I believe Blizzard will nerf more like 20+ cards rather than 6 since they said this will be the biggest balance patch in history. I agree with most of your predictions. Classic card nerfs:
Gain 3 extra points for each accurate prediction on Cost/Stats/Effect. (If you predict that Knife Juggler will become a 3 mana 3/2 that hits minions only when they're played -not summoned) and it gets nerfed to a 3 mana 3/2, but with a different effect, you gain 2 points for the correct minion + 3x2=6 extra points for two correct accurate predictions.
is changed to:
Gain 3 extra points for each accurate prediction on Cost/Stats/Effect. (If you predict that Knife Juggler will become a 3 mana 2/2 that hits minions only when they're played -not summoned) and it gets nerfed to a 3 mana 2/2, but with a different effect, you gain 2 points for the correct minion + 3x2=6 extra points for two correct accurate predictions.
which means that you do not get extra points if you predict that a value will remain unchanged.
Clarification:
You do NOT lose points if you make a wrong accurate prediction on Cost/Stats/Effect.
It would be the most terrible nerf in the history of hearthstone. Not easier to kill, not slower to play, not weaker effect/combos, what's the point ??
The point is that the card has the best possible stats 3/2 with the best effect for its mana cost. It's soooo good that it's even included in late-game decks. That's not to mention that it adds to the RnG bullshit of the game. It MUST be nerfed.
Big Game Hunter: 3 mana 4/2: at the start of your next turn destroy a random enemy minion with an attack of 6 or more. (It's not the stats that are problematic people, it's the effect.)
At least 2/1 hyenas are easily killable, still lots of value.
6) Blade Flurry -> destroy your weapon and deal its damage to all enemy minions.
This card shouldn't deal damage to the face. Too much of a swing, too high burst potential. There can't be strong weapon buffs while this card is in its current form.
7) Force of Nature -> summon four 2/2 Treants with charge that can only attack minions and die at the end of the turn.
Still possible to execute the combo, but it can either be used for superior board clear or as a two-turn burst (Force of Nature -> Soul of the Forest -> next turn Savage Roar).
Neither Fireball, nor Frostbolt require nerfs. The problem with Mage is that the only consistent deck the class has is Freeze Mage, which is pretty frustrating to play against. Mech Mage was phased out pretty quickly and will completely die in Standard. Tempo Mage has always been inconsistent. The only tier 1 Mage deck is Freeze and its core is freezing effects, Alexstrasza and Ice Block. Alex could possibly use a nerf, not sure about Ice Block.
So the problem is that all mass freezing spells were nerfed a long time ago and became unplayable for any deck save for Freeze Mage. Maybe Ice Block should be reworked somehow to deny current uninteractive playstyle, but Freezing spells unnerfed to previous mana costs so that they don't just sit there collecting dust. Especially Cone of Cold - it's just awful.
When nerfing I keep in mind that most cards need a nerf for the effect that they produce, not their card stats or even their mana cost. Looking at the Warsong Commander nerf, the card remains a 3 mana 2/3. So, to propose a 2/2 Knife Juggler, a 4-mana Savage Roar without a nerf to FoN, or a 4 mana BGH is missing the point fo why these cards are overpowered.
For example, BGH could be 6 mana and it'd still be OP because it would still do the same thing - instantly kill a 7+ mana minion with 7+ attack. It would still limit design space.
Having said that here's me taking the Nerfhammer to some cards:
Knife Juggler - whenever you play a minion, deal 1 damage to a random enemy; remains a (2) 3/2. Clearly the "summon" is what breaks this card, not the fact it has 3 attack.
BGH - The targeted effect has to go; even targeting a minion for 5 damage still means insta-removal of pretty much any minion played. Plus that's still massively OP for mana cost - compare Bomb Lobber for instance. I think they might go back to the flavor of the cards' name and change the text to "Destroy an enemy Beast with 7 or more attack", no other changes.
Force of Nature - I believe the problem is in the Charge. So, remaining at 6 I agree with earlier posters that this can change to "Summon 3 2/2 Treants with Taunt". The Charge effect is often used as an Unleash-style board clear but Druids already have other spells to do this.
Savage Roar - Compared to Bloodlust this is OP - which goes against the archetype. I would up the mana cost to 4, no other changes.
Explosive Trap - change to deal damage minions only (rest unchanged)
Molten Giant - rewards having no early game allowing crazy cheap combos. Up base mana cost to 24, making it a lot more risky to play.
Abusive Sergeant - Give only +1 attack permanently (compare Lance Carrier which costs 2 and gives +2 permanent)
Master of Disguise - Give 1 minion Stealth for 1 turn
I don't think any Legendary will get nerfed as Blizz really likes powerful Legendaries, so I think Alexstrasza and Tirion will remain the same.
Force of Nature - I hope it won't be nerfed. Its such an ellegant design and it perfectly fits druid theme. The only problem is Savage Roar, Force of Nature itself is fine.
Savage Roar - It has to cost 5 or more to make it impossible casting it same turn as Force of Nature. So maybe 7 mana +4 attack (I know, it would be very bad card, but this is how Blizzard nerfs cards - removes them from the game;) like Warsong Commander)
Knife Juggler - people are suggesting rewording him to PLAY not SUMMON. Its a great idea and it could also happen to Starving Buzzard (back to 2/1 for 2 and PLAY not SUMMON a beast), but afair there is only one minion that triggers when you PLAY a minion in Hearthstone right now (Hobgoblin). Why? Well i think Blizz wants to keep this game as simple as possible, playable by retarded people etc. to make sure everyone buys a pack for $ from time to time, so I doubt they "print" cards with PLAY and SUMMON, they will stick to one of these, which seems to be SUMMON. So Juggler will propably cost 3.
So my list of nerfs:
1. Savage Roar - 7mana, minions and hero +4 attack this turn.
2. Knife Juggler - 3mana, same stats and ability.
3. Blade Flurry - hits only minions.
4. Innervate - 0, Refill 2 mana crystals.
5. Piloted Shredder - 3/3, rest remains the same (biggest problem with this guy is the fact nobody plays other 4mana minions anymore. He is better than any other 4mana card in Hearthstone)
6. Dr Boom - 7/6, bots deal 1-3 damage, rest remains the same (same as above, he isn't completly broken but he is better than anything else for its cost, other big guys are obsolete)
and if I could add some buffs:
Warsong Commander - with his current ability he should cost 2. or 2/3 charge for 3 and sometimes he would show up in Arena decks.
Booty Bay Bodyguard - maybe he could be 4/5 to make him playable in Arenas?
Priestess of Elune - 6/4 and make it possible to choose a target for healing, to make her useful in Arena.
Nozdormu - make him playable for any other reason than being good vs mobile players with weak connection.
Ironforge Rifleman - 3/2
Stormpike Commando - 4/3 (he might even see some play after that)
Freeze Mage lost mad scientist and healbot. Also the nerfs might be reaching antonidas so I don't think it'll be seen that much also hating on a deck is not heathy for your mind and the community. I get hating to play it or against it but just wishing to delete it from the meta isn't the productive thinking the HS community needs. Of course as you already know you are free to say anything as long as not you're not violating the terms and conditions of this forum.
I think it's a real shame they didn't rotate classic out, so the circlejerkers would whine about what they lose instead of debating how to ruin wild mode.
I think I'll focus on cards that IMHO limit design space and leave balance issues out of it.
Possible Design Issues cards -------------------------------------
Acidic Swamp Ooze - Design Space
Alexstrasza - OTK
Big Game Hunter - Design Space
Blade Fury - OTK
Blessed Champion - OTK
Bloodlust - OTK
Charge - OTK
Savage Roar - OTK
Faceless Manipulator - OTK
Frothing Berserker - OTK
Gadgetzan Auctioneer - OTK
Grommash Hellscream - OTK
Harrison Jones - Design Space
Inner Fire - OTK
Ironbeak Owl - Design space
King Krush - OTK
Leeroy Jenkins - OTK
Malygos - OTK
Master of Disguise - Design Space
Nozdormu - Buggy
Prophet Velen - OTK
Spellbreaker - Design Space
-------------------------------------
So, some thoughts:
Acidic Swamp Ooze and Harrison. I think these cards are probably fine. Nobody ever built a deck and said, "I can't put this in because Swamp Ooze and Harrison exist."
Big Game Hunter. OTOH everyone and their dog thought, "I can't put this in because BGH exists." This definitely needs nerfing.
Ironbeak Owl and Spellbreaker. I think Owl is just too efficient. Maybe spellbreaker also. They are on par with class specific silences, I think they should be less efficient. Could use a mana or stat change, but, the silence could stay.
Master of Disguise - Will be changed, just too limiting of design space. The effect needs to be completely changed.
Nozdormu - A 'fun' card that is a nightmare for the programmers. Effect should be changed.
So, the rest of the cards are just ones that enable a combo deck. I'm not sure how interested Blizz is in having combo pieces be in the core set. So, I'll try to sort from least worrisome to most worrisome.
Inner Fire
Blessed Champion
Charge
Gadgetzan Auctioneer
Frothing Berzerker
Faceless Manipulator
King Krush
Grommash Hellscream
Bloodlust
Blade Fury
Prophet Velen
Leeroy Jenkins
Savage Roar
Malygos
Alexstrasza
I have to go now, but, I'll come up with my list of changes later. But, for now it's looking like I'll change Savage Roar, Malygos, Alextrasza, Ironbeak Owl, BGH, Nozdormu, and Master of Disguise. So, 7 cards is all for now. Maybe I'll add more later.
I think I'll focus on cards that IMHO limit design space and leave balance issues out of it.
Possible Design Issues cards -------------------------------------
Acidic Swamp Ooze - Design Space
Alexstrasza - OTK
Big Game Hunter - Design Space
Blade Fury - OTK
Blessed Champion - OTK
Bloodlust - OTK
Charge - OTK
Savage Roar - OTK
Faceless Manipulator - OTK
Frothing Berserker - OTK
Gadgetzan Auctioneer - OTK
Grommash Hellscream - OTK
Harrison Jones - Design Space
Inner Fire - OTK
Ironbeak Owl - Design space
King Krush - OTK
Leeroy Jenkins - OTK
Malygos - OTK
Master of Disguise - Design Space
Nozdormu - Buggy
Prophet Velen - OTK
Spellbreaker - Design Space
-------------------------------------
So, some thoughts:
Acidic Swamp Ooze and Harrison. I think these cards are probably fine. Nobody ever built a deck and said, "I can't put this in because Swamp Ooze and Harrison exist."
Big Game Hunter. OTOH everyone and their dog thought, "I can't put this in because BGH exists." This definitely needs nerfing.
Ironbeak Owl and Spellbreaker. I think Owl is just too efficient. Maybe spellbreaker also. They are on par with class specific silences, I think they should be less efficient. Could use a mana or stat change, but, the silence could stay.
Master of Disguise - Will be changed, just too limiting of design space. The effect needs to be completely changed.
Nozdormu - A 'fun' card that is a nightmare for the programmers. Effect should be changed.
So, the rest of the cards are just ones that enable a combo deck. I'm not sure how interested Blizz is in having combo pieces be in the core set. So, I'll try to sort from least worrisome to most worrisome.
Inner Fire
Blessed Champion
Charge
Gadgetzan Auctioneer
Frothing Berzerker
Faceless Manipulator
King Krush
Grommash Hellscream
Bloodlust
Blade Fury
Prophet Velen
Leeroy Jenkins
Savage Roar
Malygos
Alexstrasza
I have to go now, but, I'll come up with my list of changes later. But, for now it's looking like I'll change Savage Roar, Malygos, Alextrasza, Ironbeak Owl, BGH, Nozdormu, and Master of Disguise. So, 7 cards is all for now. Maybe I'll add more later.
You forgot Ironfur Grizzly. Stopping damage to your face limits design space.
I don't understand people's suggestions on nerfing BGH and Ironbeak Owl, with Mountain Giant and Magma Giant in the Classic set it's imperative to have removal for 8+ power cards and Silence has done a lot to keep the power level of the game in check considering it neutralizes Haunted Creeper, Nerubian Egg, Mad Scientist, Shielded Minibot and various cards along the curve like Twilight Drake, Piloted Shredder, Sludge Belcher, Sylvanas Windrunner, Emperorer Thaurissan, Ancient of War etc. Even in "Wild" most decks only play 1 of each BGH and Ironbeak Owl, and I doubt changing BGH's mana cost to 4 or statline to -x/x would discourage people from using it at all considering the tempo swing is INSANE so why bother? As far as Ironbeak Owl, I get how people "hate" to see this card in a face deck, but blanking a card's text is more interesting from a design consideration than just deal X damage to or kill target minion as removal and compared to Polymorph effects is WAY less broken in terms of blanking text and causing infinite damage?
I mean why these cards over Equality/Wild Pyromancer?
I don't understand people's suggestions on nerfing BGH and Ironbeak Owl, with Mountain Giant and Magma Giant in the Classic set it's imperative to have removal for 8+ power cards and Silence has done a lot to keep the power level of the game in check considering it neutralizes Haunted Creeper, Nerubian Egg, Mad Scientist, Shielded Minibot and various cards along the curve like Twilight Drake, Piloted Shredder, Sludge Belcher, Sylvanas Windrunner, Emperorer Thaurissan, Ancient of War etc. Even in "Wild" most decks only play 1 of each BGH and Ironbeak Owl, and I doubt changing BGH's mana cost to 4 or statline to -x/x would discourage people from using it at all considering the tempo swing is INSANE so why bother? As far as Ironbeak Owl, I get how people "hate" to see this card in a face deck, but blanking a card's text is more interesting from a design consideration than just deal X damage to or kill target minion as removal and compared to Polymorph effects is WAY less broken in terms of blanking text and causing infinite damage?
I mean why these cards over Equality/Wild Pyromancer?
Silence is an extremely unfun mechanic which is the reason we have not received any new silences (That can target opponents non-demon minion) since the release of Hearthstone.
Having that effect slapped on a 2 mana minion is very unfun and I believe in heinseight they completely agree.
Rollback Post to RevisionRollBack
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I don't understand people's suggestions on nerfing BGH and Ironbeak Owl, with Mountain Giant and Magma Giant in the Classic set it's imperative to have removal for 8+ power cards and Silence has done a lot to keep the power level of the game in check considering it neutralizes Haunted Creeper, Nerubian Egg, Mad Scientist, Shielded Minibot and various cards along the curve like Twilight Drake, Piloted Shredder, Sludge Belcher, Sylvanas Windrunner, Emperorer Thaurissan, Ancient of War etc. Even in "Wild" most decks only play 1 of each BGH and Ironbeak Owl, and I doubt changing BGH's mana cost to 4 or statline to -x/x would discourage people from using it at all considering the tempo swing is INSANE so why bother? As far as Ironbeak Owl, I get how people "hate" to see this card in a face deck, but blanking a card's text is more interesting from a design consideration than just deal X damage to or kill target minion as removal and compared to Polymorph effects is WAY less broken in terms of blanking text and causing infinite damage?
I mean why these cards over Equality/Wild Pyromancer?
Silence is an extremely unfun mechanic which is the reason we have not received any new silences (That can target opponents non-demon minion) since the release of Hearthstone.
Having that effect slapped on a 2 mana minion is very unfun and I believe in heinseight they completely agree.
Silence is an extremely cool mechanic, that provides options when building decks. Sacrifice some oomph towards stopping powerful board effects. Owl isn't an autoinclude, it isn't even an include in most decks - your post makes no sense.
What kind of game is it you guys want? 1/1 for 1 mana, 2/2s for 2 mana, 3/3s for 3 mana and then let's compete to see who draws the best curve?
iceblock : if you health get lower than 0 become imune this turn
sry for bad english
I believe Blizzard will nerf more like 20+ cards rather than 6 since they said this will be the biggest balance patch in history. I agree with most of your predictions. Classic card nerfs:
1. Abusive Sergeant +1 attack this turn
2. Battle Rage will cost 3 mana
3. Inner Fire give a minion +3 attack
4. Ironbeak Owl will be 2/2 for 3 mana
5. Power Overwhelming will cost 2 mana
6. Scavenging Hyena nerfed to gain +1/+1
7. Sorcerer's Apprentice becomes 3/3 for 3 mana
8. Aldor Peacekeeper becomes 2/3
9. Blade Flurry "to enemy minions"
10. Coldlight Oracle draw a card
11. Divine Favor to cost 5 mana
12. Knife Juggler to cost 3 mana
13. Master of Disguise "give your minions stealth this turn"
14. Savannah Highmane to become 6/4
15. Big Game Hunter to be 3/2 for 4 mana
16. Molten Giant "but not less than 3 mana"
17. Preparation "next spell costs 2 less"
18. Shield Slam to cost 2 mana
19. Malygos spelldamage nerfed to +3
20. Tirion Fordring to cost 9 mana
Basic card nerfs:
21. Execute to cost 2 mana
22. Fireball to deal 5 damage
23. Hex to cost 4 mana
24. Innervate "refill two mana crystals"
25. Northshire Cleric to be 2/3 for 3 mana
26. Bluegill Warrior to be 2/3
27. Flametongue Totem to cost 3 mana
28. Humility to cost 2 mana
29. Hunter's Mark to cost 2 mana
30. Kill Command "to a minion"
31. Kor'kron Elite becomes 3/4
32. Savage Roar shall cost four!
33. Shadow Word: Death nerfed to 4 mana
There will be rather few nerfs.
Master of Disguise: 4 mana 4/4, Battlecry: Give your minions stealth until your next turn. (So it will be like Conceal with a body)
Knife Juggler: 3 mana 3/3, After you summon a minion, deal 1 damage to a random enemy. (+1 mana, +1 health)
Savage Roar: 4 mana, Give your characters +2 Attack this turn. (+1 mana)
Nozdormu: 9 mana 8/8. Players cannot draw more than one card per turn. (The dev team is just tired of squatting bugs related to the old effect)
Divine Favor: 4 mana. Draw cards until you have four. (Still a comeback mechanism. No longer punishes control and combo decks.)
Battle Rage: 5 mana. Draw two cards. Costs (1) less for each damaged friendly character. (Can no longer draw crazy amounts of cards.)
Wow, thank you everybody for your participation! It went better than I expected :)
Three cards on which almost all of us agree are Savage Roar, Knife Juggler and Big Game Hunter.
Other famous predictions include Divine Favor, Alexstrasza, Force of Nature and Master of Disguise!
I made a mistake in a rule:
Gain 3 extra points for each accurate prediction on Cost/Stats/Effect. (If you predict that Knife Juggler will become a 3 mana 3/2 that hits minions only when they're played -not summoned) and it gets nerfed to a 3 mana 3/2, but with a different effect, you gain 2 points for the correct minion + 3x2=6 extra points for two correct accurate predictions.
is changed to:
Gain 3 extra points for each accurate prediction on Cost/Stats/Effect. (If you predict that Knife Juggler will become a 3 mana 2/2 that hits minions only when they're played -not summoned) and it gets nerfed to a 3 mana 2/2, but with a different effect, you gain 2 points for the correct minion + 3x2=6 extra points for two correct accurate predictions.
which means that you do not get extra points if you predict that a value will remain unchanged.
Clarification:
My custom classes : /// / My Card Factory!
These are my candidates for the upcoming nerfs.
Savage Roar : 3 mana, Give your minions +1 attack
Innervate : Refill 2 mana crystals
[cardAncient of Lore[/card] : 8 mana, Choose: Draw 2 cards or Heal a character for 8.
Animal Companion : Huffer: 3/2 charge
Savannah Highmane : 5/5 stats
Sorcerer's Apprentice : 2/2 stats
Archmage Antonidas: 9 mana
Divine Favor : 4 mana, Draw cards until you have 4 in your hand.
Tirion Fordring : 9 mana, Divine shield, Taunt, Deathrattle: Equip a 5/2 Ashbringer
Master of Disguise : Battlecry: Give a friendly minion Stealth this turn.
Doomhammer : Windfurry, Overload 3, 2/6. I dont know how to nerf Doomhammer.
Lord Jaraxxus : 10 mana, 3/3 weapon
Execute : 2 mana
Bluegill Warrior : 2/3. No charge
Leper Gnome : Deathrattle: Deal 1 dmg to enemy Hero.
Abusive Sergeant : 2 mana, 2/2, Battlecry: Give a minion +2 Attack this turn
Knife Juggler : 2/2, change effect to: deal 1 damage to a random other character.
Ironbeak Owl : 3 mana, 2/2, Battlecry: Silence a minion
Big Game Hunter : 5 mana, 4/3, Battlecry: Destroy a minion with an Attack of 7 or more.
Mountain Giant: 14 mana
Molten Giant : 23 mana
Alexstrasza : 10 mana, Destroy a friendly minion, sumon the minion that was destroyed this way. (I bring life and death.)
Lets hope Blizzard keeps their inner Mogor in check in the upcoming nerf bonanza.
1) Knife Juggler -> after you play a minion, deal 1 damage to a random enemy.
This minion has become awfully strong overtime with cards like Unleash the Hounds, Imp-losion and Muster for Battle.
2) Big Game Hunter -> destroy a damaged minion with an attack of 7 or more.
Limits design space a lot. WIth this requirement it needs a little something to damage the big threat.
3) Alexstrasza -> set a hero's remaining health to 20.
Makes it more of a life-saver than a deal 15 damage card.
4) Explosive Trap -> when your hero is attacked, deal 2 damage to all enemy minions.
There's absolutely no need for this card to deal damage to the face.
5) Savannah Highmane -> deathrattle: summon 2 2/1 hyenas.
At least 2/1 hyenas are easily killable, still lots of value.
6) Blade Flurry -> destroy your weapon and deal its damage to all enemy minions.
This card shouldn't deal damage to the face. Too much of a swing, too high burst potential. There can't be strong weapon buffs while this card is in its current form.
7) Force of Nature -> summon four 2/2 Treants with charge that can only attack minions and die at the end of the turn.
Still possible to execute the combo, but it can either be used for superior board clear or as a two-turn burst (Force of Nature -> Soul of the Forest -> next turn Savage Roar).
8) Molten Giant -> costs 25 mana.
The point of this card is to become OP when you are at the brink of death. With a cost of 20 it is not the case.
Yeah, I know I listed 8 cards, but I believe those 8 need nerfs.
Neither Fireball, nor Frostbolt require nerfs. The problem with Mage is that the only consistent deck the class has is Freeze Mage, which is pretty frustrating to play against. Mech Mage was phased out pretty quickly and will completely die in Standard. Tempo Mage has always been inconsistent. The only tier 1 Mage deck is Freeze and its core is freezing effects, Alexstrasza and Ice Block. Alex could possibly use a nerf, not sure about Ice Block.
So the problem is that all mass freezing spells were nerfed a long time ago and became unplayable for any deck save for Freeze Mage. Maybe Ice Block should be reworked somehow to deny current uninteractive playstyle, but Freezing spells unnerfed to previous mana costs so that they don't just sit there collecting dust. Especially Cone of Cold - it's just awful.
When nerfing I keep in mind that most cards need a nerf for the effect that they produce, not their card stats or even their mana cost. Looking at the Warsong Commander nerf, the card remains a 3 mana 2/3. So, to propose a 2/2 Knife Juggler, a 4-mana Savage Roar without a nerf to FoN, or a 4 mana BGH is missing the point fo why these cards are overpowered.
For example, BGH could be 6 mana and it'd still be OP because it would still do the same thing - instantly kill a 7+ mana minion with 7+ attack. It would still limit design space.
Having said that here's me taking the Nerfhammer to some cards:
Knife Juggler - whenever you play a minion, deal 1 damage to a random enemy; remains a (2) 3/2. Clearly the "summon" is what breaks this card, not the fact it has 3 attack.
BGH - The targeted effect has to go; even targeting a minion for 5 damage still means insta-removal of pretty much any minion played. Plus that's still massively OP for mana cost - compare Bomb Lobber for instance. I think they might go back to the flavor of the cards' name and change the text to "Destroy an enemy Beast with 7 or more attack", no other changes.
Force of Nature - I believe the problem is in the Charge. So, remaining at 6 I agree with earlier posters that this can change to "Summon 3 2/2 Treants with Taunt". The Charge effect is often used as an Unleash-style board clear but Druids already have other spells to do this.
Savage Roar - Compared to Bloodlust this is OP - which goes against the archetype. I would up the mana cost to 4, no other changes.
Explosive Trap - change to deal damage minions only (rest unchanged)
Molten Giant - rewards having no early game allowing crazy cheap combos. Up base mana cost to 24, making it a lot more risky to play.
Abusive Sergeant - Give only +1 attack permanently (compare Lance Carrier which costs 2 and gives +2 permanent)
Master of Disguise - Give 1 minion Stealth for 1 turn
I don't think any Legendary will get nerfed as Blizz really likes powerful Legendaries, so I think Alexstrasza and Tirion will remain the same.
Force of Nature - I hope it won't be nerfed. Its such an ellegant design and it perfectly fits druid theme. The only problem is Savage Roar, Force of Nature itself is fine.
Savage Roar - It has to cost 5 or more to make it impossible casting it same turn as Force of Nature. So maybe 7 mana +4 attack (I know, it would be very bad card, but this is how Blizzard nerfs cards - removes them from the game;) like Warsong Commander)
Knife Juggler - people are suggesting rewording him to PLAY not SUMMON. Its a great idea and it could also happen to Starving Buzzard (back to 2/1 for 2 and PLAY not SUMMON a beast), but afair there is only one minion that triggers when you PLAY a minion in Hearthstone right now (Hobgoblin). Why? Well i think Blizz wants to keep this game as simple as possible, playable by retarded people etc. to make sure everyone buys a pack for $ from time to time, so I doubt they "print" cards with PLAY and SUMMON, they will stick to one of these, which seems to be SUMMON. So Juggler will propably cost 3.
So my list of nerfs:
1. Savage Roar - 7mana, minions and hero +4 attack this turn.
2. Knife Juggler - 3mana, same stats and ability.
3. Blade Flurry - hits only minions.
4. Innervate - 0, Refill 2 mana crystals.
5. Piloted Shredder - 3/3, rest remains the same (biggest problem with this guy is the fact nobody plays other 4mana minions anymore. He is better than any other 4mana card in Hearthstone)
6. Dr Boom - 7/6, bots deal 1-3 damage, rest remains the same (same as above, he isn't completly broken but he is better than anything else for its cost, other big guys are obsolete)
and if I could add some buffs:
Warsong Commander - with his current ability he should cost 2. or 2/3 charge for 3 and sometimes he would show up in Arena decks.
Booty Bay Bodyguard - maybe he could be 4/5 to make him playable in Arenas?
Priestess of Elune - 6/4 and make it possible to choose a target for healing, to make her useful in Arena.
Nozdormu - make him playable for any other reason than being good vs mobile players with weak connection.
Ironforge Rifleman - 3/2
Stormpike Commando - 4/3 (he might even see some play after that)
War Golem - 7/8
Freeze Mage lost mad scientist and healbot. Also the nerfs might be reaching antonidas so I don't think it'll be seen that much also hating on a deck is not heathy for your mind and the community. I get hating to play it or against it but just wishing to delete it from the meta isn't the productive thinking the HS community needs. Of course as you already know you are free to say anything as long as not you're not violating the terms and conditions of this forum.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
Blizzard should buff some cards. If you are going to rebalance I think buffs are just as important as nerfs.
I think it's a real shame they didn't rotate classic out, so the circlejerkers would whine about what they lose instead of debating how to ruin wild mode.
I think I'll focus on cards that IMHO limit design space and leave balance issues out of it.
Possible Design Issues cards
-------------------------------------
Acidic Swamp Ooze - Design Space
Alexstrasza - OTK
Big Game Hunter - Design Space
Blade Fury - OTK
Blessed Champion - OTK
Bloodlust - OTK
Charge - OTK
Savage Roar - OTK
Faceless Manipulator - OTK
Frothing Berserker - OTK
Gadgetzan Auctioneer - OTK
Grommash Hellscream - OTK
Harrison Jones - Design Space
Inner Fire - OTK
Ironbeak Owl - Design space
King Krush - OTK
Leeroy Jenkins - OTK
Malygos - OTK
Master of Disguise - Design Space
Nozdormu - Buggy
Prophet Velen - OTK
Spellbreaker - Design Space
-------------------------------------
So, some thoughts:
Acidic Swamp Ooze and Harrison. I think these cards are probably fine. Nobody ever built a deck and said, "I can't put this in because Swamp Ooze and Harrison exist."
Big Game Hunter. OTOH everyone and their dog thought, "I can't put this in because BGH exists." This definitely needs nerfing.
Ironbeak Owl and Spellbreaker. I think Owl is just too efficient. Maybe spellbreaker also. They are on par with class specific silences, I think they should be less efficient. Could use a mana or stat change, but, the silence could stay.
Master of Disguise - Will be changed, just too limiting of design space. The effect needs to be completely changed.
Nozdormu - A 'fun' card that is a nightmare for the programmers. Effect should be changed.
So, the rest of the cards are just ones that enable a combo deck. I'm not sure how interested Blizz is in having combo pieces be in the core set. So, I'll try to sort from least worrisome to most worrisome.
Inner Fire
Blessed Champion
Charge
Gadgetzan Auctioneer
Frothing Berzerker
Faceless Manipulator
King Krush
Grommash Hellscream
Bloodlust
Blade Fury
Prophet Velen
Leeroy Jenkins
Savage Roar
Malygos
Alexstrasza
I have to go now, but, I'll come up with my list of changes later. But, for now it's looking like I'll change Savage Roar, Malygos, Alextrasza, Ironbeak Owl, BGH, Nozdormu, and Master of Disguise. So, 7 cards is all for now. Maybe I'll add more later.
Galavant Animation
I don't understand people's suggestions on nerfing BGH and Ironbeak Owl, with Mountain Giant and Magma Giant in the Classic set it's imperative to have removal for 8+ power cards and Silence has done a lot to keep the power level of the game in check considering it neutralizes Haunted Creeper, Nerubian Egg, Mad Scientist, Shielded Minibot and various cards along the curve like Twilight Drake, Piloted Shredder, Sludge Belcher, Sylvanas Windrunner, Emperorer Thaurissan, Ancient of War etc. Even in "Wild" most decks only play 1 of each BGH and Ironbeak Owl, and I doubt changing BGH's mana cost to 4 or statline to -x/x would discourage people from using it at all considering the tempo swing is INSANE so why bother? As far as Ironbeak Owl, I get how people "hate" to see this card in a face deck, but blanking a card's text is more interesting from a design consideration than just deal X damage to or kill target minion as removal and compared to Polymorph effects is WAY less broken in terms of blanking text and causing infinite damage?
I mean why these cards over Equality/Wild Pyromancer?
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?