I can't see the need to nerf the FoN and Savage roar combo, it's only effective if executed correctly. I played against druids that uses this combo, and I still survive and won the match (of course there are times that I lost).
It's fine, no need to nerf every card or combo that kills you. ;)
On a card to card basis, yes, Savage Roar is strictly better than Bloodlust. However, really this is the only Druid burst combo that exists. Shamans have other class cards in their arsenal that can lead to huge bursts of damage, so long as they have 2-3 surviving minions on board. Sometimes they don't even need that (Doomhammer + 2xRockbiter Weapon = 16 damage for 7 mana -- albeit it's 3 cards, but its still even 10 damage for 6 mana with 2 cards) Another combo? Fire Elemental + Windfury = 15 damage for 8 mana. All you need is elemental to stick for ONE turn.
If anything, make roar hit minions only and leave the mana cost untouched.
8 mana. 2 cards. Bypasses ALL taunt and minions. Guaranteed 12 damage to face. 9 mana. 2 cards. Does not bypass taunt minions. Potential 14 damage to face.
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.
Comparing class tools is such a nonsense....
Except it isn't. Power level is perfectly fine to compare between classes. Class <> Neutral is somewhat iffy. Power Creeping can be an huge issue that has to be dealt with. Savage Roar is such a card.
as annoying as the combo is,i do not think it should be nerfed.it's one of the defining aspects of the class and nerfing it would make druids too weak.
Im happy druid isnt a dominant force in the meta because its very scripted playing with and against double combo-druid, its probably the most boring tier 1 deck there has ever been in the game.
from the druids perspective:
1) do i have wild growth, if yes, then cast.
2) match mana frystals available to card cost. Unless 3.
3) if innervate is in hand, can i play a high cast cost creature this turn and a on-curveish creature next turn? Then do it, otherwise save innervate.
4) if opponents health is 14 or below, cast combo and win. If not, continue to cast sticky creatures until opponent has no answers to creatures or no taunts and win.
the really good druids can math and double savage roar their lone 5/5 and win off of that after a tough struggle to 7 mana crystals. Ive reached legend 2 times with midrange combo druid and is one of the most stupid decks in the game - you play the same way every match (almost) and the only losses comes from if your opponent deals 30 damage before you can deal 16 and get 9 mana in a turn (and the 16 damage required to win is very flexible because when you cast savage roar with creatures on the table it gets really silly).
savage roar should be nerfed. We can compare it to bloodlust which costs 2 more mana and have no natural multicreature-charge combo within the same class and is a really terrible card. Savage roar can even be played for value to give your hero damage to knock something out, you cant do that with bloodlust unless somehow your opponent lets your totems stay on the table.
I hope Blizzard nerf the shit out of savage roar so the druid class can get interesting and fun to play with cards. I have a gold druid that I simply cant enjoy.
Why the hell would they nerf the only real chance Druid has right now? They would pretty much destroy the class. I always find it hilarious when players who get real defensive over their preferred class's OP combo's, cry so much about the roar combo.
Im happy druid isnt a dominant force in the meta because its very scripted playing with and against double combo-druid, its probably the most boring tier 1 deck there has ever been in the game.
from the druids perspective:
1) do i have wild growth, if yes, then cast.
2) match mana frystals available to card cost. Unless 3.
3) if innervate is in hand, can i play a high cast cost creature this turn and a on-curveish creature next turn? Then do it, otherwise save innervate.
4) if opponents health is 14 or below, cast combo and win. If not, continue to cast sticky creatures until opponent has no answers to creatures or no taunts and win.
the really good druids can math and double savage roar their lone 5/5 and win off of that after a tough struggle to 7 mana crystals. Ive reached legend 2 times with midrange combo druid and is one of the most stupid decks in the game - you play the same way every match (almost) and the only losses comes from if your opponent deals 30 damage before you can deal 16 and get 9 mana in a turn (and the 16 damage required to win is very flexible because when you cast savage roar with creatures on the table it gets really silly).
savage roar should be nerfed. We can compare it to bloodlust which costs 2 more mana and have no natural multicreature-charge combo within the same class and is a really terrible card. Savage roar can even be played for value to give your hero damage to knock something out, you cant do that with bloodlust unless somehow your opponent lets your totems stay on the table.
I hope Blizzard nerf the shit out of savage roar so the druid class can get interesting and fun to play with cards. I have a gold druid that I simply cant enjoy.
i agree with most things you posted,but i don't really think nerfing combo would help the class much in terms of fun.ramp druid is just as boring as combo,if not more and it doesn't run combo.the mechanics of the class itself are what make it boring,and unless they revamped it completely i doubt it would improve.
now in terms of sheer game balance,i don't think druids are exactly OP at the moment(they are more than capable of legend if you are willing to invest the time),i would say they are about average.by taking away their main finisher,you would just make them as bad as shaman is currently.
disclaimer:i do not main druid,nor do i enjoy playing with or against the class(in fact,nothing gets on my nerves harder than a druid using combo on turn 7 with thaurissan after getting wild growth and a perfect curve since turn 2),i just find combo to actually be necessary to give the class a place in the meta at moment.
It would be a problem if you couldn't react to it. It Deals 14 damage on T8 or less provided they have the Innervate. They have to clear taunts first. This also goes for Warrior which is why i highly doubt they will nerf the Patron either.
The guy above has it right. If you even increased the mana cost of Savage Roar you'd screw them. The class is average, not too durable and hardly has any tricks to avoid. Shaman shouldn't be worse but it is -- somehow. I really can't figure it out honestly haha..
With the new Undertaker nerf if think Blizzard should consider nerfing Force of Nature + Savage Roar combo .Here is my idea for it.
Joins forum august 8th 2014. Has 5 posts in almost a year. Seems credible.
Aside from FoN/SR being the only thing keeping Druid viable..
Don't badger someone for having 'only' 5 posts in a year. If your knowledge on a matter would be based on how much room you fill with babbling; Paris Hilton would be crowned queen ;) There exists something along the line of a lurker, just inhaling knowledge but often not even feeling the need to add fuel to a forever ongoing yae vs. nay-story.
I seriously think a nerf is on time. My suggestion is to make Savage Roar not affect your hero, which would be the slightest nerf possible. The reason why is:
-In a vacuum, yes the combo is balanced, but the synergies with other very strong cards makes it frustrating to play against.
-Druid is pretty much the top deck in the meta now, some can argue patron, but IMO they do so by old habbit. Blizzcon will be PACKED with double-combo druids, just watch!
-Darnassus Aspirant just pushed druid over the edge. Together with Wild Growth, Innervate and Emperor Thaurissan, druids have numerous ways both to play the combo earlier than turn 9 and set up a strong board for a combo lethal of 20+ damage.
-Darnassus Aspirant is also an amazing card against the the best counter to combo-druid, tempo mage. There is a while since they needed to tech in Mind Control Tech and Kezan Mystic now, the deck is simply too strong to be stopped at this point.
-Piloted Shredder is neutral, yes, but combined with ramp and the combo, he makes the double-combo broken imo.
The combo by itself only doing 12 damage would put it in the right place IMO. If the druid wins the board-war, 20+ damage could still be easily achieved.
I have hated the Savage Roar + Force of Nature from day one as well, but I fear that a nerf at this point is just going to remove the class from the game.
Again the charge mechanic creates problems, but that combo has been there for so long and I am not sure if it limits any design of future cards? It is not a fun deck to play against, but I do not think that we ever will see a nerf ;(
If we do it would probably be do to there being to many "sticky-minions" which just makes the deck to strong.
Oooooo yea but task + gromm for 12 damage from hand, that leaves you a huge minion to deal with, no that's fine. Double fireball for 12, that's direct face damage, with 2 mana to spare ( just a frost bolt makes that 15 unblockable damage) totally fine.
My point is all of those are fine because they are balanced. The druid combo gets halted by taunts AND doesn't leave any additional minions.
As Floodhorse says its not just 14 damage its the extra you get from those one or two minions you can't quite clear e.g with two saplings left it becomes 20 damage in one turn. All other examples are much less likely and don't scale as much either, yes Grommash is horrible but its only one card and can't be used before turn 8. Both Savage roar and Force of Nature can be used earlier.
Like I say the most important thing is the odds off getting it when you have two off each card as opposed to one ( twice as likely) so is twice as effective, but then it stacks with remaining minions so 2/3 times as effective as nearest rivals.
Druid Combo (by itself) is 14 damage for 9 mana that can be stopped by Taunt and leaves nothing on the board afterward. Compare that to:
Alexstrasza deals 15 damage for 9 mana and leaves behind an 8/8 body, AND isn't affected by Taunt.
Mage has double Fireball + Frostbolt, Frostbolt + double Ice Lance + Fireball, etc. that deal 15 (or more) damage for 9-10 mana, which isn't affected by Taunt.
Equality + Consecration can clear any minion in the game from the board, and in mass numbers, for just 6 mana (plus 2 damage to the face).
Savage Roar + Force of Nature defines one class. Alexstrasza defines an entire deck archetype that at LEAST 3 different classes currently make use of. Very few Mage decks without 2x Fireball and 2x Frostbolt, while most also run Archmage Antonidas which is an unlimited supply of Fireball. And while very few Priests actually run the Prophet Velen finisher combo, it still deals as much damage as Druid combo for 1 extra mana, AND isn't affected by taunt.
Maybe we should nerf all of these cards/combos too?
I don't like "the combo" either but if you nerf it then you'd have to give the Druid class something spectacular to make up for it. You can't butcher Druid's only win condition and not propose a compromise. Anyway, this will not happen anytime soon.
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I can't see the need to nerf the FoN and Savage roar combo, it's only effective if executed correctly. I played against druids that uses this combo, and I still survive and won the match (of course there are times that I lost).
It's fine, no need to nerf every card or combo that kills you. ;)
Wait until you hear about Pyroblast.
On a card to card basis, yes, Savage Roar is strictly better than Bloodlust. However, really this is the only Druid burst combo that exists. Shamans have other class cards in their arsenal that can lead to huge bursts of damage, so long as they have 2-3 surviving minions on board. Sometimes they don't even need that (Doomhammer + 2xRockbiter Weapon = 16 damage for 7 mana -- albeit it's 3 cards, but its still even 10 damage for 6 mana with 2 cards) Another combo? Fire Elemental + Windfury = 15 damage for 8 mana. All you need is elemental to stick for ONE turn.
If anything, make roar hit minions only and leave the mana cost untouched.
8 mana. 2 cards. Bypasses ALL taunt and minions. Guaranteed 12 damage to face.
9 mana. 2 cards. Does not bypass taunt minions. Potential 14 damage to face.
You can't compare class tools like that.
Except it isn't. Power level is perfectly fine to compare between classes. Class <> Neutral is somewhat iffy. Power Creeping can be an huge issue that has to be dealt with. Savage Roar is such a card.
Joins forum august 8th 2014. Has 5 posts in almost a year. Seems credible.
If you're happy and you know it... well that's good :)
as annoying as the combo is,i do not think it should be nerfed.it's one of the defining aspects of the class and nerfing it would make druids too weak.
Im happy druid isnt a dominant force in the meta because its very scripted playing with and against double combo-druid, its probably the most boring tier 1 deck there has ever been in the game.
from the druids perspective:
1) do i have wild growth, if yes, then cast.
2) match mana frystals available to card cost. Unless 3.
3) if innervate is in hand, can i play a high cast cost creature this turn and a on-curveish creature next turn? Then do it, otherwise save innervate.
4) if opponents health is 14 or below, cast combo and win. If not, continue to cast sticky creatures until opponent has no answers to creatures or no taunts and win.
the really good druids can math and double savage roar their lone 5/5 and win off of that after a tough struggle to 7 mana crystals. Ive reached legend 2 times with midrange combo druid and is one of the most stupid decks in the game - you play the same way every match (almost) and the only losses comes from if your opponent deals 30 damage before you can deal 16 and get 9 mana in a turn (and the 16 damage required to win is very flexible because when you cast savage roar with creatures on the table it gets really silly).
savage roar should be nerfed. We can compare it to bloodlust which costs 2 more mana and have no natural multicreature-charge combo within the same class and is a really terrible card. Savage roar can even be played for value to give your hero damage to knock something out, you cant do that with bloodlust unless somehow your opponent lets your totems stay on the table.
I hope Blizzard nerf the shit out of savage roar so the druid class can get interesting and fun to play with cards. I have a gold druid that I simply cant enjoy.
Why the hell would they nerf the only real chance Druid has right now? They would pretty much destroy the class. I always find it hilarious when players who get real defensive over their preferred class's OP combo's, cry so much about the roar combo.
i agree with most things you posted,but i don't really think nerfing combo would help the class much in terms of fun.ramp druid is just as boring as combo,if not more and it doesn't run combo.the mechanics of the class itself are what make it boring,and unless they revamped it completely i doubt it would improve.
now in terms of sheer game balance,i don't think druids are exactly OP at the moment(they are more than capable of legend if you are willing to invest the time),i would say they are about average.by taking away their main finisher,you would just make them as bad as shaman is currently.
disclaimer:i do not main druid,nor do i enjoy playing with or against the class(in fact,nothing gets on my nerves harder than a druid using combo on turn 7 with thaurissan after getting wild growth and a perfect curve since turn 2),i just find combo to actually be necessary to give the class a place in the meta at moment.
It would be a problem if you couldn't react to it. It Deals 14 damage on T8 or less provided they have the Innervate. They have to clear taunts first. This also goes for Warrior which is why i highly doubt they will nerf the Patron either.
The guy above has it right. If you even increased the mana cost of Savage Roar you'd screw them. The class is average, not too durable and hardly has any tricks to avoid. Shaman shouldn't be worse but it is -- somehow. I really can't figure it out honestly haha..
I've seen no good reason to nerf these two cards besides salt here.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Aside from FoN/SR being the only thing keeping Druid viable..
Don't badger someone for having 'only' 5 posts in a year. If your knowledge on a matter would be based on how much room you fill with babbling; Paris Hilton would be crowned queen ;) There exists something along the line of a lurker, just inhaling knowledge but often not even feeling the need to add fuel to a forever ongoing yae vs. nay-story.
Nevertheless, continue your yae vs. nay-story ;)
I seriously think a nerf is on time. My suggestion is to make Savage Roar not affect your hero, which would be the slightest nerf possible. The reason why is:
-In a vacuum, yes the combo is balanced, but the synergies with other very strong cards makes it frustrating to play against.
-Druid is pretty much the top deck in the meta now, some can argue patron, but IMO they do so by old habbit. Blizzcon will be PACKED with double-combo druids, just watch!
-Darnassus Aspirant just pushed druid over the edge. Together with Wild Growth, Innervate and Emperor Thaurissan, druids have numerous ways both to play the combo earlier than turn 9 and set up a strong board for a combo lethal of 20+ damage.
-Darnassus Aspirant is also an amazing card against the the best counter to combo-druid, tempo mage. There is a while since they needed to tech in Mind Control Tech and Kezan Mystic now, the deck is simply too strong to be stopped at this point.
-Piloted Shredder is neutral, yes, but combined with ramp and the combo, he makes the double-combo broken imo.
The combo by itself only doing 12 damage would put it in the right place IMO. If the druid wins the board-war, 20+ damage could still be easily achieved.
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Death's Bite + Grommash. You can even do it one turn earlier than druid combo.
I bring life and pffffffffffffff!
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I have hated the Savage Roar + Force of Nature from day one as well, but I fear that a nerf at this point is just going to remove the class from the game.
Again the charge mechanic creates problems, but that combo has been there for so long and I am not sure if it limits any design of future cards? It is not a fun deck to play against, but I do not think that we ever will see a nerf ;(
If we do it would probably be do to there being to many "sticky-minions" which just makes the deck to strong.
Oooooo yea but task + gromm for 12 damage from hand, that leaves you a huge minion to deal with, no that's fine. Double fireball for 12, that's direct face damage, with 2 mana to spare ( just a frost bolt makes that 15 unblockable damage) totally fine.
My point is all of those are fine because they are balanced. The druid combo gets halted by taunts AND doesn't leave any additional minions.
Druid Combo (by itself) is 14 damage for 9 mana that can be stopped by Taunt and leaves nothing on the board afterward. Compare that to:
Alexstrasza deals 15 damage for 9 mana and leaves behind an 8/8 body, AND isn't affected by Taunt.
Mage has double Fireball + Frostbolt, Frostbolt + double Ice Lance + Fireball, etc. that deal 15 (or more) damage for 9-10 mana, which isn't affected by Taunt.
Prophet Velen + Mind Blast + Holy Smite is 14 damage for 10 mana, and isn't affected by Taunt.
Equality + Consecration can clear any minion in the game from the board, and in mass numbers, for just 6 mana (plus 2 damage to the face).
Savage Roar + Force of Nature defines one class. Alexstrasza defines an entire deck archetype that at LEAST 3 different classes currently make use of. Very few Mage decks without 2x Fireball and 2x Frostbolt, while most also run Archmage Antonidas which is an unlimited supply of Fireball. And while very few Priests actually run the Prophet Velen finisher combo, it still deals as much damage as Druid combo for 1 extra mana, AND isn't affected by taunt.
Maybe we should nerf all of these cards/combos too?
If at first you don't succeed, skydiving isn't for you.
Yup considering the logic of the arguments against Fotn+Savage roar we should.
I don't like "the combo" either but if you nerf it then you'd have to give the Druid class something spectacular to make up for it. You can't butcher Druid's only win condition and not propose a compromise. Anyway, this will not happen anytime soon.