2. A nerf to Doomguard won't change a lot, because all Cubelock players will just spend ~2000 dust (which almost everyone has still got - for example I have 4500 dust and probably nothing to do with it) and play Control Warlock
3.Baku paladin isn't a problem. It's actually a tier 2 deck, so why do they even discuss about it? And how can it be changed? To summon a 2/2 Recruit?
4. Nerfing Quest Rogue second time will kill this deck. Now it's a good deck, i also think that it's balanced and cheap to craft so no one cries like "i don't have dust for it, it beats my deck, nerf it please" (hello cubelock haters - not all but at least a half of them), because everyone is able to play this deck.
5. Spiteful Summoner shoul be nerfed to 8 mana. A 4/4 minion and at least an 8/8 minion for 8 mana is still strong (and a 4/4 minion and a 12/12 can't be targeted by spells or hero powers for 8 mana is still too much)
6. I play wild only for fun, so i don't encounter many Giant Warlocks, but how many decks can deal with 53/53 on turn 5? Probably only pre-nerf Quest Rogue and even paladin with Equality+Consecration on his hand. This card should be nerfed, here's just "no discussion avaible"
7. Nerfing Gul'dan is stupid. Again, how can they do it? Maybe make his hero power "Lifesteal. Deal 3 damage to a minion" or "Lifesteal. Deal 2 damage" but his battlecry is completely fine. OK, i agree that real problem of this card is it's hero power, which is a powrecreep to Paladin and Druid's DK power, and upgraded Warrior, Druid, Hunter and Mage's power.
You sir are the only person that made any kind of sense in this thread lol. Seriously
Points 1 through to 4 I completely agree with.
The problem with Spiteful Summoner has not a lot to do with the mana, it is rather the current selection of 10 cost minions in standard. Try putting it in wild and suddenly there are terrible statted 10 costs within the pool. After all, the idea of the deck is to have huge tempo swings at 6 and 10 which I think is honestly fine.
Giant warlocks are fine, even naga giant hunter is also fine. The problem they face is often luck of the draw, if they do not get godlike draws they can struggle a bit.
Nerfing Gul'dan is definitely stupid to nerf. The card itself is completely fine. The problem lies with the issue of raising multiple Voidlords or multiple Doomguards as a result of Carnivorous Cube.
i agree with Spiteful, it does have ALOT to do with the 10 mana minion pool in standard compared to wild.
Giant lock or hunter honestly it is luck of the draw. Personally ive played giant lock, its luck to get the god hand sometimes most often you are scrambling to survive because the strength of aggressive decks in wild.
Guldan is fine, i think the one thing the should limit is the amount summoned maybe only demons with different names similar to priest spellstone. Possibly maybe?
These extreme "luck of draw" decks should simply not exist. There should not be a way to flat out win a game because you draw a specific card on turn 5. Even if giants lock wasn't broken in terms of sheer power level(which it is) I would still advocate for them removing it from the game. I also think Big Priest is just a weaker version of this, but I have already came to terms with the fact that they're not going to nerf that deck.
So delete all decks , make every card exactly the same , no nothing, and hero powers cast splash.
Delete all digital card games, quit your job, travel the world and die.
You missed my point. I realize that you must have a degree of RNG on HS, or any other card game. But you should also realize that there's several degrees to which drawing a specific card increases your chance to win. And you don't have to think for that long to realize that there comes a point where that percentage is just unhealthy for the game and should not exist. Let me give you a few examples:
-Zoo draws flame imp on turn 1. They are happy about it, but it's not like they're going to win the game on the back of that flame imp.
-Mage draws mana wyrm on turn 1, they get a MASSIVE boost in their chance to win the game, but I still wouldn't call it gamebreaking by itself(although combined with apprentice it kind of is sometimes...).
-Paladin draws CtA on turn 4. Completely broken and should not exist in the game, but most decks still have ways to come back if they are lucky enough(although you do need to be lucky enough).
-Giants lock(or hunter, or Druid, or whatever) draws Naga on turn 5, along with having 2 or 3 giants in hand(which they always do): you either kill them the following turn, have ice block up, or you just die.
Are you actually making a point that that last point is healthy for the game in anyway, shape or form? Unless you don't play wild and haven't experienced it, I really don't see how you would.
If I was Blizzard the following would be the nerfs.
This lowers the power levels of Even/Odd/Murloc Paladin, Cube/Control Warlock, Odd/Quest Rogue, and Spiteful Druid - hopefully without outright killing any of those decks.
2. A nerf to Doomguard won't change a lot, because all Cubelock players will just spend ~2000 dust (which almost everyone has still got - for example I have 4500 dust and probably nothing to do with it) and play Control Warlock
3.Baku paladin isn't a problem. It's actually a tier 2 deck, so why do they even discuss about it? And how can it be changed? To summon a 2/2 Recruit?
4. Nerfing Quest Rogue second time will kill this deck. Now it's a good deck, i also think that it's balanced and cheap to craft so no one cries like "i don't have dust for it, it beats my deck, nerf it please" (hello cubelock haters - not all but at least a half of them), because everyone is able to play this deck.
5. Spiteful Summoner shoul be nerfed to 8 mana. A 4/4 minion and at least an 8/8 minion for 8 mana is still strong (and a 4/4 minion and a 12/12 can't be targeted by spells or hero powers for 8 mana is still too much)
6. I play wild only for fun, so i don't encounter many Giant Warlocks, but how many decks can deal with 53/53 on turn 5? Probably only pre-nerf Quest Rogue and even paladin with Equality+Consecration on his hand. This card should be nerfed, here's just "no discussion avaible"
7. Nerfing Gul'dan is stupid. Again, how can they do it? Maybe make his hero power "Lifesteal. Deal 3 damage to a minion" or "Lifesteal. Deal 2 damage" but his battlecry is completely fine. OK, i agree that real problem of this card is it's hero power, which is a powrecreep to Paladin and Druid's DK power, and upgraded Warrior, Druid, Hunter and Mage's power.
You sir are the only person that made any kind of sense in this thread lol. Seriously
Points 1 through to 4 I completely agree with.
The problem with Spiteful Summoner has not a lot to do with the mana, it is rather the current selection of 10 cost minions in standard. Try putting it in wild and suddenly there are terrible statted 10 costs within the pool. After all, the idea of the deck is to have huge tempo swings at 6 and 10 which I think is honestly fine.
Giant warlocks are fine, even naga giant hunter is also fine. The problem they face is often luck of the draw, if they do not get godlike draws they can struggle a bit.
Nerfing Gul'dan is definitely stupid to nerf. The card itself is completely fine. The problem lies with the issue of raising multiple Voidlords or multiple Doomguards as a result of Carnivorous Cube.
i agree with Spiteful, it does have ALOT to do with the 10 mana minion pool in standard compared to wild.
Giant lock or hunter honestly it is luck of the draw. Personally ive played giant lock, its luck to get the god hand sometimes most often you are scrambling to survive because the strength of aggressive decks in wild.
Guldan is fine, i think the one thing the should limit is the amount summoned maybe only demons with different names similar to priest spellstone. Possibly maybe?
These extreme "luck of draw" decks should simply not exist. There should not be a way to flat out win a game because you draw a specific card on turn 5. Even if giants lock wasn't broken in terms of sheer power level(which it is) I would still advocate for them removing it from the game. I also think Big Priest is just a weaker version of this, but I have already came to terms with the fact that they're not going to nerf that deck.
So delete all decks , make every card exactly the same , no nothing, and hero powers cast splash.
Delete all digital card games, quit your job, travel the world and die.
You missed my point. I realize that you must have a degree of RNG on HS, or any other card game. But you should also realize that there's several degrees to which drawing a specific card increases your chance to win. And you don't have to think for that long to realize that there comes a point where that percentage is just unhealthy for the game and should not exist. Let me give you a few examples:
-Zoo draws flame imp on turn 1. They are happy about it, but it's not like they're going to win the game on the back of that flame imp.
-Mage draws mana wyrm on turn 1, they get a MASSIVE boost in their chance to win the game, but I still wouldn't call it gamebreaking by itself(although combined with apprentice it kind of is sometimes...).
-Paladin draws CtA on turn 4. Completely broken and should not exist in the game, but most decks still have ways to come back if they are lucky enough(although you do need to be lucky enough).
-Giants lock(or hunter, or Druid, or whatever) draws Naga on turn 5, along with having 2 or 3 giants in hand(which they always do): you either kill them the following turn, have ice block up, or you just die.
Are you actually making a point that that last point is healthy for the game in anyway, shape or form? Unless you don't play wild and haven't experienced it, I really don't see how you would.
What do you want the game to be? Card games are draw dependent if you draw it you draw it? just have your deck shuffles every time you draw?? Ive played magic the gathering for years before HS this shit is SLOW compared to what magic or yu gi oh or pokemon can do....The point is ive played wild and giant lock i know its gross to play and play against but it does have weaknesses it, it doesnt always get exactly what it needs for every situation, it doesnt always get witch on 5 DOESNT ALWAYS get giants in hand, doesnt always get clears in time. Blizzard just delete all draw based or cheat out cards because clearly this entire forum community hates them....ITS NOT healthy because thats what every person on this forums wants to hear.
2. A nerf to Doomguard won't change a lot, because all Cubelock players will just spend ~2000 dust (which almost everyone has still got - for example I have 4500 dust and probably nothing to do with it) and play Control Warlock
3.Baku paladin isn't a problem. It's actually a tier 2 deck, so why do they even discuss about it? And how can it be changed? To summon a 2/2 Recruit?
4. Nerfing Quest Rogue second time will kill this deck. Now it's a good deck, i also think that it's balanced and cheap to craft so no one cries like "i don't have dust for it, it beats my deck, nerf it please" (hello cubelock haters - not all but at least a half of them), because everyone is able to play this deck.
5. Spiteful Summoner shoul be nerfed to 8 mana. A 4/4 minion and at least an 8/8 minion for 8 mana is still strong (and a 4/4 minion and a 12/12 can't be targeted by spells or hero powers for 8 mana is still too much)
6. I play wild only for fun, so i don't encounter many Giant Warlocks, but how many decks can deal with 53/53 on turn 5? Probably only pre-nerf Quest Rogue and even paladin with Equality+Consecration on his hand. This card should be nerfed, here's just "no discussion avaible"
7. Nerfing Gul'dan is stupid. Again, how can they do it? Maybe make his hero power "Lifesteal. Deal 3 damage to a minion" or "Lifesteal. Deal 2 damage" but his battlecry is completely fine. OK, i agree that real problem of this card is it's hero power, which is a powrecreep to Paladin and Druid's DK power, and upgraded Warrior, Druid, Hunter and Mage's power.
You sir are the only person that made any kind of sense in this thread lol. Seriously
Points 1 through to 4 I completely agree with.
The problem with Spiteful Summoner has not a lot to do with the mana, it is rather the current selection of 10 cost minions in standard. Try putting it in wild and suddenly there are terrible statted 10 costs within the pool. After all, the idea of the deck is to have huge tempo swings at 6 and 10 which I think is honestly fine.
Giant warlocks are fine, even naga giant hunter is also fine. The problem they face is often luck of the draw, if they do not get godlike draws they can struggle a bit.
Nerfing Gul'dan is definitely stupid to nerf. The card itself is completely fine. The problem lies with the issue of raising multiple Voidlords or multiple Doomguards as a result of Carnivorous Cube.
i agree with Spiteful, it does have ALOT to do with the 10 mana minion pool in standard compared to wild.
Giant lock or hunter honestly it is luck of the draw. Personally ive played giant lock, its luck to get the god hand sometimes most often you are scrambling to survive because the strength of aggressive decks in wild.
Guldan is fine, i think the one thing the should limit is the amount summoned maybe only demons with different names similar to priest spellstone. Possibly maybe?
These extreme "luck of draw" decks should simply not exist. There should not be a way to flat out win a game because you draw a specific card on turn 5. Even if giants lock wasn't broken in terms of sheer power level(which it is) I would still advocate for them removing it from the game. I also think Big Priest is just a weaker version of this, but I have already came to terms with the fact that they're not going to nerf that deck.
So delete all decks , make every card exactly the same , no nothing, and hero powers cast splash.
Delete all digital card games, quit your job, travel the world and die.
You missed my point. I realize that you must have a degree of RNG on HS, or any other card game. But you should also realize that there's several degrees to which drawing a specific card increases your chance to win. And you don't have to think for that long to realize that there comes a point where that percentage is just unhealthy for the game and should not exist. Let me give you a few examples:
-Zoo draws flame imp on turn 1. They are happy about it, but it's not like they're going to win the game on the back of that flame imp.
-Mage draws mana wyrm on turn 1, they get a MASSIVE boost in their chance to win the game, but I still wouldn't call it gamebreaking by itself(although combined with apprentice it kind of is sometimes...).
-Paladin draws CtA on turn 4. Completely broken and should not exist in the game, but most decks still have ways to come back if they are lucky enough(although you do need to be lucky enough).
-Giants lock(or hunter, or Druid, or whatever) draws Naga on turn 5, along with having 2 or 3 giants in hand(which they always do): you either kill them the following turn, have ice block up, or you just die.
Are you actually making a point that that last point is healthy for the game in anyway, shape or form? Unless you don't play wild and haven't experienced it, I really don't see how you would.
What do you want the game to be? Card games are draw dependent if you draw it you draw it? just have your deck shuffles every time you draw?? Ive played magic the gathering for years before HS this shit is SLOW compared to what magic or yu gi oh or pokemon can do....The point is ive played wild and giant lock i know its gross to play and play against but it does have weaknesses it, it doesnt always get exactly what it needs for every situation, it doesnt always get witch on 5 DOESNT ALWAYS get giants in hand, doesnt always get clears in time. Blizzard just delete all draw based or cheat out cards because clearly this entire forum community hates them....ITS NOT healthy because thats what every person on this forums wants to hear.
You missed my point...again.
I realize that giants lock can be beaten. In fact, I currently main the deck which beats it the most easily in wild(aggro freeze mage). That doesn't change the fact that other people(or myself, when playing a different deck) still lose games on turn 5 because they draw ONE CARD from their deck. And that's just something that should not exist in HS, no matter how you choose to slice it. Games should involve some sort of decision making and interaction(yes, I hate how people throw around that word like it's nothing, but it totally applies in this case) rather than revolving entirely around you drawing a specific card that early in the game or not.
By your logic, Blizzard could just introduce a 0 mana 30/30 with charge legendary card that just won you the game instantly when you draw it. After all, it would be balanced because you wouldn't draw it every game right?
2. A nerf to Doomguard won't change a lot, because all Cubelock players will just spend ~2000 dust (which almost everyone has still got - for example I have 4500 dust and probably nothing to do with it) and play Control Warlock
3.Baku paladin isn't a problem. It's actually a tier 2 deck, so why do they even discuss about it? And how can it be changed? To summon a 2/2 Recruit?
4. Nerfing Quest Rogue second time will kill this deck. Now it's a good deck, i also think that it's balanced and cheap to craft so no one cries like "i don't have dust for it, it beats my deck, nerf it please" (hello cubelock haters - not all but at least a half of them), because everyone is able to play this deck.
5. Spiteful Summoner shoul be nerfed to 8 mana. A 4/4 minion and at least an 8/8 minion for 8 mana is still strong (and a 4/4 minion and a 12/12 can't be targeted by spells or hero powers for 8 mana is still too much)
6. I play wild only for fun, so i don't encounter many Giant Warlocks, but how many decks can deal with 53/53 on turn 5? Probably only pre-nerf Quest Rogue and even paladin with Equality+Consecration on his hand. This card should be nerfed, here's just "no discussion avaible"
7. Nerfing Gul'dan is stupid. Again, how can they do it? Maybe make his hero power "Lifesteal. Deal 3 damage to a minion" or "Lifesteal. Deal 2 damage" but his battlecry is completely fine. OK, i agree that real problem of this card is it's hero power, which is a powrecreep to Paladin and Druid's DK power, and upgraded Warrior, Druid, Hunter and Mage's power.
You sir are the only person that made any kind of sense in this thread lol. Seriously
Points 1 through to 4 I completely agree with.
The problem with Spiteful Summoner has not a lot to do with the mana, it is rather the current selection of 10 cost minions in standard. Try putting it in wild and suddenly there are terrible statted 10 costs within the pool. After all, the idea of the deck is to have huge tempo swings at 6 and 10 which I think is honestly fine.
Giant warlocks are fine, even naga giant hunter is also fine. The problem they face is often luck of the draw, if they do not get godlike draws they can struggle a bit.
Nerfing Gul'dan is definitely stupid to nerf. The card itself is completely fine. The problem lies with the issue of raising multiple Voidlords or multiple Doomguards as a result of Carnivorous Cube.
i agree with Spiteful, it does have ALOT to do with the 10 mana minion pool in standard compared to wild.
Giant lock or hunter honestly it is luck of the draw. Personally ive played giant lock, its luck to get the god hand sometimes most often you are scrambling to survive because the strength of aggressive decks in wild.
Guldan is fine, i think the one thing the should limit is the amount summoned maybe only demons with different names similar to priest spellstone. Possibly maybe?
These extreme "luck of draw" decks should simply not exist. There should not be a way to flat out win a game because you draw a specific card on turn 5. Even if giants lock wasn't broken in terms of sheer power level(which it is) I would still advocate for them removing it from the game. I also think Big Priest is just a weaker version of this, but I have already came to terms with the fact that they're not going to nerf that deck.
So delete all decks , make every card exactly the same , no nothing, and hero powers cast splash.
Delete all digital card games, quit your job, travel the world and die.
You missed my point. I realize that you must have a degree of RNG on HS, or any other card game. But you should also realize that there's several degrees to which drawing a specific card increases your chance to win. And you don't have to think for that long to realize that there comes a point where that percentage is just unhealthy for the game and should not exist. Let me give you a few examples:
-Zoo draws flame imp on turn 1. They are happy about it, but it's not like they're going to win the game on the back of that flame imp.
-Mage draws mana wyrm on turn 1, they get a MASSIVE boost in their chance to win the game, but I still wouldn't call it gamebreaking by itself(although combined with apprentice it kind of is sometimes...).
-Paladin draws CtA on turn 4. Completely broken and should not exist in the game, but most decks still have ways to come back if they are lucky enough(although you do need to be lucky enough).
-Giants lock(or hunter, or Druid, or whatever) draws Naga on turn 5, along with having 2 or 3 giants in hand(which they always do): you either kill them the following turn, have ice block up, or you just die.
Are you actually making a point that that last point is healthy for the game in anyway, shape or form? Unless you don't play wild and haven't experienced it, I really don't see how you would.
What do you want the game to be? Card games are draw dependent if you draw it you draw it? just have your deck shuffles every time you draw?? Ive played magic the gathering for years before HS this shit is SLOW compared to what magic or yu gi oh or pokemon can do....The point is ive played wild and giant lock i know its gross to play and play against but it does have weaknesses it, it doesnt always get exactly what it needs for every situation, it doesnt always get witch on 5 DOESNT ALWAYS get giants in hand, doesnt always get clears in time. Blizzard just delete all draw based or cheat out cards because clearly this entire forum community hates them....ITS NOT healthy because thats what every person on this forums wants to hear.
You missed my point...again.
I realize that giants lock can be beaten. In fact, I currently main the deck which beats it the most easily in wild(aggro freeze mage). That doesn't change the fact that other people(or myself, when playing a different deck) still lose games on turn 5 because they draw ONE CARD from their deck. And that's just something that should not exist in HS, no matter how you choose to slice it. Games should involve some sort of decision making and interaction(yes, I hate how people throw around that word like it's nothing, but it totally applies in this case) rather than revolving entirely around you drawing a specific card that early in the game or not.
By your logic, Blizzard could just introduce a 0 mana 30/30 with charge legendary card that just won you the game instantly when you draw it. After all, it would be balanced because you wouldn't draw it every game right?
Blizzard doesnt have anything that can do besides say Dirty Rat and few other disruptive cards and mill decks, if they introduce discard mechanics or instant/interactive spells that can respond to your opponents than yes. WHY they wont well people would hate it for whatever reason even though it gives you an ability to respond to things.
Like i said just delete it from the game because no matter what no one will ever be entirely happy.
actually yeah that would totally fine lol im good with a legendary 30/30 charger actually make it pirate and it draws from your deck too
If I was Blizzard the following would be the nerfs.
This lowers the power levels of Even/Odd/Murloc Paladin, Cube/Control Warlock, Odd/Quest Rogue, and Spiteful Druid - hopefully without outright killing any of those decks.
No, Preparation don't need to be nerfed, need to be banished for Wild in HoF, because of this $&%! card all f....... rogue spell card release are overcosted, it is a curse for the class, remain this abomination in Standard and nerf will keep the curse and reduces the (insuficient) pay-off.
You would nerf 6 warlock cards?? You are ********!
You right, what I thinking when post that? It is crystal clear nerfing only 6 cards will not be enough...
Then will ask you why they didnt nerf Priest DK, kazakus, lyra and raza and everything that was used in the most op deck back in that time?? Hope your warrior will mever be tier1 again
2. A nerf to Doomguard won't change a lot, because all Cubelock players will just spend ~2000 dust (which almost everyone has still got - for example I have 4500 dust and probably nothing to do with it) and play Control Warlock
3.Baku paladin isn't a problem. It's actually a tier 2 deck, so why do they even discuss about it? And how can it be changed? To summon a 2/2 Recruit?
4. Nerfing Quest Rogue second time will kill this deck. Now it's a good deck, i also think that it's balanced and cheap to craft so no one cries like "i don't have dust for it, it beats my deck, nerf it please" (hello cubelock haters - not all but at least a half of them), because everyone is able to play this deck.
5. Spiteful Summoner shoul be nerfed to 8 mana. A 4/4 minion and at least an 8/8 minion for 8 mana is still strong (and a 4/4 minion and a 12/12 can't be targeted by spells or hero powers for 8 mana is still too much)
6. I play wild only for fun, so i don't encounter many Giant Warlocks, but how many decks can deal with 53/53 on turn 5? Probably only pre-nerf Quest Rogue and even paladin with Equality+Consecration on his hand. This card should be nerfed, here's just "no discussion avaible"
7. Nerfing Gul'dan is stupid. Again, how can they do it? Maybe make his hero power "Lifesteal. Deal 3 damage to a minion" or "Lifesteal. Deal 2 damage" but his battlecry is completely fine. OK, i agree that real problem of this card is it's hero power, which is a powrecreep to Paladin and Druid's DK power, and upgraded Warrior, Druid, Hunter and Mage's power.
You sir are the only person that made any kind of sense in this thread lol. Seriously
Points 1 through to 4 I completely agree with.
The problem with Spiteful Summoner has not a lot to do with the mana, it is rather the current selection of 10 cost minions in standard. Try putting it in wild and suddenly there are terrible statted 10 costs within the pool. After all, the idea of the deck is to have huge tempo swings at 6 and 10 which I think is honestly fine.
Giant warlocks are fine, even naga giant hunter is also fine. The problem they face is often luck of the draw, if they do not get godlike draws they can struggle a bit.
Nerfing Gul'dan is definitely stupid to nerf. The card itself is completely fine. The problem lies with the issue of raising multiple Voidlords or multiple Doomguards as a result of Carnivorous Cube.
I agree with everything you say except for tarim. Sunkeeper tarim is one of the most busted cards ever printed. It's a soft board clear and an aoe buff on a stick all wrapped in one card. I love the card design, but it is not well balanced. Basically it just needs it's Mana cost increased.
Also a point on spiteful. It's fundamentally a badly designed card. Whatever nerf they do for it should effectively remove it from the game.
If I was Blizzard the following would be the nerfs.
This lowers the power levels of Even/Odd/Murloc Paladin, Cube/Control Warlock, Odd/Quest Rogue, and Spiteful Druid - hopefully without outright killing any of those decks.
No, Preparation don't need to be nerfed, need to be banished for Wild in HoF, because of this $&%! card all f....... rogue spell card release are overcosted, it is a curse for the class, remain this abomination in Standard and nerf will keep the curse and reduces the (insuficient) pay-off.
I think you might be right about HoF, but nerfing it a bit in the meantime is pretty harmless; Blizzard could give it the Molten Giant treatment and undo the nerf if it goes into HoF next year.
2. A nerf to Doomguard won't change a lot, because all Cubelock players will just spend ~2000 dust (which almost everyone has still got - for example I have 4500 dust and probably nothing to do with it) and play Control Warlock
3.Baku paladin isn't a problem. It's actually a tier 2 deck, so why do they even discuss about it? And how can it be changed? To summon a 2/2 Recruit?
4. Nerfing Quest Rogue second time will kill this deck. Now it's a good deck, i also think that it's balanced and cheap to craft so no one cries like "i don't have dust for it, it beats my deck, nerf it please" (hello cubelock haters - not all but at least a half of them), because everyone is able to play this deck.
5. Spiteful Summoner shoul be nerfed to 8 mana. A 4/4 minion and at least an 8/8 minion for 8 mana is still strong (and a 4/4 minion and a 12/12 can't be targeted by spells or hero powers for 8 mana is still too much)
6. I play wild only for fun, so i don't encounter many Giant Warlocks, but how many decks can deal with 53/53 on turn 5? Probably only pre-nerf Quest Rogue and even paladin with Equality+Consecration on his hand. This card should be nerfed, here's just "no discussion avaible"
7. Nerfing Gul'dan is stupid. Again, how can they do it? Maybe make his hero power "Lifesteal. Deal 3 damage to a minion" or "Lifesteal. Deal 2 damage" but his battlecry is completely fine. OK, i agree that real problem of this card is it's hero power, which is a powrecreep to Paladin and Druid's DK power, and upgraded Warrior, Druid, Hunter and Mage's power.
Ok
So what? Control warlock is not overpowered and is not as oppressive to play against.
Baku paladin hero power gives far more value than any other upgraded hero power. Even if you look at Rogue. Rogue's hp is extremely strong (the Baku one I mean), but you are still only able to clear one board slot per attack with it. Odd pala's hero power + level up at turn 5 is basically one-way Tarim.
I think Quest Rogue needs to die. This deck promotes a very oppressive gamestyle, because there is almost no interation involved. You basically watch the Rogue play cards and can do nothing about it. Before the rotation you could break their game plan with Dirty Rat, but now with this beautiful card gone, you can't do anything to prevent them from finishing the quest fast. That turns games against quest rogues into auto-concede matches for control decks which is not healthy.
This makes sense, because by turn 8 you're more likely to get something to counter the play.
I don't play a lot of wild, but this one time I did play there and encountered a giant warlock, he developed this huge and I was like: "O_O" I read the Naga's card text and it felt wrong, like some kind of bug abuse. So maybe not as frustrated as Wild players out there, I agree that there clearly is something cheesy with this Naga card.
Totally agree about Gul'dan. Battlecry is strong only if you managed to set it up properly. I played a little bit of warlock (control, no cubes) and if you don't get Gul'dan early against aggro/tempo decks, you can just run out of fuel pretty easily and die to face damage which almost never stops. I think they'll go with hero power nerf, because it's simply ridiculous.
Sunkeeper Tarim It is a strong card yes but it is what class legendary suppose to be like. I think it should not get nerfed but if it must
6 mana 3/6 without taunt will be sufficient enough
Call to Arms This card should get nerfed decrease cost to 6 mana so it will not curve with Sunkeeper Tarim they shouldn't make it odd cost.
The silver hand It is really good but it is not the core problem Paladin can spend too much source and get away with Divine Favor it doesn't get punished. If you must nerf this summon a 2/2 non silverhand minion.
Spiteful Summoner After the rotation of old gods became to viable for Druid they should either nerf it by increasing mana cost or decrease viability I don't know how they can do it maybe add %50 chance to summon
Possessed Lackey There is no need to nerf this card if you nerf Dark Pact or remove demon tag from Voidlord Team 5 should not nerf every Warlock Card. If you must nerf this increase the cost to 7
Dark Pact If you ask me it should nerfed instead of any other warlock card, Why cubelock uses this card instead of Sanguine Reveler ? because of the 8 health is too good and doesn't take a spot on board so decrease healing effect or make it useless for Cubelock.
Kobold Librarian Good card but it is not really a problem supports handlock but if you must decrease the attack by one
Doomguard Make it battlecry charge it is what suppose to be 5/7 charge is good even if you discard two cards but summoning a charge minion for free is busted.
Finally Naga Sea Witch it says all cards cost 5 so all cards must cost 5 seriously why the hell some of them costs 0 ? Other Cards shouldn't benefit from mana discounts while this card is on the board. It is not even a nerfe it what supposed to be from the begining lol.
I really don't like any suggested nerfs for standard(don't know/don't care about wild). The game is as a balanced as I can remember; 6 different classes are represented in the top 10 decks and 8 out of 9 classes have a T2 or better deck (this all according to hsreplay.net). Sure some decks are stronger, but that is ALWAYS going to be the case. Spiteful Summoner just needs some crap 10 drops, Cubelock is T2 and is the only real deck that keeps aggro in check, Tarim and Baku- just leave them alone,... if anything, I can see Call to Arms getting a nerf(either only summoning 1 mana minions or costing 6 mana) and killing the Rogue quest. But when thats done, it will only open a whole new world of issues and folks will start calling for nerfs/ balance changes again.
As Pink Floyd put it: We don't need no balance changes. We don't need no nerf control... Hey, Blizzard! Leave the game alone. All in all we just need to wait for August's expansion.
It's amazing Blizzard had zero foresight in all of this. They gave Warlocks more healing than pretty much any other class at a super cheap rate, they gave them early card draw, and they gave them even more amazing board clears, etc. They need these nerfs.
If I was Blizzard the following would be the nerfs.
This lowers the power levels of Even/Odd/Murloc Paladin, Cube/Control Warlock, Odd/Quest Rogue, and Spiteful Druid - hopefully without outright killing any of those decks.
Do or do not. There is no try.
So essentially R.I.P. Warlock and Paladin. Is it really that bad? I found Pirate Warrior way more oppressive.
Do or do not. There is no try.
Preparation nerf? Are you guys kidding? lol It barely sees any play in standard. Nerf your whining.
Sunkeeper Tarim It is a strong card yes but it is what class legendary suppose to be like. I think it should not get nerfed but if it must
6 mana 3/6 without taunt will be sufficient enough
Call to Arms This card should get nerfed decrease cost to 6 mana so it will not curve with Sunkeeper Tarim they shouldn't make it odd cost.
The silver hand It is really good but it is not the core problem Paladin can spend too much source and get away with Divine Favor it doesn't get punished. If you must nerf this summon a 2/2 non silverhand minion.
Spiteful Summoner After the rotation of old gods became to viable for Druid they should either nerf it by increasing mana cost or decrease viability I don't know how they can do it maybe add %50 chance to summon
Possessed Lackey There is no need to nerf this card if you nerf Dark Pact or remove demon tag from Voidlord Team 5 should not nerf every Warlock Card. If you must nerf this increase the cost to 7
Dark Pact If you ask me it should nerfed instead of any other warlock card, Why cubelock uses this card instead of Sanguine Reveler ? because of the 8 health is too good and doesn't take a spot on board so decrease healing effect or make it useless for Cubelock.
Kobold Librarian Good card but it is not really a problem supports handlock but if you must decrease the attack by one
Doomguard Make it battlecry charge it is what suppose to be 5/7 charge is good even if you discard two cards but summoning a charge minion for free is busted.
Finally Naga Sea Witch it says all cards cost 5 so all cards must cost 5 seriously why the hell some of them costs 0 ? Other Cards shouldn't benefit from mana discounts while this card is on the board. It is not even a nerfe it what supposed to be from the begining lol.
I really don't like any suggested nerfs for standard(don't know/don't care about wild). The game is as a balanced as I can remember; 6 different classes are represented in the top 10 decks and 8 out of 9 classes have a T2 or better deck (this all according to hsreplay.net). Sure some decks are stronger, but that is ALWAYS going to be the case. Spiteful Summoner just needs some crap 10 drops, Cubelock is T2 and is the only real deck that keeps aggro in check, Tarim and Baku- just leave them alone,... if anything, I can see Call to Arms getting a nerf(either only summoning 1 mana minions or costing 6 mana) and killing the Rogue quest. But when thats done, it will only open a whole new world of issues and folks will start calling for nerfs/ balance changes again.
As Pink Floyd put it: We don't need no balance changes. We don't need no nerf control... Hey, Blizzard! Leave the game alone. All in all we just need to wait for August's expansion.
It's amazing Blizzard had zero foresight in all of this. They gave Warlocks more healing than pretty much any other class at a super cheap rate, they gave them early card draw, and they gave them even more amazing board clears, etc. They need these nerfs.
Apart from the nerfs this game really needs to change the stupid multiples of 5 gold rewards in Arena. Nothing is more frustrating than that.