Almost Everyone Though That Blizzard Will Nerf Savage Roar, But They Dindn't. Which makes me and maybe alot of you wonder, WHY? I know that the F.O.N. & Savge Roar combo is dead, but that doesn't mean savage roar is now bad, no, it's still an annoying card to play around, if ure at 20 health or lower and you can't kill 2+ minions with decent stats, ure dead. That is really stupid and unfun to play around. I believe, they should have done is to make Savage roar : A) "4" mana, Give all "Minions" +2 atack this turn; Or B) "4" mana , Give all "Beast's" +2 atack this turn. Write you're opinions on why they didn't nerf the card and maybe ure options on how would you like to see Blizzard nerf this card.
I don't really know why they would nerf savage roar. The thing that was overpowered was the combo, which is completely gone now. All classes have some burst potential, which is why I don't think savage roar needed a nerf
Savage Roar is good if you have a board. Force of Nature created a massive board out of nowhere. Now without the ability to summon 3x charging treant Savage Roar is only a problem if you can't clear your opponent's board, and that's a fair loss.
Also:
with 3 minions already on the board: Savage Roar = 8 extra damage (6 from minions, 2 from hero)
with 3 minions already on the board: Blood Lust = 9 extra damage (all from minions), and Shaman has an hero power that guarantees board presence
If they nerfed Savage Roar, then they should have nerfed Blood Lust as well because it's the same kind of card. Also, killing Savage Roar would destroy a whole deck archetype (aggro/token Druid) that relies on filling the board Zoo-style, and considering that it's not a very popular deck there was no reason to nerf it.
The direction from the new expansion was to slow down the Meta, but keeping savage roar as it is , is really stupid in my opinion, cause, if the meta won't slow down, if people will run alot aggro druid * & etc. , then we have to resolve to either counter aggro deck's or play them our selves. And that is really unfun, and boring. Thank you for you're opinion.
Savage Roar is good if you have a board. Force of Nature created a massive board out of nowhere. Now without the ability to summon 3x charging treant Savage Roar is only a problem if you can't clear your opponent's board, and that's a fair loss.
Also:
with 3 minions already on the board: Savage Roar = 8 extra damage (6 from minions, 2 from hero)
with 3 minions already on the board: Blood Lust = 9 extra damage (all from minions), and Shaman has an hero power that guarantees board presence
If they nerfed Savage Roar, then they should have nerfed Blood Lust as well because it's the same kind of card. Also, killing Savage Roar would destroy a whole deck archetype (aggro/token Druid) that relies on filling the board Zoo-style, and considering that it's not a very popular deck there was no reason to nerf it.
This is just wrong. Bloodlust is more than double the cost of Savage Roar, and the shaman HP has a fairly weak board presence to be honest.
I mean, I agree Savage Roar probably doesn't need a nerf with Naxx and GvG minions rotating out and the nerf to FoN, but saying that Bloodlust is even remotely close in power to Savage Roar is dishonest.
All these no's yet when people were predicting nerfs, almost everyone who posted about it said Savage Roar and not Force of Nature. Poll results seem fishy to me :P
All these no's yet when people were predicting nerfs, almost everyone who posted about it said Savage Roar and not Force of Nature. Poll results seem fishy to me :P
People are answering with the FoN nerf in mind, while the people you're talking about were basically asked "Rather FoN or Savage Roar". In fact it is if people said "Yes" that there would be contradiction.
Charge is something they really regret putting into the game as it is the primary cause of uninteresting gameplay. Hence the nerfs to so many charge minions over HS's short life.
The direction from the new expansion was to slow down the Meta, but keeping savage roar as it is , is really stupid in my opinion, cause, if the meta won't slow down, if people will run alot aggro druid * & etc. , then we have to resolve to either counter aggro deck's or play them our selves. And that is really unfun, and boring. Thank you for you're opinion.
I have yet to see a season in hearthstone where control decks would be unable to get to legend in a decent time frame. And what is wrong with aggro? it should be in the game as much as control, which right now it isn't, control decks outnumber the aggro decks by a decent margin.
Because people don't want to play aggro and have taken to only play decks that make aggro's life a misery, simple as that.
Savage Roar is good if you have a board. Force of Nature created a massive board out of nowhere. Now without the ability to summon 3x charging treant Savage Roar is only a problem if you can't clear your opponent's board, and that's a fair loss.
Also:
with 3 minions already on the board: Savage Roar = 8 extra damage (6 from minions, 2 from hero)
with 3 minions already on the board: Blood Lust = 9 extra damage (all from minions), and Shaman has an hero power that guarantees board presence
If they nerfed Savage Roar, then they should have nerfed Blood Lust as well because it's the same kind of card. Also, killing Savage Roar would destroy a whole deck archetype (aggro/token Druid) that relies on filling the board Zoo-style, and considering that it's not a very popular deck there was no reason to nerf it.
This is just wrong. Bloodlust is more than double the cost of Savage Roar, and the shaman HP has a fairly weak board presence to be honest.
I mean, I agree Savage Roar probably doesn't need a nerf with Naxx and GvG minions rotating out and the nerf to FoN, but saying that Bloodlust is even remotely close in power to Savage Roar is dishonest.
Bloodlust cost 5, savage roar cost 3. 5 is not more than double 3. Who is being dishonest?
Charge is something they really regret putting into the game as it is the primary cause of uninteresting gameplay. Hence the nerfs to so many charge minions over HS's short life.
Charge is the only direct counter to things like freeze and mill decks. IMHO, it is absolutely necessary for the game to be balanced.
Savage Roar is good if you have a board. Force of Nature created a massive board out of nowhere. Now without the ability to summon 3x charging treant Savage Roar is only a problem if you can't clear your opponent's board, and that's a fair loss.
Also:
with 3 minions already on the board: Savage Roar = 8 extra damage (6 from minions, 2 from hero)
with 3 minions already on the board: Blood Lust = 9 extra damage (all from minions), and Shaman has an hero power that guarantees board presence
If they nerfed Savage Roar, then they should have nerfed Blood Lust as well because it's the same kind of card. Also, killing Savage Roar would destroy a whole deck archetype (aggro/token Druid) that relies on filling the board Zoo-style, and considering that it's not a very popular deck there was no reason to nerf it.
This is just wrong. Bloodlust is more than double the cost of Savage Roar, and the shaman HP has a fairly weak board presence to be honest.
I mean, I agree Savage Roar probably doesn't need a nerf with Naxx and GvG minions rotating out and the nerf to FoN, but saying that Bloodlust is even remotely close in power to Savage Roar is dishonest.
Bloodlust cost 5, savage roar cost 3. 5 is not more than double 3. Who is being dishonest?
Somehow thought Savage roar was 2 for a moment. Honest, but dumb.
The direction from the new expansion was to slow down the Meta, but keeping savage roar as it is , is really stupid in my opinion, cause, if the meta won't slow down, if people will run alot aggro druid * & etc. , then we have to resolve to either counter aggro deck's or play them our selves. And that is really unfun, and boring. Thank you for you're opinion.
I have yet to see a season in hearthstone where control decks would be unable to get to legend in a decent time frame. And what is wrong with aggro? it should be in the game as much as control, which right now it isn't, control decks outnumber the aggro decks by a decent margin.
Because people don't want to play aggro and have taken to only play decks that make aggro's life a misery, simple as that.
Please that is not the reason, the real reason is because we only have one good aggro deck which is shaman and like 4 good control decks. By your logic druid should have disappeared from ladder like a year ago.
Number of decks don't mean anything. I can show you 2-3 Rogue decks that are somewhat relevant in this meta, it doesn't mean Rogue is played more than Shaman in any way.
Frankly, I don't think Druid can have a true aggro deck as their class cards are too value oriented. The thing about face Hunter and Shaman is that they run a bunch of cheap, high attack minions that hit your face and don't trade unless they need to clear off a taunt, but easily run out of steam in the late game. And their class cards can support this play style because they have a lot of high power or power buffing minions that can come out early. Druid has a lot of high power midrange stuff and a few powerful early game things. Their class minions don't get good until 4 mana, as opposed to Hunter at 1 and shaman at 2.
The direction from the new expansion was to slow down the Meta, but keeping savage roar as it is , is really stupid in my opinion, cause, if the meta won't slow down, if people will run alot aggro druid * & etc. , then we have to resolve to either counter aggro deck's or play them our selves. And that is really unfun, and boring. Thank you for you're opinion.
I have yet to see a season in hearthstone where control decks would be unable to get to legend in a decent time frame. And what is wrong with aggro? it should be in the game as much as control, which right now it isn't, control decks outnumber the aggro decks by a decent margin.
Because people don't want to play aggro and have taken to only play decks that make aggro's life a misery, simple as that.
Please that is not the reason, the real reason is because we only have one good aggro deck which is shaman and like 4 good control decks. By your logic druid should have disappeared from ladder like a year ago.
Number of decks don't mean anything. I can show you 2-3 Rogue decks that are somewhat relevant in this meta, it doesn't mean Rogue is played more than Shaman in any way.
I was talking about quality there are currently more high tier control decks than high tier aggro decks.
Still doesn't mean more players play control over aggro.
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Almost Everyone Though That Blizzard Will Nerf Savage Roar, But They Dindn't. Which makes me and maybe alot of you wonder, WHY? I know that the F.O.N. & Savge Roar combo is dead, but that doesn't mean savage roar is now bad, no, it's still an annoying card to play around, if ure at 20 health or lower and you can't kill 2+ minions with decent stats, ure dead. That is really stupid and unfun to play around. I believe, they should have done is to make Savage roar : A) "4" mana, Give all "Minions" +2 atack this turn; Or B) "4" mana , Give all "Beast's" +2 atack this turn. Write you're opinions on why they didn't nerf the card and maybe ure options on how would you like to see Blizzard nerf this card.
I don't really know why they would nerf savage roar. The thing that was overpowered was the combo, which is completely gone now. All classes have some burst potential, which is why I don't think savage roar needed a nerf
Savage Roar is good if you have a board. Force of Nature created a massive board out of nowhere. Now without the ability to summon 3x charging treant Savage Roar is only a problem if you can't clear your opponent's board, and that's a fair loss.
Also:
with 3 minions already on the board: Savage Roar = 8 extra damage (6 from minions, 2 from hero)
with 3 minions already on the board: Blood Lust = 9 extra damage (all from minions), and Shaman has an hero power that guarantees board presence
If they nerfed Savage Roar, then they should have nerfed Blood Lust as well because it's the same kind of card. Also, killing Savage Roar would destroy a whole deck archetype (aggro/token Druid) that relies on filling the board Zoo-style, and considering that it's not a very popular deck there was no reason to nerf it.
I'm sorry, but people who think Savage Roar is a problem have no idea how card games work.
The direction from the new expansion was to slow down the Meta, but keeping savage roar as it is , is really stupid in my opinion, cause, if the meta won't slow down, if people will run alot aggro druid * & etc. , then we have to resolve to either counter aggro deck's or play them our selves. And that is really unfun, and boring. Thank you for you're opinion.
All these no's yet when people were predicting nerfs, almost everyone who posted about it said Savage Roar and not Force of Nature. Poll results seem fishy to me :P
Because the minority that THINK they know what is best are always the most vocal
Charge is something they really regret putting into the game as it is the primary cause of uninteresting gameplay. Hence the nerfs to so many charge minions over HS's short life.
Forgive me, friend. I have failed.
They nerfed it in a way were both cards are fine and playable by themselves but not busted together. I don't care how they did it, just that they did.
I returned to this game much like how a recovering alcoholic can relapse.
Frankly, I don't think Druid can have a true aggro deck as their class cards are too value oriented. The thing about face Hunter and Shaman is that they run a bunch of cheap, high attack minions that hit your face and don't trade unless they need to clear off a taunt, but easily run out of steam in the late game. And their class cards can support this play style because they have a lot of high power or power buffing minions that can come out early. Druid has a lot of high power midrange stuff and a few powerful early game things. Their class minions don't get good until 4 mana, as opposed to Hunter at 1 and shaman at 2.