but they always have good neutral heals that warlock abuses and just becomes an ultra popular busted boring control deck. Id honestly just nerf life tap in some way. Make it do 3 damage instead.
Lol yeah let's just nerf all of the good cards, until more good cards then arise. But then let's nerf cards. HS isn't allowed good cards or rng.
I think the developers knew they were giving paladin a powerful tool in CtA and that the cost and effect was vetted before release. Dark pact at 2 mana is a terrible rate and saccing your own minions for value is part of warlock's class identity. Doomguard has been around for the game's lifespan, you used to be able to cheat it out with Voidcaller, I don't see much need to change it now. Divine Favor is a great tool against greedy, uninteractive decks and encourages counterplay. Beating Divine Favor as a control deck feels great because you're forced to play a different game. UI is awesome and it's okay for class expansion epics to be strong, although I think if it discarded the top 5 cards of your deck it'd be interesting, especially in the infinite jade idol days.
It's hilarious (and rather telling) that OP says it's too early in the expansion to call for nerfs, yet none of these cards are from this expansion.
"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
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
Can't people just take the hint that if you don't enjoy big swingy Johnny-style plays, you need to pack up your tent and move on from Hearthstone? I mean it should be crystal clear at this point. My guess is the (remaining) devs consider the game to be in a golden era. To say it plainly, there will be no nerfs because when things are working as intended, changes are not made. The Shudderwock gambit was an absolutely brilliant strategy of subterfuge and red herring. Most players fell hook line and sinker for the idea of the devs 'fixing' a problem that never was a real problem.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I agree with the card choices but not the nerfs.
I think those cards should be erased from existence along with their designers as an appropriate nerf.
Actually my cancerous nerf vote is for Hadronox which should be permit any Taunt to resummon only ONCE per game. The Deathrattle is bad enough that it keeps showing up again and again (via Zola, etc) without any way to silence it permanently. This would still give it N'Zoth-like value without building and building with every resummon. Druid has plenty of other cards that fill the board and allow buffing the full board, but this is a single card that dictates the entire game for both players..
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.