So I was doing the math behind all the value Dr. Boom, Mad Genius can give in a single match and it is pretty crazy if you stop to think about it, here is an average of all it has to offer: 5 Turns = Summon 3 1/1 mech minions with rush, causes 3 damage, discover 1 mech minion, gain 14 armor, deal 1 damage to all enemies 10 Turns = Summon 6 1/1 mech minions with rush, causes 6 damage, discover 2 mech minions, gain 21 armor, deal 2 damage to all enemies 20 Turns = Summon 12 1/1 mech minions with rush, causes 12 damage, discover 4 mech minions, gain 35 armor, deal 4 damage to all enemies 30 Turns = Summon 18 1/1 mech minions with rush, causes 18 damage, discover 6 mech minions, gain 49 armor, deal 6 damage to all enemies
Some considerations: - The card still has the rush aura which is exactly what warrior needs to respond to everything the enemy does. - Discovering class cards has a bigger % and we have Omega Devastator, The Boom Reaver and Dyn-o-matic which is crazy good.
So, I am pretty sure that this card is a huge problem in this current meta, because there is no other classes that has something like that. And do not say that Hagatha is close to it because Hagatha has hand size issues, RNG with really bad spell cards, overload and you need to have minion in hand, which limits your deck.
Blizzard has stated already that the card is fine cause the hero power is random. Kappa.
that was a long time ago. things have changed now. there's no odd paladin and Hunter lost Rexxar. there isn't really anything that can do much to Control Warrior at the moment. Well other than Hunter, Hunters mid Range decks seems to anihilate it, but then they suffer against rogue for the most part.
It's not easy to build a deck that doesn't get trounced by one or the other.
still I'm totally against the nerfing policy in this game. it doesn't happen nearly enough for it to be fair, and some classes seem to get decimated just because their OP-ness is derived from the classic set. This is completely nonsensical from a point of balance, and only makes sense to sell the newer packs.
They'll leave unbalanced messes in the game because the OP part is derived from newer cards. They left Odd and Even in for ages, knowing fine well that these archetypes dominated the game. They only took them out once they were on their last year, to make way for new OP cards in sets with 2 years left, thus selling more card packs.
I think it's quite rare they nerf new cards. corridor creeper was an exception as it was used in absolutely everything. but saronite chaingang and that one that made a taunt with 4/4 were not nerfed nearly as quick.
I don't know, maybe they are getting better at balancing the game, but to me it always looks like the nerfs are centred around selling specific sets of cards over anything to do with balance.
Blizzard has stated already that the card is fine cause the hero power is random. Kappa.
that was a long time ago. things have changed now. there's no odd paladin and Hunter lost Rexxar. there isn't really anything that can do much to Control Warrior at the moment. Well other than Hunter, Hunters mid Range decks seems to anihilate it, but then they suffer against rogue for the most part.
It's not easy to build a deck that doesn't get trounced by one or the other.
still I'm totally against the nerfing policy in this game. it doesn't happen nearly enough for it to be fair, and some classes seem to get decimated just because their OP-ness is derived from the classic set. This is completely nonsensical from a point of balance, and only makes sense to sell the newer packs.
They'll leave unbalanced messes in the game because the OP part is derived from newer cards. They left Odd and Even in for ages, knowing fine well that these archetypes dominated the game. They only took them out once they were on their last year, to make way for new OP cards in sets with 2 years left, thus selling more card packs.
I think it's quite rare they nerf new cards. corridor creeper was an exception as it was used in absolutely everything. but saronite chaingang and that one that made a taunt with 4/4 were not nerfed nearly as quick.
I don't know, maybe they are getting better at balancing the game, but to me it always looks like the nerfs are centred around selling specific sets of cards over anything to do with balance.
I'm sorry to disappoint you but they said that recently, can't find a link but I think it was during the AMA session on the official forum.
That said, my comment was clearly sarcastic, I do think that warrior is a bit too much atm (I mainly blame Omega Devastator for that), but rather than nerfing stuffs (usually they end killing cards / classes / archetypes) I would buff a bit everything else that now sucks in order to better compete.
My favorite thing is that the generally considered worst hero power (1 damage to all enemies) is more powerful and costs the same mana as Mage’s Arcane explosion which mage would have access only to 2 of them and has to sacrifice 2 cards in the deck for them
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So I was doing the math behind all the value Dr. Boom, Mad Genius can give in a single match and it is pretty crazy if you stop to think about it, here is an average of all it has to offer:
5 Turns = Summon 3 1/1 mech minions with rush, causes 3 damage, discover 1 mech minion, gain 14 armor, deal 1 damage to all enemies
10 Turns = Summon 6 1/1 mech minions with rush, causes 6 damage, discover 2 mech minions, gain 21 armor, deal 2 damage to all enemies
20 Turns = Summon 12 1/1 mech minions with rush, causes 12 damage, discover 4 mech minions, gain 35 armor, deal 4 damage to all enemies
30 Turns = Summon 18 1/1 mech minions with rush, causes 18 damage, discover 6 mech minions, gain 49 armor, deal 6 damage to all enemies
Some considerations:
- The card still has the rush aura which is exactly what warrior needs to respond to everything the enemy does.
- Discovering class cards has a bigger % and we have Omega Devastator, The Boom Reaver and Dyn-o-matic which is crazy good.
So, I am pretty sure that this card is a huge problem in this current meta, because there is no other classes that has something like that. And do not say that Hagatha is close to it because Hagatha has hand size issues, RNG with really bad spell cards, overload and you need to have minion in hand, which limits your deck.
haha yeah Hagatha is good, but comes nowhere near the sheer value and annoyingness of generating endless Omega destroyers and gaining 7 armor.
stop crying your heart out
Breaking news: Hero cards are broken. Truly, a shocking revelation.
Blizzard has stated already that the card is fine cause the hero power is random. Kappa.
Over 30 turns the hero power does 60 face damage. Not arguing for or against Dr. Boom, just against bad logic.
suprised no has ever did this comparison
1)better than baku paldin hero power
2)better than baku mage power
3)better than warlock hero power
4)better than baku warrior hero power
5)Aoe mage power
when you look at it this way, its easier to see how shitty Dr. Boom is.
Fun > Meta
Paladin: 30 turns = summon 30 1/1 dudes. OP!
But seriously, every one of Boom's random powers is significantly better than normal hero powers, so being random is not really an issue.
Mage: Deal 1 damage to 1 enemy. Boom: Deal one damage to ALL enemies! OR Boom: Deal 3 damage to an enemy (even better than Justicar or Baku mage!)
Paladin: Summon a 1/1. Boom: Summon three 1/1s, and give them rush, and make the mechs so you can magnet them with other mechs
Warrior: Gain 2 armor. Boom: gain 7 armor!
Oh, and boom can also discover mechs (that have rush and/or are Omega Defenders). Oh and all mechs have rush.
Blizzard is dumb and all hero cards should be rotated or HOF'd and they should never print more. Ever.
Your logic is bad, sir. You must be pretty lucky to roll the same heropower 30 turns in a row, hit always face and still be alive.
Always expect the unexpectable!
your post is very awkward considering it is right after mine.......
Fun > Meta
Great minds? You posted after I opened the thread, so never so yours. Cheers!
that was a long time ago. things have changed now. there's no odd paladin and Hunter lost Rexxar. there isn't really anything that can do much to Control Warrior at the moment. Well other than Hunter, Hunters mid Range decks seems to anihilate it, but then they suffer against rogue for the most part.
It's not easy to build a deck that doesn't get trounced by one or the other.
still I'm totally against the nerfing policy in this game. it doesn't happen nearly enough for it to be fair, and some classes seem to get decimated just because their OP-ness is derived from the classic set. This is completely nonsensical from a point of balance, and only makes sense to sell the newer packs.
They'll leave unbalanced messes in the game because the OP part is derived from newer cards. They left Odd and Even in for ages, knowing fine well that these archetypes dominated the game. They only took them out once they were on their last year, to make way for new OP cards in sets with 2 years left, thus selling more card packs.
I think it's quite rare they nerf new cards. corridor creeper was an exception as it was used in absolutely everything. but saronite chaingang and that one that made a taunt with 4/4 were not nerfed nearly as quick.
I don't know, maybe they are getting better at balancing the game, but to me it always looks like the nerfs are centred around selling specific sets of cards over anything to do with balance.
I'm sorry to disappoint you but they said that recently, can't find a link but I think it was during the AMA session on the official forum.
That said, my comment was clearly sarcastic, I do think that warrior is a bit too much atm (I mainly blame Omega Devastator for that), but rather than nerfing stuffs (usually they end killing cards / classes / archetypes) I would buff a bit everything else that now sucks in order to better compete.
You are underestimating Hagatha, just wait until Rogue get nerfed. Control Shaman is as good as Control Warrior, if not better.
My favorite thing is that the generally considered worst hero power (1 damage to all enemies) is more powerful and costs the same mana as Mage’s Arcane explosion which mage would have access only to 2 of them and has to sacrifice 2 cards in the deck for them