Greatings adventurer, on the ladder for now, 3 classes reign : Rogue, Hunter and Warrior. Though warrior might be there only because of the prevalence of Valeera. After some discussion with friends, we've come to some kind of agreement for nerfs. Feel free to argue whether they are well thought or not :). As a design rule, we tried to keep the class playable, as well as the nerfed card and also to nerf a bare minimum of cards
Rogue
It is probably the hardest class to nerf since its strength comes from so many different cards, but i fell that the EVIL Miscreant is the most overpowered card and I can't think of a clever way to nerf it other than increasing its mana cost to 4 and make it a 1/1. I think it would be still playable but that it would be a fair nerf. Another card to be nerfed is Raiding Party , here again a simple mana nerf would suffice I hope, 4 mana would be good.
Hunter
Mech and Secret Hunter are the two highest winrate decks, they take the rogue 1st place since there's so many warriors here to counter rogue. Mech isn't a big of a problem i think, silence and control can easily tackle them, but secret is way stronger and has not many counters except maybe some full face decks or token druid. The biggest problem I think is Zul'jin, when it is play it not only refills hand and sets up a huge board, it also refills your deck with OP minions, and this last point is I think the most annoying. We found a quite simple and elegant nerf for this : change the text of Dire Frenzy so that only a minion that has attacked or has been wounded could become frenzied (which also makes sense considering the flavour of the card). If it is not enough, then we could still nerf Unleash the Beast, it would summon only 4/4 for 5 mana or 3/3 (or 3/4, 4/3) for 4 mana, keeping it playable but nerfing Zul'jin in the meanwhile .
Note that another possible nerf would be to wait for the next expansion and to have a good anti-secret card added.
Warrior
As always, DK bring too much value. A quite simple nerf again for Dr. Boom, Mad Genius (which is so strong that usually you keep it in your opening hand): only the first mech summoned would be granted rush.
Raiding Party is insane, but is needed to make any other Rogue class viable.
HUNTER
Dire Frenzy maybe shuffles only 1 copy instead of effin 3!
WARRIOR
Dr. Boom, Mad Genius if you nerf the Rush aspect, the card will never be played again. Honestly, they should have HoFed all the Hero cards. Not sure the cure for this is, but I don't really think this card is crazy OP. The rotating Hero power makes the value quite a bit less that may of the other Hero cards.
I can see that you are new to Hearthpwn and welcome. A friendly advice: it's always a good idea to search the forums before posting. Hearthpwn has seen a lot of nerf threads lately, and instead of creating your own thread you might as well contribute to an ongoing discussion.
I think the nerfs you're describing are way too harsh. People really hate high class winrates so they think nerfing a card into the ground is justified... I think the nerfs being discussed by HS pros are more appropriate ones, tbh.
I don't agree with the Hunter nerf suggestions. It's not an OP class (now.) Dire Frenzy is fine. It's not as easy to pull off a trick as you think .I've had that card sit in my hand, useless, as I can't get a bloody beast to survive sometimes.
Rogue is disgustingly OP and requires several nerfs. Yet here we are, the middle of May, and Blizzard still hasn't done anything.
I have mixed feelings about Warrior. Control Warrior is the worst deck to face. At least Rogue kills you fast. But I don't know if nerfing the hero card is the right way to address this problem. I suspect too, that in the next expansion, new hero cards will be released for the "hero" classes (Mage, Paladin) which might go some way to making the game more balanced. Perhaps that's why they're reluctant to do anything now. But that's pure speculation on my part.
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Greatings adventurer, on the ladder for now, 3 classes reign : Rogue, Hunter and Warrior. Though warrior might be there only because of the prevalence of Valeera. After some discussion with friends, we've come to some kind of agreement for nerfs. Feel free to argue whether they are well thought or not :). As a design rule, we tried to keep the class playable, as well as the nerfed card and also to nerf a bare minimum of cards
Rogue
It is probably the hardest class to nerf since its strength comes from so many different cards, but i fell that the EVIL Miscreant is the most overpowered card and I can't think of a clever way to nerf it other than increasing its mana cost to 4 and make it a 1/1. I think it would be still playable but that it would be a fair nerf. Another card to be nerfed is Raiding Party , here again a simple mana nerf would suffice I hope, 4 mana would be good.
Hunter
Mech and Secret Hunter are the two highest winrate decks, they take the rogue 1st place since there's so many warriors here to counter rogue. Mech isn't a big of a problem i think, silence and control can easily tackle them, but secret is way stronger and has not many counters except maybe some full face decks or token druid. The biggest problem I think is Zul'jin, when it is play it not only refills hand and sets up a huge board, it also refills your deck with OP minions, and this last point is I think the most annoying. We found a quite simple and elegant nerf for this : change the text of Dire Frenzy so that only a minion that has attacked or has been wounded could become frenzied (which also makes sense considering the flavour of the card). If it is not enough, then we could still nerf Unleash the Beast, it would summon only 4/4 for 5 mana or 3/3 (or 3/4, 4/3) for 4 mana, keeping it playable but nerfing Zul'jin in the meanwhile .
Note that another possible nerf would be to wait for the next expansion and to have a good anti-secret card added.
Warrior
As always, DK bring too much value. A quite simple nerf again for Dr. Boom, Mad Genius (which is so strong that usually you keep it in your opening hand): only the first mech summoned would be granted rush.
Any comment is welcomed ;)
Not a fan of nerfs at all really, but.....
ROGUE
EVIL Miscreant only gives 1 Lackey
Raiding Party is insane, but is needed to make any other Rogue class viable.
HUNTER
Dire Frenzy maybe shuffles only 1 copy instead of effin 3!
WARRIOR
Dr. Boom, Mad Genius if you nerf the Rush aspect, the card will never be played again. Honestly, they should have HoFed all the Hero cards. Not sure the cure for this is, but I don't really think this card is crazy OP. The rotating Hero power makes the value quite a bit less that may of the other Hero cards.
There's 20 of these threads already. What compelled you to make #21?
I can see that you are new to Hearthpwn and welcome. A friendly advice: it's always a good idea to search the forums before posting. Hearthpwn has seen a lot of nerf threads lately, and instead of creating your own thread you might as well contribute to an ongoing discussion.
I think the nerfs you're describing are way too harsh. People really hate high class winrates so they think nerfing a card into the ground is justified... I think the nerfs being discussed by HS pros are more appropriate ones, tbh.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Stop complaining guys , its just a game !!!
I swear to God If I see another nerf thread...
Hi
What i would like to see ;-)
HOF: All three remaining Heros....
Then change preparation to 2 mana cost reduction which will align with other comparable cards.
Discussable:
EVIL Miscreant only gives 1 Lackey is good but might kill the card. making him 1/2) seems fine.
Savage roar is a bit heavy in what immens threat it produces. Maybe 4 mana is a good start.
I don't agree with the Hunter nerf suggestions. It's not an OP class (now.) Dire Frenzy is fine. It's not as easy to pull off a trick as you think .I've had that card sit in my hand, useless, as I can't get a bloody beast to survive sometimes.
Rogue is disgustingly OP and requires several nerfs. Yet here we are, the middle of May, and Blizzard still hasn't done anything.
I have mixed feelings about Warrior. Control Warrior is the worst deck to face. At least Rogue kills you fast. But I don't know if nerfing the hero card is the right way to address this problem. I suspect too, that in the next expansion, new hero cards will be released for the "hero" classes (Mage, Paladin) which might go some way to making the game more balanced. Perhaps that's why they're reluctant to do anything now. But that's pure speculation on my part.