Yeah again I play both Oil Rogue and Druid, you obviously don't know druid if you think it has the best ways to manipulate the board and effective board clears. Those are some of its weaknesses. No point in arguing with someone who doesn't understand the basics.
Yeah again I play both Oil Rogue and Druid, you obviously don't know druid if you think it has the best ways to manipulate the board and effective board clears. Those are some of its weaknesses. No point in arguing with someone who doesn't understand the basics.
#RogueOPNerf
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'There is nothing more deceptive than an obvious fact'
Even with the combo both aggro and midrange druid have sub .500 winrates against a significant portion of the popular decks in the current meta. Mid Paladin is a different story...
1. Actually it is the people with no braincells that think it is broken. The people who understand the classes and how they are built on strengths and weaknesses, how decks work, they see it as balanced. (...)Classes excel at different things and are weak at different things.
It is OP yes, probably the most OP combo in the game right now, after the warsong nerf. It is considered the strongest deck in the meta by the pros. Classes have OP and broken things, but the real question is: is it fun to play or play against? In the old patron warrior, there was a lot of strategy, only the combo was stupid, not fun to play against. In druid is pretty straightforward, not much strategy required, so not much fun to play (but it is fun to win, granted), with such a combo and high health mana accelerated minions.
I also have issues of that kind with freeze mage, but I can tolerate its burst since requires more mental effort. But that is a different topic.
Fun to play is all subjective so isn't relevant to the discussion. as far as most op combo in the game, LMAO. Easily stopped by any taunt and druid has the crappiest removal in the game.
Fun to play is all subjective so isn't relevant to the discussion. as far as most op combo in the game, LMAO. Easily stopped by any taunt and druid has the crappiest removal in the game.
Ok, if you use "LMAO" is because it is so ridiculous to state that druid combo is one of the most OP of the meta, that means that exists a lot of better combos, am I right? Now, the fun part can be estimated, of course, it stops being subjective if you do statistics, hear what people say. People get tired of playing druid always the same way, even winning. It would be nice that druid has another finisher, that leads to more creative decks. Right now is kind of cancer in the meta, as secret paladins are.
Fun to play is all subjective so isn't relevant to the discussion. as far as most op combo in the game, LMAO. Easily stopped by any taunt and druid has the crappiest removal in the game.
Easily..?
First taunt: Sludge Belcher: Silenced Second taunt: Druid of the Claw: Killed by the first Force of Nature Third taunt: Ancient of War: Killed by the turn 1 innervated shade
2x Fireballs are 12 damage from no board for 8 mana, ignore Taunt, let's nerf Fireball
Fireball doesn't scale with other minions. Force of Nature is fine, Savage Roar is not. It should read "Give all your minions +2 Attack". That would result to 12 damage, just like any other class is able to do from hand with 2 cards (Warrior, Mage etc) and even that is still among the best.
If Savage Roar would be a 3mana give your characters +1/+1 this turn it would be kind of ok but in it's current state a Druid just has a tool dealing 14dmg from no board and in a lot of decks it's a staple of 2 both cards so if you are on 14health turn 9 you have won as a Druid if the enemy has no Taunt, even if you have full board control otherwise, this combo just screams f**** you and gg. Giving the Druid such a strong combo is kind of unbalenced in my opinion and creates a lot of "unfair wins" the opponent just smahsing you with this out of nowhere...
Should Savage Roar + Force of Nature be nerfed and which other combos should be nerfed??
+1/+1 until end of turn rofl. Its not that current card does that is permanent and 2 mana. Just shows that you have no clue about this game.
Its a 9 mana combo using 2 cards dealing 14 damage.
Gromm+inerrage deal 12 for 8. Should that be nerfed also?
Also just nerf fireball 2x = 12 damage for 8 mana so op.
Also Alexstraza 15 damage for 9 in one card most of the time, so op.
same for oil etc pp.
There are sooo much 2 card combos dealing this amount of damage you would need to nerf all of those for balance. However Druid combo is balanced. Its strong but its just druids winning condition like Gromm is for Warrior.
However there should be more cards like reno just to give the option to heal out of the range.
It could be nerfed but giving +1/+1 to minions (not only for a turn as well) is already a card for druid (Power of the Wild) and isn't used too much in the meta either. Making Savage Roar a 3 mana ''give your characters +1/+1 this turn'' would be just bad. But they could, if they want to nerf the combo, increase one of the cards mana by one so the combo costs 10 mana. It woudn't be a huge nerf but I don't think it needs a huge nerf either. The combo is one of druids trump cards and actually makes druid decks from okay to good and nerfing it your way would make the class significantly worse.
2x Fireballs are 12 damage from no board for 8 mana, ignore Taunt, let's nerf Fireball
Fireball doesn't scale with other minions. Force of Nature is fine, Savage Roar is not. It should read "Give all your minions +2 Attack". That would result to 12 damage, just like any other class is able to do from hand with 2 cards (Warrior, Mage etc) and even that is still among the best.
Indeed, if it just wouldn't give damage to your hero, I think it would be perfectly balanced. In many cases i've had 2 or even more taunts on board and with several minions or 2x savage roar druid will just come through them.
Savage roar specifically does need some kind of change, but at the same time I wouldn't say it's overpowered. It's more on the side of just being completely boring and unfun. The combo is good to the point of being in literally every druid deck regardless of the type, it's dictating what every deck has been and will be when it comes to druids, and there's never really any joy in winning with it (especially so in losing to it). As it is all druid matches are just a countdown to turn 9 and seeing if you can stay above the threshold for savage trees until then
I definitely dont want to just see it nerfed though, but it can't stay the way it is long term, it's been unhealthy to the game since day one
It's not like the parton combo where the game was purely decided by the other players draw with no hard counters what so ever, with only one slightly favorable match-up.
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The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
The combo is good to the point of being in literally every druid deck regardless of the type, it's dictating what every deck has been and will be when it comes to druids, and there's never really any joy in winning with it (especially so in losing to it).
That's the main problem, it's just so strong that it's dumb not to include it in a decklist.
The fact that some cards are stronger than others just makes this game kinda boring since it gives you less options to make a strong deck. I don't know will that fix out in future when new cards are being released, but I really don't get the ideology of Blizzard that they refuse to nerf certain cards. Hearthstone is digital card game and compared to games like MTG or some other physical trading card game, it should be relatively easy to make changes to cards and balance it out so there would be more options to play around with.
Yeah man, NERF! I love NERFS, what was the thread about again? Ah, you lost against a druid and this hurt your feelings, I am sorry for you bro, you will get over it, one day...
Yeah again I play both Oil Rogue and Druid, you obviously don't know druid if you think it has the best ways to manipulate the board and effective board clears. Those are some of its weaknesses. No point in arguing with someone who doesn't understand the basics.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Even with the combo both aggro and midrange druid have sub .500 winrates against a significant portion of the popular decks in the current meta. Mid Paladin is a different story...
It is OP yes, probably the most OP combo in the game right now, after the warsong nerf. It is considered the strongest deck in the meta by the pros. Classes have OP and broken things, but the real question is: is it fun to play or play against? In the old patron warrior, there was a lot of strategy, only the combo was stupid, not fun to play against. In druid is pretty straightforward, not much strategy required, so not much fun to play (but it is fun to win, granted), with such a combo and high health mana accelerated minions.
I also have issues of that kind with freeze mage, but I can tolerate its burst since requires more mental effort. But that is a different topic.
Fun to play is all subjective so isn't relevant to the discussion. as far as most op combo in the game, LMAO. Easily stopped by any taunt and druid has the crappiest removal in the game.
First taunt: Sludge Belcher:
Silenced
Second taunt: Druid of the Claw: Killed by the first Force of Nature
Third taunt: Ancient of War: Killed by the turn 1 innervated shade
...
Win ^_^
"Bow down before the God of death."
In my opinion FoN + savage roar is just plain stupid ass combo which requires nerf
For starters i don't think savage roar should give your hero +2 attack. Bloodlust doesn't why does this.
and lets be honest Fireball should cost five mana. i still don't know why they lowered it to 4. 10 mana with 2 cards to deal 12 damage is still good
Causal Hearthstone player from New Jersey
It could be nerfed but giving +1/+1 to minions (not only for a turn as well) is already a card for druid (Power of the Wild) and isn't used too much in the meta either. Making Savage Roar a 3 mana ''give your characters +1/+1 this turn'' would be just bad. But they could, if they want to nerf the combo, increase one of the cards mana by one so the combo costs 10 mana. It woudn't be a huge nerf but I don't think it needs a huge nerf either. The combo is one of druids trump cards and actually makes druid decks from okay to good and nerfing it your way would make the class significantly worse.
At least I have chicken
the problem is - like others mentioned - the scaling per minion
so how bout making it 4 mana card?
Savage roar specifically does need some kind of change, but at the same time I wouldn't say it's overpowered. It's more on the side of just being completely boring and unfun. The combo is good to the point of being in literally every druid deck regardless of the type, it's dictating what every deck has been and will be when it comes to druids, and there's never really any joy in winning with it (especially so in losing to it). As it is all druid matches are just a countdown to turn 9 and seeing if you can stay above the threshold for savage trees until then
I definitely dont want to just see it nerfed though, but it can't stay the way it is long term, it's been unhealthy to the game since day one
-_- well,play taunt?SunwalkerSludge Belcher
It's not like the parton combo where the game was purely decided by the other players draw with no hard counters what so ever, with only one slightly favorable match-up.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
Yeah man, NERF! I love NERFS, what was the thread about again? Ah, you lost against a druid and this hurt your feelings, I am sorry for you bro, you will get over it, one day...
amen. make roar 4 mana, or it shouldn't give ur hero 2 atk at least~