the reason the decks win rate is low is because it looses to zoo and supper aggro decks, which are mainly played on ladder. i don't like to play those decks just to win, games become stale really fast. if you think the thread is silly then you have the option to leave. others are posting actually legitimate things, and talking about what the community thinks would be good for the game.
Oh I see. Let’s nerf the deck because the decks YOU like to play don’t do well against it. And anybody who disagrees with YOU can leave the thread. What a “legitimate” thread.
This made me snort. As if there's any other class in Hearthstone that's known more for making wide boards than Shaman.
Even though you meant Shudderwock Shaman specifically, it's not that they don't play minions, they just trade off wounded ones before playing Healing Rain.
If there's a card that needs a nerf, it's definitely Wisp. Like really, you guys saw how powerful 0 Mana minion were in the past (like Thing from Below) and even more powerful when they weren't played from hand (like Patches). Therefore, Wisp should have its attack changed from 1 to 0 so Target Dummy can have a chance to see play.
there are plenty of people in the thread that disagree but post something legitimate, not sarcastic comments. if i really wanted to nerf the deck so i would only win i would say nerf grumble so the cards come back at full cost, or get rid of the bug that deals 3 heals 3, or make shudderwalk a 10 mana cost. but i only suggested making healing rain heal some to face and some to minions. i wonder if you even read the first post or if you just came to instigate..
"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..."
If you want to nerf Shudderwock shaman as a combo deck, that would be quite easy. Just make the chain gang read: summon an extra 2/3 minion with taunt, instead of an copy.
I don't see shudder as a problem, if you nerfed / moved malygos to hall of fame I would be far more happy.
Also I would love to see Nourish being nerfed, that feeling of getting an Ult infes. in you face round 7-8.
This made me snort. As if there's any other class in Hearthstone that's known more for making wide boards than Shaman.
Even though you meant Shudderwock Shaman specifically, it's not that they don't play minions, they just trade off wounded ones before playing Healing Rain.
I would say that Zoo and paladin are more known for wide boards.
Healing rain is pretty ridiculous. Healing Rain is basically Ice Block unless your opponent has that extra damage. But in that case, an actual Ice Block probably wouldn't have saved you anyway. I think Healing rain should be 2 mana restore 10 or 4 mana restore 12. (I lean towards 2 mana restore 10).
As for Branching Paths, I understand your problem against it. 4 mana 12 armor is good, but I see it more used as 4 mana draw 2. Whenever I see it used for double armor, it's just a desperate move to stay alive. I rarely see double armor taken to double charge the druid spellstone, because most druids will take Malfurion and hero power every turn, taking armor unless a trade is absolutely necessary.
Combo decks can't really be nerfed by hitting deck filler. If Team 5 nerfed Branching Paths instead of Aviana, AK-47 Druid would still be running rampant on the wild ladder. The only deck where Branching Paths is a cornerstone is Hand Druid, and it always draws 2.
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I'm Nate and I enjoy writing. I got kicked off of my school newspaper so I figured I'd bring my passion to my favorite game.
i see your point, but the counters are mainly in warlock, so if you're not playing warlock against it then what? cutting the healing would have an impact but not as much as you claim, the card that gives you lifesteal on healing is very powerful, but it never gets played because you can just use healing rain, for 3 mana.. if you use that card and volcano you can heal more than healing rain but it would cost more than 3 mana. i dont hate this deck, and i like the idea of shudder walk, ive played it often before and even playing it i felt like healing rain healed too much. this is my personal opinion sorry you don't consider it constructive. i posted this to see peoples opinions on the matter but everyone just comes back saying im just salty over the deck, and quite frankly i dont see it all that much to be that upset over it. just when i do see combo decks like this or druid i do believe the healing and armor gain is a little much.
they Nerfed the warlock card dark pact because it healed too much, and sure it cost less and warlock has way more aggressive options with cube lock but with a stall type deck that needs only to assemble pieces to finish you off and puts all games on a clock, healing almost half your health with one 3 mana card seems strong to me. take it as you will but this is my constructive feedback on the card.
im sorry you feel such aggression towards me for posting my opinion on a card, and replying like you did isn't very constructive, it's more belittling and smug
thats a good point on the armor, not many use it for the 12 armor, rather the draw. i was just thinking of games where druids reach well over double the starting health.
i do like the idea of changing the mana cost, if it was 4 mana it would put it on par with greater healing spell that priests had, if not better because you can spread the healing out to more than one target.
calling someone mad or saying go take a walk is aggression, but nothing i say will change your thoughts. your second response is more constructive yes. but here is a piece of advice, there are ways of being "honest" and not sounding like a jerk.
lets forget about the dark pact because that has been nerfed and that's not what this post was about. and we can focus on the one card the post is about. i never said it had to be heal for 6, just a suggestion. if you think that's too low then that's a valid point. maybe heal 8 or 10, or even the full 12 but i would say not for 3 mana. the priest card greater healing was heal 12 for 4 mana, and that was restricted to one target, and it was in priest which focuses on healing. even omega healer you have to wait until turn 10 to heal 10 to your hero. there are some other cards to compare it to that focus on just healing, sure omega healer can be used earlier just for a 2/3 body against aggro decks, but that's why they made omega mind, you can do massive heals in the late game once you get 10 mana, or have a 2/3 body against aggro early if needed. but that card is never played in this deck because of healing rain, which is in my opinion too strong for a 3 mana cost card.
I think that Healing rain is used to heal minions very infrequently. in 99% of use cases, it would be better if it said "Restore 12 health to your hero."
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I'm Nate and I enjoy writing. I got kicked off of my school newspaper so I figured I'd bring my passion to my favorite game.
sorry you cant beat the decks counter with an aggro deck but were talking about mid range decks..
i like other peoples ideas about a universal disrupt like dirty rat again. even in the new expansion it seems just warlock gets a card to stop combo with the destroy half each players deck card.
Stonehill Defender! Make this card even and get it out of Odd Paladin. A deck shouldn't have access to the types of plays that were forced out of synergy for the "odd" effect. On play it has an upward of 15%+ to get Tarim, let alone that number goes way up if you are satisfied with either Tarim or Tirion. One. Hundred. Percent. Not. Balanced.
There are a handful of ways at 2 mana or 4 mana to adjust stats and effects to make this card balanced.
I really think you play aggro too much, honestly. I'm not an aggro hater, I'm glad it's a part of the game to not have to have 45 minute games every time. It's from a Tempo/Control or even Combo player's perspective that Shuddewock generally isn't a problem. Thus why his popularity dropped significantly even though his nerf was suuuuuuper minor if even a nerf at all. Also why would you target the spells in that decks and not the strong battlecries for Shudderwock to copy? (If you were going to go after Shudderwock, but the data and most players say it's fine) Personally I love where Shudderwock is at and I have a ton of fun experimenting with wacky new Shudderwock decks(mostly in wild), that seems to be the intent of Shudderwock since his build up is nearing C'Thun level of trashy and incredibly lengthy build ups. Also I think Branching Paths is slightly problematic but less because you gain 12 armor and fully power up the Spellstone in one turn (which is strong) but more the fact that it can do that, be a more expensive but better savage roar, and be a more expensive arcane intellect (in a class that loves card draw and already has a ton). It can also be anything in between. That imo, is why Branching Paths might be problematic. In a class that already has a lot of high power, versatile cards, it tips the power level almost too high to then have a card like BP that is almost always strong. Not that Druid has insane winrates or anything though. It's usually mid tier as far as class winrates.
im not an aggro player though i mainly play mid range decks. i like the longer wacky games that can be brought on by mid range decks but you cant get to that point because shudderwalk shuts down any game that goes past the mid level mark.
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Oh I see. Let’s nerf the deck because the decks YOU like to play don’t do well against it. And anybody who disagrees with YOU can leave the thread. What a “legitimate” thread.
This made me snort. As if there's any other class in Hearthstone that's known more for making wide boards than Shaman.
Even though you meant Shudderwock Shaman specifically, it's not that they don't play minions, they just trade off wounded ones before playing Healing Rain.
If there's a card that needs a nerf, it's definitely Wisp. Like really, you guys saw how powerful 0 Mana minion were in the past (like Thing from Below) and even more powerful when they weren't played from hand (like Patches). Therefore, Wisp should have its attack changed from 1 to 0 so Target Dummy can have a chance to see play.
OP needs to be told about the salt thread. Moving along...
I enjoy.
there are plenty of people in the thread that disagree but post something legitimate, not sarcastic comments. if i really wanted to nerf the deck so i would only win i would say nerf grumble so the cards come back at full cost, or get rid of the bug that deals 3 heals 3, or make shudderwalk a 10 mana cost. but i only suggested making healing rain heal some to face and some to minions. i wonder if you even read the first post or if you just came to instigate..
This comment is why I love hearthpwn community
"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..."
If you want to nerf Shudderwock shaman as a combo deck, that would be quite easy. Just make the chain gang read: summon an extra 2/3 minion with taunt, instead of an copy.
I don't see shudder as a problem, if you nerfed / moved malygos to hall of fame I would be far more happy.
Also I would love to see Nourish being nerfed, that feeling of getting an Ult infes. in you face round 7-8.
I would say that Zoo and paladin are more known for wide boards.
Healing rain is pretty ridiculous. Healing Rain is basically Ice Block unless your opponent has that extra damage. But in that case, an actual Ice Block probably wouldn't have saved you anyway. I think Healing rain should be 2 mana restore 10 or 4 mana restore 12. (I lean towards 2 mana restore 10).
As for Branching Paths, I understand your problem against it. 4 mana 12 armor is good, but I see it more used as 4 mana draw 2. Whenever I see it used for double armor, it's just a desperate move to stay alive. I rarely see double armor taken to double charge the druid spellstone, because most druids will take Malfurion and hero power every turn, taking armor unless a trade is absolutely necessary.
Combo decks can't really be nerfed by hitting deck filler. If Team 5 nerfed Branching Paths instead of Aviana, AK-47 Druid would still be running rampant on the wild ladder. The only deck where Branching Paths is a cornerstone is Hand Druid, and it always draws 2.
I'm Nate and I enjoy writing. I got kicked off of my school newspaper so I figured I'd bring my passion to my favorite game.
i see your point, but the counters are mainly in warlock, so if you're not playing warlock against it then what? cutting the healing would have an impact but not as much as you claim, the card that gives you lifesteal on healing is very powerful, but it never gets played because you can just use healing rain, for 3 mana.. if you use that card and volcano you can heal more than healing rain but it would cost more than 3 mana. i dont hate this deck, and i like the idea of shudder walk, ive played it often before and even playing it i felt like healing rain healed too much. this is my personal opinion sorry you don't consider it constructive. i posted this to see peoples opinions on the matter but everyone just comes back saying im just salty over the deck, and quite frankly i dont see it all that much to be that upset over it. just when i do see combo decks like this or druid i do believe the healing and armor gain is a little much.
they Nerfed the warlock card dark pact because it healed too much, and sure it cost less and warlock has way more aggressive options with cube lock but with a stall type deck that needs only to assemble pieces to finish you off and puts all games on a clock, healing almost half your health with one 3 mana card seems strong to me. take it as you will but this is my constructive feedback on the card.
im sorry you feel such aggression towards me for posting my opinion on a card, and replying like you did isn't very constructive, it's more belittling and smug
thats a good point on the armor, not many use it for the 12 armor, rather the draw. i was just thinking of games where druids reach well over double the starting health.
i do like the idea of changing the mana cost, if it was 4 mana it would put it on par with greater healing spell that priests had, if not better because you can spread the healing out to more than one target.
I don't get it though,whats the catch? hmm
Just Another Legend Player#Kappa
calling someone mad or saying go take a walk is aggression, but nothing i say will change your thoughts. your second response is more constructive yes. but here is a piece of advice, there are ways of being "honest" and not sounding like a jerk.
lets forget about the dark pact because that has been nerfed and that's not what this post was about. and we can focus on the one card the post is about. i never said it had to be heal for 6, just a suggestion. if you think that's too low then that's a valid point. maybe heal 8 or 10, or even the full 12 but i would say not for 3 mana. the priest card greater healing was heal 12 for 4 mana, and that was restricted to one target, and it was in priest which focuses on healing. even omega healer you have to wait until turn 10 to heal 10 to your hero. there are some other cards to compare it to that focus on just healing, sure omega healer can be used earlier just for a 2/3 body against aggro decks, but that's why they made omega mind, you can do massive heals in the late game once you get 10 mana, or have a 2/3 body against aggro early if needed. but that card is never played in this deck because of healing rain, which is in my opinion too strong for a 3 mana cost card.
I think that Healing rain is used to heal minions very infrequently. in 99% of use cases, it would be better if it said "Restore 12 health to your hero."
I'm Nate and I enjoy writing. I got kicked off of my school newspaper so I figured I'd bring my passion to my favorite game.
People take this game to seriously. Until it doesnt bring a tournament mode its basically 100% casual with some streamers making money.
It took me quiet some time to understand it but hearthstone is not so succesfull because its fun to play but because its fun to watch.
In a world were a game is competetive with real support biased cards/decks would be a problem but hearthstone isnt after all.
When I played Shudderwock I found that big chargers were the worst to deal with. Might try adding those.
Galavant Animation
sorry you cant beat the decks counter with an aggro deck but were talking about mid range decks..
i like other peoples ideas about a universal disrupt like dirty rat again. even in the new expansion it seems just warlock gets a card to stop combo with the destroy half each players deck card.
Stonehill Defender! Make this card even and get it out of Odd Paladin. A deck shouldn't have access to the types of plays that were forced out of synergy for the "odd" effect. On play it has an upward of 15%+ to get Tarim, let alone that number goes way up if you are satisfied with either Tarim or Tirion. One. Hundred. Percent. Not. Balanced.
There are a handful of ways at 2 mana or 4 mana to adjust stats and effects to make this card balanced.
I really think you play aggro too much, honestly. I'm not an aggro hater, I'm glad it's a part of the game to not have to have 45 minute games every time. It's from a Tempo/Control or even Combo player's perspective that Shuddewock generally isn't a problem. Thus why his popularity dropped significantly even though his nerf was suuuuuuper minor if even a nerf at all. Also why would you target the spells in that decks and not the strong battlecries for Shudderwock to copy? (If you were going to go after Shudderwock, but the data and most players say it's fine) Personally I love where Shudderwock is at and I have a ton of fun experimenting with wacky new Shudderwock decks(mostly in wild), that seems to be the intent of Shudderwock since his build up is nearing C'Thun level of trashy and incredibly lengthy build ups. Also I think Branching Paths is slightly problematic but less because you gain 12 armor and fully power up the Spellstone in one turn (which is strong) but more the fact that it can do that, be a more expensive but better savage roar, and be a more expensive arcane intellect (in a class that loves card draw and already has a ton). It can also be anything in between. That imo, is why Branching Paths might be problematic. In a class that already has a lot of high power, versatile cards, it tips the power level almost too high to then have a card like BP that is almost always strong. Not that Druid has insane winrates or anything though. It's usually mid tier as far as class winrates.
im not an aggro player though i mainly play mid range decks. i like the longer wacky games that can be brought on by mid range decks but you cant get to that point because shudderwalk shuts down any game that goes past the mid level mark.