It's the same reason they nurfed Leeroy, so that you can abuse it with buffs, etc in the same turn. The idea is that you can't cast force of nature and savage roar in the same turn with just two cards. If the make savage roar 4 manna just one less then blood lust and the for of nature 7 manna. You would need coin to cast it on turn 10. If you had innervate then turn 9. Two innervates turn 7. You get the idea. Then you have a fair combo that takes 3 or more cards. Plus then you can't cast removal on top of it.
You do realize that post nerf Leeroy Jenkins combo is basically at the same power level as the FoN/Roar combo is?
The idea behind the Leeroy Jenkins nerf was to not make him double bounce for a total of 18 damage while still leaving him at a cost that would easily allow for a moderately powerful burst damage combo in the later stages of the game making it pretty much as good as FoN/Roar.
And Rogues don't even utilitize Leeroy anymore since they've got much easier/more efficient ways to burst their opponent down yet Force of Nature is spposed to be a problem?
True, however leeroy has a drawback, and the combo doesn't effect whats already on the board at the time its played, where as Combo Druid has no drawback, and Savage Roar impacts whats already on the board, granted the Druid combo might come one turn later it has way more effect on the game then 2 damage in your calculation.
Think of it this way, lets say your a druid and you did survive the leeroy combo, your opponent just fed you 4 1/1 that will be buffed to 3/3, that's and extra 12 damage, so
14 + 12 = 26 damage for 9 mana
Not to mention the typical Druid will intentionally try to keep at least 2 of his own minions on the board before comboing.
i main druid and i just played vs a paladin. he was using his hero power rather often so i imagined he had quartermaster. he plays muster i swipe and he plays muster again with quartermaster. after he drops tirion and it was gg i had the combo but he got an op weapon to finish plus he had board remain after i used the combo. so if you say to nerf savage combo nerf every other combo out there cause they are as unfair. why priest can have a wipe board with auchenai + 0 cost circle. why paladin has a board wipe with equality + pyro. and the list goes on. hunter can play unleash when you have a full board + timber wolf to create a full board with 2/1 charge which can end the game even though you had a full board and were ahead if you dont have a taunt. you can play golem + power overwelming + faceless for 16 damage and its 9 mana also. i dont even have to mention that before turn 9 roar and fon are dead cards in your hand and i lost many games cause i didnt have swipe or something else that would help me and i had the combo sitting on my hand
It's the same reason they nurfed Leeroy, so that you can abuse it with buffs, etc in the same turn. The idea is that you can't cast force of nature and savage roar in the same turn with just two cards. If the make savage roar 4 manna just one less then blood lust and the for of nature 7 manna. You would need coin to cast it on turn 10. If you had innervate then turn 9. Two innervates turn 7. You get the idea. Then you have a fair combo that takes 3 or more cards. Plus then you can't cast removal on top of it.
You do realize that post nerf Leeroy Jenkins combo is basically at the same power level as the FoN/Roar combo is?
The idea behind the Leeroy Jenkins nerf was to not make him double bounce for a total of 18 damage while still leaving him at a cost that would easily allow for a moderately powerful burst damage combo in the later stages of the game making it pretty much as good as FoN/Roar.
And Rogues don't even utilitize Leeroy anymore since they've got much easier/more efficient ways to burst their opponent down yet Force of Nature is spposed to be a problem?
True, however leeroy has a drawback, and the combo doesn't effect whats already on the board at the time its played, where as Combo Druid has no drawback, and Savage Roar impacts whats already on the board, granted the Druid combo might come one turn later it has way more effect on the game then 2 damage in your calculation.
Think of it this way, lets say your a druid and you did survive the leeroy combo, your opponent just fed you 4 1/1 that will be buffed to 3/3, that's and extra 12 damage, so
14 + 12 = 26 damage for 9 mana
Not to mention the typical Druid will intentionally try to keep at least 2 of his own minions on the board before comboing.
dude if you play vs a druid you have to trade and not leave him minions he can combo with. thats all you have to do, trade and not hit face like a brainless hunter. is that too difficult? every class has something it is op compared to other classes. warrior has his weapons and dirty cheap removal, priest has insane draw and steal mechanics, shaman has windfury etc and if you think roar combo is op think that i can buff my fire elemental with rockbiter then give him with windfury with lets say windspeaker and its 18 damage for 5 mana if your fire elemental survived the turn
I didn't say it was overpowered, however if trading minions with a Druid so they have nothing on the board on turn 9 was so easy, or they didn't the most effective OTK combo in the game, then it wouldn't be a thing, and we wouldn't be having this discussion would we.
Spending 8 mana spread across 2 turns on 1 minion, is kind of irrelevant.
the thing is no one who plays druid as a main thinks that this combo needs a nerf. just think the cards individually and see
savage roar for 3 give 2 attack to all friendly characters. imagine if force of nature didnt exist you would play this card? no.... if you attempted to nerf it it would be 4 mana for +2 attack and thats a rip off
force of nature for 6 mana you get 6/6 stats with charge in the form of 3 2/2 minions and they DIE at the end of the turn. now compare that to sylvanas which was nerfed to 6 mana and still you get 5/5 stats PERMAMENTLY and you can still 1 of your opponents minions. so nerf fon to what 7 mana? thats never gonna happen cause the card would be too overcosted for what it does.
that said this combo is only used in the late game the same as warrior uses taskmaster + grommash as a finisher. both savage and fon are dead cards until turn 9 and they dont help you with aggro and youre forgetting something important druids removals are shit. he doesnt have a mass removal and he doesnt have strong removals so he is obliged to play bgh. seriously you think savage + fon is op and mech mage dropping his entire hand on turn 4 isnt?
please do not even think of taking off the only burst damage that druid has. Druid has some minions that are big, expensive and slow, so without the combo, druid would only win a game after 30 turns IF they are able to put his minions out, think about that.
let's think about the >>>real<<< treat here, they call it Mechwarper, why it isn't 3/2 at least
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You know Druids receive no love when there are Recycle and Entomb.
please do not even think of taking off the only burst damage that druid has. Druid has some minions that are big, expensive and slow, so without the combo, druid would only win a game after 30 turns IF they are able to put his minions out, think about that.
let's think about the >>>real<<< treat here, they call it Mechwarper, why it isn't 3/2 at least
mechwarpers stacking ability of reducing mana is broken he is on undertaker level of brokeness. his stats are not the problem the problem is the turn 4 mechwarper, chugga, annoy tron, mechanical yeti and idk wtf else mech on the field in a matter when you cant do anything else than press concede. its an auto win condition which happens rather often and think about that. with undertaker you had a 1 mana cost minion which may get out of hand and grow. with mechwarper you auto lose cause you have to deal with 5-6 mechs on turn 4
How stupid. Druid has always been one of the most consistent balanced classes. Oil rogue can now do insane amounts of damage in 1 turn. No need to nerf a 9 mana 2 card combo. Stop being so salty and asking for nerfs that will never happen.
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To see it go from 9 mana to 10 mana sounds good, however it would require nerfing one of the two cards (likely savage roar) - and putting SR to 4 mana seems really disruptive.
FON+Roar combo is very strong but FON is an epic card. It should be strong. If it absolutely had to be nerfed the only thing I would do is change Roar from all characters to all minions. Granted it would basically be a lesser blood lust but so many times that extra 2 from the face is the difference in punching through to win the game.
I have no problem with the combo. The combo is the finisher, and these 2 cards are pretty much dead cards until you either are in combo range or are so far ahead that they have to burn combo to clear board (at which point, I believe you probably have a great chance to win anyway). If you can't control the board of the druid, then you are probably going to lose (and combo will accelerate that), but really, that's a bunch of classes. If I have any problem with the combo, it's more that this combo is very good and there probably won't be anything in druid to overtake it. Running a single combo is probably going to be a thing for druid for a long, long time.
The combo I most have a problem with is priest's auchinai + circle combo. But it's not like priests need a nerf right now, so leave it be I say.
Nerf FoN. It's all I lose to when playing Druid. 9/10 times its FoN. Unless I'm doing it wrong, meaning not playing Face Hunter ;) Just annoyed, that's all.
Says the guy with "Druid of the Druid" deck in the signature.
It's a legit complain and justified if you compare it with other 2 mana from hand combos.
FoN is fine, Savage Roar is the problem. Just compare it with Bloodlust. It should exclude the hero to bring it in alignment, which would yield a 12 damage combo from turn 9 onwards and is vastly more reasonable than 14 damage. Grommash + Enrage / Taskmaster also nets 12 damage for 8/10 mana respectively, and you can also completely block it with a single taunt. Alternatively, make it 4 mana.
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True, however leeroy has a drawback, and the combo doesn't effect whats already on the board at the time its played, where as Combo Druid has no drawback, and Savage Roar impacts whats already on the board, granted the Druid combo might come one turn later it has way more effect on the game then 2 damage in your calculation.
Think of it this way, lets say your a druid and you did survive the leeroy combo, your opponent just fed you 4 1/1 that will be buffed to 3/3, that's and extra 12 damage, so
14 + 12 = 26 damage for 9 mana
Not to mention the typical Druid will intentionally try to keep at least 2 of his own minions on the board before comboing.
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i main druid and i just played vs a paladin. he was using his hero power rather often so i imagined he had quartermaster. he plays muster i swipe and he plays muster again with quartermaster. after he drops tirion and it was gg i had the combo but he got an op weapon to finish plus he had board remain after i used the combo. so if you say to nerf savage combo nerf every other combo out there cause they are as unfair. why priest can have a wipe board with auchenai + 0 cost circle. why paladin has a board wipe with equality + pyro. and the list goes on. hunter can play unleash when you have a full board + timber wolf to create a full board with 2/1 charge which can end the game even though you had a full board and were ahead if you dont have a taunt. you can play golem + power overwelming + faceless for 16 damage and its 9 mana also. i dont even have to mention that before turn 9 roar and fon are dead cards in your hand and i lost many games cause i didnt have swipe or something else that would help me and i had the combo sitting on my hand
play more druid, then tell me if it needs nerf.
dude if you play vs a druid you have to trade and not leave him minions he can combo with. thats all you have to do, trade and not hit face like a brainless hunter. is that too difficult? every class has something it is op compared to other classes. warrior has his weapons and dirty cheap removal, priest has insane draw and steal mechanics, shaman has windfury etc and if you think roar combo is op think that i can buff my fire elemental with rockbiter then give him with windfury with lets say windspeaker and its 18 damage for 5 mana if your fire elemental survived the turn
Spending 8 mana spread across 2 turns on 1 minion, is kind of irrelevant.
"I'LL FIX YOU!!!"
the thing is no one who plays druid as a main thinks that this combo needs a nerf. just think the cards individually and see
savage roar for 3 give 2 attack to all friendly characters. imagine if force of nature didnt exist you would play this card? no.... if you attempted to nerf it it would be 4 mana for +2 attack and thats a rip off
force of nature for 6 mana you get 6/6 stats with charge in the form of 3 2/2 minions and they DIE at the end of the turn. now compare that to sylvanas which was nerfed to 6 mana and still you get 5/5 stats PERMAMENTLY and you can still 1 of your opponents minions. so nerf fon to what 7 mana? thats never gonna happen cause the card would be too overcosted for what it does.
that said this combo is only used in the late game the same as warrior uses taskmaster + grommash as a finisher. both savage and fon are dead cards until turn 9 and they dont help you with aggro and youre forgetting something important druids removals are shit. he doesnt have a mass removal and he doesnt have strong removals so he is obliged to play bgh. seriously you think savage + fon is op and mech mage dropping his entire hand on turn 4 isnt?
please do not even think of taking off the only burst damage that druid has. Druid has some minions that are big, expensive and slow, so without the combo, druid would only win a game after 30 turns IF they are able to put his minions out, think about that.
let's think about the >>>real<<< treat here, they call it Mechwarper, why it isn't 3/2 at least
You know Druids receive no love when there are Recycle and Entomb.
mechwarpers stacking ability of reducing mana is broken he is on undertaker level of brokeness. his stats are not the problem the problem is the turn 4 mechwarper, chugga, annoy tron, mechanical yeti and idk wtf else mech on the field in a matter when you cant do anything else than press concede. its an auto win condition which happens rather often and think about that. with undertaker you had a 1 mana cost minion which may get out of hand and grow. with mechwarper you auto lose cause you have to deal with 5-6 mechs on turn 4
I concur with pretty much everybody.
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Ten mana might be a start.
i think force of nature is a balanced card, but maybe make Savage roar like this: Give your minion your hero's attack.
so you can combo it with blingtron or claw
maybe increase the cost to 4
How stupid. Druid has always been one of the most consistent balanced classes. Oil rogue can now do insane amounts of damage in 1 turn. No need to nerf a 9 mana 2 card combo. Stop being so salty and asking for nerfs that will never happen.
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To see it go from 9 mana to 10 mana sounds good, however it would require nerfing one of the two cards (likely savage roar) - and putting SR to 4 mana seems really disruptive.
FON+Roar combo is very strong but FON is an epic card. It should be strong. If it absolutely had to be nerfed the only thing I would do is change Roar from all characters to all minions. Granted it would basically be a lesser blood lust but so many times that extra 2 from the face is the difference in punching through to win the game.
lol at OP changing FoN to make it a strictly better version of Leeroy Jenkins and calling it a nerf
i agree dude.... i cant comprehend how people like this are born
I have no problem with the combo. The combo is the finisher, and these 2 cards are pretty much dead cards until you either are in combo range or are so far ahead that they have to burn combo to clear board (at which point, I believe you probably have a great chance to win anyway). If you can't control the board of the druid, then you are probably going to lose (and combo will accelerate that), but really, that's a bunch of classes. If I have any problem with the combo, it's more that this combo is very good and there probably won't be anything in druid to overtake it. Running a single combo is probably going to be a thing for druid for a long, long time.
The combo I most have a problem with is priest's auchinai + circle combo. But it's not like priests need a nerf right now, so leave it be I say.
Nerf FoN. It's all I lose to when playing Druid. 9/10 times its FoN. Unless I'm doing it wrong, meaning not playing Face Hunter ;) Just annoyed, that's all.
Every single class has their own flavour of combo, if we nerf one to appease the folks, better start nerfing them all.
But seriously though, there is nothing wrong with this combo.
Says the guy with "Druid of the Druid" deck in the signature.
It's a legit complain and justified if you compare it with other 2 mana from hand combos.
FoN is fine, Savage Roar is the problem. Just compare it with Bloodlust. It should exclude the hero to bring it in alignment, which would yield a 12 damage combo from turn 9 onwards and is vastly more reasonable than 14 damage. Grommash + Enrage / Taskmaster also nets 12 damage for 8/10 mana respectively, and you can also completely block it with a single taunt. Alternatively, make it 4 mana.