The cube nerf seems fine. Most decks are running silence though. The CTA nerf would give it to Odd Paladin. Spiteful is strong but its a slow deck. The upgraded hero powers aren't exactly that nuts
None of this cards should be nerfed. The reason is that most of the thing you have listed can be fixed with blizzard printing new cards to counter or indirectly nerfing cards like Spiteful Summoner by printing low stat 10 drops.
I don't really understand the need to nerf strong stuff. There will always be a best couple of decks. The only reason to nerf decks are when they are either far ahead of the power curve, ie druid in frozen throne or patron warrior, when the deck warps the meta game heavily around it, old quest rogue, or when the deck does something fundamentally unfair or frustrating, again patron or ice block. The only card I would suggest nerfing would be spiteful, because I think it encourages poor play patterns, very non interactive, and spiteful is just rediculously swingy. But I don't think it needs a nerf, just sort of wish it had one.
I think a big part of the issue with Call to Arms is the thinning. Being able to get rid of the cheapest 20% of your draws with just 2 cards is hugely underrated. It allows decks to make 1/3 of their deck early drops to guarantee taking the board quickly without compromising their ability to get solid mid to late game cards in their hand.
After having lost to face hunter with perfect curve/rng (fucking huffer) while playing a deck designed to counter face decks, I will take that nerf, plus any other nerfs you can imagine. Face hunter is not really good, because it's inconsistent, but boy does it suck to play against. turn 4 facing lethal- what fun!
I think a big part of the issue with Call to Arms is the thinning. Being able to get rid of the cheapest 20% of your draws with just 2 cards is hugely underrated. It allows decks to make 1/3 of their deck early drops to guarantee taking the board quickly without compromising their ability to get solid mid to late game cards in their hand.
yeah summoning random 2 drops would more balanced i think
I think these nerfs are really good. You've changed the power level of the card (or hero power) enough to make a difference but not gut it completely. I think some rogue decks (baku, quest) are pretty close to top tier and since none of the cards they use get affected it might be of some concern however.
If quest rogue became a problem maybe: Sonya Shadowdancer: "bla bla bla it cannot attack this turn"
I like how You named three exact decks that are not very good at removing Minions. QUEST ROGUE in specific Has NO responses except Vanish, druid cant really deal with big Minions without hurting himself with cards like naturalize. Pally Has to equality the entire board to remove a big Minion do yeah, great responses.
How the f**k can people still complain about the cubelocks ? There are much more cancerous decks around such as Taunt Druid, Quest Rogue, Even Paladin that has every single response to each deck...
These nerfs are more salty than reasonable, next
Spiteful is the worse, the nerf should be more like grand archivist that it burns the magic from being reused
The cube nerf seems fine. Most decks are running silence though. The CTA nerf would give it to Odd Paladin. Spiteful is strong but its a slow deck. The upgraded hero powers aren't exactly that nuts
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I don't really understand the need to nerf strong stuff. There will always be a best couple of decks. The only reason to nerf decks are when they are either far ahead of the power curve, ie druid in frozen throne or patron warrior, when the deck warps the meta game heavily around it, old quest rogue, or when the deck does something fundamentally unfair or frustrating, again patron or ice block. The only card I would suggest nerfing would be spiteful, because I think it encourages poor play patterns, very non interactive, and spiteful is just rediculously swingy. But I don't think it needs a nerf, just sort of wish it had one.
I think a big part of the issue with Call to Arms is the thinning. Being able to get rid of the cheapest 20% of your draws with just 2 cards is hugely underrated. It allows decks to make 1/3 of their deck early drops to guarantee taking the board quickly without compromising their ability to get solid mid to late game cards in their hand.
After having lost to face hunter with perfect curve/rng (fucking huffer) while playing a deck designed to counter face decks, I will take that nerf, plus any other nerfs you can imagine. Face hunter is not really good, because it's inconsistent, but boy does it suck to play against. turn 4 facing lethal- what fun!
You basically want to go back to playing injured blademaster circle of healing as Your best tempo Play right?
I like the proposed Cube nerf and the hero power changes...the rest I don't.
I think these nerfs are really good. You've changed the power level of the card (or hero power) enough to make a difference but not gut it completely. I think some rogue decks (baku, quest) are pretty close to top tier and since none of the cards they use get affected it might be of some concern however.
If quest rogue became a problem maybe: Sonya Shadowdancer: "bla bla bla it cannot attack this turn"
I like how You named three exact decks that are not very good at removing Minions. QUEST ROGUE in specific Has NO responses except Vanish, druid cant really deal with big Minions without hurting himself with cards like naturalize. Pally Has to equality the entire board to remove a big Minion do yeah, great responses.