It's an interesting discussion what's a fair or acceptable finisher due to so many of them having (due to charge or being spells) little or no way of stopping them. Obviously as the finisher-ing player, you want something big and terrifying that can't be stopped. Equally obvious, as the finisher-ed player, you want some way of stopping the combo, and not having your lose condition be "drop below half health".
Now that blizzard has specifically targeted the charge mechanic from Warsong Commander, they've re-opened the discussion of the charge mechanic's place in finisher combos, and the game of hearthstone at large.
It's a really interesting discussion, and it makes me sad so many people went with the much less interesting "Aww, did widdle baby lose to a druid? QQ me a river, scrub."
The patron deck with Warsong Commander, which btw was nerfed by too much i m o, is nothing like the druid combo. Due to warriors extremely effcient removal you could go through massive taunts and kill from full health, and way past that as well, from hand. It was impossible to counter and that was a big problem. The druid combo, on the other hand, is very easy to counter.
I mean do you think that Grommash Hellscream will also be nerfed because it has charge?
If you want to nerf druid combo, then you might as well nerf freeze mage as well. A deck that is capable of dealing way more damage from hand than druids. Completely unstoppable I might add. Is freeze mage also OP?
I think 1 combo is fine, but when you can deal 22 damage with double combo from no board it is to much. It makes it so that any other control deck but warrior or mage will never make it into the meta. The mechanic is not fun to play around. You play a taunt. They deal with it. They get some damage to the face. From turn 10 you have to heal from 22 HP and you know you could die any turn from then.
You never play around double combo unless you're winning by a lot. Why? Because it either requires thaurissan on at least two parts of it, or a 4 card combo. As a druid, you might get the double combo off about 1 in 25 games. If you're playing around it on a regular basis, you're doing it wrong.
I find the whining about FoN+Savage Roar absolutely ridiculous tbh.
Why don't we nerf Alexstrasza while we're at it? One card 15 damage to face, completely unstoppable, OP right? 2xFireball, 12 damage to face, completely unstoppable. Grommash Hellscream, 12 damage from hand with two cards. OP right? I could go on, but I think the point is clear.
I don't think that's a fair analogy. Alexstrasza has the errata of not being able to kill a player, and will only do the maximum 15 damage if you've not dealt any damage to them all game. For a freeze mage that might happen, but again it can't *actually* kill someone.
So we're down to 12 damage as the #2 spot for two card combos. Al'Akir the Windlord + Rockbiter Weapon, Grommash Hellscream + Inner Rage and, I guess, Fireball + Fireball, because why not. These aren't a fair comparison, though because they're a *static* 12 damage. Have some extra awesomeness on the board? Who cares! (Yes Fireball can benefit from spell power but if you've really not had to use a fireball all game, you've controlled the board from turn 4. Or you're up to Archmage Antonidas shenanigans. Neither is what I'm trying to talk about here.)
I can't think of a two card finisher that does as much as Savage Roar and Force of Nature, with the option to scale up massively if you have board presence. And there's a reason every single druid deck seems to run 2xShade of Naxxramas. Sure, they're *possible* to remove, but your average card won't do it...
@ Hebi's second post: That's exactly why I think it's a neat discussion. If Patron's charge is 'bad', is Grom's charge also 'bad'? If Al + Rockbiter is static, and FoN + Roar scales, can both exist fairly within the same game? If charge in general is 'bad', is spell face damage also 'bad'? If so, is it only bad when a freeze mage does it, or should even pyroblast be up for the chopping block?
Obviously the answers change based on who you ask, but it's interesting to think about, haha.
FoN + Savage Roar is the only reason Druid is viable. While I hate losing to it and sometimes wonder if it should be nerfed the class would become shaman tier without it's combo.
You are WRONG !!!!!
Beast Druid and Ramp Druid are absolutly viable. I should know since I play both.
Alexstrasza is not just deal 15 damage to the face and it has a high mana cost so it hard to play anything else. You wouldnt put Alexstrasza in a aggro deck, so you cant look at it like that. Alexstrasza is also a legendary so there is only 1. If there was only 1 FoN i would be fine with it.
You do realize that Alexstrasza costs exactly as much as the combo right? But yes, you're right, it doesn't only do 15 damage to face, it could also heal you back to 15 from 1. So not only is it capable of dealing ridiculous damage, it can also heal you. OP right?
Until fairly recently, most druids ran only one FoN. Has the card been changed since then? No. It's because of the simple reason that the card was never OP. Running two copies also carries the risk of drawing it too early and it loses you the game. However, as I said earlier, it's very common for at least one part to be used defensively since druids suck at removal and have no real comeback mechanic from a lost board. That is why most people are running two, because you want to be able to use it as removal without throwing away your win condition.
Alexstrasza can't kill you the turn your opponent plays her. Your opponent can't kill you with two cards the turn after playing Alexstrasza, if she dies.
Savage Roar, however...
Sure, Alex is kind of OP, because she can halve your life total, or heal your opponent for 14.
I think she should've read: "Restore 15 health to a friendly character"
I find the whining about FoN+Savage Roar absolutely ridiculous tbh.
Why don't we nerf Alexstrasza while we're at it? One card 15 damage to face, completely unstoppable, OP right? 2xFireball, 12 damage to face, completely unstoppable. Grommash Hellscream, 12 damage from hand with two cards. OP right? I could go on, but I think the point is clear.
I don't think that's a fair analogy. Alexstrasza has the errata of not being able to kill a player, and will only do the maximum 15 damage if you've not dealt any damage to them all game. For a freeze mage that might happen, but again it can't *actually* kill someone.
So we're down to 12 damage as the #2 spot for two card combos. Al'Akir the Windlord + Rockbiter Weapon, Grommash Hellscream + Inner Rage and, I guess, Fireball + Fireball, because why not. These aren't a fair comparison, though because they're a *static* 12 damage. Have some extra awesomeness on the board? Who cares! (Yes Fireball can benefit from spell power but if you've really not had to use a fireball all game, you've controlled the board from turn 4. Or you're up to Archmage Antonidas shenanigans. Neither is what I'm trying to talk about here.)
I can't think of a two card finisher that does as much as Savage Roar and Force of Nature, with the option to scale up massively if you have board presence. And there's a reason every single druid deck seems to run 2xShade of Naxxramas, maybe some Stranglethorn Tiger if they're feeling fancy. Sure, they're *possible* to remove, but your average card won't do it...
Actually the analogy is kind of fair, because the defense against an alexstrasza is heal. In the same way that taunt defends against combo. If you don't have heal against a freeze mage playing offensive alex, you just lose right then and there most of the time.
The thing is that it's actually ridiculous to compare the druid combo to grommash and fireballs as if the classes are on par in other aspects. Warriors have incredibly strong removal and so does mages. Druids have basically nothing of anything unless they're lucky enough to ramp turn 1 to 4, which btw takes up an entire turn.
Almost no one runs two shades in midrange anymore, and I have actually never faced a druid with stranglethorn (even though I know that some played it for a while), but it doesn't really matter. Shades aren't easy to remove but they're also an investment, very rarely an immediate threat. If I keep a shade stealthed, I'm 3 mana behind you on board. It's not like I can just drop a shade every game and let it sit there until I can combo you. The shades actually very rarely are used as finishers, you need them to keep board control and hopefully trade up after a few turns.
And as I mentioned earlier, druids haven't been the strongest class in ages. How can you actually seriously propose that they need a nerf? Removing the combo, btw, will undoubtly send druids to bottom tier immediately.
Why we are not talking about Bloodlust cause is balanced. Also gives attacks to minions and not to your hero like Savage Roar. If Druid still with these COMBOS we should back with Tinkmaster Overspark(when you can choice what minion to become 1/1 or 5/5 and not random),Nat Pagle(At the end of your turn you have 50% chance to draw an extra card) where the game is more competitive before this new RNG. Blizzard don't want serious game. Everyone can create a card, it just put a Random key in the card text, find a good artwork at WOW: Media compare mana's curve to the current cards in game and its done.
what if force of nature's cardtext read : 6 mana ,summon 3 2/4 treants that cant target heroes and die at the end of the turn
then force and roar will be a exellent removal that druid is missing but wont be an OP finisher
You think that 6 mana, 6 damage that is stopped by taunts is "excellent removal"? That would be about the shittiest card in hearthstone. There is no worse removal in the game afaik. FoN without the ability to go face, would obviously never, under any circumstances, be played.
Alexstrasza is not just deal 15 damage to the face and it has a high mana cost so it hard to play anything else. You wouldnt put Alexstrasza in a aggro deck, so you cant look at it like that. Alexstrasza is also a legendary so there is only 1. If there was only 1 FoN i would be fine with it.
You do realize that Alexstrasza costs exactly as much as the combo right? But yes, you're right, it doesn't only do 15 damage to face, it could also heal you back to 15 from 1. So not only is it capable of dealing ridiculous damage, it can also heal you. OP right?
Until fairly recently, most druids ran only one FoN. Has the card been changed since then? No. It's because of the simple reason that the card was never OP. Running two copies also carries the risk of drawing it too early and it loses you the game. However, as I said earlier, it's very common for at least one part to be used defensively since druids suck at removal and have no real comeback mechanic from a lost board. That is why most people are running two, because you want to be able to use it as removal without throwing away your win condition.
And players end up using it as a win condition, since they play sticky/token minions and go face with them. After all my druid games, very few have actually used it as removal and those that did, only did it because they had 2 of them in hand. Nobody is using it for removal like mages do with fireball (not so efficient-mana cost). It's pretty difficult to lose the board as a druid (your draws must be awful for that to happen) + if you see that happenning you just punch face hoping to draw into lethal.
After the expansion I don't mind for druids having such a strong combo (it is their only way to play a viable combo deck anyway) but I'd prefer if shamans (for example) had sth similar since they have bloodlust. That way they would be more viable (not like druids but better)...
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'There is nothing more deceptive than an obvious fact'
I think 1 combo is fine, but when you can deal 22 damage with double combo from no board it is to much. It makes it so that any other control deck but warrior or mage will never make it into the meta. The mechanic is not fun to play around. You play a taunt. They deal with it. They get some damage to the face. From turn 10 you have to heal from 22 HP and you know you could die any turn from then.
You never play around double combo unless you're winning by a lot. Why? Because it either requires thaurissan on at least two parts of it, or a 4 card combo. As a druid, you might get the double combo off about 1 in 25 games. If you're playing around it on a regular basis, you're doing it wrong.
Im not talking about Emperor Thaurissan, im talking about Innervate + Savage Roar + Savage Roar + Force of Nature like many druids run. I dont like how it limits other control decks than Warrior and mage. If you play control shaman this is how you die 70% of the time. I know that only few play these control decks but it shouldnt be a limiting factor for 7 other classes.
As I said, a 4 card combo. And it's not like a 4 card combo in mage, that can actually stall games efficiently. If you're playing around double combo on a regular basis, you're playing badly because of how unlikely it is. A reasonably good player can also tell by the opponents plays, what type of hand he has.
"Limits" warrior and mage? So what you want, is that no other deck should be able to counter the decks, or classes, you want to play? So because I like midrange druid, we should nerf all mech decks, tempo mage etc. because those decks are bad matchups for me? Get over yourself please. If a deck has no bad matchup, then the deck is pretty much broken.
The only mage decks that are bad against midrange druid (not aggro druid mind you), are freeze and fatigue mages. Btw, I love freeze mage so, warrior should definitely be nerfed. It's not fair that control warrior exists so that I can't play freeze mage. (Yes, sarcasm)
Alexstrasza is not just deal 15 damage to the face and it has a high mana cost so it hard to play anything else. You wouldnt put Alexstrasza in a aggro deck, so you cant look at it like that. Alexstrasza is also a legendary so there is only 1. If there was only 1 FoN i would be fine with it.
You do realize that Alexstrasza costs exactly as much as the combo right? But yes, you're right, it doesn't only do 15 damage to face, it could also heal you back to 15 from 1. So not only is it capable of dealing ridiculous damage, it can also heal you. OP right?
Until fairly recently, most druids ran only one FoN. Has the card been changed since then? No. It's because of the simple reason that the card was never OP. Running two copies also carries the risk of drawing it too early and it loses you the game. However, as I said earlier, it's very common for at least one part to be used defensively since druids suck at removal and have no real comeback mechanic from a lost board. That is why most people are running two, because you want to be able to use it as removal without throwing away your win condition.
And players end up using it as a win condition, since they play sticky/token minions and go face with them. After all my druid games, very few have actually used it as removal and those that did, only did it because they had 2 of them in hand. Nobody is using it for removal like mages do with fireball (not so efficient-mana cost). It's pretty difficult to lose the board as a druid (your draws must be awful for that to happen) + if you see that happenning you just punch face hoping to draw into lethal.
After the expansion I don't mind for druids having such a strong combo (it is their only way to play a viable combo deck anyway) but I'd prefer if shamans (for example) had sth similar since they have bloodlust. That way they would be more viable (not like druids but better)...
It's difficult to lose board as a druid? Against all aggro decks, the (midrange)druid has lost the board the second the game starts in almost all games. And it is in fact very easy to get a terrible draw as a druid, especially midrange. It's less frequent now that the deck has Darnassus Aspirant, but it still happens frequently that you have no play until turn 5.
Everybody who knows how to play midrange druid, uses FoN for removal on a regular basis. Against midrange and control, you rarely use it unless you have two in hand or you basically have no other choice, but against aggro it is used very frequently as removal. It is shitty removal, but druids don't have a whole lot of choice.
Shamans can't have a similar combo since they have such incredibly strong and cheap removal (Hex and Earth Shock f.e.). I do however agree that shamans desperately need a buff.
I think 1 combo is fine, but when you can deal 22 damage with double combo from no board it is to much. It makes it so that any other control deck but warrior or mage will never make it into the meta. The mechanic is not fun to play around. You play a taunt. They deal with it. They get some damage to the face. From turn 10 you have to heal from 22 HP and you know you could die any turn from then.
You never play around double combo unless you're winning by a lot. Why? Because it either requires thaurissan on at least two parts of it, or a 4 card combo. As a druid, you might get the double combo off about 1 in 25 games. If you're playing around it on a regular basis, you're doing it wrong.
Im not talking about Emperor Thaurissan, im talking about Innervate + Savage Roar + Savage Roar + Force of Nature like many druids run. I dont like how it limits other control decks than Warrior and mage. If you play control shaman this is how you die 70% of the time. I know that only few play these control decks but it shouldnt be a limiting factor for 7 other classes.
As I said, a 4 card combo. And it's not like a 4 card combo in mage, that can actually stall games efficiently. If you're playing around double combo on a regular basis, you're playing badly because of how unlikely it is. A reasonably good player can also tell by the opponents plays, what type of hand he has.
"Limits" warrior and mage? So what you want, is that no other deck should be able to counter the decks, or classes, you want to play? So because I like midrange druid, we should nerf all mech decks, tempo mage etc. because those decks are bad matchups for me? Get over yourself please. If a deck has no bad matchup, then the deck is pretty much broken.
The only mage decks that are bad against midrange druid (not aggro druid mind you), are freeze and fatigue mages. Btw, I love freeze mage so, warrior should definitely be nerfed. It's not fair that control warrior exists so that I can't play freeze mage. (Yes, sarcasm)
I said OTHER control decks than warrior or mage. Since warrior can counter it with armor and mage with ice block. The reason the combo comes up that often is because how control decks play out. You will almost play your whole deck and they will draw into it at some point. You only have a 8 hp margin to play around with. 8 hp is way to little. It is not only control shaman that has this problem and i like to play other control decks aswell. There is no reason for blizzard to make other control decks, since druid will counter them all for now.
Well, ok, you clearly don't have a clue what you're talking about since midrange druid actually is a terrible matchup for freeze mage, and warrior certainly isn't favoured either even though the matchup is closer after TGT than it was before.
The point is still the same. You want the decks you like to have no counters at all, that is your whole point. The reason control shaman doesn't work isn't druid btw, it's because it's a bad deck. Plain and simple. The only real control decks that druid still counters, is freeze mage and control priest (which really isn't played anymore). Edit: And handlock, to a certain extent.
It's completely irrelevant how good any deck is against a part of another deck. What is relevant is how good a deck as a whole is against another. Druid (any deck) hasn't been the best deck for a long time. But you still want to nerf it to the point where it's completely unplayable on a competitive level, because you want to play decks that aren't viable. Do you really think that is reasonable?
While we're at it, we might as well nerf every aggro deck out there because I would like to play more control.
It's almost impossible to "bluff" a double combo without making more sub-optimal plays than you force your opponent to do. I would never play around a double combo unless I'm way ahead. The double combo is so unlikely that it's almost never worth playing around it. The same kind of goes for innervate combo on turn 7, however that one is much easier to predict and is also far more likely most of the time.
Innervate is the only unpredictability that druid has, it is an otherwise very straight forward class. I certainly don't think it's "unfair" in the sense that it needs fixing. And I'm not saying this solely because I like playing druid, I play a lot of paladin and mage as well.
I'm one in favor of nerfing the combo. The problem with the combo is keeping the board clear at all time....and when you do that, you can hardly develop your board. Many times on turn 8, if they played AoL for example, so in order to stay alive next turn you have to be at 22 health (given he didn't play Emperor and/or has no coin + innvervate + 2nd SoR). If you keep playing around the combo, you will eventually lose.
Another problem with the combo is that it just doesn't allow any other Druid archetype decks. The only 2 competitive deck types are aggro & midrange combo druid at the moment and both requires the combo. Any deck that doesn't run them are just not viable. Druid becomes so dependent on it then they're also brokenly weak without it. It is the reason they haven't been given any viable cards out of the last few expansion/adventure. I really hope Blizz weaken the combo a bit and give them something else....Give Druid a few more cards to build the Super Ramp archetype that works with Aviana and Astral Communion.
with 3 minions on the board: (ignoring actuall stats of these minions)
SR does 8 dmg for 3 mana
Bloodlust does 9 dmg for 5 mana
I tried to look for equal card & mana usage and came up with:
2x SR does 16 dmg for 6 mana (3 minions)
1x BL + 1x rockbiter does 12 dmg for 6 mana (3minions)
so druid has 4 more damage which is increased by +1 dmg each more minion besides those 3 minions. SO personally I would say remove the hero's ATK-DMG part of SR to equal it out.
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I don't think that's a fair analogy. Alexstrasza has the errata of not being able to kill a player, and will only do the maximum 15 damage if you've not dealt any damage to them all game. For a freeze mage that might happen, but again it can't *actually* kill someone.
So we're down to 12 damage as the #2 spot for two card combos. Al'Akir the Windlord + Rockbiter Weapon, Grommash Hellscream + Inner Rage and, I guess, Fireball + Fireball, because why not. These aren't a fair comparison, though because they're a *static* 12 damage. Have some extra awesomeness on the board? Who cares! (Yes Fireball can benefit from spell power but if you've really not had to use a fireball all game, you've controlled the board from turn 4. Or you're up to Archmage Antonidas shenanigans. Neither is what I'm trying to talk about here.)
I can't think of a two card finisher that does as much as Savage Roar and Force of Nature, with the option to scale up massively if you have board presence. And there's a reason every single druid deck seems to run 2xShade of Naxxramas. Sure, they're *possible* to remove, but your average card won't do it...
@ Hebi's second post: That's exactly why I think it's a neat discussion. If Patron's charge is 'bad', is Grom's charge also 'bad'? If Al + Rockbiter is static, and FoN + Roar scales, can both exist fairly within the same game? If charge in general is 'bad', is spell face damage also 'bad'? If so, is it only bad when a freeze mage does it, or should even pyroblast be up for the chopping block?
Obviously the answers change based on who you ask, but it's interesting to think about, haha.
Alexstrasza can't kill you the turn your opponent plays her.
Your opponent can't kill you with two cards the turn after playing Alexstrasza, if she dies.
Savage Roar, however...
Sure, Alex is kind of OP, because she can halve your life total, or heal your opponent for 14.
I think she should've read: "Restore 15 health to a friendly character"
what if force of nature's cardtext read : 6 mana ,summon 3 2/4 treants that cant target heroes and die at the end of the turn
then force and roar will be a exellent removal that druid is missing but wont be an OP finisher
Why we are not talking about Bloodlust cause is balanced. Also gives attacks to minions and not to your hero like Savage Roar. If Druid still with these COMBOS we should back with Tinkmaster Overspark(when you can choice what minion to become 1/1 or 5/5 and not random), Nat Pagle(At the end of your turn you have 50% chance to draw an extra card) where the game is more competitive before this new RNG. Blizzard don't want serious game. Everyone can create a card, it just put a Random key in the card text, find a good artwork at WOW: Media compare mana's curve to the current cards in game and its done.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
whats that naxx card that foils all combos with a lil intuitive play?
@powermonger(don't want to quote that much text):
It's completely irrelevant how good any deck is against a part of another deck. What is relevant is how good a deck as a whole is against another. Druid (any deck) hasn't been the best deck for a long time. But you still want to nerf it to the point where it's completely unplayable on a competitive level, because you want to play decks that aren't viable. Do you really think that is reasonable?
While we're at it, we might as well nerf every aggro deck out there because I would like to play more control.
@are_you
It's almost impossible to "bluff" a double combo without making more sub-optimal plays than you force your opponent to do. I would never play around a double combo unless I'm way ahead. The double combo is so unlikely that it's almost never worth playing around it. The same kind of goes for innervate combo on turn 7, however that one is much easier to predict and is also far more likely most of the time.
Innervate is the only unpredictability that druid has, it is an otherwise very straight forward class. I certainly don't think it's "unfair" in the sense that it needs fixing. And I'm not saying this solely because I like playing druid, I play a lot of paladin and mage as well.
I'm one in favor of nerfing the combo. The problem with the combo is keeping the board clear at all time....and when you do that, you can hardly develop your board. Many times on turn 8, if they played AoL for example, so in order to stay alive next turn you have to be at 22 health (given he didn't play Emperor and/or has no coin + innvervate + 2nd SoR). If you keep playing around the combo, you will eventually lose.
Another problem with the combo is that it just doesn't allow any other Druid archetype decks. The only 2 competitive deck types are aggro & midrange combo druid at the moment and both requires the combo. Any deck that doesn't run them are just not viable. Druid becomes so dependent on it then they're also brokenly weak without it. It is the reason they haven't been given any viable cards out of the last few expansion/adventure. I really hope Blizz weaken the combo a bit and give them something else....Give Druid a few more cards to build the Super Ramp archetype that works with Aviana and Astral Communion.
Like someone else mentioned few pages back;
with 3 minions on the board: (ignoring actuall stats of these minions)
SR does 8 dmg for 3 mana
Bloodlust does 9 dmg for 5 mana
I tried to look for equal card & mana usage and came up with:
2x SR does 16 dmg for 6 mana (3 minions)
1x BL + 1x rockbiter does 12 dmg for 6 mana (3minions)
so druid has 4 more damage which is increased by +1 dmg each more minion besides those 3 minions. SO personally I would say remove the hero's ATK-DMG part of SR to equal it out.