1. Alexstrasza - card mechanic is totally broken in many tavern brawls. Not much better in freeze mage. Setting life a 20 might be good, to make it more useful as a heal card than combo enabler.
2. Savage Roar - making it cost 4 is probably reasonable to make combo cost 10 and eliminate double combo without keeping Emperor around for a couple turns.
3. Doomhammer - too much durability for its ability. Reduce to 6. Still can be used for burst, but doesn't hang around the whole game.
4. Divine Favor - excessive card draw is detrimental to the game. Same could be said for Battle Rage but at least Battle Rage requires a more difficult setup than just emptying your hand.
5. Nothing else really feels like it is needed. BGH to 4 mana is possible.
Ancient of Lore isn't even unbalanced. The body is worth 4.5 and the effect is worth 3. A half mana discount for being a class card and you have a perfectly balanced card.
False! The effect is "play a 5/5 for 4, then draw arcane intellect and play it for 3 mana". I'd say that makes a total of 8-9 mana. And then it has the healing option on top of that.
Thats' simply not how I balance cards. Agree to disagree? I will admit I probably undervalued the choose one option on it. I just use the draw 2 so much I kinda forgot I could use it to heal. So, maybe it is a little OP. but, compared to cards like Fire Elemental, Savannah Lion, and Cabal it doesn't seem that bad to me.
Jesus the game would be boring if these chances were made. If u remove all finishing combos from the game the game would be only minion vs minion combat. 1 dimensional and dull
I'll take it over sitting in on someone's game of solitaire capped by spamming spells to face. There would still be 101 ways to get burst and a new expansion to provide more.
Jesus the game would be boring if these chances were made. If u remove all finishing combos from the game the game would be only minion vs minion combat. 1 dimensional and dull
I'll take it over sitting in on someone's game of solitaire capped by spamming spells to face. There would still be 101 ways to get burst and a new expansion to provide more.
You literally just listed a bunch of cards you don't like. The only card that is even remote close to being a design space issue and / or balance issue atm is savage roar.
But, if changes like these happens... at least we know wild mode will be a joke, not a legacy mode.
Rotate out classic, that's the only good answer. Then the people who want a "dynamic standard mode" can have that.
Alexstrasza - Enables too many combos and limits design space as such. No opinion on how to nerf, I just recognise that she probably needs one.
I thought about making her set the health to 20 as well, but I think it's too much of a nerf to combo archetype and too much of a buff to control. I'll be frank, I see the value in having more combo/aggro and less control for "fun" factor - control is good, but too much power in control (esp. when it leads to too many control vs. control matches) and games will just become boring and long, often turtling to fatigue.
Really, the only card that needs nerfs for design space in this aspect isn'tAlexstrasza, it's Emperor Thaurissan. That card, if anything, could use a nerf (as everyone proposed, start of turn instead of end of turn trigger would do it) or cycling-out-faster. Even druid combo would be more manageable without this card.
If anything is done to Alex I'd probably set her mana cost to 10. This would make it harder to use her in the same turn as other cards, and would give opponents an extra turn before a possible OTK combo to pressure the combo player (or prepare a defense).
Lol, nerf ancient of lore and keeper and then what? maybe kill the whole Druid class too while your at it? Nerf to Savage roar is understandable, but the class itself doesnt have any decent hard removal or a fully reliable AoE. Once it falls behind in board, theres literally no way to catch up
1) Savage Roar: Nerf it up to 5 mana (makes it very comparable to bloodlust then, since one is 2 to everything and the other is 3 to minions only).
2) Divine Favour: I like the general idea of drawing cards if your opponent has more, but this card just draws way too much. Maybe an effect like "4 mana Draw 2 cards. If your opponent has more cards than you, draw 3 instead. This makes it a bad arcane intellect or a stiutationally better nourish.
3) Alexstrasza: I like the idea of setting to 20 instead of 15. This makes her more of a heal than a lethal enabler.
4) Knife Juggler: 2/2 for 2 with the same effect should be balanced enough.
5) BGH: I like the idea that it kills big things, but as is it makes it so 7+ attack minions don't see enough play. I think either it costing 4 mana or changing it's effect to "destroy target giant (or possibly giant or dragon)" could work.
Honourable Mentions (meaning I could see these being useful nerfs but aren't as critical as the above 5)
Battle Rage: Just make it only apply to friendly minions or bumb the mana cost up to 3 mana. That should make the draws more reasonable for the cost.
Tirion: Bump him up to 9 mana. He packs just a bit too much value for 8 mana and is a bit too much of an auto-include.
Antonidas: Bumb him up to 8 mana or make him a 5/5. This will make him either pull less fireballs or be a bit easier to remove.
Ancient of lore: 8 mana 5/6 with "Choose One: Draw 2 cards; or restore 8 health." In it's current version, the choose one is honestly not even a choice and might as well be battlecry: draw 2 cards. This change lets the card still be versitile and have good value for its cost, while making the choose one options more comparable (arcane intellect vs. healing touch).
Innervate: Change to gain 2 mana crystals on your next turn only. This means combos are thought out in advance and also telegraphed to your opponent so they can prepare.
Master of Disguise: Make it a 4/5 with "Battlecry: give a friendly minion stealth until the start of your next turn." Basically a chillwind with a weaker conceal as a battlecry. This change is mostly a design space change rather than a balance change.
Innervate - Poor card design, too op combined with some cards, creating ridiculous advantage. Make it give 1 mana max or refill 2 mana, removing garbage like turn 2 emperor or turn 3 dr boom or turn 1 fel reaver, garbage like that.
Savage Roar - Combined with FoN, its atleast 14 damage split between atleast 4 targets for 9 mana, considering innervate and thaurissan effects, its even more op. A card that can easily get you back in the game or seal you the game. A card that influences the way your opponent plays like no other.
Big Game Hunter - Poor card design, too op, making a huge tempo swing against some decks. Should be removed from the game or made 5 mana 3/3.
Divine Favor - Poor card design, punishing control decks and the decks designed to drawio cards to win games.
- Armorsmith: same stats/cost, but you only gain armor when a minion SURVIVES damage. Still a good card, but slows armor gain immensely.
- Shield Slam: same cost, but for every point of damage dealt you consume one armor (up to the health remaining on the target, no overkill)
For example, Shield Slam on a full health Ysera would take you from a theoretical starting point of 20 armor down to 8. Armor is far too easy to gain to be killing things for free.
- Lava Shock: Same cost and still clears Overloaded crystals, but not until your next turn, so you have to use it on the same turn that you overload to get use of its effect. Slow down Face a bit but keep it intact-ish.
I'm sure I will think of others, but I think these are pretty fair.
Warleader doesnt need change. Since Murkeye will most likely not be in Standard set like Mekatorkue and Tauren Chieftain, Captains parrot.
Have you heard anything from Blizzard on this topic? I guess I was assuming they would be in Standard since I think of them as Basic cards, but technically they are categorized in game as the "Reward" set.
Please oh please Blizz, stop the insanity and restore balance to the meta so we can play a civilized game. Better yet just award a win to both players regardless of the outcome of the game.
According to the forums here the angry nerds who don't play Hearthstone and instead play Heartpwn Forums: A complaint Repeated
Mysterious Challenger - > 8 Cost, 5/5 "Battlecry: Subtract your remaining health from your health." Savage Roar -> 3 Cost, "Give minions +1/+0 unless they have charge" Force of Nature -> 6 cost, "Put three 2 Cost Treants with 2/2 and Charge into your hand." Knife Juggler ->2 cost. 0/3 "Whenever you play a minion do 0.5 damage to a random character." Reno Jackson -> 6 cost 4/4, "Battlecry: Restore BOTH heroes to full health if you have no duplicate cards in your deck."
Dr. Boom 7 cost 5/7 "Battlecry: Summon a Boom Bot that has 0/1" Boom Bot 0/1 "Deathrattle: Deal 1-4 damage to a random character" *Random Card That You Lost to* : "Destroy your own hero, delete the game and give your opponent legendary and free massages"
Sludge Belcher 5 cost 2/4, "Deathrattle: Summon a 1/2 Minion with Taunt for your Opponent."
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1. Alexstrasza - card mechanic is totally broken in many tavern brawls. Not much better in freeze mage. Setting life a 20 might be good, to make it more useful as a heal card than combo enabler.
2. Savage Roar - making it cost 4 is probably reasonable to make combo cost 10 and eliminate double combo without keeping Emperor around for a couple turns.
3. Doomhammer - too much durability for its ability. Reduce to 6. Still can be used for burst, but doesn't hang around the whole game.
4. Divine Favor - excessive card draw is detrimental to the game. Same could be said for Battle Rage but at least Battle Rage requires a more difficult setup than just emptying your hand.
5. Nothing else really feels like it is needed. BGH to 4 mana is possible.
Galavant Animation
Had to drop 10. In no particular order:
CCGing since '98.
CCGing since '98.
1. Alexstrasza
2. Savage Roar
3. Master of Disguise
4. Molten Giant
5. Power Overwhelming
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
I actually really disagree with the propossed Savage Roar nerfs.
The whole idea behind Savage Roar was to "get your hero into the fight." I forsee if it is being changed, to something more like:
Savage Roar. 3 Mana. Give your hero +5 Attack this turn or something of the like.
It fits the theme of the class much more, like savage combatant. Savagery now playable? Easy
Lol, nerf ancient of lore and keeper and then what? maybe kill the whole Druid class too while your at it? Nerf to Savage roar is understandable, but the class itself doesnt have any decent hard removal or a fully reliable AoE. Once it falls behind in board, theres literally no way to catch up
1) Savage Roar: Nerf it up to 5 mana (makes it very comparable to bloodlust then, since one is 2 to everything and the other is 3 to minions only).
2) Divine Favour: I like the general idea of drawing cards if your opponent has more, but this card just draws way too much. Maybe an effect like "4 mana Draw 2 cards. If your opponent has more cards than you, draw 3 instead. This makes it a bad arcane intellect or a stiutationally better nourish.
3) Alexstrasza: I like the idea of setting to 20 instead of 15. This makes her more of a heal than a lethal enabler.
4) Knife Juggler: 2/2 for 2 with the same effect should be balanced enough.
5) BGH: I like the idea that it kills big things, but as is it makes it so 7+ attack minions don't see enough play. I think either it costing 4 mana or changing it's effect to "destroy target giant (or possibly giant or dragon)" could work.
Honourable Mentions (meaning I could see these being useful nerfs but aren't as critical as the above 5)
Battle Rage: Just make it only apply to friendly minions or bumb the mana cost up to 3 mana. That should make the draws more reasonable for the cost.
Tirion: Bump him up to 9 mana. He packs just a bit too much value for 8 mana and is a bit too much of an auto-include.
Antonidas: Bumb him up to 8 mana or make him a 5/5. This will make him either pull less fireballs or be a bit easier to remove.
Ancient of lore: 8 mana 5/6 with "Choose One: Draw 2 cards; or restore 8 health." In it's current version, the choose one is honestly not even a choice and might as well be battlecry: draw 2 cards. This change lets the card still be versitile and have good value for its cost, while making the choose one options more comparable (arcane intellect vs. healing touch).
Innervate: Change to gain 2 mana crystals on your next turn only. This means combos are thought out in advance and also telegraphed to your opponent so they can prepare.
Master of Disguise: Make it a 4/5 with "Battlecry: give a friendly minion stealth until the start of your next turn." Basically a chillwind with a weaker conceal as a battlecry. This change is mostly a design space change rather than a balance change.
#1 - Nerf Emperor Thaurissan to 7 mana before the druid train hits us hard.
#2 - Nerf Secretkeeper to gain +1 atk and no health.
#3 - Nerf Anyfin Can Happen so that nofin can happen.
#4 and #5 - I don't know... must I?
Innervate - Poor card design, too op combined with some cards, creating ridiculous advantage. Make it give 1 mana max or refill 2 mana, removing garbage like turn 2 emperor or turn 3 dr boom or turn 1 fel reaver, garbage like that.
Savage Roar - Combined with FoN, its atleast 14 damage split between atleast 4 targets for 9 mana, considering innervate and thaurissan effects, its even more op. A card that can easily get you back in the game or seal you the game. A card that influences the way your opponent plays like no other.
Big Game Hunter - Poor card design, too op, making a huge tempo swing against some decks. Should be removed from the game or made 5 mana 3/3.
Divine Favor - Poor card design, punishing control decks and the decks designed to drawio cards to win games.
Knife Juggler - Too op, make it 2 mana 2/2 or 1/2.
See if you can detect my bias...
- Armorsmith: same stats/cost, but you only gain armor when a minion SURVIVES damage. Still a good card, but slows armor gain immensely.
- Shield Slam: same cost, but for every point of damage dealt you consume one armor (up to the health remaining on the target, no overkill)
For example, Shield Slam on a full health Ysera would take you from a theoretical starting point of 20 armor down to 8. Armor is far too easy to gain to be killing things for free.
- Lava Shock: Same cost and still clears Overloaded crystals, but not until your next turn, so you have to use it on the same turn that you overload to get use of its effect. Slow down Face a bit but keep it intact-ish.
I'm sure I will think of others, but I think these are pretty fair.
Nerve teh entire gaem!!!!11
Release the Kraken!
1: Knife Juggler
2: Savage Roar
3: Alextraza
4: Big Game Hunter
5: Abusive Sergant
1. Wisp
2. Charge
3. Kidnapper
4. Savagery
5. Onyxia
Please oh please Blizz, stop the insanity and restore balance to the meta so we can play a civilized game. Better yet just award a win to both players regardless of the outcome of the game.
Free to try and find a game, dealing cards for sorrow, cards for pain.
According to the forums here the angry nerds who don't play Hearthstone and instead play Heartpwn Forums: A complaint Repeated
Mysterious Challenger - > 8 Cost, 5/5 "Battlecry: Subtract your remaining health from your health."
Savage Roar -> 3 Cost, "Give minions +1/+0 unless they have charge"
Force of Nature -> 6 cost, "Put three 2 Cost Treants with 2/2 and Charge into your hand."
Knife Juggler ->2 cost. 0/3 "Whenever you play a minion do 0.5 damage to a random character."
Reno Jackson -> 6 cost 4/4, "Battlecry: Restore BOTH heroes to full health if you have no duplicate cards in your deck."
Dr. Boom 7 cost 5/7 "Battlecry: Summon a Boom Bot that has 0/1"
Boom Bot 0/1 "Deathrattle: Deal 1-4 damage to a random character"
*Random Card That You Lost to* : "Destroy your own hero, delete the game and give your opponent legendary and free massages"
Sludge Belcher 5 cost 2/4, "Deathrattle: Summon a 1/2 Minion with Taunt for your Opponent."