Bloodlust costs 5 mana and it only affects minions. In contrast Savage Roar should really cost 5 mana as well because it affects the hero.
But at the very least, it should be a 4 mana spell.
Nope. Reason? Cause 1 damage isn't 1 mana. 2 damage is 3 mana (Fotn), Meaning they value damage at 1.5 mana a piece. Bloodlust should cost 4.5. However you are comparing across classes. Why is darkbomb worse than frostbolt? Mortal strike requires you to be at low health to get the same value as a fireball.
Shaman can build a board much easier do to its hero power and powerful early game. Tuskarr spawns another minion. This along with Shaman having weapons like doomhammer is likely why Bloodlust costs 5 and doesnt' give effect hero. Doomhammer equipped. You will get 10 damage from it alone.
Anyways make druid removal and aoe not crappy and maybe we can adjust the few strengths of the class. I can take any class and tell you something they have that is really powerful compared to other classes. However it is stupid and shortsighted cause all classes have weaknesses as well as strengths.
Bloodlust costs 5 mana and it only affects minions. In contrast Savage Roar should really cost 5 mana as well because it affects the hero.
But at the very least, it should be a 4 mana spell.
Nope. Reason? Cause 1 damage isn't 1 mana. 2 damage is 3 mana (Fotn), Meaning they value damage at 1.5 mana a piece. Bloodlust should cost 4.5. However you are comparing across classes. Why is darkbomb worse than frostbolt? Mortal strike requires you to be at low health to get the same value as a fireball.
Shaman can build a board much easier do to its hero power and powerful early game. Tuskarr spawns another minion. This along with Shaman having weapons like doomhammer is likely why Bloodlust costs 5 and doesnt' give effect hero. Doomhammer equipped. You will get 10 damage from it alone.
Anyways make druid removal and aoe not crappy and maybe we can adjust the few strengths of the class. I can take any class and tell you something they have that is really powerful compared to other classes. However it is stupid and shortsighted cause all classes have weaknesses as well as strengths.
Spare me the qualifiers and try to maintain an intelligent argument please.
Your bloodlust argument has it's merits but still misses the sticky minions that are used with Combo Druid decks: Shades and Dr. 4. So minion wise, while Shaman has the potential to have more board presence, Combo druid decks have persistent board presence.
Savage Roar for 3 mana is definitely cheap considering that with FoN it gives you at a minimum an extra 8 damage for 3 mana. That is the smallest value with FoN. When you look at both SR and FoN it's 9 mana for 14 damage. Less mana than Pyroblast for 4 extra damage. Nah, SR is broken.
Rollback Post to RevisionRollBack
Great art can never be created without great suffering.
Yes brilliant conclusion with that pyroblast comparison. Only pyroblast goes through taunts. Oh yeah and pyroblast is 1 card, vs 2 cards. So yeah poor comparison.
A better one is 2 fireballs. 2 cards, 2 less damage, 1 less mana, goes through taunts.
Again even that is bad, cause you are comparing class cards with each other. If you want to argue mage vs druid. Let's compare aoe and removal? Oh don't want to do that? Then stop comparing classes like a fool.
Yes brilliant conclusion with that pyroblast comparison. Only pyroblast goes through taunts. Oh yeah and pyroblast is 1 card, vs 2 cards. So yeah poor comparison.
A better one is 2 fireballs. 2 cards, 2 less damage, 1 less mana, goes through taunts.
Again even that is bad, cause you are comparing class cards with each other. If you want to argue mage vs druid. Let's compare aoe and removal? Oh don't want to do that? Then stop comparing classes like a fool.
It seems you are unable to read and engage someone without retorting to insults and/or mockery. And as such, you represent the sad state of player base I seem to normally encounter. Sad and disappointing.
You are hereby reported and ignored.
TaTa.
Rollback Post to RevisionRollBack
Great art can never be created without great suffering.
Yes brilliant conclusion with that pyroblast comparison. Only pyroblast goes through taunts. Oh yeah and pyroblast is 1 card, vs 2 cards. So yeah poor comparison.
A better one is 2 fireballs. 2 cards, 2 less damage, 1 less mana, goes through taunts.
Again even that is bad, cause you are comparing class cards with each other. If you want to argue mage vs druid. Let's compare aoe and removal? Oh don't want to do that? Then stop comparing classes like a fool.
I, for one, do not go Innervate --> Force of Nature --> Savage Roar... Whooa..! Wait a second..! A taunt?! DAMN! Didn't see that coming. What do I do now..?! Guess I waste two of my minions taking out the taunt, and hope to topdeck a second combo!
I go: Keeper of the Grove --> 1 more minion, so that he's forced to trade his silenced taunt minion and kill my minions, so that my combo doesn't deal 4 more damage. If he plays a new taunt, my second minion will take it out, and he still dies to the combo.
I'm against nerfing FoN savage roar. But yes I know sadly they are going to nerf my 2 favourite cards. How badly they nerf it though, is another question. What can they do the cards to still make it good/playable, but not "OP" as some people call it?
JK. Knowing blizzard, it'll probably be:
FoN: Summon a 2-2 which dies at the end of the turn. (Note without charge)
What I think they could do is make Savage Roar give your hero +3 attack, and give your minions +1 attack, until the end of the turn. So with 0, 1, or 2 minions on the board, it wouldn't be much different from what it is now. With 3+ minions it would be a meaningful nerf.
Really hoping for something Beast-related, and something without charge. Charge is where most of the big nerfs come from, so it'll likely be removed somehow.
Rollback Post to RevisionRollBack
Building Quirky Decks Every Week, Loving Life at Rank 15!
I agree with you Panda that FoN is the likely target.
Savage roar needs to have 2-3+ minions to be truly effective in most cases. If you're playing a game that leaves that kind of army hanging around then you deserve to be punished, that's just the nature of the game.
The charge mechanic seems to be the one that really causes issue, similar to the old Patron combo's. It gives players no time to react. My thoughts are that the nerf will be in one of 3 ways:
FoN will remove charge, or it will reduce the health/attack of treants to 1/1's or reduce the number of treants produced. I think the first option is the most likely.
nerfing savage roar may make Druids unplayable in the new meta.
Personally I'm against nerfing the combo altogether, but I compare it to the mage class. 2 Fireballs = 8 Mana = 12 damage. For an extra mana the druid gets +2 damage but Druid's have to play around creatures with Taunt while mages don't. While it sucks getting combo'd, it's really the only thing Druids have that make them comparable in terms of damage output to other classes.
Druids can be easily played around if you have any understanding of their base mechanics, I often steamroll Druids with Tempo Mage or other meta decks.
Force of Nature is fine. Ignoring Savage Roar, it's pretty much a 6 mana Fireball, but you get to divide up the damage and it's affected by taunts.
Savage Roar is really problematic. It's too easy to make it deal 6 extra damage, basically 3 mana for Fireball, but it usually does a lot more than that. If it was 4 mana and/or didn't affect your hero, it'd be fine.
A better one is 2 fireballs. 2 cards, 2 less damage, 1 less mana, goes through taunts.
You are also way more likely to have FoN combo in hand than hold both Fireballs at the same time.
It is pointless debating what will change. What we know is that it wont be a tickle. It wont be 12 damage, and wont be 10 mana. Druid combo will get wrecked and never seen again. And noone will miss it.
Druid is fine as is. Just don't let them have minions on board when it's almost FoN combo time
Great art can never be created without great suffering.
Yes brilliant conclusion with that pyroblast comparison. Only pyroblast goes through taunts. Oh yeah and pyroblast is 1 card, vs 2 cards. So yeah poor comparison.
A better one is 2 fireballs. 2 cards, 2 less damage, 1 less mana, goes through taunts.
Again even that is bad, cause you are comparing class cards with each other. If you want to argue mage vs druid. Let's compare aoe and removal? Oh don't want to do that? Then stop comparing classes like a fool.
Great art can never be created without great suffering.
I felt like a real Savage Combatant after a Knight of the Wild. The next morning I let out a Savage Roar and then made a great Force of Nature...dropped it right in the toilet. It was a real Volcanic Lumberer, but after a few good Swipes with the Recycled TP it was just the right Healing Touch I needed. Although it left a real Mark of Nature on the toilet. In the end...it's still great Mulch to Nourish the Soul of the Forest.
How many times have you seen a taunt stop a combo..?
I, for one, do not go Innervate --> Force of Nature --> Savage Roar...
Whooa..! Wait a second..! A taunt?! DAMN! Didn't see that coming.
What do I do now..?!
Guess I waste two of my minions taking out the taunt, and hope to topdeck a second combo!
If he plays a new taunt, my second minion will take it out, and he still dies to the combo.
I'm against nerfing FoN savage roar. But yes I know sadly they are going to nerf my 2 favourite cards. How badly they nerf it though, is another question. What can they do the cards to still make it good/playable, but not "OP" as some people call it?
JK. Knowing blizzard, it'll probably be:
FoN: Summon a 2-2 which dies at the end of the turn. (Note without charge)
Savage Roar: Give your characters -2 attack.
FoN: Your treant minions have +1 attack until the end of the turn
14 damage from hand with empty board for 9 mana x2 it's just too much.
Maaaaybe Savage Roar should cost 4 at least.
FoN treants cannot attack Heroes. Done.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Simple is best - just make the Treants don't die at the end of turn, but they have no Charge. That way, opposite player has a turn to react.
That being said, it would make FoN unplayable probably - unless you reduce it's mana cost.
What I think they could do is make Savage Roar give your hero +3 attack, and give your minions +1 attack, until the end of the turn. So with 0, 1, or 2 minions on the board, it wouldn't be much different from what it is now. With 3+ minions it would be a meaningful nerf.
Leave Force of Nature as it is.
[card]Savage Roar[/card] all you Beasts have +3 Attack this turn.
Really hoping for something Beast-related, and something without charge. Charge is where most of the big nerfs come from, so it'll likely be removed somehow.
Building Quirky Decks Every Week, Loving Life at Rank 15!
I agree with you Panda that FoN is the likely target.
Savage roar needs to have 2-3+ minions to be truly effective in most cases. If you're playing a game that leaves that kind of army hanging around then you deserve to be punished, that's just the nature of the game.
The charge mechanic seems to be the one that really causes issue, similar to the old Patron combo's. It gives players no time to react. My thoughts are that the nerf will be in one of 3 ways:
FoN will remove charge, or it will reduce the health/attack of treants to 1/1's or reduce the number of treants produced. I think the first option is the most likely.
nerfing savage roar may make Druids unplayable in the new meta.
Personally I'm against nerfing the combo altogether, but I compare it to the mage class. 2 Fireballs = 8 Mana = 12 damage. For an extra mana the druid gets +2 damage but Druid's have to play around creatures with Taunt while mages don't. While it sucks getting combo'd, it's really the only thing Druids have that make them comparable in terms of damage output to other classes.
Druids can be easily played around if you have any understanding of their base mechanics, I often steamroll Druids with Tempo Mage or other meta decks.
My two cents
Force of Nature is fine. Ignoring Savage Roar, it's pretty much a 6 mana Fireball, but you get to divide up the damage and it's affected by taunts.
Savage Roar is really problematic. It's too easy to make it deal 6 extra damage, basically 3 mana for Fireball, but it usually does a lot more than that. If it was 4 mana and/or didn't affect your hero, it'd be fine.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
Yes. Not debatable.
FoN is fine... The culprit is SR...
Great art can never be created without great suffering.