I think everyone is forgetting the even more massive change coming to Hearthstone: we are getting a new expansion!
This post might belong on a different thread, but I think it is important to note that the rotation of GvG and Naxx + the fact that some classic cards will be nerfed is all to make room for a new expansion, which will be relevant and interesting. We are talking a lot about existing decks which are powerful, but we should trust that more archetypes will become meta decks when the new set comes. LoE did a good job of shaking things up, and we can expect everything in the future to change the game even more, because formats will exist and decks won't be forced to play Boom and Shredder to be relevant (and Blizzard will be wary of creating Boom/Shredder equivalents in future sets)
Additionally, Blizzard's goal with the upcoming nerfs is to make sure that basic/classic cards will continue to be relevant to the game, but not oppressive to it. This is a hard line to toe because people will obviously gravitate towards the most powerful cards. Even with heavy testing of a new meta, I don't think Blizzard can anticipate all innovation that will occur in top tier decks as well as the shifts in the meta that will occur when some decks become unplayable. That being said, here are the things that I would like to see nerfed or at least changed:
-FoN or Savage Roar
-Divine Favor
-Knife Juggler
-Big Game Hunter
I am more excited about nerfs to be honest. This will change the meta more than an expansion will because OP cards restrict design space by being an autoinclude over everything else. I really hope Blizzard doesn't create OP cards in the future and if they do to nerf it within two months and not wait two years for it to rotate out. Roar is the most requested nerf and virtually certain to happen. BGH, divine favor, knifeman are at the top of the nerf list to and I really hope happens. BGH alone means most big minions are unplayable and Blizzard knows this.
Just wait ~2 months, all the doctors except doctor 6 (Mysterious challenger) and doctor 8 (Tirion) will be gone.
...anyway personally i dont think secret paladin is so much of a problem.
Tirion might get nerfed to 9 mana, we can only hope. Secret pally without the rest of the OP cards will no longer have well over 50% winrate vs most other decks.
Browsing your post history, you bitch about secret pally, druid combo, and patron warrior all being broken. Yet you play face hunter. I think I found your problem.
See above. Druids getting nerfed hard, they will have like 4 of their classic/basics affected. Patron Warrior got nerfed months ago and can't OTK you.
I love you're changes in Far Sight, Silence, Mass Dispel and Savagery (this one most cause it gives similar flavor with Rogue). I don't agree however with Cone of Cold and Blizzard because the Freeze mechanic is what made them broken in the old Freeze Mage. I suggest maybe raising the damage output by 1 would make them more interesting.
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'There is nothing more deceptive than an obvious fact'
I love you're changes in Far Sight, Silence, Mass Dispel and Savagery (this one most cause it gives similar flavor with Rogue). I don't agree however with Cone of Cold and Blizzard because the Freeze mechanic is what made them broken in the old Freeze Mage. I suggest maybe raising the damage output by 1 would make them more interesting.
Blizzard and Cone of Cold are listed assuming Freeze Mage is nerfed somehow. It's just that freezing spells are pretty bad on their own, so you either play Freeze Mage or scroll past them. I remember playing Azure Drake and Blizzard on turn 10 in midrange and control Mage. Coin+Blizzard even helped control against aggro quite a bit.
If Classic cards are becoming core to all future limited formats, then it's pretty sad to see so many Mage cards covered in dust. Without Mad Scientist non-freeze won't really play secrets too unless there's some support in the next expansion.
I love you're changes in Far Sight, Silence, Mass Dispel and Savagery (this one most cause it gives similar flavor with Rogue). I don't agree however with Cone of Cold and Blizzard because the Freeze mechanic is what made them broken in the old Freeze Mage. I suggest maybe raising the damage output by 1 would make them more interesting.
Blizzard and Cone of Cold are listed assuming Freeze Mage is nerfed somehow. It's just that freezing spells are pretty bad on their own, so you either play Freeze Mage or scroll past them. I remember playing Azure Drake and Blizzard on turn 10 in midrange and control Mage. Coin+Blizzard even helped control against aggro quite a bit.
If Classic cards are becoming core to all future limited formats, then it's pretty sad to see so many Mage cards covered in dust. Without Mad Scientist non-freeze won't really play secrets too unless there's some support in the next expansion.
Cone of Cold was 3 mana, Blizzard was 5 mana and Frost Nova was 2 mana back in closed beta. Add to that a 8-mana Pyroblast. Those are the nerfs he is talking about. Especially "frozen giants" was one of the most broken decks ever, right up there with huntertaker.
Freeze mage will probably not be nerfed, as it has a <10% winrate vs control warrior, which will still be a good deck in standard. Not being able to fish for important secrets with Mad Scientist will also hurt the deck a lot!
I love you're changes in Far Sight, Silence, Mass Dispel and Savagery (this one most cause it gives similar flavor with Rogue). I don't agree however with Cone of Cold and Blizzard because the Freeze mechanic is what made them broken in the old Freeze Mage. I suggest maybe raising the damage output by 1 would make them more interesting.
Blizzard and Cone of Cold are listed assuming Freeze Mage is nerfed somehow. It's just that freezing spells are pretty bad on their own, so you either play Freeze Mage or scroll past them. I remember playing Azure Drake and Blizzard on turn 10 in midrange and control Mage. Coin+Blizzard even helped control against aggro quite a bit.
If Classic cards are becoming core to all future limited formats, then it's pretty sad to see so many Mage cards covered in dust. Without Mad Scientist non-freeze won't really play secrets too unless there's some support in the next expansion.
Cone of Cold was 3 mana, Blizzard was 5 mana and Frost Nova was 2 mana back in closed beta. Add to that a 8-mana Pyroblast. Those are the nerfs he is talking about. Especially "frozen giants" was one of the most broken decks ever, right up there with huntertaker.
Freeze mage will probably not be nerfed, as it has a <10% winrate vs control warrior, which will still be a good deck in standard. Not being able to fish for important secrets with Mad Scientist will also hurt the deck a lot!
freeze mage wont be nerfed cause it will be non-existent in standard. people only play it now as a counter to the most popular decks. also mad scientist is a core card for freeze mage and idk if the deck is even playable by casting the secrets for their raw cost while playing nothing and only drawing any deck will have a party on your face. the card from mage that i would consider change is the mana wyrm cause it snowballs for i would put it at 2 health. also in standard patron is dead for good without deathsbite so warrior decks will propably be taunt-control and control warrior free wins freeze mage
Savage Roar - Change part of text to "Give all friendly Beast minions +2/+2 this turn" because this could make beast druids a thing.
Savagery - (1) Mana, Deal Damage to all enemies equal to the attack of your hero, because it could make this card an innovative blade flurry.
Mad Scientist - (3) Mana for 2/3 body, same effect...? Please, I don't want to see freeze mages so OP. This won't affect hunters as much because they could use some more 3-mana minions to fill up their curve surprisingly.
Knife Juggler - Change a part of the text to "Up to twice per turn, deal 1 damage to a random enemy when you summon a minion." This isn't a huge nerf but hey man, limiting how many times he can juggle per turn is crucial to board control.
Sylvannas Windrunner - (6) mana for 5/4 body, same effect but explain how the sequencing of this effect/deathrattles works to new players? I know this might sound weird because why not explain how deathrattle works in general, why put it in this card's text? Well, I think that most minions have a deathrattle that doesn't sequentially matter alot and doesn't require too much thinkng; whether it activates first or second isn't going to change much. Sylvannas in my opnion has a deathrattle that actually matters whether it steals now or later. This could be the difference between taking the minion that sneed's gets out and not taking it which could be the game decider.
What is wrong with mana wyrm and sylvanas?? Those cards are perfectly fine imo!
Mage struggles a lot as the only true value-card they gave is Flamestrike, which is very slow atm, and they already struggle with card draw. I can bet you mana wyrm will not be touched!
Sylvanas is a perfectly fine slow value minion with iconic status. She was already nerfed to 6 from 5...
Shield Slam: Too much tempo for far too little, should cost at least 2, probably 3. Compared to Flame Lance it's too good.
I've always thought this card should remove the armor when it's used. Especially for it being just 1-mana.
the card has some major restrictions tho, you actually have to have armor for it to work and even then if your facing aggro your not likely to have more than 4 or 5 armor if your lucky. The card is fine the way it is especially once shield maiden is no longer around that will make a huge difference.
"We have a list of cards that we're looking at," Brode said. "This will be the biggest balance change that we've ever made to Hearthstone. It's not going to be a massive percentage of the set or anything like that. We have to hit a lot of cards, though. It's definitely going to be significantly less than 20 cards. It's not going to be even close to that number. It'll be more than two. We're still trying to get that final list and still tweaking things."
It's like reading "I love butter. However not that much. Actually I don't like it at all. And I don't even eat food."
With Rogue already in a tough place right now, losing the oil archetype will hurt it, and also stop ridiculous blade flurry combos. Preparation and blade flurry are needed by Rogue at the moment, unless Blizz have some surprises in this expansion for them. Also, some of the suggestions are ridiculous. Cards such as Malygos, Patron, Giants, AoL have never really bothered anyone to now, until the opportunity to nerf something has risen. However, Juggler, Druid combo and Fireball or Frostbolt all have to be nerfed imo.
I'll throw in my two cents. In no particular order :
Knife juggler - change the effect to every time the opponent summons a minion deal 1 damage to the the enemy hero. In it's current state knife juggler's effect can decide games if it clears the enemy board. When it does the tempo swing is devastating and, as said can decide games. I don't like it when games are decided by coin flips.
Ice block - I really hate freeze mage. Is it over powered? No, it isn't, but it is just the absolute worst to play against. You thought you were going to play hearthstone but then found out you would have to watch someone play solitaire for a half hour. No thanks. As mostly a rogue player I'm never happy to face warriors but they have my thanks for keeping the freeze mage population in check. Not sure how to change this one, maybe just remove the text they says your hero is immune this turn.
Savage roar - I don't think force /roar is over powered, but after 2 years of it defining druid as a class there needs to be something new. And if force of nature gets the nerf I think most druids would just switch to a deck like egg druid and try to flood the board and use savage roar to finish the game. For some people that would be change enough, for some maybe not. I would actually turn this into a vanilla board clear spell because I think the "new" druid will need one. I'm not sure what but maybe the original version of savagery.
Divine favor - wow is this a poorly designed card. Do you want to play smart and manage your hand correctly? No? That's great because boy do we have a card for you! Cards shouldn't punish the opponent for playing well. The new text would be the same but would limit the amount of cards drawn to three. Three mana to draw three cards is still very good.
Shield slam - the text on this one may as well say kill damn near anything for one mana. But you have to have armor to use it right? Well when do warriors not have an obscene amount of armor? Never, that's when. Changes to lose as much armor as damage is dealt.
Tirion fording - no idea what to change but as long as this guy stays the way he is I'm not sure any other paladin legendary will ever see play.
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'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Savage Roar - Change part of text to "Give all friendly Beast minions +2/+2 this turn" because this could make beast druids a thing.
Savagery - (1) Mana, Deal Damage to all enemies equal to the attack of your hero, because it could make this card an innovative blade flurry.
Mad Scientist - (3) Mana for 2/3 body, same effect...? Please, I don't want to see freeze mages so OP. This won't affect hunters as much because they could use some more 3-mana minions to fill up their curve surprisingly.
Knife Juggler - Change a part of the text to "Up to twice per turn, deal 1 damage to a random enemy when you summon a minion." This isn't a huge nerf but hey man, limiting how many times he can juggle per turn is crucial to board control.
Sylvannas Windrunner - (6) mana for 5/4 body, same effect but explain how the sequencing of this effect/deathrattles works to new players? I know this might sound weird because why not explain how deathrattle works in general, why put it in this card's text? Well, I think that most minions have a deathrattle that doesn't sequentially matter alot and doesn't require too much thinkng; whether it activates first or second isn't going to change much. Sylvannas in my opnion has a deathrattle that actually matters whether it steals now or later. This could be the difference between taking the minion that sneed's gets out and not taking it which could be the game decider.
What is wrong with mana wyrm and sylvanas?? Those cards are perfectly fine imo!
Mage struggles a lot as the only true value-card they gave is Flamestrike, which is very slow atm, and they already struggle with card draw. I can bet you mana wyrm will not be touched!
Sylvanas is a perfectly fine slow value minion with iconic status. She was already nerfed to 6 from 5...
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
I've always thought this card should remove the armor when it's used. Especially for it being just 1-mana.
Some of your changes are considered as buffs and I think Blizzard will only nerf 10 to 12 cards for the upcoming Standard format.
With Rogue already in a tough place right now, losing the oil archetype will hurt it, and also stop ridiculous blade flurry combos. Preparation and blade flurry are needed by Rogue at the moment, unless Blizz have some surprises in this expansion for them. Also, some of the suggestions are ridiculous. Cards such as Malygos, Patron, Giants, AoL have never really bothered anyone to now, until the opportunity to nerf something has risen. However, Juggler, Druid combo and Fireball or Frostbolt all have to be nerfed imo.
Proud creater of 'hand' rogue
I'll throw in my two cents. In no particular order :
Knife juggler - change the effect to every time the opponent summons a minion deal 1 damage to the the enemy hero. In it's current state knife juggler's effect can decide games if it clears the enemy board. When it does the tempo swing is devastating and, as said can decide games. I don't like it when games are decided by coin flips.
Ice block - I really hate freeze mage. Is it over powered? No, it isn't, but it is just the absolute worst to play against. You thought you were going to play hearthstone but then found out you would have to watch someone play solitaire for a half hour. No thanks. As mostly a rogue player I'm never happy to face warriors but they have my thanks for keeping the freeze mage population in check. Not sure how to change this one, maybe just remove the text they says your hero is immune this turn.
Savage roar - I don't think force /roar is over powered, but after 2 years of it defining druid as a class there needs to be something new. And if force of nature gets the nerf I think most druids would just switch to a deck like egg druid and try to flood the board and use savage roar to finish the game. For some people that would be change enough, for some maybe not. I would actually turn this into a vanilla board clear spell because I think the "new" druid will need one. I'm not sure what but maybe the original version of savagery.
Divine favor - wow is this a poorly designed card. Do you want to play smart and manage your hand correctly? No? That's great because boy do we have a card for you! Cards shouldn't punish the opponent for playing well. The new text would be the same but would limit the amount of cards drawn to three. Three mana to draw three cards is still very good.
Shield slam - the text on this one may as well say kill damn near anything for one mana. But you have to have armor to use it right? Well when do warriors not have an obscene amount of armor? Never, that's when. Changes to lose as much armor as damage is dealt.
Tirion fording - no idea what to change but as long as this guy stays the way he is I'm not sure any other paladin legendary will ever see play.