I don't like this nerf because ramping is what makes druid druid. It's like nerfing...
Animal Companion or Kill Command from Hunter
Polymorph or Fireball from Mage
Concecration or Blessing of might from Paladin
Power Word: Shield or Shadow word: Death/Pain from Priest
Backstab or Sap from Rogue
Hex or Flametongue Totem from Shaman
Mortal Coil or Hellfire from Warlock
Execute or Shield Block from Warrior
Any class without those cards would really feel it. The main issue is that early on, druid doesn't have a lot of good plays or minions. So it gets crushed by aggro (Unless the druid is aggro), and there is almost no way to do it. The only way I could really think of is to play a miracle deck with Wild Pyromancer and Barkskin. Overall, this nerf is going to make druid most likely the weakest class until a new set of cards comes out that could help address this issue. Hopefully, they will retract one of those nerfs, otherwise, druid will only have aggro to play competitively.
i myself found the nerf is a good thing. but maybe because i hardly play druids.
i mean, it's like this... your druid opponent gets to play first, and they got Wild Growth as starter card, or get drawn at turn 2. it gives your opponent 4 mana crystal by turn 3 while you still at 2 mana crystal, which is really gives a great disavantage. even if you got The Coin card.
and when you try to build your army board, they got cleared by Swipe because druid already at mana crystal 4. if you got not enough army at the board, the druid just gonna do another Wild Growth. i often got myself at 5 mana while the druids already at 8-9 mana crystal situation,
They should have increased power level by adding card draw or changing it to gain a mana crystal. This is big punishment for cases where you topdeck it in late game
While Druids were pretty powerful, and I intentionally wasn't playing Druid because I don't like playing powerful classes, I don't agree with this direction at all. You are killing the most interesting aspect of the class's identity.
I don't like this nerf because ramping is what makes druid druid. It's like nerfing...
Animal Companion or Kill Command from Hunter
Polymorph or Fireball from Mage
Concecration or Blessing of might from Paladin
Power Word: Shield or Shadow word: Death/Pain from Priest
Backstab or Sap from Rogue
Hex or Flametongue Totem from Shaman
Mortal Coil or Hellfire from Warlock
Execute or Shield Block from Warrior
Any class without those cards would really feel it. The main issue is that early on, druid doesn't have a lot of good plays or minions. So it gets crushed by aggro (Unless the druid is aggro), and there is almost no way to do it. The only way I could really think of is to play a miracle deck with Wild Pyromancer and Barkskin. Overall, this nerf is going to make druid most likely the weakest class until a new set of cards comes out that could help address this issue. Hopefully, they will retract one of those nerfs, otherwise, druid will only have aggro to play competitively.
i myself found the nerf is a good thing. but maybe because i hardly play druids.
i mean, it's like this... your druid opponent gets to play first, and they got Wild Growth as starter card, or get drawn at turn 2. it gives your opponent 4 mana crystal by turn 3 while you still at 2 mana crystal, which is really gives a great disavantage. even if you got The Coin card.
and when you try to build your army board, they got cleared by Swipe because druid already at mana crystal 4. if you got not enough army at the board, the druid just gonna do another Wild Growth. i often got myself at 5 mana while the druids already at 8-9 mana crystal situation,
"hey! hey! you wanna buy a funnel cake?"
They should have increased power level by adding card draw or changing it to gain a mana crystal. This is big punishment for cases where you topdeck it in late game
They did nerf Spreading Plague!
What he said was: Jade Blossom is a better version now.
And he is right even though Wild Growth can be a 3 mana = draw a card in super late game.
While Druids were pretty powerful, and I intentionally wasn't playing Druid because I don't like playing powerful classes, I don't agree with this direction at all. You are killing the most interesting aspect of the class's identity.
For me, it's more like if those classes lost their hero power.