I understand people wants to nerf Savage roar, Mysterious challanger, mad scientist, but Alexstrasza, BGH... Why !? Alexstrasza costs 9 mana and 8/8 is pretty balanced I think. It's also a really late game card, there is already reno in the game who can heal you up in case the opponent use Alex.
And then again BGH... Why? 3 mana cost card with 4-2 which can be easily destroyed and it's an epic card. I don't know what do you want to nerf on this card? Effect? Don't be silly...
To those people asking for nerfing Molten Giant,just why?
Salty because they don't know how a play around a Handlock, presumably. Lord knows when I play Handlock, 50% of my opponents expend everything they got reducing me to 10 health, and look puzzled by the double Molten GiantDefender of Argus combo.
And how does a non-combo druid counter double molten giants with Defender of Argus -- after being forced to use both Keeper of the Groves on a Mountain Giant and a Twillight Drake?
The PROBLEM IS:
The warlock can control his own life total with Life Tap and Hellfire, and even at 14 health at turn 8 he can Darkbomb his own face to get out Molten + Molten + Defender.
Going from a board of 0 minions with a total of 0 power and 0 health -- to having a board of 16 attack and 16 health, for 0 mana... It's not balanced. Not by a long shot.
The problem is not even Defender of Argus, but the fact that the price for 8/8s can become 0.
I don't care about the viability of the Handlock archetype -- I care about balance.
Sure -- extreme cases of 7/7s for 4 and 8/8s for 5 can be fine -- if the price is great enough. That is a massive tempo gain, in any case. Big Game Hunter should not have existed in the first place, and I think the core of Hearthstone should be around trying to control the board -- not nuking the board and winning in one turn, or being able to put out multiple 8/8 minions for 0 mana alongside your other cards.
Being counterable by some classes, and having overpowered counters, is not good balance. Prophet Velen is unplayable because Molten Giants causes Big Game Hunter to be ran in all decks that are not overloaded with other overpowered pieces of removal.
I come from a roleplaying background. I like flavor, I like interactions to make as much sense as possible. I want a card game where 9 mana raid bosses can't be killed by 1 and 0 mana cards -- and where 0 mana cards aren't more powerful than Illidan Stormrage.
And then again BGH... Why? 3 mana cost card with 4-2 which can be easily destroyed and it's an epic card. I don't know what do you want to nerf on this card? Effect? Don't be silly...
...the effect yes. Have you ever not netdecked a deck and considered putting some big dudes in it? The reality of it is that unless you somehow get immediate value with your big dude then he's not worth playing at all. This is a huge problem, the effect needs to be changed. Roughly same problem is with the silence effect, and especially ironbeak owl: the "delete whatever text" and get a 1-mana body for 2 mana card.
1. Ironbeak Owl --> 2 (2/2). Battlecry: Enemy Minions dont trigger Deathrattle this turn.
2. Spellbreaker ---> 4 (4/3) Battlecry: move target minions Deathrattle to this card instead.
This is a total blizz move, making the cards completely unplayable,
Spellbreakers effect is not unplayable. If anything it's even more broken since it's a better Unearthed Raptor. As for Owl's effect it's more interesting but we'll need some silence cards to replace them.
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'There is nothing more deceptive than an obvious fact'
1. Innervate: What does the most expensive card in MtG do? This is the one card that actually has the potential to brake wild mode in the future.
2. Divine Favor: It can singlehandedly make aggro paladins win match ups they are supposed to lose (aggro>midrange>control>aggro). So what if it is bad against aggro? A card doesn't have to be op in every possible scenario to be op, if it is by far the strongest in what it does it is op.
3. Master of Disguise: This one I hadn't really given much thought to until recent events but I certainly agree with the arguments already pointed out in this thread.
5. Charge: You might think i'm trolling but I firmly believe that, in a world without interrupts, charge and direct damage can potentially be very dangerous. This card has OTK written all over it, it just hasn't found the right combo yet.
On a side note I think secrets are messed up because they are the only way to actually do something on your opponent's turn and the answer we have to them (Kezan Mystic) is rotating out.
All in all what they MUST nerf really depends a lot on what cards will be introduced at the same time.
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The difference between gimmick and sinergy is only consistency. Mrglglrglglglglglglgl!!!
The only cards I deem worthy of nerfs are cards that limit design space.
1: Divine favor, limits design space as it allows aggro paladin to draw more cards then any other class.
2: Mysterious challenger, limits the types of secrets that can be added to the game
3+4: Force of nature + savage roar (I feel these should be lumped together) Ever see a druid deck that was good be played without these cards? No? Me neither, for as long as this combo exists, druid will be forced to only play it.
5: Archmage antonidus, remember when mech mage was a thing? And it was doing very well? One of the biggest negatives of the deck was archmage into the spare parts the mage had gotten.... Why is this a problem? Again limiting design space, super cheap, neutral spells can't really exist when they can be played and instantly give your opponent several fire balls.
Considering that the Nerfs that come with the Standard Patch and will be focused on the Standard format I expect most nerfs to hit anything that is too common in most decks or limits game design. They might nerf some stuff for wild cough cough Dr6 and cough Dr7 but I don't actually expect those.
So heres my expected list from the Classic and Basic sets
Big Game Hunter - This card completely limits design and the fun of playing big minions it forces any minion with higher than 7 attack to have an immediate impact on the board or be out right game winning to stand a chance of being played and pushes borderline playable cards into the unplayable zone. This card needs to be a 'tech decision'. At the moment it doesn't need any 'decision' it finds its way into almost any midrange and control deck because a 3mana 4/2 is an OK body even without the battlecry. The battlecry is worth far more than the 1 stat point this guy loses. Either lowering its stats or changing how the battlecry works would be best so that it become an actual decision like Kezan Mystic or The Black Knight. It should be a question on whether to include or not based on the Meta. There is also something fundamentally wrong with a 6/7 body being better than a 7/7 body.
Ironbeak Owl - This little card shows us why Blizzard have been reluctant to put more silence cards in the game unless they are done in a weird/fun way such as Wailing Soul or Light's Champion. Straight forward silence for cheap mana (with a 2/1 body and beast synergy to boot) available to ANY class completely ruins buffs/taunts/deathrattle and any fun ongoing effects. Again limiting design and the playability of some minions. This little guy manages to find his way into a wide variety of decks from aggro to control. Spellbreaker turns out to be fine because its at a higher mana cost - although I don't like straight up silence effects.
Savage Roar - At least I expect this will the the part of the Force Savage combo to be nerfed. Force of Nature on its own is actually mediocre. I'm not sure how they will nerf it without destroying the card but Druids have been to reliant on this combo for far too long. Its extremely non-interactive and not fun at all to know you are going to lose to it no matter what you do.
Knife Juggler - This guy has just far to much value packed into a 2 mana 3/2. Been a staple in any token/aggro deck since day 1 simply has to see a nerf. My preference would be change to Play instead of Summon.
Direct Damage Spells e.g. Fireball - cards like fireball that can kill minions and go face for a fairly cheap mana cost are just too powerful and versatile that they find their way into almost any deck of that class. They can be used too easily to burst opponents down as well as remove minions. This limits design of other spells. For example Flame Lance never sees play because Fireball exists, even though for 1 more mana it does 2 more damage because it can't hit face and fireball actually does enough damage to minions anyway a card like flame lance never gets a look in.Fireball isn't the only culprit here, Other could include Kill Command 3 mana for 5 damage is far to much IMO. I can see some of these spells getting nerfed by 1 damage or made minions only so i.e. Fireball would be 5 damage and Kill command might be minions only.
Special Mention -Alexstrasza - Needs a rework as she allows too much of a stall then burst tactic.
Ancient of War (Rooted is too popular - its need to actually be a choice whether to Uproot)
Ice Block - Secrets are meant to be something you work out/play around. This isn't able to be played around (usually) this just creates unfun non-interactive archetypes
Frost Nova - too easy to stall the game with this card - can you tell I don't like playing against boring ass decks like freeze mage and sleeper priest (zzzzzzzzz)
Doomsayer - might be good in principle and maybe fine without things like frost nova but still zzzz
Divine Favor - too rewarding for bad plays/dumping hands and too punishing for gaining card advantage needs a re-work.
Tirion Fordring - Too much value in one card maybe? Not sure on this one.
Truesilver Champion - limits weapon design for paladin again not sure this needs a nerf though, just a maybe.
Inner Fire - odd one but might get reworked as it limits buff design
with this we keep the cards playable but pushes the ramp idea of the druid. you need to use Emperor Thaurissan or Innervate to use this combo.
For my next "nerf" i don't if it really is one. Can't really see if it's better or worse or around the same:
Archmage Antonidas - what do you think of this effect: "Reduce the cost of your spells in hand by (1)"
Next card is Knife Juggler. My opinion is that his effect is ok but it should be a 1/2 for 2. Or make it read "After you play a minon, deal 1 damage to a random enemy.
And for the last one is no one else than Mysterious Challenger himself. Well he will get a passive nerf through naxx being cycled out but he will still be powerful in wild format. I think if they make it cost 7 it will fix him. Screws the curve and that's enough
Force of Nature isn't playable at 7 mana, a lot of people seem to underestimate how important a 6 mana Force of Nature is in Combo Druid for being able to survive vs aggro at all, while Savage Roar is generally a brick that's used for nothing more than finishing off your opponent. The power to cost gap of Savage Roar compared to Bloodlust is too high, where Force of Nature is just a bad card compared to any other single or multi target removal in the game.
I would rather see a 5 mana Savage Roar than a 7 mana Force of Nature if the idea is to make the cards unplayable with one another.
Funny thing is that so many people forgot to mention MC(Dr.Boom will get crap with the next bullshit blizz is planning anyway)
We're mentioning blances to the evergreen Standard cards, only -- the cards that's always going to be with us.
The OP asked what we wanted nerfed with no qualifiers. Thus, we are saying we want Dr. 6 nerfed right now so that standard will be playable for the year that it will still be in standard.
Honestly if they just change Knife Juggler to throwing a knife each time a minion is PLAYED instead of SUMMONED, it would be a very balanced card. But throwing hella knives on muster/implosion/unleash is just stupid
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I understand people wants to nerf Savage roar, Mysterious challanger, mad scientist, but Alexstrasza, BGH... Why !? Alexstrasza costs 9 mana and 8/8 is pretty balanced I think. It's also a really late game card, there is already reno in the game who can heal you up in case the opponent use Alex.
And then again BGH... Why? 3 mana cost card with 4-2 which can be easily destroyed and it's an epic card. I don't know what do you want to nerf on this card? Effect? Don't be silly...
The PROBLEM IS:
Going from a board of 0 minions with a total of 0 power and 0 health -- to having a board of 16 attack and 16 health, for 0 mana...
It's not balanced. Not by a long shot.
The problem is not even Defender of Argus, but the fact that the price for 8/8s can become 0.
I don't care about the viability of the Handlock archetype -- I care about balance.
Sure -- extreme cases of 7/7s for 4 and 8/8s for 5 can be fine -- if the price is great enough. That is a massive tempo gain, in any case.
Big Game Hunter should not have existed in the first place, and I think the core of Hearthstone should be around trying to control the board -- not nuking the board and winning in one turn, or being able to put out multiple 8/8 minions for 0 mana alongside your other cards.
Being counterable by some classes, and having overpowered counters, is not good balance.
Prophet Velen is unplayable because Molten Giants causes Big Game Hunter to be ran in all decks that are not overloaded with other overpowered pieces of removal.
I come from a roleplaying background.
I like flavor, I like interactions to make as much sense as possible.
I want a card game where 9 mana raid bosses can't be killed by 1 and 0 mana cards -- and where 0 mana cards aren't more powerful than Illidan Stormrage.
Write the names of the cards wich is op. Not the cards that fucked you.
1. Paladin
2. Warlock
3. Druid
4. Mage
5. Priest
That sums it up
Here is my top 5 nerfs.
1 abusive sergeant -》give +1 attack this turn.
2 knife jugggler -》2/2 OR effect only on played minions.
3 force of nature -》treants can only attack enemy minions set cost to 5 mana.
4 ancient of lore -》 heal for 8 OR draw 1 card reduce cost to 6 mana.
5 lepper gnome -》make stats 1/2 or DR deal 1 damage to face.
Bonus nerf -》 innervate -》 gain 2 mana this turn spells cost 1 more this turn.
alexstraza
1. Ironbeak Owl --> 2 (2/2). Battlecry: Enemy Minions dont trigger Deathrattle this turn.
2. Spellbreaker ---> 4 (4/3) Battlecry: move target minions Deathrattle to this card instead.
3. Keeper of The Grove 4 /2/4) Choose 1 Deal 2 Damage to target minion or summon a 2/2 treant with taunt.
4. Big Game Hunter 3 (4/2) Battlecry: Destroy a minion with 8 or more attack.
5. Master of Desguise 4 (3/3) Battlecry: Add a Vanish to your Hand.
This is a total blizz move, making the cards completely unplayable,
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
LOL at the people who think Silence is OP
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
lol someone doesn't like silence apparently
1. Innervate: What does the most expensive card in MtG do? This is the one card that actually has the potential to brake wild mode in the future.
2. Divine Favor: It can singlehandedly make aggro paladins win match ups they are supposed to lose (aggro>midrange>control>aggro). So what if it is bad against aggro? A card doesn't have to be op in every possible scenario to be op, if it is by far the strongest in what it does it is op.
3. Master of Disguise: This one I hadn't really given much thought to until recent events but I certainly agree with the arguments already pointed out in this thread.
4. Archmage Antonidas: I think it is silly that the generated fireballs produce more fireballs. It could use a mechanic similar to Trade Prince Gallywix.
5. Charge: You might think i'm trolling but I firmly believe that, in a world without interrupts, charge and direct damage can potentially be very dangerous. This card has OTK written all over it, it just hasn't found the right combo yet.
On a side note I think secrets are messed up because they are the only way to actually do something on your opponent's turn and the answer we have to them (Kezan Mystic) is rotating out.
All in all what they MUST nerf really depends a lot on what cards will be introduced at the same time.
The difference between gimmick and sinergy is only consistency. Mrglglrglglglglglglgl!!!
The only cards I deem worthy of nerfs are cards that limit design space.
1: Divine favor, limits design space as it allows aggro paladin to draw more cards then any other class.
2: Mysterious challenger, limits the types of secrets that can be added to the game
3+4: Force of nature + savage roar (I feel these should be lumped together) Ever see a druid deck that was good be played without these cards? No? Me neither, for as long as this combo exists, druid will be forced to only play it.
5: Archmage antonidus, remember when mech mage was a thing? And it was doing very well? One of the biggest negatives of the deck was archmage into the spare parts the mage had gotten.... Why is this a problem? Again limiting design space, super cheap, neutral spells can't really exist when they can be played and instantly give your opponent several fire balls.
And for the record, 1-4 is not due to salt; it's because of the current 10+ value for 6 mana, which is total BS.
Considering that the Nerfs that come with the Standard Patch and will be focused on the Standard format I expect most nerfs to hit anything that is too common in most decks or limits game design. They might nerf some stuff for wild cough cough Dr6 and cough Dr7 but I don't actually expect those.
So heres my expected list from the Classic and Basic sets
Special Mention -Alexstrasza - Needs a rework as she allows too much of a stall then burst tactic.
Other Cards I can see being nerfed/reworked..
Honestly if they just change Knife Juggler to throwing a knife each time a minion is PLAYED instead of SUMMONED, it would be a very balanced card. But throwing hella knives on muster/implosion/unleash is just stupid