Hunter: (Few changes to provide more consistancy and give hunter a little more useful 1 drop just a few different routed options).
Starving Buzzard - Change to Reduce Cost to 4 mana so it might see play again. And to help hunter have a stable basic card draw mechanic if it has nothing else.
Timber Wolf - Change its ability to all of your beasts get +1 attack making it a 2/1 that can be made a 1/1 with a silence or similar effect.
Tracking - No longer digs through 3 cards on the deck but instead adds a random trap from your deck to your hand. I feel hunters should have a staple trap search in the set and this change would give them that in all forward formats.
Mage: No Changes Balanced as it is currently.
Paladin: No Changes Balanced as it is currently.
Priest: (Priest plain needs help these are my initial thoughts i could probably come up with alot more)
Temple Enforcer: Cost Reduced to 5 mana attack reduced to 5 health reduced to 5. This would give priests an optional 5 drop to follow the elemental and help flesh out priests curve on the higher end.
Mass Dispel - Remove the card draw mechanic and reduce the cost to 2. This would encourage playing silence as an option again. While not completely totally breaking it. It would also make the card see more play at least as a 1 of.
MindGames - Cost reduced to 3. This would encourage play and give priests a little bit more pow on turn 3.
Silence - Increase cost to 1 mana and add draw a card to incentive using silence or mass dispel in priest. Depending how format shames out and give them a little more stable draw outside relying on northshire cleric.
Mind Blast - Reduce cost to 1 Reduce Damage to 3.
Holy Smite - Increase cost to 2 and deals 3 damage or heals 3 if used on a friendly minion. (Helps Curve out options for priest in early game removal. (Helps make velen more playable as well).
Shadow Form - Change to the second time you play shadow form your hero power becomes deal 2 damage to a target and heal 2 from your hero. (This card is rarely played over soul priest because of the fact that it cant be converted back to healing. Instead the second play would turn it into a draining effect). (Also Makes Velen More playable).
Rogue: (Changes based around helping rogue manage aggro decks).
Kidnapper - Reduce Cost to 5.
Blade Flurry - Reduce Cost to 3. Rogues need a Reasonable answer to aggro. (The warlock similar aoe to this can be done with a minion - Weapons are harder to play with and it no longer hits players so).
Predition's Blade - Increase Attack to 3. (Need something Efficient to blade Flurry off of and gives you an alternate to SI7 agent). (Remove battle cry effect and make strait combo effect).
Shaman: (Changes based around allowing to keep aggro shaman playable after trogg goes bye bye)
Totemic Might - Increase Cost to 2 give your totems +1/+1.
Windspeaker - Change Attack to 4 and health to 4.
Forked Lightning - Increase Cost to 2 reduce overload to 1 can target players as well.
Warlock: Pitlord Change Removed currently.
Warrior: No Changes Balanced as it is currently.
I think these changes would balance out the core set alot more so all classes had a more stable chance regardless of what comes in and out of the meta it would open up some versitility.
Additional note: I could update this with general community thoughts on it my biggest thought in fixes is that priest needs major fixes especially with current cards released priest lacks options to be versitile in the meta in comparison to other classes. While it has a few great removal cards it lacks anything to make it consistant. Most cards currently available to it don't give it alot of power to play any specific direction.\
(Rogue my only note is bad aggro matchs - Hunter/Shaman seems to have a slow start when new sets are added and never gets alot of oo la la - Call of the wild excluded that thing is just beast).
Most changes bad. However, I really like the idea of making Mind Games cost (3). The average mana cost of cards in decks tends to average between 3 and 4, but I think the designers greatly underestimated Battlecry when designing Mind Games, so (3) would be fair.
I also had an alternate thought to reduce the cost of Predition's blade to 2 and remove the battle cry combo for 1-2 damage. which could also work with blade flurry effect turn 3 with it just being a 2/2 for 2 with 2 damage on play its eq to a warriors firey war axe but you might be able to avoid the first hit.
The first route gives you a 3-5 damage minion aoe on turn 4 the second route gives you a 2 damage aoe on turn 3 or a 4 damage aoe on turn 4 but also possibly kills a minion on play helping counter temp aggro with rogue.
Additionally I thought Holy Smite Should Deal 3 and heal 3 from your hero. I got argued that when discussing it because of drain life though at the same time the factor there is warlock has the card draw mechanic. Vs priest which does not. So that may be an alternate option there as well. Since Priest is not really healing to cover card draw.
I would like to note that forked light would be 2 random enemys not 2 random enemy minions. Since it has the overload 1 and cleave does the same thing with no overload but that could also be argued as shaman vs warrior either way i think it would be more playable.
Feral Spirit: (3): Summon two 2/3 Spirit Wolves. Overload (2). If Aggro Shaman wants a wall, they should have to use Defender of Argus like everyone else.
Violet Teacher: (5) 3/5. Same reason for a nerf as Gadgetzan, it's incredibly annoying in Miracle Druid and Rogue.
Also, if Windspeaker was a 4/4 everyone would be running it in Aggro/Midrange Shaman, Primal Fusion is already bad enough with one copy teched into most Shaman decks, we don't need something giving Aggro Shaman an entire board off of nothing but totems. Thunder Bluff Valiant already exists for that reason. And yeah, Shadow Priest doesn't get healing from hero power when they go into Shadowform but that's why Shadow Priests always run Tournament Medic. I like all of the other changes though, you put a lot of thought into most of these.
Thanks for the comment all of them are appreciated. I been thinking of various ways to kinda look at ways to kinda make the classes someone ok no matter whats released. That loosing a card just wouldnt crippled them to point that they are just out of play possibility.
My thoughts with windspeaker are to keep aggro an option for shaman after tunnel trogg goes bye bye. which totem golem should be not far behind. Miracle is also the only option rogue currently has so it hurts a bit there is death rattle rogue but esentially it very similar. They dont currently have alot of tempo options. They keep giving rogue half an option to do something and taking it away much like priest. Something Cycles out before they can build off it.
Id love to see them expand on mill rogue and Shadow priest.
Also a bigger push on death rattle rogue and a weapon / burn build.
Not burgle thought steal stuff that they dont really flesh out leave thought steal stuff to priest.
The peddler would have been a nice 4 drop for priest as a 3/5. burgle just is not as appealing in comparison. Ive been putting alot of thought into them in general i dont like the idea of going over powered but i like the idea of hedging up the classes that have a hard time competeing every new format.
Priest/Shaman/Rogue always have a hard time staying tier 1/2 for any length of time.
Warrior/Warlock and Druid are always there.
Mage/Paladin/Hunter - Kinda float up and down.
Tweaking a few key cards i feel would balance the set alot not based on current standard but make each standard a little more stable. (Currently Shaman Aggro is very strong - and warrior has like 15 different deck options that are all competative vs priest has 0)
Purify makes me think they need that idea with silence and the idea with mass dispel even more while its not attrocious completely it will probably never get played.
Idea was to make holy smite more versitile and better but doing so feel that mind blast should be moved to lower cost in doing so. Forked lightning isnt actually nerfed doing that lowers to overload also means turn 2 you can do 2 damage to a minion and a player instead of just 2 minions. Cleave does the same thing but cant target a hero but also doesnt have overload 1.
I originally said that pitlord should have the damage it does reduced by 1. So it would see more play more than anything else.
I feel changing shadow form to give you healing when you play the second copy + damage warrents 3 mana cost but fact you need 2 copys to get both kinda makes it similar par to say justicar or lord jaraxus as a cool priest effect. Deal 2 heal 2 from your hero every turn for 2 mana is pretty decient if you got both copys of shadow form. It also stops you from getting locked into no healing.
If they have 2-3 minions typically lightningstorm would be a better play :) vs 1 mana 2 damage to 2 minions overload 2 takes away a turn also you cant effectively use it most games on turn 1 unless mirror aggro and then you lose turn 2 which hurts so making it turn 2 not loosing turn 3 seems more of a buff.
Priest, shaman, hunter need to be reviewed entierely imo since those classes can"t be viable without receiving OP cards. Rogue's hero power needs to be changed too since it is weapon anti-synergy which is ridiculous for the class that is supposed to be THE weapon class.
Change tracking to discover a card from your deck.(It's so obvious :P.)
Priest&Shaman definitely need total overhauls in classic, Hunter at least probably always has face. Change rogue's hero power back to beta then remove all actual weapons from the class, rogue should be about using poisons to buff it's weapon and spells to hit with it's buffed weapon(blade flurry, savagery fits more on the rogue etc.). Just swinging with an equipped weapon is for Warrior/Shaman/Paladin who all have heals and thus can take hits.
Dont get me wrong, i voted No BUT this basic set is unbearable. Its a horrible basis for any balanced card game between the classes and it needs a whole rework.
Okay, as someone who played control Paladin almost exclusively for the first year of HS, let me just say that the core set of Pala is not balanced. Yes, there is the option of playing aggro/shockadin whatever, and there are 1-2 drop options throughout the expansions and adventures...but for those of us who are more control or midrangey inclined, there is a need for a staple 1-2 mana Paladin minion in the Classic set (like minibot from GvG :'D) - if there is a change to Classic, which I highly doubt will ever happen.
I thank you for your effort and time but, although I think you spotted some undeniable weak spots, I don't think the proposed solutions are good enough imo, specially for priest. Keep it up anyway, it's only an opinion! :)
My thoughts really on hunter are that it needs some trap search options with scientist out that can be used in core. They need a little better 1 drop to entice aggro. Remember this is the base set no other cards released.
Priest needs direction in general.
Shaman could use a few cards to stabalize aggro as an option once trogg is gone.
(I thought about making changes to dervice like a 2/2 with overload 1 or a 2/1 with overload 1 but the possible damage out is just to high. you could try a 2/2 with overload 2 but you wouldnt want to down right break the card).
Rogue mostly needs an earlier game weapon that is decient and an aoe improvement.
Warrior doesnt really need any changes I mean you have a huge versitility to go multiple route with almost a pure core set.
Paladin - While paladin doesnt really have a staple 1/2 drop it has the best combo removal in game it has 2 aoe options always available. Secrets are good. Tirion is solid legend. Its 2 drop give a shield to a minion isnt horrid it has the best 3 drop minion in game with aldor for control. Its got a solid weapon the class base set is ok. While id like to see them get another option for a 2 drop myself the basic set isnt in a bad spot.
Warlock - some more love to demons would be ok but again basic set isnt in a bad spot.
Mage - Freeze mage will always be an option it will be sad to loose flame walker for temp but i think they are producing enough options as it is currently not to tamper with mage alot. Id like to see the 1/3 secret maybe made into a 2/4 minion nothing else stands out off hand.
In general id like to see them add a neutral secret search always as it is a huge tool for mage paladin and hunter.
Druid has been in an ok spot for a while so no changes.
-Priest is by far the stand out note i see as a change needed the basic set for priest take away every other card priest has the weakest core set.
Mass Dispel down to 2 mana with no card draw and silence to 1 mana with a single card are biggest notes. I also really think that mindgames needs to come down to 3 mana to make it playable, but its less important as a change I think it needs about 5 cards changed overall to make it see more play and more direction.
Shaman needs about 2-3 cards. Hunter id say 2-3 cards. Rogue 1-2 Cards. Priest 5 cards. Paladin / warlock i could see maybe 1 card. Warrior and druid do not need any changes.
we should always see 1-2 options with every class hitting tier 2/3 they dont need to be tier 1 but they should not have 0 options.
If you look over the seasons
Warrior has almost always had a tier 1 deck and druid has almost always had a tier 1 deck. Priest and shaman had a few seasons of tier 4 only. Hunter and rogue have been locked in tier 3/4 which isn't bad. No other classes have been completely locked in tier 4 with every deck. So a couple of base set changes i feel would help fix this so they may be split between tier 3/4 which would be ok. Most of the warrior and druid cards run as well have always been basic set cards with 2-3 other cards mixed in i dont feel even if you took any single set from warrior they would be completely crippled same for druid.
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Druid: No Changes Balanced as it is currently.
Hunter: (Few changes to provide more consistancy and give hunter a little more useful 1 drop just a few different routed options).
Starving Buzzard - Change to Reduce Cost to 4 mana so it might see play again. And to help hunter have a stable basic card draw mechanic if it has nothing else.
Timber Wolf - Change its ability to all of your beasts get +1 attack making it a 2/1 that can be made a 1/1 with a silence or similar effect.
Tracking - No longer digs through 3 cards on the deck but instead adds a random trap from your deck to your hand. I feel hunters should have a staple trap search in the set and this change would give them that in all forward formats.
Mage: No Changes Balanced as it is currently.
Paladin: No Changes Balanced as it is currently.
Priest: (Priest plain needs help these are my initial thoughts i could probably come up with alot more)
Temple Enforcer: Cost Reduced to 5 mana attack reduced to 5 health reduced to 5. This would give priests an optional 5 drop to follow the elemental and help flesh out priests curve on the higher end.
Mass Dispel - Remove the card draw mechanic and reduce the cost to 2. This would encourage playing silence as an option again. While not completely totally breaking it. It would also make the card see more play at least as a 1 of.
MindGames - Cost reduced to 3. This would encourage play and give priests a little bit more pow on turn 3.
Silence - Increase cost to 1 mana and add draw a card to incentive using silence or mass dispel in priest. Depending how format shames out and give them a little more stable draw outside relying on northshire cleric.
Mind Blast - Reduce cost to 1 Reduce Damage to 3.
Holy Smite - Increase cost to 2 and deals 3 damage or heals 3 if used on a friendly minion. (Helps Curve out options for priest in early game removal. (Helps make velen more playable as well).
Shadow Form - Change to the second time you play shadow form your hero power becomes deal 2 damage to a target and heal 2 from your hero. (This card is rarely played over soul priest because of the fact that it cant be converted back to healing. Instead the second play would turn it into a draining effect). (Also Makes Velen More playable).
Rogue: (Changes based around helping rogue manage aggro decks).
Kidnapper - Reduce Cost to 5.
Blade Flurry - Reduce Cost to 3. Rogues need a Reasonable answer to aggro. (The warlock similar aoe to this can be done with a minion - Weapons are harder to play with and it no longer hits players so).
Predition's Blade - Increase Attack to 3. (Need something Efficient to blade Flurry off of and gives you an alternate to SI7 agent). (Remove battle cry effect and make strait combo effect).
Shaman: (Changes based around allowing to keep aggro shaman playable after trogg goes bye bye)
Totemic Might - Increase Cost to 2 give your totems +1/+1.
Windspeaker - Change Attack to 4 and health to 4.
Forked Lightning - Increase Cost to 2 reduce overload to 1 can target players as well.
Warlock: Pitlord Change Removed currently.
Warrior: No Changes Balanced as it is currently.
I think these changes would balance out the core set alot more so all classes had a more stable chance regardless of what comes in and out of the meta it would open up some versitility.
Additional note: I could update this with general community thoughts on it my biggest thought in fixes is that priest needs major fixes especially with current cards released priest lacks options to be versitile in the meta in comparison to other classes. While it has a few great removal cards it lacks anything to make it consistant. Most cards currently available to it don't give it alot of power to play any specific direction.\
(Rogue my only note is bad aggro matchs - Hunter/Shaman seems to have a slow start when new sets are added and never gets alot of oo la la - Call of the wild excluded that thing is just beast).
Most changes bad. However, I really like the idea of making Mind Games cost (3). The average mana cost of cards in decks tends to average between 3 and 4, but I think the designers greatly underestimated Battlecry when designing Mind Games, so (3) would be fair.
I also had an alternate thought to reduce the cost of Predition's blade to 2 and remove the battle cry combo for 1-2 damage. which could also work with blade flurry effect turn 3 with it just being a 2/2 for 2 with 2 damage on play its eq to a warriors firey war axe but you might be able to avoid the first hit.
The first route gives you a 3-5 damage minion aoe on turn 4 the second route gives you a 2 damage aoe on turn 3 or a 4 damage aoe on turn 4 but also possibly kills a minion on play helping counter temp aggro with rogue.
Additionally I thought Holy Smite Should Deal 3 and heal 3 from your hero. I got argued that when discussing it because of drain life though at the same time the factor there is warlock has the card draw mechanic. Vs priest which does not. So that may be an alternate option there as well. Since Priest is not really healing to cover card draw.
I would like to note that forked light would be 2 random enemys not 2 random enemy minions. Since it has the overload 1 and cleave does the same thing with no overload but that could also be argued as shaman vs warrior either way i think it would be more playable.
Some things I would add to the list:
Totem Golem: (2) 3/3 Overload (1)
Feral Spirit: (3): Summon two 2/3 Spirit Wolves. Overload (2). If Aggro Shaman wants a wall, they should have to use Defender of Argus like everyone else.
Violet Teacher: (5) 3/5. Same reason for a nerf as Gadgetzan, it's incredibly annoying in Miracle Druid and Rogue.
Also, if Windspeaker was a 4/4 everyone would be running it in Aggro/Midrange Shaman, Primal Fusion is already bad enough with one copy teched into most Shaman decks, we don't need something giving Aggro Shaman an entire board off of nothing but totems. Thunder Bluff Valiant already exists for that reason. And yeah, Shadow Priest doesn't get healing from hero power when they go into Shadowform but that's why Shadow Priests always run Tournament Medic. I like all of the other changes though, you put a lot of thought into most of these.
Thanks for the comment all of them are appreciated. I been thinking of various ways to kinda look at ways to kinda make the classes someone ok no matter whats released. That loosing a card just wouldnt crippled them to point that they are just out of play possibility.
My thoughts with windspeaker are to keep aggro an option for shaman after tunnel trogg goes bye bye. which totem golem should be not far behind. Miracle is also the only option rogue currently has so it hurts a bit there is death rattle rogue but esentially it very similar. They dont currently have alot of tempo options. They keep giving rogue half an option to do something and taking it away much like priest. Something Cycles out before they can build off it.
Id love to see them expand on mill rogue and Shadow priest.
Also a bigger push on death rattle rogue and a weapon / burn build.
Not burgle thought steal stuff that they dont really flesh out leave thought steal stuff to priest.
The peddler would have been a nice 4 drop for priest as a 3/5. burgle just is not as appealing in comparison. Ive been putting alot of thought into them in general i dont like the idea of going over powered but i like the idea of hedging up the classes that have a hard time competeing every new format.
Priest/Shaman/Rogue always have a hard time staying tier 1/2 for any length of time.
Warrior/Warlock and Druid are always there.
Mage/Paladin/Hunter - Kinda float up and down.
Tweaking a few key cards i feel would balance the set alot not based on current standard but make each standard a little more stable. (Currently Shaman Aggro is very strong - and warrior has like 15 different deck options that are all competative vs priest has 0)
Purify makes me think they need that idea with silence and the idea with mass dispel even more while its not attrocious completely it will probably never get played.
Much like 80% of priest cards.
Edited minorly at the top.
Mind Blast: doesn't need a nerf.
Holy Smite: not the weakest Priest card there is.
Shadowform: also 2 mana.
Forked Lightning: why do you think it needs a nerf?
Pit Lord: zoolock needs nerf, demonlock needs buff. Not vice versa.
Idea was to make holy smite more versitile and better but doing so feel that mind blast should be moved to lower cost in doing so. Forked lightning isnt actually nerfed doing that lowers to overload also means turn 2 you can do 2 damage to a minion and a player instead of just 2 minions. Cleave does the same thing but cant target a hero but also doesnt have overload 1.
I originally said that pitlord should have the damage it does reduced by 1. So it would see more play more than anything else.
I feel changing shadow form to give you healing when you play the second copy + damage warrents 3 mana cost but fact you need 2 copys to get both kinda makes it similar par to say justicar or lord jaraxus as a cool priest effect. Deal 2 heal 2 from your hero every turn for 2 mana is pretty decient if you got both copys of shadow form. It also stops you from getting locked into no healing.
What about when opponent has 2 or 3 minions and Forked Lightning accidentally hits the hero? Seems more of a drawback to me.
If they have 2-3 minions typically lightningstorm would be a better play :) vs 1 mana 2 damage to 2 minions overload 2 takes away a turn also you cant effectively use it most games on turn 1 unless mirror aggro and then you lose turn 2 which hurts so making it turn 2 not loosing turn 3 seems more of a buff.
I dont think warrior needs changes either its well balanced with current set.
Priest, shaman, hunter need to be reviewed entierely imo since those classes can"t be viable without receiving OP cards. Rogue's hero power needs to be changed too since it is weapon anti-synergy which is ridiculous for the class that is supposed to be THE weapon class.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Change tracking to discover a card from your deck.(It's so obvious :P.)
Priest&Shaman definitely need total overhauls in classic, Hunter at least probably always has face.
Change rogue's hero power back to beta then remove all actual weapons from the class, rogue should be about using poisons to buff it's weapon and spells to hit with it's buffed weapon(blade flurry, savagery fits more on the rogue etc.). Just swinging with an equipped weapon is for Warrior/Shaman/Paladin who all have heals and thus can take hits.
Dont get me wrong, i voted No BUT this basic set is unbearable. Its a horrible basis for any balanced card game between the classes and it needs a whole rework.
Just nerfing/Buffing card xy wouldnt help.
Okay, as someone who played control Paladin almost exclusively for the first year of HS, let me just say that the core set of Pala is not balanced. Yes, there is the option of playing aggro/shockadin whatever, and there are 1-2 drop options throughout the expansions and adventures...but for those of us who are more control or midrangey inclined, there is a need for a staple 1-2 mana Paladin minion in the Classic set (like minibot from GvG :'D) - if there is a change to Classic, which I highly doubt will ever happen.
You can't stop the signal.
I thank you for your effort and time but, although I think you spotted some undeniable weak spots, I don't think the proposed solutions are good enough imo, specially for priest. Keep it up anyway, it's only an opinion! :)
Everything is OP.
My thoughts really on hunter are that it needs some trap search options with scientist out that can be used in core. They need a little better 1 drop to entice aggro. Remember this is the base set no other cards released.
Priest needs direction in general.
Shaman could use a few cards to stabalize aggro as an option once trogg is gone.
(I thought about making changes to dervice like a 2/2 with overload 1 or a 2/1 with overload 1 but the possible damage out is just to high. you could try a 2/2 with overload 2 but you wouldnt want to down right break the card).
Rogue mostly needs an earlier game weapon that is decient and an aoe improvement.
Warrior doesnt really need any changes I mean you have a huge versitility to go multiple route with almost a pure core set.
Paladin - While paladin doesnt really have a staple 1/2 drop it has the best combo removal in game it has 2 aoe options always available. Secrets are good. Tirion is solid legend. Its 2 drop give a shield to a minion isnt horrid it has the best 3 drop minion in game with aldor for control. Its got a solid weapon the class base set is ok. While id like to see them get another option for a 2 drop myself the basic set isnt in a bad spot.
Warlock - some more love to demons would be ok but again basic set isnt in a bad spot.
Mage - Freeze mage will always be an option it will be sad to loose flame walker for temp but i think they are producing enough options as it is currently not to tamper with mage alot. Id like to see the 1/3 secret maybe made into a 2/4 minion nothing else stands out off hand.
In general id like to see them add a neutral secret search always as it is a huge tool for mage paladin and hunter.
Druid has been in an ok spot for a while so no changes.
-Priest is by far the stand out note i see as a change needed the basic set for priest take away every other card priest has the weakest core set.
Mass Dispel down to 2 mana with no card draw and silence to 1 mana with a single card are biggest notes. I also really think that mindgames needs to come down to 3 mana to make it playable, but its less important as a change I think it needs about 5 cards changed overall to make it see more play and more direction.
Shaman needs about 2-3 cards. Hunter id say 2-3 cards. Rogue 1-2 Cards. Priest 5 cards. Paladin / warlock i could see maybe 1 card. Warrior and druid do not need any changes.
we should always see 1-2 options with every class hitting tier 2/3 they dont need to be tier 1 but they should not have 0 options.
If you look over the seasons
Warrior has almost always had a tier 1 deck and druid has almost always had a tier 1 deck. Priest and shaman had a few seasons of tier 4 only. Hunter and rogue have been locked in tier 3/4 which isn't bad. No other classes have been completely locked in tier 4 with every deck. So a couple of base set changes i feel would help fix this so they may be split between tier 3/4 which would be ok. Most of the warrior and druid cards run as well have always been basic set cards with 2-3 other cards mixed in i dont feel even if you took any single set from warrior they would be completely crippled same for druid.