We all know how insane Divine Favor can be, especially against control decks. It rewards flooding, which is fine, but punishes the opponent for trying to win through card advantage and playing a control based deck. Often, at worst, it's an Arcane Intellect. Too good of a card? What do you guys think?
It certainly feels like it's too good sometimes. I was playing Control Warrior all last season and pretty much every time it was cast against me it drew 3-6 cards and felt like the world's biggest beating. I've been playing Paladin this season though, since it's actually pretty good and if I ever want to actually beat Paladins I should probably understand how they work. My experience has been that sometimes you draw a million and feel like a champion, and other times you spend three mana to draw a card, which feels significantly worse. It's prooooobably not broken, but the swing in how good it is makes it feel like it is half the time.
It's annoying yes, since it doesn't have a hard cap. Something ala "draw X cards, reduce cost based on number of cards in opponent's hand" would have been a more nuanced approach.
I actually don't mind aggro, but aggro is already powerful due to the curve. It is a bit unreasonable that the backdraw of playing a heavier curve should be punished even more already in the early game.
Still, it can be played around I guess. At least vs rush pally, not so easy to play around vs secret pally.
I think it's fine because it's basically Paladin's only draw mechanic.
If you don't get it, your hand dries up and you probably lose.
If you get it but the opponent has a small hand, you get little-no value. (Useless if opponent has no cards)
If you get it and your opponent has a big hand, it's a good card.
Being only 2 of 30 cards, there are many games where it won't show up. And when it does, your opponent has often been burning their removal and small minions anyway to deal with your board.
Surviving Mysterious Challenger is a feat you plan for and expect to take a lot of face damage. However when you draw something like 6+ cards from Divine Favor after dumping your hand it really feels like a nigh impossible feat to beat as a control deck. There's just a constant supply of card draw, dumping your hand isn't an option unless you run an aggro or fast mid range deck. I really hope blizzard plans to change Divine Favor aka the back bone of full face paladin and the secret back bone of secret paladin.
Divine Favor is a card designed to punish slow/control decks and those cards need to exist in the game. The problem is that aggro decks already are overwhlemingly strong and playing a slow deck is - in some form - a disadvantage in itself which means from a design point of view those cards punishing control aren't really needed in the game right now.
If the game had more efficient anti aggro tools which actually do a decent job at punishing aggro decks then cards like DF certainly wouldn't be a problem. At the same time it's pretty much a dead card in the aggro mirror match which kinda balances it out in the overall picture of the meta, Pally is already rather weak against FaceHu
Slow control decks are already punished by the fact that they keep adding deathrattle since Nax without any clear for it. You can't clear a single aggro board anymore weapons are completely useless and so are things like flamestrike because everything spawns stronger shit haunted creeper turns into two damage shredder turns into a 2 drop egg turns into a 4/4. No one even runs silence anymore because you'd need 20 of them.
Then there's things that existed before but have been improved with new additions. Like redemption with Mysterious Balance which also improved a card that was added later but not played like avenge.
It's a classic counter card that only seems unfair because aggro seems so unfair.
Exactly, in fact during Ladder I even dropped Divine Favor from my deck because I found it was way more often a dead card than not. But the only matches I ever had were mirrors and hunters, maybe the occasional druid.
Lately on ladder im been facing tons of secret paladin and the Dr 6 is OP and all, but u can play around him, but if u play safe and try to get some card advantage against a paladin that had used all his resources on the board that he just lost and then he go and use divine favor and get 4 cards, that is just insane and paladin player cant even argue with battle rage that the warrior has because they have to develop a board and have damaged minions and divine favor just punish your for playing well and reward the paladin player for playing bad and if that isnt a broke mechanic i dont know what it is
Lately on ladder im been facing tons of secret paladin and the Dr 6 is OP and all, but u can play around him, but if u play safe and try to get some card advantage against a paladin that had used all his resources on the board that he just lost and then he go and use divine favor and get 4 cards, that is just insane and paladin player cant even argue with battle rage that the warrior has because they have to develop a board and have damaged minions and divine favor just punish your for playing well and reward the paladin player for playing bad and if that isnt a broke mechanic i dont know what it is
Play a control deck and beat Secret Paladin most of the time. The Control Paladin I've been running has an 80% win rate against Secret Paladin. Just played a game where the Secret Paladin got both Divine Favors off, one for 5 cards, one for 3 cards. Still beat him.
Is this another "I got just wrecked by this thing so I gotta complain about it" thread?
Divine favor is fine. Like many cards, it is situational. If you get it at the right time, it can be great card draw. If you get it at the wrong time, it can be next to useless. There's a reason why I only run one of them when I play Paladin. And when facing a Paladin, I have never lost because of Divine Favor. To be honest, hearing this is a first for me.
I like playing Control Decks,last season I did all the climb to Rank 5 with Freeze Mage and even if I have a good winrate against Secret Paladin,I still think Divine Favor is somehow broken... Maybe it's not gonna swing the game as much as Dr.6, but still going +6 with a single card it's insane....
is there actually a thread called "nerf XXX" where you didn't agree?
Probably around 1000.
there are some broken cards that needs immediate nerf like Mad scientist Boom Dr6 Etc and balanced cards Divine favour is a lot closer to first group.
ok, but in that case: what is the problem with individual cards when they don't spawn "op decks" - which "overpowered" deck is currently definend by mad scientiest and divine favour? And even Dr. 6 - why did the majority of players at the world championship NOT bring secret paladin to the world championship of this game? if it was "op" as everybody keeps telling himself in this forum, they would be flat out stupid, yet they qualified through a pretty long process assuring that they are among the best at this game...
Doesn't need a nerf, if you think it does you probably haven't ever played with it before. More often than not, its either a dead card, or the deck is completely reliant on it.
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We all know how insane Divine Favor can be, especially against control decks. It rewards flooding, which is fine, but punishes the opponent for trying to win through card advantage and playing a control based deck. Often, at worst, it's an Arcane Intellect. Too good of a card? What do you guys think?
Yung Sueezy
Yes
source: Me playing Handlock vs Paladin :(
It certainly feels like it's too good sometimes. I was playing Control Warrior all last season and pretty much every time it was cast against me it drew 3-6 cards and felt like the world's biggest beating. I've been playing Paladin this season though, since it's actually pretty good and if I ever want to actually beat Paladins I should probably understand how they work. My experience has been that sometimes you draw a million and feel like a champion, and other times you spend three mana to draw a card, which feels significantly worse. It's prooooobably not broken, but the swing in how good it is makes it feel like it is half the time.
Nothing doing, traveler.
It's annoying yes, since it doesn't have a hard cap. Something ala "draw X cards, reduce cost based on number of cards in opponent's hand" would have been a more nuanced approach.
I actually don't mind aggro, but aggro is already powerful due to the curve. It is a bit unreasonable that the backdraw of playing a heavier curve should be punished even more already in the early game.
Still, it can be played around I guess. At least vs rush pally, not so easy to play around vs secret pally.
It is a card that only works in certain, specific situations.
Hardly broken.
"Put your face in the light!" - Tirion Fordring
I hate this card. Battle Rage was nerfed (long before patron) and Divine Favor wasn't. :/
One of the most perfect cards on HS, IMO.
I think it's fine because it's basically Paladin's only draw mechanic.
If you don't get it, your hand dries up and you probably lose.
If you get it but the opponent has a small hand, you get little-no value. (Useless if opponent has no cards)
If you get it and your opponent has a big hand, it's a good card.
Being only 2 of 30 cards, there are many games where it won't show up. And when it does, your opponent has often been burning their removal and small minions anyway to deal with your board.
Feel free to add me if you play on NA! iMPose#1429
Surviving Mysterious Challenger is a feat you plan for and expect to take a lot of face damage. However when you draw something like 6+ cards from Divine Favor after dumping your hand it really feels like a nigh impossible feat to beat as a control deck. There's just a constant supply of card draw, dumping your hand isn't an option unless you run an aggro or fast mid range deck. I really hope blizzard plans to change Divine Favor aka the back bone of full face paladin and the secret back bone of secret paladin.
VS
Slow control decks are already punished by the fact that they keep adding deathrattle since Nax without any clear for it. You can't clear a single aggro board anymore weapons are completely useless and so are things like flamestrike because everything spawns stronger shit haunted creeper turns into two damage shredder turns into a 2 drop egg turns into a 4/4. No one even runs silence anymore because you'd need 20 of them.
Then there's things that existed before but have been improved with new additions. Like redemption with Mysterious Balance which also improved a card that was added later but not played like avenge.
Lately on ladder im been facing tons of secret paladin and the Dr 6 is OP and all, but u can play around him, but if u play safe and try to get some card advantage against a paladin that had used all his resources on the board that he just lost and then he go and use divine favor and get 4 cards, that is just insane and paladin player cant even argue with battle rage that the warrior has because they have to develop a board and have damaged minions and divine favor just punish your for playing well and reward the paladin player for playing bad and if that isnt a broke mechanic i dont know what it is
Divine Favour is fine.
Flamewakers HATE being confused for Flamewalkers. They just wake up fire, they dont walk on it. Walking on fire is CRAZY.
Is this another "I got just wrecked by this thing so I gotta complain about it" thread?
Divine favor is fine. Like many cards, it is situational. If you get it at the right time, it can be great card draw. If you get it at the wrong time, it can be next to useless. There's a reason why I only run one of them when I play Paladin. And when facing a Paladin, I have never lost because of Divine Favor. To be honest, hearing this is a first for me.
I like playing Control Decks,last season I did all the climb to Rank 5 with Freeze Mage and even if I have a good winrate against Secret Paladin,I still think Divine Favor is somehow broken... Maybe it's not gonna swing the game as much as Dr.6, but still going +6 with a single card it's insane....
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Its a dead card if you are facing agro. It has advantage and disadvantage as all cards.
Doesn't need a nerf, if you think it does you probably haven't ever played with it before. More often than not, its either a dead card, or the deck is completely reliant on it.
"I'LL FIX YOU!!!"