No. People don't understand that Warrior does not need a nerf, the other classes needs a buff. For example: Shadow Word: Pain and Shadow Word: Death cost should be reduced by 1 mana each. The same with all removals that kills enemies only like Assassination. Exception are Transform-Cards like Hex, Polymorph or Removals that does not activate deathrattle like Entomb. They should stay the way they are.
I don't remember this 'buff the other classes' when Miracle Rogue dominated, or Undertaker Hunter, Combo Druid, etc. Warrior is the golden boy of these forums though, even if it is 80% of the current meta and regardless of how strong it is, it is fine. If it had zero disadvantaged matchups it would be fine. Just buff the other classes. Yup.
No. People don't understand that Warrior does not need a nerf, the other classes needs a buff. For example: Shadow Word: Pain and Shadow Word: Death cost should be reduced by 1 mana each. The same with all removals that kills enemies only like Assassination. Exception are Transform-Cards like Hex, Polymorph or Removals that does not activate deathrattle like Entomb. They should stay the way they are.
I don't remember this 'buff the other classes' when Miracle Rogue dominated, or Undertaker Hunter, Combo Druid, etc. Warrior is the golden boy of these forums though, even if it is 80% of the current meta and regardless of how strong it is, it is fine. If it had zero disadvantaged matchups it would be fine. Just buff the other classes. Yup.
We need both of these - other classes need some serious love and Warrior needs a gentle caress from the nerf bat. Execute should be 1-2 mana more expensive (consider the much less controllable Deadly Shot at 3 mana or the comically bad Shatter) and Shield Slam should definitely strip armor 1-for-1 for each damage it deals. Want to kill my Ysera for 1 mana? That should have some kind of consequence for f*ck's sake.
The thing about Shield Slam is that it takes setup. Sure it can deal 20 damage for 1 mana, but you had to not take damage for several turns or combo it with another card. Is Circle of Healing broken because it can deal 4 to every minion for 0 mana? No, you had to assemble a combo to do it. In the case where the warrior has hero powered for several turns without taking damage, they either used other removal to kill your minions and enable Shield Slam, or it is a control mirror and the opponent can set up against Shield Slam however they want and not be too disadvantaged.
Kind of off topic, but Execute is extremely powerful in every warrior archetype (not just control like Shield Slam) and would be fine at 2 mana.
You know what's even more OP, resurrecting a 2 year old thread that references shieldmaidens in it's opening remarks. Sigh...
People really need to start looking when the thread they're commenting on were made, seen too many people commenting on 2 year old threads about nerfs etc.
You know what's even more OP, resurrecting a 2 year old thread that references shieldmaidens in it's opening remarks. Sigh...
People really need to start looking when the thread they're commenting on were made, seen too many people commenting on 2 year old threads about nerfs etc.
Actually its not that bad in this case because a shield slam discussion starts with every xpac/adventure because Warrior gets new ways to gain armor.
And yes, Shield Slam is op! Ppl argue that you need to maintain armor over several turns? Comon that argument is pretty bad and I bet most of you know that. Even just a 2 armor Shield Slam is en par with Druids spell (which you can even use for 2 Sapplings...) for 1 mana.
Try to compare it to ANY other removal and its mana cost.
Just a thought,how about 'Remove armor equal to the HP of the minion that you just shield slammed'' Example " You Shield Slam Ysera,you lose 12 armor. If you shield slam Sylvanas,you lose 5 Armor,you get the point.
It doesn't matter how efficient Shield Slam. It is a control card used as an answer in deck that plays few minions (i.e. you are not going to get tempoed out against somebody running it, at least not in the current meta). Since this card answers one of the opponent's minions for one of your cards the trade is completely fair (especially when considering that as a control deck you need to keep the enemy board as empty as possible to avoid face damage as well as the constraint of having armor). Also the only guaranteed way to clear something big off the board is if you have the support of spells and/or minions that gain you the armor necessary. If you notice against aggro decks the only times you have a decent amounts of armor (more than 5 for Shield Slam to be good) is after spells or when the opponent's decks starts running out of steam late in the game. Compared to the post-nerf execute whose condition is much easier to activate the cost seems fine to me. No matter how easy it is to gain armor, the process of gaining armor costs mana to do (so killing a minion doesn't cost just 1 mana).
Finally, I don't see why people complain so much about this card. It is so stupid. In most control vs. control matches Warrior loses. In control vs. aggro this deck is the best at the moment. The conclusion I draw from this is that more classes need to have control tools like Warrior's and not the other way around. Shield Slam is only run by control warriors and it is not even a tier 1 deck. Why can't people just leave some cards that are ok alone? Do we need to nerf everything? How about something more constructive like new cards / mechanics?
Extra Note: I have heard a lot of people say remove the damage dealt from your armor. From experience I know that Control Warrior has to survive at very low health values (like 5 Health or less) and it is thanks to Armor that I have won in those cases (since aggressive decks have very powerful cards atm). If this nerf existed I would have lost all those games. Basically the card would be nowhere near enough to help you survive (which is the point of Control Warrior). A nerf like that would weaken Control Warrior a lot against decks that really don't need help at the moment.
You know what's even more OP, resurrecting a 2 year old thread that references shieldmaidens in it's opening remarks. Sigh...
People really need to start looking when the thread they're commenting on were made, seen too many people commenting on 2 year old threads about nerfs etc.
Actually its not that bad in this case because a shield slam discussion starts with every xpac/adventure because Warrior gets new ways to gain armor.
And yes, Shield Slam is op! Ppl argue that you need to maintain armor over several turns? Comon that argument is pretty bad and I bet most of you know that. Even just a 2 armor Shield Slam is en par with Druids spell (which you can even use for 2 Sapplings...) for 1 mana.
Try to compare it to ANY other removal and its mana cost.
Fine I will take you up on that. I will compare it to Hex. For only two extra mana you can kill anything (not only that but since it transforms the target you get no benefit from the deathrattle). Give that to Warrior and I am sure any Warrior player will be fine with that swap. That card doesn't need any condition. On top of that it is beneficial for CW with the extra synergy with Brawl. So yeah Shield Slam's condition is much harder to maintain (since you can actually lose your armor). On top of that you mention how even at 2 armor that card is as good as Living Roots, but I wouldn't play 3 mana Living Roots in Druid (Armor Up! + Shield Slam = 2 damage for 3 mana).
You actually didn't take him up on it. He said same mana cost. Hex is 3, Shield slam is 1. Use other 1 mana removals/spells if you want to compare. I mean we aren't going to compare flamestrike to consecration now are we?
People calling for a shield slam nerf are just the bad aggro players . The card is played in a deck that is not even tier 1 . Therealmalfurion summed things up pretty well .
Well...Call of the wild was not played in a tier 1 deck either, yet it was nerfed. So that logic doesn't really work, unless you are also against that nerf.
You actually didn't take him up on it. He said same mana cost. Hex is 3, Shield slam is 1. Use other 1 mana removals/spells if you want to compare. I mean we aren't going to compare flamestrike to consecration now are we?
This really displayed your intelligence. Shield slam -1 mana. "Deal damage equal to your armor to a minion". Didnt realize armor came free. Nor that it was removable by damage and hence a very fickle spell; my tempo druid usually has it such that shield slam only does 2 damage for 3 mana, or 5 damage for 4 mana and 2 cards.
NERFS? I think not. Point is, it isn't 1 mana, every bit of armor is extra cost, 2 mana per 2 armor from hero power, 5 from shield block for 3, etc. etc etc. It isnt a 1 mana removal. its (ax+bx+cx+dx+....) where a, b, c, etc, are different effects (i.e shieldbearer) x is the number of times, like 9 a's, thats 18 armor from hero power, 18 mana. 2 b's, 2 shield blocks, 6 mana, 10 armor, 1 shieldbearer, 10 armor, 7 mana, etc.
Shield Slam is not definable as a "1 mana removal" nor is equality as a "2 mana removal" or humility + Book wyrm as a "1 mana removal". so Please, atleast use your head.
Well...Call of the wild was not played in a tier 1 deck either, yet it was nerfed. So that logic doesn't really work, unless you are also against that nerf.
The call nerf is a bit uncalled for . If it happened when the new expansion came out and hunter got some stuff I would understand . Power level wise it is a good nerf . Class and deck wise it is not .
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
No. People don't understand that Warrior does not need a nerf, the other classes needs a buff. For example: Shadow Word: Pain and Shadow Word: Death cost should be reduced by 1 mana each. The same with all removals that kills enemies only like Assassination. Exception are Transform-Cards like Hex, Polymorph or Removals that does not activate deathrattle like Entomb. They should stay the way they are.
If you think 1 Mana deal 60 damage is fine GTFO. Flame Lance is 5 Mana and can only do 8 damage. Shield Slam can one shot any minion for 1 Mana.
2x 1 mana assassinates, 5 mana Twisting Nether, 2 mana 3/2 weapon, scrubs still defending it. "buff the other classes" lul
I don't remember this 'buff the other classes' when Miracle Rogue dominated, or Undertaker Hunter, Combo Druid, etc. Warrior is the golden boy of these forums though, even if it is 80% of the current meta and regardless of how strong it is, it is fine. If it had zero disadvantaged matchups it would be fine. Just buff the other classes. Yup.
The thing about Shield Slam is that it takes setup. Sure it can deal 20 damage for 1 mana, but you had to not take damage for several turns or combo it with another card. Is Circle of Healing broken because it can deal 4 to every minion for 0 mana? No, you had to assemble a combo to do it. In the case where the warrior has hero powered for several turns without taking damage, they either used other removal to kill your minions and enable Shield Slam, or it is a control mirror and the opponent can set up against Shield Slam however they want and not be too disadvantaged.
Kind of off topic, but Execute is extremely powerful in every warrior archetype (not just control like Shield Slam) and would be fine at 2 mana.
You know what's even more OP, resurrecting a 2 year old thread that references shieldmaidens in it's opening remarks. Sigh...
Just a thought,how about 'Remove armor equal to the HP of the minion that you just shield slammed''
Example " You Shield Slam Ysera,you lose 12 armor. If you shield slam Sylvanas,you lose 5 Armor,you get the point.
Any thoughts on this ?
It doesn't matter how efficient Shield Slam. It is a control card used as an answer in deck that plays few minions (i.e. you are not going to get tempoed out against somebody running it, at least not in the current meta). Since this card answers one of the opponent's minions for one of your cards the trade is completely fair (especially when considering that as a control deck you need to keep the enemy board as empty as possible to avoid face damage as well as the constraint of having armor). Also the only guaranteed way to clear something big off the board is if you have the support of spells and/or minions that gain you the armor necessary. If you notice against aggro decks the only times you have a decent amounts of armor (more than 5 for Shield Slam to be good) is after spells or when the opponent's decks starts running out of steam late in the game. Compared to the post-nerf execute whose condition is much easier to activate the cost seems fine to me. No matter how easy it is to gain armor, the process of gaining armor costs mana to do (so killing a minion doesn't cost just 1 mana).
Finally, I don't see why people complain so much about this card. It is so stupid. In most control vs. control matches Warrior loses. In control vs. aggro this deck is the best at the moment. The conclusion I draw from this is that more classes need to have control tools like Warrior's and not the other way around. Shield Slam is only run by control warriors and it is not even a tier 1 deck. Why can't people just leave some cards that are ok alone? Do we need to nerf everything? How about something more constructive like new cards / mechanics?
Extra Note: I have heard a lot of people say remove the damage dealt from your armor. From experience I know that Control Warrior has to survive at very low health values (like 5 Health or less) and it is thanks to Armor that I have won in those cases (since aggressive decks have very powerful cards atm). If this nerf existed I would have lost all those games. Basically the card would be nowhere near enough to help you survive (which is the point of Control Warrior). A nerf like that would weaken Control Warrior a lot against decks that really don't need help at the moment.
You actually didn't take him up on it. He said same mana cost. Hex is 3, Shield slam is 1. Use other 1 mana removals/spells if you want to compare. I mean we aren't going to compare flamestrike to consecration now are we?
People calling for a shield slam nerf are just the bad aggro players . The card is played in a deck that is not even tier 1 . Therealmalfurion summed things up pretty well .
Well...Call of the wild was not played in a tier 1 deck either, yet it was nerfed. So that logic doesn't really work, unless you are also against that nerf.
They won't be able to make it half the damage, because if you have an odd number it would be .5 and it would make the game more complex.
How about this? Deal 1 damage to a minion for each armor you have. (All of your armor are destroyed)
The Might of Dalaran has Arrived!