So i never was a fan of combo decks, and my least favorite to play against is shudder walk. the card itself is not the problem really to me, it's the cards used to get there and the sustain options that shaman can have.
First on the chopping block is healing rain. Healing 12 is obnoxious in any deck. now sure it heals minions too which can lower the amount being healed, but shaman does not plau many minions so it usually heals the full amount to face. nothing is more frustrating to me than doing all this damage to shudderwalk shaman, and them just heal back to full. My opinion on what to do would be change healing rain to heal some to your hero, and some to your minions. like heal 6 to your hero and 6 to your minions.i understand that against supper aggro decks shudderwalk can struggle, but giving shaman other cards to deal with that rather than a 12 heal would be better in my opinion. shaman does have the lifesteal spell damage card that doesn't get played because healing rain is just better.
same goes for the druid card branching paths. being able to gain 12 Armour is a struggle to deal with when up against combo decks. these kind of cards force you to play supper aggro decks to win. and since my favorite kinds of decks are mid range ones i almost always lose to these kinds of decks. sure i understand that they have their counters but I'm tired of seeing only the most aggro or combo based decks on ladder, its boring.
i don't think these changes would kill the deck arc type which i don't want either, just make it less obnoxious to play against for less early aggro decks. let me know your thoughts, and if you think I'm on to something, or just a babbling idiot.
o i never was a fan of combo decks, and my least favorite to play against is shudder walk. the card itself is not the problem really to me, it's the cards used to get there and the sustain options that shaman can have.
First on the chopping block is healing rain. Healing 12 is obnoxious in any deck. now sure it heals minions too which can lower the amount being healed, but shaman does not plau many minions so it usually heals the full amount to face. nothing is more frustrating to me than doing all this damage to shudderwalk shaman, and them just heal back to full. My opinion on what to do would be change healing rain to heal some to your hero, and some to your minions. like heal 6 to your hero and 6 to your minions.i understand that against supper aggro decks shudderwalk can struggle, but giving shaman other cards to deal with that rather than a 12 heal would be better in my opinion. shaman does have the lifesteal spell damage card that doesn't get played because healing rain is just better.
same goes for the druid card branching paths. being able to gain 12 Armour is a struggle to deal with when up against combo decks. these kind of cards force you to play supper aggro decks to win. and since my favorite kinds of decks are mid range ones i almost always lose to these kinds of decks. sure i understand that they have their counters but I'm tired of seeing only the most aggro or combo based decks on ladder, its boring.
i don't think these changes would kill the deck arc type which i don't want either, just make it less obnoxious to play against for less early aggro decks. let me know your thoughts, and if you think I'm on to something, or just a babbling idiot.
Don't go after the healing, go after the combo pieces! Healing is much needed to play control decks - we need more minions like Reno and antique healbot.
The reason i go after healing is because cards like shudderwalk put the game on a clock. if you cant beat them before they play their combo pieces and shudderwalk you lose. im not saying to get rid of healing cards, just lower the amount healed so that way you have to use other options along side healing rain like the lifesteal spelldamage card that never gets played.
You don’t enjoy facing combo decks so we should destroy them? Screw trying to have a gameplan besides going face and spamming minions. Long live odd paladin and zoo.
like i said i don't think that nerfing healing rain like i discussed would destroy the deck. just make it so that you would have to use other options then just one card to heal up.
cant tell if you're sarcastic about aggro decks, but i don't like to play zoo or odd Paladin, please post something constructive rather than what seems to be just sarcasm.
There are interesting cards to compare to Healing Rain. Healing Touch is a 3-mana heal for 8 health. Greater Healing Potion was 12 life for 4 mana. Healing Rain is 12 life for 3 mana, so this implies a 1-mana discount for the random spread. Compare Arcane Missiles to Frostbolt or Darkbomb, and it kind of makes sense. But perhaps this is more like the difference between Cinderstorm and Fireball. 1 mana and 1 damage. Perhaps Healing Rain should have been a 3-mana, heal-10 randomly, which is the Cinderstorm/Fireball ratio. Perhaps it should have been 4 mana, since the splash heals on friendly minions can often be valuable, and this might not need a cost reduction compared to Greater Healing Potion.
It also rotates in like 6 months, and Shaman isn't a broken class by any means.
//
Branching Paths is too strong. Most of Druid is too strong. I think changing from Armor to Healing (the fact that Druid can heal massively over 30 is an issue, I think), or ruling out choosing the same option twice (so Armor/Card, Card/Attack, or Armor/Attack). The druid "choose" effects have consistently been underpriced, IMHO.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
It is the lack of combo disruption cards that make Shudderwock deck great. Let's assume all classes have extremely great anti-aggro cards and healing cards.that Meta would only be Shudderwock beating aggro and Warlocks beating Shudderwock (cause yeah that class has actual tools to disrupt).
Short: Dirty Rat for all classes and neutral Gnomeferatu even if will be understatted.
like i said i don't think that nerfing healing rain like i discussed would destroy the deck. just make it so that you would have to use other options then just one card to heal up.
cant tell if you're sarcastic about aggro decks, but i don't like to play zoo or odd Paladin, please post something constructive rather than what seems to be just sarcasm.
If you look at the deck's win rate, you wouldn't be going after any aspect of it, and this silly thread could have been avoided.
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.
like i said i don't think that nerfing healing rain like i discussed would destroy the deck. just make it so that you would have to use other options then just one card to heal up.
cant tell if you're sarcastic about aggro decks, but i don't like to play zoo or odd Paladin, please post something constructive rather than what seems to be just sarcasm.
If you look at the deck's win rate, you wouldn't be going after any aspect of it, and this silly thread could have been avoided.
I agree the winrate is nothing special. BUT....playing against Shudderwock with most decks is un-interactive and frustrating. Every time i switch to a slow deck its the first matchup i get 90% of the time.
I don't want anything nerfed, I just want 1 card that has a chance to disrupt a combo deck
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So i never was a fan of combo decks, and my least favorite to play against is shudder walk. the card itself is not the problem really to me, it's the cards used to get there and the sustain options that shaman can have.
First on the chopping block is healing rain. Healing 12 is obnoxious in any deck. now sure it heals minions too which can lower the amount being healed, but shaman does not plau many minions so it usually heals the full amount to face. nothing is more frustrating to me than doing all this damage to shudderwalk shaman, and them just heal back to full. My opinion on what to do would be change healing rain to heal some to your hero, and some to your minions. like heal 6 to your hero and 6 to your minions.i understand that against supper aggro decks shudderwalk can struggle, but giving shaman other cards to deal with that rather than a 12 heal would be better in my opinion. shaman does have the lifesteal spell damage card that doesn't get played because healing rain is just better.
same goes for the druid card branching paths. being able to gain 12 Armour is a struggle to deal with when up against combo decks. these kind of cards force you to play supper aggro decks to win. and since my favorite kinds of decks are mid range ones i almost always lose to these kinds of decks. sure i understand that they have their counters but I'm tired of seeing only the most aggro or combo based decks on ladder, its boring.
i don't think these changes would kill the deck arc type which i don't want either, just make it less obnoxious to play against for less early aggro decks. let me know your thoughts, and if you think I'm on to something, or just a babbling idiot.
Thanks for reading.
That needs a nerf*
Leper Gnome
This belongs to the salt Thread.
Move on, tomorrow is another day.
Leper Gnome
What is Shudderwalk?
"My legs that walk, my calves that bite"
Leper Gnome
Aggro player spotted. Play around them. Know ur weakness and enemy advantages and exploit an opening.
Uninstalling HS and reinstalling might help resetting ur matchups q.
True story
Don't go after the healing, go after the combo pieces! Healing is much needed to play control decks - we need more minions like Reno and antique healbot.
The reason i go after healing is because cards like shudderwalk put the game on a clock. if you cant beat them before they play their combo pieces and shudderwalk you lose. im not saying to get rid of healing cards, just lower the amount healed so that way you have to use other options along side healing rain like the lifesteal spelldamage card that never gets played.
back when reno was around it wasn't a big deal to heal to full because there were not cards that were play this card win the game most the time.
You don’t enjoy facing combo decks so we should destroy them? Screw trying to have a gameplan besides going face and spamming minions. Long live odd paladin and zoo.
like i said i don't think that nerfing healing rain like i discussed would destroy the deck. just make it so that you would have to use other options then just one card to heal up.
cant tell if you're sarcastic about aggro decks, but i don't like to play zoo or odd Paladin, please post something constructive rather than what seems to be just sarcasm.
Im not a fan of combo decks either. They aren’t very interactive alot of the time. But healing rain is not a problem.
Shudderwock does not need a nerf despite being very annoying to play afainst sometimes.
There are interesting cards to compare to Healing Rain. Healing Touch is a 3-mana heal for 8 health. Greater Healing Potion was 12 life for 4 mana. Healing Rain is 12 life for 3 mana, so this implies a 1-mana discount for the random spread. Compare Arcane Missiles to Frostbolt or Darkbomb, and it kind of makes sense. But perhaps this is more like the difference between Cinderstorm and Fireball. 1 mana and 1 damage. Perhaps Healing Rain should have been a 3-mana, heal-10 randomly, which is the Cinderstorm/Fireball ratio. Perhaps it should have been 4 mana, since the splash heals on friendly minions can often be valuable, and this might not need a cost reduction compared to Greater Healing Potion.
It also rotates in like 6 months, and Shaman isn't a broken class by any means.
//
Branching Paths is too strong. Most of Druid is too strong. I think changing from Armor to Healing (the fact that Druid can heal massively over 30 is an issue, I think), or ruling out choosing the same option twice (so Armor/Card, Card/Attack, or Armor/Attack). The druid "choose" effects have consistently been underpriced, IMHO.
I think the card you’re looking for is Grumble.
Ace of Spades.
So powerful! Also they need to nerf its image too. look how big it is and how small the others
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!
It is the lack of combo disruption cards that make Shudderwock deck great. Let's assume all classes have extremely great anti-aggro cards and healing cards.that Meta would only be Shudderwock beating aggro and Warlocks beating Shudderwock (cause yeah that class has actual tools to disrupt).
Short: Dirty Rat for all classes and neutral Gnomeferatu even if will be understatted.
If you look at the deck's win rate, you wouldn't be going after any aspect of it, and this silly thread could have been avoided.
I really hope Blizzard atleast add some neutral anticombo cards in this set.
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.
I agree the winrate is nothing special. BUT....playing against Shudderwock with most decks is un-interactive and frustrating. Every time i switch to a slow deck its the first matchup i get 90% of the time.
I don't want anything nerfed, I just want 1 card that has a chance to disrupt a combo deck