I did not read the whole thread and i am not sure if anyone suggested this already, but in my opinion they should "buff" Tyrantus to a 9 mana 12/12. The highroll potential with Spiteful Summoner is just too ridiculous when getting Tyrantus.
Well I hope when it rotates to wild, it goes back to 6 mana, since then you have more 10 mana cards with lower stats, very low chance of Deathwing/Tyrantus.
I think Spiteful Druid is now the only Tier1 deck for now, all others decks is T2 not more in my oppinion, even murlock paladin who was tier 1 before(but was rare since even paladin was slightly better to choice for aggro paladin gameplay), unlike Spiteful Sommoner nerf, 1 mana increas on call to arms is real problem for murlok paladin, since tempo for agro deck is very important unlike for Spiteful Druid.
so... is it OK now to say that the nerf wasn't effective at all? meh.
Why, because the deck wasn't killed on sight? People have some pretty skewed perspectives on what nerfs are supposed to accomplish if you think the point is to make every nerfed card/deck the next nerfed Patron Warrior.
No point in wasting developer time with making good or interesting cards if they are then supposed to be deleted essentially as soon as the vocal minority complains about them.
so... is it OK now to say that the nerf wasn't effective at all? meh.
Why, because the deck wasn't killed on sight? People have some pretty skewed perspectives on what nerfs are supposed to accomplish if you think the point is to make every nerfed card/deck the next nerfed Patron Warrior.
No point in wasting developer time with making good or interesting cards if they are then supposed to be deleted essentially as soon as the vocal minority complains about them.
It is more to do with it being a T1 deck still that was pretty much completely unaffected by the nerf sadly the card is one of those that is hard to nerf effectively while leaving it usable.
so... is it OK now to say that the nerf wasn't effective at all? meh.
Why, because the deck wasn't killed on sight? People have some pretty skewed perspectives on what nerfs are supposed to accomplish if you think the point is to make every nerfed card/deck the next nerfed Patron Warrior.
No point in wasting developer time with making good or interesting cards if they are then supposed to be deleted essentially as soon as the vocal minority complains about them.
Dude, I know that you are a devoted fan of the card, but there is a difference between destroying a card and balancing it. At 6 or at 7, this card is still unbalanced in Druid, and potentially in any other class that uses 10-mana cost spells. The spell should be destroyed in the process of summoning, or at least there should be a mana cap on the minion that you may summon. 7 mana 16/16 is not that different from a 6 mana 16/16, and not all classes have access to Psychic Scream (the only card that can really deal with the situation at turn 7).
so... is it OK now to say that the nerf wasn't effective at all? meh.
Why, because the deck wasn't killed on sight? People have some pretty skewed perspectives on what nerfs are supposed to accomplish if you think the point is to make every nerfed card/deck the next nerfed Patron Warrior.
No point in wasting developer time with making good or interesting cards if they are then supposed to be deleted essentially as soon as the vocal minority complains about them.
Dude, I know that you are a devoted fan of the card, but there is a difference between destroying a card and balancing it. At 6 or at 7, this card is still unbalanced in Druid, and potentially in any other class that uses 10-mana cost spells. The spell should be destroyed in the process of summoning, or at least there should be a mana cap on the minion that you may summon. 7 mana 16/16 is not that different from a 6 mana 16/16, and not all classes have access to Psychic Scream (the only card that can really deal with the situation at turn 7).
Multiple classes could deal with a Spiteful turn even when it came on turn 6, and in wild the card is even less of a problem. What you're doing is taking that less than 20% standard format highroll of getting Tyrantus and then acting like that is the typical result, pointing to that highroll as the reason players 'can't deal with it'. Cards should be balanced based on what the most common results of that card's power, not on a highroll that statistically happens less than 20% of the time in one format.
Anything other than Tyrantus are all prone to common removal; Poly, Meteor, SWD, Psychic Scream, Siphon, Voodoo Doll, Sap, Vilespine, Naturalize, Hex, Volcano (depending on whether SS was dropped on an empty board and if Ultrasaur was spawned), Execute, Shield Slam, Reckless Fury, Brawl, Equality combo, Tarim, even Peacekeeper makes the threat useless. In wild there are even more answers (such as Lightbomb, Blast Crystal, Poison Seeds, and Mulch), as well as a larger pool of bad 10 drops.
In addition, there isn't a need for a further nerf when it is so easy to just dedicate a few of the pack filler card slots in next expansion to some sub par 10 drop minions. Problem solved. If there were more weak 10 drops the consistency of the card tanks drastically. Why else do you think the decks see much less play in wild (C'Thun anyone?)
your right man auto losing 20% of the time and not being able to do anything about it is balanced unless your a priest and pull scream is not restrictive at all also a turn 7 12/12 on average worth of stats on two body's is balanced am i right man good thing 8 /9 cost minions can do that in one turn /eye roll
I still think it should consume the spell. If you are any other deck than priest you have to wait late game to play one of the few big minions in your deck and they can still steal it with mind control even after you did used up a counter on whatever big minion they summoned. now you have to deal with your own minion. Which is usually something like Lich King or Sunkeeper Tarim for all those pally players.
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Well I hope when it rotates to wild, it goes back to 6 mana, since then you have more 10 mana cards with lower stats, very low chance of Deathwing/Tyrantus.
I think Spiteful Druid is now the only Tier1 deck for now, all others decks is T2 not more in my oppinion, even murlock paladin who was tier 1 before(but was rare since even paladin was slightly better to choice for aggro paladin gameplay), unlike Spiteful Sommoner nerf, 1 mana increas on call to arms is real problem for murlok paladin, since tempo for agro deck is very important unlike for Spiteful Druid.
The nerf barely appected the card.. it's not when.. it's more "if"
so... is it OK now to say that the nerf wasn't effective at all? meh.
It was never going to be I would have prefered they capped the mana cost of the effect.
Why, because the deck wasn't killed on sight? People have some pretty skewed perspectives on what nerfs are supposed to accomplish if you think the point is to make every nerfed card/deck the next nerfed Patron Warrior.
No point in wasting developer time with making good or interesting cards if they are then supposed to be deleted essentially as soon as the vocal minority complains about them.
It is more to do with it being a T1 deck still that was pretty much completely unaffected by the nerf sadly the card is one of those that is hard to nerf effectively while leaving it usable.
Dude, I know that you are a devoted fan of the card, but there is a difference between destroying a card and balancing it. At 6 or at 7, this card is still unbalanced in Druid, and potentially in any other class that uses 10-mana cost spells. The spell should be destroyed in the process of summoning, or at least there should be a mana cap on the minion that you may summon. 7 mana 16/16 is not that different from a 6 mana 16/16, and not all classes have access to Psychic Scream (the only card that can really deal with the situation at turn 7).
Multiple classes could deal with a Spiteful turn even when it came on turn 6, and in wild the card is even less of a problem. What you're doing is taking that less than 20% standard format highroll of getting Tyrantus and then acting like that is the typical result, pointing to that highroll as the reason players 'can't deal with it'. Cards should be balanced based on what the most common results of that card's power, not on a highroll that statistically happens less than 20% of the time in one format.
Anything other than Tyrantus are all prone to common removal; Poly, Meteor, SWD, Psychic Scream, Siphon, Voodoo Doll, Sap, Vilespine, Naturalize, Hex, Volcano (depending on whether SS was dropped on an empty board and if Ultrasaur was spawned), Execute, Shield Slam, Reckless Fury, Brawl, Equality combo, Tarim, even Peacekeeper makes the threat useless. In wild there are even more answers (such as Lightbomb, Blast Crystal, Poison Seeds, and Mulch), as well as a larger pool of bad 10 drops.
In addition, there isn't a need for a further nerf when it is so easy to just dedicate a few of the pack filler card slots in next expansion to some sub par 10 drop minions. Problem solved. If there were more weak 10 drops the consistency of the card tanks drastically. Why else do you think the decks see much less play in wild (C'Thun anyone?)
The problem isnt the win rate. The problem is the no-skill high roll nature of the deck.
Anger is the punishment we give ourselves for someone else's mistake.
your right man auto losing 20% of the time and not being able to do anything about it is balanced unless your a priest and pull scream is not restrictive at all also a turn 7 12/12 on average worth of stats on two body's is balanced am i right man good thing 8 /9 cost minions can do that in one turn /eye roll
I still think it should consume the spell. If you are any other deck than priest you have to wait late game to play one of the few big minions in your deck and they can still steal it with mind control even after you did used up a counter on whatever big minion they summoned. now you have to deal with your own minion. Which is usually something like Lich King or Sunkeeper Tarim for all those pally players.
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