I think the real problem is people hoarding cards in their hands. Hands should be nerfed so you can only hold 5 cards at one time. This way, divine favour would not be exploited in such a way. Discuss.
That's a terrible idea! I mean no offense, but do you have any clue what mill decks would do with a 5 card hand? Believe me, divine favor would be the least of your worries. The amount of card burn through overdraw would be insane.
You are right. Fatigue is op. Instead i think they should just give you 1 free Angry Chicken at the beginning of each turn. That would be much balanced and help you make a comeback.
Perhaps a better way to do what you were trying would be to put a cap on the card's max draw. You said 5 card hand. How about the normal hand, but Divine Favor's card draw is capped at 5? This would do the same thing to the card you wanted without blowing up the game's balance by messing with hand size.
Although, I am personally still of the opinion that the card is fine due to it being situational. I would rather see more viable mill decks as a way to punish this card, similarly to how this card punishes some control decks.
I don't think it's Divine Favor that's OP so much as it's now much more effective/efficient when used as a part of a deck a lot of people consider OP. I honestly think it's the gut punch after fight off someone's hand, dealing with Mysterious Challenger and THEN having them refill their hand to drop another Dr. 6 which they just drew.
A punch to the gut hurts but it's manageable... however, a punch to the gut after being hit with a 6 mana baseball bat feels extra insulting so it seems extra OP. Fix Dr. 6 and Divine Favor won't seem as crazy is my thought.
That being said secret pally is definitely something that can be dealt with if you're smart/careful, it's just not fun having to get through all that cheese to get there. The deck feels very "auto pilot" which is gonna piss a lot of people off when they feel like their opponent had to put in less effort than they did to get better results.
I think the real problem is people hoarding cards in their hands. Hands should be nerfed so you can only hold 5 cards at one time. This way, divine favour would not be exploited in such a way. Discuss.
That's a terrible idea! I mean no offense, but do you have any clue what mill decks would do with a 5 card hand? Believe me, divine favor would be the least of your worries. The amount of card burn through overdraw would be insane.
You are right. Fatigue is op. Instead i think they should just give you 1 free Angry Chicken at the beginning of each turn. That would be much balanced and help you make a comeback.
Perhaps a better way to do what you were trying would be to put a cap on the card's max draw. You said 5 card hand. How about the normal hand, but Divine Favor's card draw is capped at 5? This would do the same thing to the card you wanted without blowing up the game's balance by messing with hand size.
Although, I am personally still of the opinion that the card is fine due to it being situational. I would rather see more viable mill decks as a way to punish this card, similarly to how this card punishes some control decks.
I have an even better idea. How about, when you play it, the game asks you what number it is thinking of. If you guess correctly, you are allowed to draw cards. If you are wrong, you discard 3 cards. The range would be 1-9000
I think the real problem is people hoarding cards in their hands. Hands should be nerfed so you can only hold 5 cards at one time. This way, divine favour would not be exploited in such a way. Discuss.
That's a terrible idea! I mean no offense, but do you have any clue what mill decks would do with a 5 card hand? Believe me, divine favor would be the least of your worries. The amount of card burn through overdraw would be insane.
You are right. Fatigue is op. Instead i think they should just give you 1 free Angry Chicken at the beginning of each turn. That would be much balanced and help you make a comeback.
Dude, you're advocating turning the rules of the game upside down because you don't like the way one class card works with one deck type?
I think the real problem is people hoarding cards in their hands. Hands should be nerfed so you can only hold 5 cards at one time. This way, divine favour would not be exploited in such a way. Discuss.
Excellent idea! I actually think 4 cards max would be even better. That way we won't see any of those annoying control decks ever again!
I think the real problem is people hoarding cards in their hands. Hands should be nerfed so you can only hold 5 cards at one time. This way, divine favour would not be exploited in such a way. Discuss.
That's a terrible idea! I mean no offense, but do you have any clue what mill decks would do with a 5 card hand? Believe me, divine favor would be the least of your worries. The amount of card burn through overdraw would be insane.
You are right. Fatigue is op. Instead i think they should just give you 1 free Angry Chicken at the beginning of each turn. That would be much balanced and help you make a comeback.
Dude, you're advocating turning the rules of the game upside down because you don't like the way one class card works with one deck type?
This is exactly the best way to balance hearthstone and make it a better game. Also, how did you get a picture of me? I am afraid for my privacy.
I think the real problem is people hoarding cards in their hands. Hands should be nerfed so you can only hold 5 cards at one time. This way, divine favour would not be exploited in such a way. Discuss.
Excellent idea! I actually think 4 cards max would be even better. That way we won't see any of those annoying control decks ever again!
I am glad you agree! Additionally, i believe it would be an improvement if we all started with 5 mana. And all cards cost 7 Mana. Passing the first 2 turns is my favourite part of each match. It would add much diversity and skill to the game.
I suggest anyone who thinks nerfing DF will help to try out this variant of the deck or any similar version that doesn't run secretkeeper and picks more consistent things in the place of the 7-8 secrets that aggro secret paly plays:
You literally destroy everything in the meta right now(even the so called "counters" like freeze mage and face hunter) and you spend nearly the entire game playing whatever card happens to fit your mana curve better(tried it at ranks 4-2,then switched to something else out of plain boredom,i'm actually 100% serious). I would go as far as to say that this sort of secret paladin is easily the best deck in the game right now. And guess what? IT DOESN'T RUN DIVINE FAVOUR.
Solution: Make Mysterious Challenger legendary and let everyone dust their second one for 1600 as a "sorry we let this happen and tried to convince you it was balanced, <3 Blizz"
usually the biggest problem with aggro decks is bad/nonexistent card draw = their weakness
not sure why you got that idea... it is the weakness of rush decks (or RDW in magic.) The pally deck is more akin to green deck in mtg and green is good at conditional card draw(what this card does) and fishing for creatures. for an inflated cost... so no usually that is not the biggest problem of aggro decks but only of the rush/rdw subset of them and secret pally & mid range pally are not rush decks (see face hunter.)
also as someone else mentioned if it was so incredible why did no one play it at the world qualifiers? and if you check most of the streamers that are pretty good (i assume better than you since no qq) you can see that they don't play pala like crazy and think it is incredibly OP.
finally there is time for different arche types and maybe now is not the best for control, altough I am doing just fine with warrior control.
Kripparrian addressed the problem with Divine Favor. It allows a paladin to vomit out all its cards in hand like face hunter, but then draw a bunch of cards with divine favor. It severely punishes slower decks like control warrior or handlock as well as combo decks. Cards that hold on to cards.
Then while aggro excels at early game and fails in late game and control is weak early game and strong late...Paladin excels at both. You drop Loatheb to protect board, MC, Boom, then Tirion. GG. Probably why mindless bots can get 50+% win rate with Secret paladin but only 40 with Face Hunter or any other perceived 'easy to play' decks.
I wouldn't call it broken. It's only good in certain situations. If a Paladin is playing against an aggro deck then they'll rarely get value. I think we've all seen times when Paladins are forced to Divine Favor for one card because they had no other option.
every card that makes you "if you dumped your hand and you topdeck it = win game" , should be just removed
also "situational cards" that are uselss 80% of time, but other 20% of time give you 95% win ratio are the reason this game has ultra issues
I agree with both, but I don't really think Divine Favor is in either category. It's not really an auto-win card, unlike some others in game (Piloted Shredder, Unstable Portal, even cards like Ram Wrangler, ...).
Guys make please a difference between key cards and broken cards. If you argue like that you can also nerf Fiery Win Axe since it kills all the 2 drops or even Mal Ganis because you can't go face when he is on the board.
In my own, even Warsong commander and the grim patron was nice. Just the frothing berserker was the OP card. I mean the magic behind hearthstone should be to play by following a certain strategy when playing against the decks. If you just play pleb warrior, you build a deck around it etc...
Complaint thread, nothing is added whining about cards. Divine favor is an anti control card and working as intended. Let it go and make better decks. take your complaining and negativity somewhere else.
Edit- There's enough of these threads as is, at least use an existing one
That sums it up pretty well.
Is it a good card? Totally.
Broken? Nah.
Needs a nurf? Definitely fucking knot.
I don't think it's Divine Favor that's OP so much as it's now much more effective/efficient when used as a part of a deck a lot of people consider OP. I honestly think it's the gut punch after fight off someone's hand, dealing with Mysterious Challenger and THEN having them refill their hand to drop another Dr. 6 which they just drew.
A punch to the gut hurts but it's manageable... however, a punch to the gut after being hit with a 6 mana baseball bat feels extra insulting so it seems extra OP. Fix Dr. 6 and Divine Favor won't seem as crazy is my thought.
That being said secret pally is definitely something that can be dealt with if you're smart/careful, it's just not fun having to get through all that cheese to get there. The deck feels very "auto pilot" which is gonna piss a lot of people off when they feel like their opponent had to put in less effort than they did to get better results.
Simply said yes. The thing most broken about secret paladin is NOT Mysterious Challenger, it is the card draw with Divine Favor.
I suggest anyone who thinks nerfing DF will help to try out this variant of the deck or any similar version that doesn't run secretkeeper and picks more consistent things in the place of the 7-8 secrets that aggro secret paly plays:
http://www.icy-veins.com/hearthstone/secrets-anti-aggro-paladin-midrange-tgt-deck
You literally destroy everything in the meta right now(even the so called "counters" like freeze mage and face hunter) and you spend nearly the entire game playing whatever card happens to fit your mana curve better(tried it at ranks 4-2,then switched to something else out of plain boredom,i'm actually 100% serious). I would go as far as to say that this sort of secret paladin is easily the best deck in the game right now. And guess what? IT DOESN'T RUN DIVINE FAVOUR.
#balancedDeck
Solution: Make Mysterious Challenger legendary and let everyone dust their second one for 1600 as a "sorry we let this happen and tried to convince you it was balanced, <3 Blizz"
Kripparrian addressed the problem with Divine Favor. It allows a paladin to vomit out all its cards in hand like face hunter, but then draw a bunch of cards with divine favor. It severely punishes slower decks like control warrior or handlock as well as combo decks. Cards that hold on to cards.
Then while aggro excels at early game and fails in late game and control is weak early game and strong late...Paladin excels at both. You drop Loatheb to protect board, MC, Boom, then Tirion. GG. Probably why mindless bots can get 50+% win rate with Secret paladin but only 40 with Face Hunter or any other perceived 'easy to play' decks.
I wouldn't call it broken. It's only good in certain situations. If a Paladin is playing against an aggro deck then they'll rarely get value. I think we've all seen times when Paladins are forced to Divine Favor for one card because they had no other option.
Guys make please a difference between key cards and broken cards. If you argue like that you can also nerf Fiery Win Axe since it kills all the 2 drops or even Mal Ganis because you can't go face when he is on the board.
In my own, even Warsong commander and the grim patron was nice. Just the frothing berserker was the OP card. I mean the magic behind hearthstone should be to play by following a certain strategy when playing against the decks. If you just play pleb warrior, you build a deck around it etc...
Just remember the good times!
nothing wrong....but knowing blizzard..if it isnt a mage card its gonna get nerfed to oblivion...
Whens that elf paladin legendary i see so much?
Played 20-14 this season with the aggro secret paladin (yeah-yeah, I know). Not a single use of DF that netted me more than 2 cards.
It's either dead in my my hand for entire game or sits deep in the deck even after MC thinning. Much value, such wow.
Complaint thread, nothing is added whining about cards. Divine favor is an anti control card and working as intended. Let it go and make better decks. take your complaining and negativity somewhere else.
Edit- There's enough of these threads as is, at least use an existing one
/thread
It is not broken, but it would probably be more balanced as a 4-mana card instead.