you just made the rogue millhouse manastorm bad....
none of these are remotely good.
Lel ?
you made the rogues quest awful
What's wrong with my new version, it's manageable to do ,it's able to win after quest and before quest ,and it still can be defeated after quest, that's the point ,
Well, quest rogue it s like exodia mage. Once you ve completed the quest and have all pieces in hand you win the game. Mages got infinite damage for an absurdly long quest based on rng and card drawing. Rogues got a lot of damage by a quest which could easily be complete on turn 7-8, but they need to lose tempo in order to complete that, something not really significative against a control deck. Once you completed the caverns below, it s done! Just play your 5/5 charge, bounce them back, draw more cards and destroy your opponent. Exodia mage OTK was averagely on turn 4388473936749. Rogue otk is averagely on turn 10-11 (these numbers are approx. stimated). The point is that quest rogue lose to all aggro decks but beats all control decks. So, if we nerf paladin, we MUST nerf quest rogue again, so that meta would not be only Rogues and tempo mage/spiteful priest. If aggro decks dies, quest rogue will rise and control decks will suck. Nerfing quest rogue and making it completly different, will prevent the meta being only pally aggro decks, nerfing cubelock will help the rising of some control decks such as control mage, control priest etc.
But nerfing quest rogue, aggro pally and cubelock , will cause the meta being only shitty tempo and spiteful decks, so, again, we must nerf spiteful summoner.
The nerfs i suggest:
Call to Arms (used in all paladin decks except odd pally for obiouvsly reasons, as draw tool and control the board)
Spiteful summoner (too high tempo swing)
Possessed lackey (too many highrolls, basically Barnes 2.0)
The Caverns Below (otk unfunny and uninteractive, too fast)
Rollback Post to RevisionRollBack
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Iksar hasn't made any "announcement" - he mentioned a few cards that the balance team are currently looking at, and a few more which they aren't. Many of his subsequent posts were related to explaining that nothing he said was "official" in any sort of way.
Unfortunately, I'll have to echo the comments of others in this thread - the OP's proposed nerfs seem very poorly thought-out, and a few of them would require a micro-font to display the required text on the finished card. The best nerfs are the simplest - chopping a stat or two off a minion, or boosting the mana-cost. Completing changing the effect of a card, as the OP has suggested a few times, is tantamount to simply deleting it altogether, and replacing it with a different card, which isn't really much of a nerf, and there's generally no telling if the new card will be balanced or not.
Spiteful summoner should cost 8 mana and/or burn the spell revealed.
I actually love this idea. Maybe make it cost 7, text read:
Battlecry: Reveal a spell. Summon a random minion of equal cost. Discard the spell.
Still fits on the card and the new mechanics are clearly stated.
-_- so your opponent still cheats out a tyrantus and have 1 less card in their deck ,that's totally diffrent than the idea of recruiting minnions of same cost which is verstile, which is how neutral cards should be ,and flexible for how a card game should be, and fun forhiwa video game should be, but why that ,let's just make it cost 1 more mana and let it still do the thing we complain about which is the 10 mana drop not the spell, try rethinking that pls
I have all these cards because most are must craft, auto-includes. I would have no problem with huge nerfs to pretty much all of them. The more nerfs generally the healthier the game IMO....just not how you propose to do it.
Iksar hasn't made any "announcement" - he mentioned a few cards that the balance team are currently looking at, and a few more which they aren't. Many of his subsequent posts were related to explaining that nothing he said was "official" in any sort of way.
Unfortunately, I'll have to echo the comments of others in this thread - the OP's proposed nerfs seem very poorly thought-out, and a few of them would require a micro-font to display the required text on the finished card. The best nerfs are the simplest - chopping a stat or two off a minion, or boosting the mana-cost. Completing changing the effect of a card, as the OP has suggested a few times, is tantamount to simply deleting it altogether, and replacing it with a different card, which isn't really much of a nerf, and there's generally no telling if the new card will be balanced or not.
It says in the title to be changed or looked at, the idea of changing a whole card's style is to keep the vibe while balancing the game ,because cheating out 10 drops with no consequenses or counterplay or playing 10 mana drop which gives atleast 15 value to 40 ,ain't cool nor balanceable, cards like these already delete older cards on the power scalescale, you're basically saying ,fuck creative fixes just add more raw cost ,that's real neato
Spiteful summoner should cost 8 mana and/or burn the spell revealed.
I actually love this idea. Maybe make it cost 7, text read:
Battlecry: Reveal a spell. Summon a random minion of equal cost. Discard the spell.
Still fits on the card and the new mechanics are clearly stated.
-_- so your opponent still cheats out a tyrantus and have 1 less card in their deck ,that's totally diffrent than the idea of recruiting minnions of same cost which is verstile, which is how neutral cards should be ,and flexible for how a card game should be, and fun forhiwa video game should be, but why that ,let's just make it cost 1 more mana and let it still do the thing we complain about which is the 10 mana drop not the spell, try rethinking that pls
You still have to exclude every spell except 8/10 mana costs and it’s not like spiteful decks can’t be stopped. The main factor that pushed spiteful decks is that there are just a few 10mana drops with the old gods rotating, so the chance of getting tyrantus is about 20%. This is the only point I consider as „unfair“.
I think dark pact nerf, or at least part of it, should be " restore health equal to the health of the minion sacrifices". So if you dark pact lackey you only get 2 health.
Spiteful summoner should cost 8 mana and/or burn the spell revealed.
I actually love this idea. Maybe make it cost 7, text read:
Battlecry: Reveal a spell. Summon a random minion of equal cost. Discard the spell.
Still fits on the card and the new mechanics are clearly stated.
-_- so your opponent still cheats out a tyrantus and have 1 less card in their deck ,that's totally diffrent than the idea of recruiting minnions of same cost which is verstile, which is how neutral cards should be ,and flexible for how a card game should be, and fun forhiwa video game should be, but why that ,let's just make it cost 1 more mana and let it still do the thing we complain about which is the 10 mana drop not the spell, try rethinking that pls
Hmmm... Somehow I keep forgetting about Tyrantus. But yes, he seems to be the biggest issue right now isn't he? Maybe summon a random that costs 1 less? Or even 2 less? I know the card is problematic, but let's be honest... HS is all about that RNG. So the card might be problematic but it's in the spirit of the game with the random summon.
Plus, if it's a recruit a minion of the same cost, Druid would be guaranteed 100% of the time to recruit Tyrantus (granted they haven't drawn it first). Which making it a 100% Tyrantus summon would be worse, wouldn't it?! So either recruit a minion of equal or less cost, or maybe summon random of X mana less than cost of the spell revealed. Still cheating out minions, but reducing power level of the card. And I'd still leave in the discard spell feature.
Too much? Would those changes kill the card? Is killing this card a bad thing?!
But it won't be triggerable twice and if u add more 10 dropsit makes it unpredictable and more requirements ,
True, and the list of playable 10 drops for Druid would be Tyrantus, Deathwing, Sea Giant, and Ultrasaur. Holy crap! I really haven't been paying attention to this issue honestly, but didn't realize it's just those four plus Emeriss that are 10 drop minions in the game right now...
Okay, point taken. The change to recruit would at least remove Tyrantus as an option for most classes, and it would only be an option once in Druid if changed to recruit. I could still see someone running this with only Tyrantus and Deathwing as their 10 drop minions, maybe a Sea Giant or two as potential pressure when playing aggro decks. Although, that's a little weak if you can't cheat out an 8/8 for cheap and then Swipe the aggro player's board.
Now that I'm actually looking at the list of potential 10 drops I would agree the recruit idea would be better. I still like the idea of burning the spell though. Of course I've always thought that Shield Slam should reduce armor based on damage dealt to a minion. Ex: You have 10 armor, Shield Slam an 8/8 like Lich King, reduce armor to 2 because of 8 damage dealt. Similar idea of "You want to recruit a 10 mana minion after revealing UI? Lose the UI in exchange for the minion cheat."
Quest rogue: stop being babies quest rogue is a sign of a healthy meta. If there are too many greedy decks quest rogue farms wins, but is destroyed by any decently fast deck. Basically if you are bothered by it stop playing warlock.
PS I don't have the quest and have never played the deck.
Doomguard: its classic and is not the problem, leave it alone.
Call too arms: increase to 5 Mana. Even loses a tool, and odd only pulls 1 drops. Other pallys would still use it and it would still be really good.
The more heavy handed change would be to make it only pull 1 drops. Than neither even or odd could use it and it would go in a pretty different deck than we currently see, probably something with prince liam.
Sunkeeper tarim: needs to be 8 mana no other change.
Spitful summoner is in my opinion one of the most poorly designed cards blizzard has given us, whatever they do I hope it kills it from all but the memeiest of decks.
Dark pact, possessed lackey, guldan, (why TF isn't Void Lord included): too complicated for me to give a good idea all cards need significant modifications.
Do or do not. There is no try.
Summon a random
minion of equal cost.
Discard the spell.
Well, quest rogue it s like exodia mage. Once you ve completed the quest and have all pieces in hand you win the game. Mages got infinite damage for an absurdly long quest based on rng and card drawing. Rogues got a lot of damage by a quest which could easily be complete on turn 7-8, but they need to lose tempo in order to complete that, something not really significative against a control deck. Once you completed the caverns below, it s done! Just play your 5/5 charge, bounce them back, draw more cards and destroy your opponent. Exodia mage OTK was averagely on turn 4388473936749. Rogue otk is averagely on turn 10-11 (these numbers are approx. stimated). The point is that quest rogue lose to all aggro decks but beats all control decks. So, if we nerf paladin, we MUST nerf quest rogue again, so that meta would not be only Rogues and tempo mage/spiteful priest. If aggro decks dies, quest rogue will rise and control decks will suck. Nerfing quest rogue and making it completly different, will prevent the meta being only pally aggro decks, nerfing cubelock will help the rising of some control decks such as control mage, control priest etc.
But nerfing quest rogue, aggro pally and cubelock , will cause the meta being only shitty tempo and spiteful decks, so, again, we must nerf spiteful summoner.
The nerfs i suggest:
Call to Arms (used in all paladin decks except odd pally for obiouvsly reasons, as draw tool and control the board)
Spiteful summoner (too high tempo swing)
Possessed lackey (too many highrolls, basically Barnes 2.0)
The Caverns Below (otk unfunny and uninteractive, too fast)
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Iksar hasn't made any "announcement" - he mentioned a few cards that the balance team are currently looking at, and a few more which they aren't. Many of his subsequent posts were related to explaining that nothing he said was "official" in any sort of way.
Unfortunately, I'll have to echo the comments of others in this thread - the OP's proposed nerfs seem very poorly thought-out, and a few of them would require a micro-font to display the required text on the finished card. The best nerfs are the simplest - chopping a stat or two off a minion, or boosting the mana-cost. Completing changing the effect of a card, as the OP has suggested a few times, is tantamount to simply deleting it altogether, and replacing it with a different card, which isn't really much of a nerf, and there's generally no telling if the new card will be balanced or not.
Spitful = 7 mana
arms - 5 mana
Tarim - 7 mana
dark pact - 2 mana
Guldan = hero power deal 2 heal 2
Crystal Core = 7 mana
Sunkeeper Tarim: Probably the best card ever made. But I’m fine with it being ridiculously good, just make him a 3/6 instead of a 3/7.
Guldan: his hero power needs to be 2 damage lifesteal, not 3.
Lackey: This ones a little tough to do without completely obliterating the card. But, summon a random demon that died this game might be fair.
Call to Arms: 6 mana. The card would still be played.
Spiteful: make it a 1/1 body.
Caverns Below: Delete from game
Leave the rest alone I’d say.
I have all these cards because most are must craft, auto-includes. I would have no problem with huge nerfs to pretty much all of them. The more nerfs generally the healthier the game IMO....just not how you propose to do it.
I didn't like a single of your suggestions lol Horrible ideas. :P
I think dark pact nerf, or at least part of it, should be " restore health equal to the health of the minion sacrifices". So if you dark pact lackey you only get 2 health.
Plus, if it's a recruit a minion of the same cost, Druid would be guaranteed 100% of the time to recruit Tyrantus (granted they haven't drawn it first). Which making it a 100% Tyrantus summon would be worse, wouldn't it?! So either recruit a minion of equal or less cost, or maybe summon random of X mana less than cost of the spell revealed. Still cheating out minions, but reducing power level of the card. And I'd still leave in the discard spell feature.
Too much? Would those changes kill the card? Is killing this card a bad thing?!
in my opinion:
1- sunkeeper tarim: stats 2/6
2-call to arms: 6 mana cost
3-spiteful summoner: burn the spell revealed
4-possesed lackey: deathrattle: recruit a random miniom from your deck
5-guldan: hero power: lifesteal deal 3 damage to a miniom
6-dark pact: 2 mana cost
7-doomguard: stats 5/6
8-cavers below: N/A
But it won't be triggerable twice and if u add more 10 dropsit makes it unpredictable and more requirements ,
Okay, point taken. The change to recruit would at least remove Tyrantus as an option for most classes, and it would only be an option once in Druid if changed to recruit. I could still see someone running this with only Tyrantus and Deathwing as their 10 drop minions, maybe a Sea Giant or two as potential pressure when playing aggro decks. Although, that's a little weak if you can't cheat out an 8/8 for cheap and then Swipe the aggro player's board.
Now that I'm actually looking at the list of potential 10 drops I would agree the recruit idea would be better. I still like the idea of burning the spell though. Of course I've always thought that Shield Slam should reduce armor based on damage dealt to a minion. Ex: You have 10 armor, Shield Slam an 8/8 like Lich King, reduce armor to 2 because of 8 damage dealt. Similar idea of "You want to recruit a 10 mana minion after revealing UI? Lose the UI in exchange for the minion cheat."
So... you're 100% killing off Spiteful Summoner, improving Call to Arms, and buffing Tarim?
k
Unpopular opinion: Rogue is OP
Really glad the op does not work for blizzard
My thoughts
Quest rogue: stop being babies quest rogue is a sign of a healthy meta. If there are too many greedy decks quest rogue farms wins, but is destroyed by any decently fast deck. Basically if you are bothered by it stop playing warlock.
PS I don't have the quest and have never played the deck.
Doomguard: its classic and is not the problem, leave it alone.
Call too arms: increase to 5 Mana. Even loses a tool, and odd only pulls 1 drops. Other pallys would still use it and it would still be really good.
The more heavy handed change would be to make it only pull 1 drops. Than neither even or odd could use it and it would go in a pretty different deck than we currently see, probably something with prince liam.
Sunkeeper tarim: needs to be 8 mana no other change.
Spitful summoner is in my opinion one of the most poorly designed cards blizzard has given us, whatever they do I hope it kills it from all but the memeiest of decks.
Dark pact, possessed lackey, guldan, (why TF isn't Void Lord included): too complicated for me to give a good idea all cards need significant modifications.
I hate to see Spiteful nerfed, because when I use it, I get some sort of joy in me. Hopefully the nerf still makes the card playable.
Then again, I know the card is problematic.