First sorry if this has been posted/discussed before. I did some poking around but only found threads involving deck building and control warrior and the like.
I seriously feel the interaction between Justicar Trueheart and Warrior is a little overpowered. Now yes you can argue that warriors need all that armor, they are taking a bunch of damage with all of their weapon cards and need armor for cards like shield bash to be effective. However coupled with all their other armor generating cards like shield maiden, armorsmith, bash, shield block and their hero power warriors quickly start to get out of control. Yes they also have to lose 2 mana and some tempo to get that 4 armor every turn but I've never run into a warrior that is unable to play around it.
I think justicar trueheart needs nerfed a little in regards to the hero classes that already have a value of 2 for their hero power. You could make the same argument that priest is op with being able to heal 4 damage or deal out 4 damage every turn with auchenai soulpriest. Or that hunters are op being able to deal 4 face damage every turn. You just don't see that many priests/hunters using justicar.
Yes like anything it requires setup and card draw but I see this trend being way to prevalent with warriors, I don't run into any other classes using justicar as frequently and 4 armor for 2 mana every turn is a bit overtuned I think. I don't know what Blizz could do with it honestly though, setting it to 3 seems underwhelming but 4 is clearly to much. Maybe have it do something else on top of giving the warrior 2 armor like giving a random friendly minion 2 armor as well - that would be an interesting mechanic for warriors I think, being able to put armor on their minions.
That is an interesting idea, putting armor on minions. However that is really similar to priest in the way that it increase a minions sustain. But isnt this a direct upgrade from priest hero power?
I really don't think it's a problem. I mained CW for a long time and you only get up to huge armor totals against other control decks and just like any control matchup, the game really comes down to life totals.
It needs balancing lets be real. If hunter gains 1 damage, warrior should gain 1 more armor, it should be even. Healing yourself each turn for 4 is ridiculous, none of the decks are supposed to win by simply gaining 4 armor each turn. It completely destroys some decks who don't have enough damage and get into fatigue to lose simply cause of this stupid armor abuse.
I don't see the problem for the most part I don't even get to play Justicar because of the doomhammers and it is only fairly relevant against other control decks like N'Zoth Pally or Priest since it does come down to life total. I don't want to sound like an ass, but for the most part people who complain about the card are super aggressive style players who run out of steam after turn 7 or so.
Warrior HP is the worst without Justicar, justicar nakes up for that
I love my 50 armor :)
Also if hunters would have gotten 4dmg with justicar the forums would have exploded back when TGT came out, at least stacking armor makes a good game possible, hunter just rushes you down ... no interaction, that is the problem with face decks
Don't even get me started on aggro/face hunters. I'm glad that seems to have gotten toned down with old gods. Games actually seem to last into turn 10 more often than not now.
Playing justicar is a HUGE tempo loss, the body is close to useless due to its stat distribution, it can be cleared by a reguler 2 drop or 1-2 mana spell. You have to have something to make up for the loss of tempo. And if the warrior drags the game long enough to be able to get a lot of value out of this, he deserves it. I think Shield Bearer is way easier to activate than justicar. You need 5+ turns hero power to gain the same value out of justicar, plus the shield bearer has a way bigger body.
Is it a strong card in warrior and priest? It sure is. Is it unfair or overpowered? Not in the slightest.
Playing justicar is a HUGE tempo loss, the body is close to useless due to its stat distribution, it can be cleared by a reguler 2 drop or 1-2 mana spell. You have to have something to make up for the loss of tempo. And if the warrior drags the game long enough to be able to get a lot of value out of this, he deserves it. I think Shield Bearer is way easier to activate than justicar. You need 5+ turns hero power to gain the same value out of justicar, plus the shield bearer has a way bigger body.
Is it a strong card in warrior and priest? It sure is. Is it unfair or overpowered? Not in the slightest.
You do lose a bunch of tempo agreed and the body is easy to take out. Maybe it isn't justicar in and of itself but its synergy with other armor generating cards that makes things start to get out of hand. Justicar just seems the most likely place to me to start looking at some balance tweaks. I do feel the "bug" (if you even want to call it that) of being able to use hero power, drop justicar, use hero power again needs fixed. even though it's a hell of a setup/tempo loss to do so.
Playing justicar is a HUGE tempo loss, the body is close to useless due to its stat distribution, it can be cleared by a reguler 2 drop or 1-2 mana spell. You have to have something to make up for the loss of tempo. And if the warrior drags the game long enough to be able to get a lot of value out of this, he deserves it. I think Shield Bearer is way easier to activate than justicar. You need 5+ turns hero power to gain the same value out of justicar, plus the shield bearer has a way bigger body.
Is it a strong card in warrior and priest? It sure is. Is it unfair or overpowered? Not in the slightest.
You do lose a bunch of tempo agreed and the body is easy to take out. Maybe it isn't justicar in and of itself but its synergy with other armor generating cards that makes things start to get out of hand. Justicar just seems the most likely place to me to start looking at some balance tweaks. I do feel the "bug" (if you even want to call it that) of being able to use hero power, drop justicar, use hero power again needs fixed. even though it's a hell of a setup/tempo loss to do so.
It requires a full 10-mana-turn to pull off justicar + double heropower, and at that point it's most certainly too late to get justicar value whatsoever. And it's no bug, every card that exchanges your hero power behaves like this, Sir Finley, Vilefin Inquisitor.... and it's the same for every class, so the point is moot.
Armor is THE central warrior mechanic. Warrior needs armor to be viable. This is like complaining about warlocks drawing cards without having to play other cards.
I've played fatigue warrior for a long time. It is VERY hard to recover from the tempo loss, and in most games, i couldn't even afford to use hero power in consecutive turns because i was so much behind on the board. It might have become easier in c'thun/shield bearer matchups, i can't comment on that, but again, then shield bearer is a bigger balancing problem than justicar ever was.
It's a little overpowered, but it'll rotate out of standard after a year or so it'll be fine. It's not like it's so OP that it goes in every warrior deck. Having some cards be a bit overpowered isn't a big enough problem in card games to warrant nerfs/bans. Only if cards become genuinely oppressive to the format would they warrant nerfs.
A few months ago, I was against nerfing the card. Now however, I've changed my view. I think the warrior armor gain is completely broken. That and funny amounts of removal warrior has for every deck,
I think the effect for Rogues should be "Your combos are activated this turn" when you hero power, keep the knife at 1/2. I would at least try and play with that in Rogue. Right now Justicar is less than worthless in Rogue, rather play a poisoned blade.
This is so dumb, you make a huge anti-tempo move by paying 6 mana for a 3 health minion. The battlecry might as well be worth it. Perfectly fine as it is.
But even so, no one runs Justicar in Shaman because of how lackluster the upgrade is compared to Warrior, Priest, and Paladin's hero powers being essentially doubled. (Also note those three classes are the ones that run Justicar)
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First sorry if this has been posted/discussed before. I did some poking around but only found threads involving deck building and control warrior and the like.
I seriously feel the interaction between Justicar Trueheart and Warrior is a little overpowered. Now yes you can argue that warriors need all that armor, they are taking a bunch of damage with all of their weapon cards and need armor for cards like shield bash to be effective. However coupled with all their other armor generating cards like shield maiden, armorsmith, bash, shield block and their hero power warriors quickly start to get out of control. Yes they also have to lose 2 mana and some tempo to get that 4 armor every turn but I've never run into a warrior that is unable to play around it.
I think justicar trueheart needs nerfed a little in regards to the hero classes that already have a value of 2 for their hero power. You could make the same argument that priest is op with being able to heal 4 damage or deal out 4 damage every turn with auchenai soulpriest. Or that hunters are op being able to deal 4 face damage every turn. You just don't see that many priests/hunters using justicar.
Yes like anything it requires setup and card draw but I see this trend being way to prevalent with warriors, I don't run into any other classes using justicar as frequently and 4 armor for 2 mana every turn is a bit overtuned I think. I don't know what Blizz could do with it honestly though, setting it to 3 seems underwhelming but 4 is clearly to much. Maybe have it do something else on top of giving the warrior 2 armor like giving a random friendly minion 2 armor as well - that would be an interesting mechanic for warriors I think, being able to put armor on their minions.
Just a thought.
Hunter Justicar is 3 damage
The card won't be nerfed, because it will be out of Standard one day. The card does not need to be nerfed anyway
That is an interesting idea, putting armor on minions. However that is really similar to priest in the way that it increase a minions sustain. But isnt this a direct upgrade from priest hero power?
I really don't think it's a problem. I mained CW for a long time and you only get up to huge armor totals against other control decks and just like any control matchup, the game really comes down to life totals.
It needs balancing lets be real. If hunter gains 1 damage, warrior should gain 1 more armor, it should be even. Healing yourself each turn for 4 is ridiculous, none of the decks are supposed to win by simply gaining 4 armor each turn. It completely destroys some decks who don't have enough damage and get into fatigue to lose simply cause of this stupid armor abuse.
I don't see the problem for the most part I don't even get to play Justicar because of the doomhammers and it is only fairly relevant against other control decks like N'Zoth Pally or Priest since it does come down to life total. I don't want to sound like an ass, but for the most part people who complain about the card are super aggressive style players who run out of steam after turn 7 or so.
Playing justicar is a HUGE tempo loss, the body is close to useless due to its stat distribution, it can be cleared by a reguler 2 drop or 1-2 mana spell. You have to have something to make up for the loss of tempo. And if the warrior drags the game long enough to be able to get a lot of value out of this, he deserves it. I think Shield Bearer is way easier to activate than justicar. You need 5+ turns hero power to gain the same value out of justicar, plus the shield bearer has a way bigger body.
Is it a strong card in warrior and priest? It sure is. Is it unfair or overpowered? Not in the slightest.
Armor is THE central warrior mechanic. Warrior needs armor to be viable. This is like complaining about warlocks drawing cards without having to play other cards.
It's a little overpowered, but it'll rotate out of standard after a year or so it'll be fine. It's not like it's so OP that it goes in every warrior deck. Having some cards be a bit overpowered isn't a big enough problem in card games to warrant nerfs/bans. Only if cards become genuinely oppressive to the format would they warrant nerfs.
I can dance on the head of a pin as well.
A few months ago, I was against nerfing the card. Now however, I've changed my view. I think the warrior armor gain is completely broken. That and funny amounts of removal warrior has for every deck,
I think the effect for Rogues should be "Your combos are activated this turn" when you hero power, keep the knife at 1/2. I would at least try and play with that in Rogue. Right now Justicar is less than worthless in Rogue, rather play a poisoned blade.
Shamans should be getting two totems, instead of a single "selective" one.
Thunder Bluff Valiant, Thing from Below, and Primal Fusion come to mind.