Nerfs aren't always bad, though I agree with the above post. Classic + basic cards should be looked over again.
Personally I think that classic+basic cards should be looked at and possibly overhauled every year. Either nerfed or buffed, as the card pools change between standard and wild their power either raises or falter. Keeping them viable constantly.
As for the OP's suggestions, I don't agree that there needs to be nerfs to those cards. Even though scale and bonemare have killed me many times even when I had what seemed to be a healthy board.
Cobalt is actually ok I think you don't just jam him into every minion deck.
corridor at 9 will be almost the same the problem is the effect, either make it "this turn", only friendly minions, or just change the effect to +1/+1 still makes sense as he "eats" corpses ( I think it's his flavour, isn't it?).
Bonemere probably needs a small nerf like you suggested, nothing too big the card is almost balanced.
the most problematic card of the game is patches and no other card is more guilty for the current "best early game strategy"
he needs to be nerfed somehow..
1.2 mana would kill his synergy with keleseth
2.playing 2 pirates to activate his effects will take him out of none pirate heavy decks
3.remove charge will make no sense with his voiceline
4.play from hand will probably totally kill the card in anything but paladin and warlock, which can draw a lot of cards and can afford to play him like that.
5. rotation to wild is a bad idea but that's how blizzard plans "to get rid of him" it's sad he survived for so long unnerfed..
raza shiould get nerfed if not for standard health... for wild in wild playing him isn't a price, you can play him for no real price to your deck strength since with a large card pool many cards do similar things so it's not a disadvantage at all to play him.. should also nerf reno while at it..
raza nerf posibilities:
1. "your hero power costs (1): kills the OTK keeps the machinegun sort of ok, the effect is much weaker.
2. "your hero power costs (0) for the next 5 turns" will make the effect gated so playing raza isn't just something you do and forget, this adds more skill to the deck, and it's still makes the deck able to OTK and do insane stuff.
3. raza costs 6, delays the combo, gives the opponent more time to play dirty rat/the darkness.
Raza should be changed to basic hero power, jade idol should only add 3 with the ones not being able to summon more idols, the 3 mentioned by op not really that bad.
Hmmm...No? There is already many strong Control decks,nerfing midrange cards mean a stupid broken shit like raza would be even more dominant,no thx. Yes these cards are strong,but is not Rag/sylvanas/Boom power lvl.
Disagree, they're played more in wild then rag, syvannas and, plus boom is rarely ever seen now. Too slow, and easier to remove with more removal options.
1. "your hero power costs (1): kills the OTK keeps the machinegun sort of ok, the effect is much weaker.
2. "your hero power costs (0) for the next 5 turns" will make the effect gated so playing raza isn't just something you do and forget, this adds more skill to the deck, and it's still makes the deck able to OTK and do insane stuff.
3. raza costs 6, delays the combo, gives the opponent more time to play dirty rat/the darkness.
I agree with everything else you said .
But there is the obvious way you hadn't mention:
Raza should have read : "Battlecry: your hero power costs 0." (without this game) , so you need to play your cards in a specific order to gain the effect and the opponent would have time to react .
Even if razapriest is pretty annoying I still don't think raza should be nerfed though . I would rather buff other cards : like for example mind breaker is unplayable (the opponent just ez removes him and moves on with his gameplan) . I would make mind breaker even weaker stated but the effect should be "battlecry: for the rest of the game hp are disabled" . Than it would be a viable tech choice .
1. "your hero power costs (1): kills the OTK keeps the machinegun sort of ok, the effect is much weaker.
2. "your hero power costs (0) for the next 5 turns" will make the effect gated so playing raza isn't just something you do and forget, this adds more skill to the deck, and it's still makes the deck able to OTK and do insane stuff.
3. raza costs 6, delays the combo, gives the opponent more time to play dirty rat/the darkness.
I agree with everything else you said .
But there is the obvious way you hadn't mention:
Raza should have read : "Battlecry: your hero power costs 0." (without this game) , so you need to play your cards in a specific order to gain the effect and the opponent would have time to react .
Even if razapriest is pretty annoying I still don't think raza should be nerfed though . I would rather buff other cards : like for example mind breaker is unplayable (the opponent just ez removes him and moves on with his gameplan) . I would make mind breaker even weaker stated but the effect should be "battlecry: for the rest of the game hp are disabled" . Than it would be a viable tech choice .
so many strategies go around using hero power, disabling it for both players for the rest of the game is too much disruption
Dunno there are a lot of ways to tackle raza nerf, I think it should just be hero power costs 1, when things cost 0 is when stuff goes crazy.. it's the most elegant solution really.
I like counter cards like the darkness but sometimes it's not enough when the power level is too high like with corridor, and raza.
Hmmm...No? There is already many strong Control decks,nerfing midrange cards mean a stupid broken shit like raza would be even more dominant,no thx. Yes these cards are strong,but is not Rag/sylvanas/Boom power lvl.
QTF
The Game always changes. Things are annoying? Be patient and they'll either rotate or be defeated by new cards.
Strong cards are better so everyone can have fun even while losing. They enable a potential comeback or a way to seal out the game.
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The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
All nerfs made by the OP are completely fine. All those cards would see play simply because most classes have nothing better to play on their respective turns. Especially now that both Paladin and Rogue have easy ways to not run out of fuel (Call to Arms, which should cost 5 and Elven Minstrel which is okay) these cards with insane value shouldn't just be ignored. The problem is not only with their strength, but they fact they are the strongest you can play, that's why they are played in literally every non-control deck, and I've even seen control decks running Corridor Creeper. Gaara sums it up pretty well here.
All nerfs made by the OP are completely fine. All those cards would see play simply because most classes have nothing better to play on their respective turns. Especially now that both Paladin and Rogue have easy ways to not run out of fuel (Call to Arms, which should cost 5 and Elven Minstrel which is okay) these cards with insane value shouldn't just be ignored. The problem is not only with their strength, but they fact they are the strongest you can play, that's why they are played in literally every non-control deck, and I've even seen control decks running Corridor Creeper. Gaara sums it up pretty well here.
The nerfs suggested by the OP would see the cards no longer played. The dragon would be replaced by hydra (except maybe in dragon priest as an enabler for the 2 op priest dragon) . Bonemare would be too expensive to be considered - probably replaced with earlier game cards.
The cards which have their cost increased by 2 definitely would not be played.
You can argue that the game would be better without these cards (I mostly disagree). But the OPs nerfs are more or less the same as removing the cards.
It's a gentle nudge from the devs (oops I mean their evil overseers and bean-counters). When they tried things like Patches the Pirate and Dr. Boom they were lambasted with accusations of a P2W agenda. This is a compromise - it's neutral, and probably a safe craft since nerf potential is palpable for this one. [/sarcastic critique]
All nerfs made by the OP are completely fine. All those cards would see play simply because most classes have nothing better to play on their respective turns. Especially now that both Paladin and Rogue have easy ways to not run out of fuel (Call to Arms, which should cost 5 and Elven Minstrel which is okay) these cards with insane value shouldn't just be ignored. The problem is not only with their strength, but they fact they are the strongest you can play, that's why they are played in literally every non-control deck, and I've even seen control decks running Corridor Creeper. Gaara sums it up pretty well here.
The nerfs suggested by the OP would see the cards no longer played. The dragon would be replaced by hydra (except maybe in dragon priest as an enabler for the 2 op priest dragon) . Bonemare would be too expensive to be considered - probably replaced with earlier game cards.
The cards which have their cost increased by 2 definitely would not be played.
You can argue that the game would be better without these cards (I mostly disagree). But the OPs nerfs are more or less the same as removing the cards.
Rogue has no other tool after turn 5-6 than Bonemare and a Keleseth-buffed Bonemare is still a 7 mana 6/6 so even if the buff was +3/+3 only, it would mean a 7 mana 9/9 value which is pretty good, obviously. A better nerf for Scalebane might be decreasing its stats by 1/1 for example, because as soon as it's played, it puts big 2 threats on the board, which is not easy to deal with on turn 5. And Corridor Creeper being played for free as early as turn 4 even against control decks is just too powerful. It's a body on the board, it's something you can buff, it has the Beast tag and it works as a combo trigger as well. 9 mana might be too much, but either a cost increase or a card text change is needed.
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Nerfs aren't always bad, though I agree with the above post. Classic + basic cards should be looked over again.
Personally I think that classic+basic cards should be looked at and possibly overhauled every year. Either nerfed or buffed, as the card pools change between standard and wild their power either raises or falter. Keeping them viable constantly.
As for the OP's suggestions, I don't agree that there needs to be nerfs to those cards. Even though scale and bonemare have killed me many times even when I had what seemed to be a healthy board.
Cute, ineffective, but cute.
Cobalt is actually ok I think you don't just jam him into every minion deck.
corridor at 9 will be almost the same the problem is the effect, either make it "this turn", only friendly minions, or just change the effect to +1/+1 still makes sense as he "eats" corpses ( I think it's his flavour, isn't it?).
Bonemere probably needs a small nerf like you suggested, nothing too big the card is almost balanced.
the most problematic card of the game is patches and no other card is more guilty for the current "best early game strategy"
he needs to be nerfed somehow..
1.2 mana would kill his synergy with keleseth
2.playing 2 pirates to activate his effects will take him out of none pirate heavy decks
3.remove charge will make no sense with his voiceline
4.play from hand will probably totally kill the card in anything but paladin and warlock, which can draw a lot of cards and can afford to play him like that.
5. rotation to wild is a bad idea but that's how blizzard plans "to get rid of him" it's sad he survived for so long unnerfed..
raza shiould get nerfed if not for standard health... for wild in wild playing him isn't a price, you can play him for no real price to your deck strength since with a large card pool many cards do similar things so it's not a disadvantage at all to play him.. should also nerf reno while at it..
raza nerf posibilities:
1. "your hero power costs (1): kills the OTK keeps the machinegun sort of ok, the effect is much weaker.
2. "your hero power costs (0) for the next 5 turns" will make the effect gated so playing raza isn't just something you do and forget, this adds more skill to the deck, and it's still makes the deck able to OTK and do insane stuff.
3. raza costs 6, delays the combo, gives the opponent more time to play dirty rat/the darkness.
Raza should be changed to basic hero power, jade idol should only add 3 with the ones not being able to summon more idols, the 3 mentioned by op not really that bad.
Plus waiting for rotation is just bs, because it is still a problem, and never ending problem in wild to be.
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
All nerfs made by the OP are completely fine. All those cards would see play simply because most classes have nothing better to play on their respective turns. Especially now that both Paladin and Rogue have easy ways to not run out of fuel (Call to Arms, which should cost 5 and Elven Minstrel which is okay) these cards with insane value shouldn't just be ignored. The problem is not only with their strength, but they fact they are the strongest you can play, that's why they are played in literally every non-control deck, and I've even seen control decks running Corridor Creeper. Gaara sums it up pretty well here.
Free to try and find a game, dealing cards for sorrow, cards for pain.