Priest definately needs something. I also think hunter needs a trap search option (to stabalize them with a couple of routes and some kind of card draw would be good so they dont just get beaten by warlock in every catagory). But priest has the least number of solid staple cards.
Druid (11 Cards - 4 Staples - 2 Never used):
Staple Cards (4 Cards): Innervate, Swipe, Druid of the Claw (Often Currently), Wrath
Often Used (7 Cards): Wildgrowth, Savage Roar, Claw (Not currently), Ceneraius, Ancient of War, Power of the Wild (Currently Standard), Nourish.
Never Played (2 Cards): Savagery, Mark of Nature.
Hunter (12 only 2 stables and 4 never used):
Staple Cards (2 Cards): Unleash the Hounds, Savanah Highmane,
Often Used: Blessing of Kings, Divine Favor, Lay on Hands, Equility, Redemption, Noble Sacrifice, Sword of Justice (Not often current meta), Humility.
Never Used: Lights Justice, Blessed Champion, Holy Wrath, Eye for an Eye.
Priest (9 cards - 4 Staples - 4 Never Used ((There are More cards bordering on never used))):
Staple Card: Shadow Word Death, Shadow Word Pain, North Shire Cleric, Power Word Shield
Often Used: Holy Nova, Cabal Shadow Priest, Thought Steal, Anuchidoun SoulPriest, Circle of Healing
Never Used: Silence, Mass Dispel, Mind Vision, Mind Games.
I dont do the last few but thats just a ruff idea.
this is why i think that some tweaking should be done we should at least look at some of the never used cards in each class and try and have all the classes averaging around 12 cards give or take a card in the often//staple range with 1-2 never used cards).
Saying this a tweak or 2 to paladin would not hurt. Priest has the biggest issue with general playable cards. (Rogue half the deck is staple which it wouldnt hurt to tempt people off that).
Mass Dispel at 2 mana would almost always be an auto 1 of to counter death rattle and silence drawing a card for 1 mana would be tempting enough to play it as an answer to some big minions. It would also give options on Silence priest and make purify ok giving you a option to try a more aggro priest build. While purify would still not be a great stand alone card with both cards drawing a card you could cycle enough to make silence priest ok.
Mind Games going to 3 wouldnt cripple you vs aggro but would also boost you vs big minion decks.
other changes i mentioned Shadowform i feel would give priest the option to look at shadow power as a route gives them a split decision vs anuchi which could also buff shadow priest and gives them some optional removal would also make velen cool.
Buffing shadow form makes mind games more dangerous and holy smite to weak. So slight tweaks would give priest a few different routes you could go.
Priest has good single target removal so mind games isnt a big dea change. Mass dispel and silence gives them a niche class route that is actually good. While there aoe isnt great they would have silence power to control the field better. Making priest a solid control option. Silence priest would also become an aggro option.
You would get options to go Control, Aggro Silence, Shadow Burn, and randiun still making priest alot more optional.
The change to tracking would make control hunter more stable, and buff to vulture and timber wolf would make aggro hunter more stable.
Shaman changes were ment to make aggro shaman more Stable if feel that control shaman isn't horrid as is and combo has always been around in shaman.
Rogue Changes were ment so they just weren't crippled vs aggro.
Paladin id like to see a couple of changes to stablize an aggro option. I feel they are ok in the control aspect.
Warlock is ok in control and aggro though some tweaks to make demon lock more interesting would be cool.
Warrior has no changes needed.
Druid has no changes needed as I feel that even there unusable cards could be ok with right cards released.
Mage is in an ok spot 1-2 cards in a set makes a few options viable.
Giving hunter card draw engine or great tempo potential is... dangerous. Hunter has a lot of value-cards. Yes, I agree... I'd like to see some curve cards for hunter, and better ability at early game tempo - but you have to tread very carefully. The only reason hunters aren't smorcing the shit out of the ladder right now is called tunnel trogg and totem golem, because they are T1 and T2 aggro minions that survive explosive trap, and both those will rotate out at some point.
Giving hunter card draw engine or great tempo potential is... dangerous. Hunter has a lot of value-cards. Yes, I agree... I'd like to see some curve cards for hunter, and better ability at early game tempo - but you have to tread very carefully. The only reason hunters aren't smorcing the shit out of the ladder right now is called tunnel trogg and totem golem, because they are T1 and T2 aggro minions that survive explosive trap, and both those will rotate out at some point.
That is also a good point I agree that blizzard upping cost on vulture from 3 was good though i dont think 5 was needed when they changed it i feel it might be ok if they put it back to 2 its still around same par then with Cultist. 4/2 minion dies you draw vs 3/2 beast hits play you draw. Condition vs 1 attack and die vs play. Its a hard angle. I think it would be ok for them to test it for a few seasons. Also they reduced some of the bigger hunter Smorc Minions like leaper gnome 1/1, and the Golem is a 4/4 without charge now leeroy is also up to a 5 cost compaired to before.
Giving hunter card draw engine or great tempo potential is... dangerous. Hunter has a lot of value-cards. Yes, I agree... I'd like to see some curve cards for hunter, and better ability at early game tempo - but you have to tread very carefully. The only reason hunters aren't smorcing the shit out of the ladder right now is called tunnel trogg and totem golem, because they are T1 and T2 aggro minions that survive explosive trap, and both those will rotate out at some point.
That is also a good point I agree that blizzard upping cost on vulture from 3 was good though i dont think 5 was needed when they changed it i feel it might be ok if they put it back to 2 its still around same par then with Cultist. 4/2 minion dies you draw vs 3/2 beast hits play you draw. Condition vs 1 attack and die vs play. Its a hard angle. I think it would be ok for them to test it for a few seasons.
I agree that it was hit a bit too hard, it essentially forces hunter into a different archetype than it was originally intended (which was a more controlly class).
Exactly right now i feel hunter warlock and druid have been in a good place for a while priest and shaman have been completely burnt out of tier ladder play. I dont play shaman but i feel they deserve this streak of play. Priest has never been stable tier 1 even when they had there best cards they never stayed top of the ladder. Hunter has been ok and rogue has been Burnt out since the bladeflurry nerf they been hit hard. The big thing with the blade flurry nerf is that weapons are not as fluient as minions and while you can get weapons its not often going to preform as well as shadow flame in warlock for this reason i feel it should go back down to 3 even if hey play to buff weapons. if they dont plan to then honestly 2 is more reasonable. 1 damage aoe at turn 3 without card draw is worst than fan with poison pop its still not omg amazing when you dont hit players with it anymore. 4 mana and cant hit players is hard change it hurt rogue alot vs aggro that and preditions blade I feel are the only cards rogue needs changes to.
I like to play every class though rogue and priest are my favorite to play even when they are bad on the ladder. Shaman and druid are actually my least favorite to play and i hate getting smorced by hunter. In fact i generally dont like aggro decks. However, I am trying to look at it from a neutral perspective.
Im open to listening to thoughts to changes in general specific thoughts on basic set cards dont get me wrong i just went with what i thought was good starting point if someone has an idea i don't mind setting up a new topic down the line for general thoughts after this hits a few hundred or so posts if i like it and feel its balanced i may edit the front page. Though you will be hard pressed to convince me on anything for warrior or druid. I just feel nothing they have is truely horrid like there isnt anything they have you cant make playable.
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Priest definately needs something. I also think hunter needs a trap search option (to stabalize them with a couple of routes and some kind of card draw would be good so they dont just get beaten by warlock in every catagory). But priest has the least number of solid staple cards.
Druid (11 Cards - 4 Staples - 2 Never used):
Staple Cards (4 Cards): Innervate, Swipe, Druid of the Claw (Often Currently), Wrath
Often Used (7 Cards): Wildgrowth, Savage Roar, Claw (Not currently), Ceneraius, Ancient of War, Power of the Wild (Currently Standard), Nourish.
Never Played (2 Cards): Savagery, Mark of Nature.
Hunter (12 only 2 stables and 4 never used):
Staple Cards (2 Cards): Unleash the Hounds, Savanah Highmane,
Often Used (10 cards): Eaglehorn Bow, Explosive Trap, Freezing Trap, Deadly Shot, Snake Trap, Deadly Shot, Houndmaster, Kill Command, Animal Companion, Huntersmark.
Never used: Beastle Wrath, Misdirection, Starving Buzzard,Timberwolf
Mage (13 Cards - 3 Stamples - 1 Never Used):
Staple: Frostbolt, Fireball, Arcane Intellect
Often Used: Polymorphe, Frost Nova, Flame Strike, Water Elemental, Arcane Missles, Mirror Image, Archmage Antonidis, Mirror Entity, Mana Wyrm, Pyroblast.
Never Used: Spell Binder.
Paladin (12 Cards - 4 Staples - 4 Never Used):
Staple: True Silver Champion, Consectation, Tirion Fordragon, Aldor Peace Keeper,
Often Used: Blessing of Kings, Divine Favor, Lay on Hands, Equility, Redemption, Noble Sacrifice, Sword of Justice (Not often current meta), Humility.
Never Used: Lights Justice, Blessed Champion, Holy Wrath, Eye for an Eye.
Priest (9 cards - 4 Staples - 4 Never Used ((There are More cards bordering on never used))):
Staple Card: Shadow Word Death, Shadow Word Pain, North Shire Cleric, Power Word Shield
Often Used: Holy Nova, Cabal Shadow Priest, Thought Steal, Anuchidoun SoulPriest, Circle of Healing
Never Used: Silence, Mass Dispel, Mind Vision, Mind Games.
I dont do the last few but thats just a ruff idea.
this is why i think that some tweaking should be done we should at least look at some of the never used cards in each class and try and have all the classes averaging around 12 cards give or take a card in the often//staple range with 1-2 never used cards).
Saying this a tweak or 2 to paladin would not hurt. Priest has the biggest issue with general playable cards. (Rogue half the deck is staple which it wouldnt hurt to tempt people off that).
Mass Dispel at 2 mana would almost always be an auto 1 of to counter death rattle and silence drawing a card for 1 mana would be tempting enough to play it as an answer to some big minions. It would also give options on Silence priest and make purify ok giving you a option to try a more aggro priest build. While purify would still not be a great stand alone card with both cards drawing a card you could cycle enough to make silence priest ok.
Mind Games going to 3 wouldnt cripple you vs aggro but would also boost you vs big minion decks.
other changes i mentioned Shadowform i feel would give priest the option to look at shadow power as a route gives them a split decision vs anuchi which could also buff shadow priest and gives them some optional removal would also make velen cool.
Buffing shadow form makes mind games more dangerous and holy smite to weak. So slight tweaks would give priest a few different routes you could go.
Priest has good single target removal so mind games isnt a big dea change. Mass dispel and silence gives them a niche class route that is actually good. While there aoe isnt great they would have silence power to control the field better. Making priest a solid control option. Silence priest would also become an aggro option.
You would get options to go Control, Aggro Silence, Shadow Burn, and randiun still making priest alot more optional.
The change to tracking would make control hunter more stable, and buff to vulture and timber wolf would make aggro hunter more stable.
Shaman changes were ment to make aggro shaman more Stable if feel that control shaman isn't horrid as is and combo has always been around in shaman.
Rogue Changes were ment so they just weren't crippled vs aggro.
Paladin id like to see a couple of changes to stablize an aggro option. I feel they are ok in the control aspect.
Warlock is ok in control and aggro though some tweaks to make demon lock more interesting would be cool.
Warrior has no changes needed.
Druid has no changes needed as I feel that even there unusable cards could be ok with right cards released.
Mage is in an ok spot 1-2 cards in a set makes a few options viable.
Giving hunter card draw engine or great tempo potential is... dangerous. Hunter has a lot of value-cards. Yes, I agree... I'd like to see some curve cards for hunter, and better ability at early game tempo - but you have to tread very carefully. The only reason hunters aren't smorcing the shit out of the ladder right now is called tunnel trogg and totem golem, because they are T1 and T2 aggro minions that survive explosive trap, and both those will rotate out at some point.
Yeah no changes to Warrior....makes sense.
Exactly right now i feel hunter warlock and druid have been in a good place for a while priest and shaman have been completely burnt out of tier ladder play. I dont play shaman but i feel they deserve this streak of play. Priest has never been stable tier 1 even when they had there best cards they never stayed top of the ladder. Hunter has been ok and rogue has been Burnt out since the bladeflurry nerf they been hit hard. The big thing with the blade flurry nerf is that weapons are not as fluient as minions and while you can get weapons its not often going to preform as well as shadow flame in warlock for this reason i feel it should go back down to 3 even if hey play to buff weapons. if they dont plan to then honestly 2 is more reasonable. 1 damage aoe at turn 3 without card draw is worst than fan with poison pop its still not omg amazing when you dont hit players with it anymore. 4 mana and cant hit players is hard change it hurt rogue alot vs aggro that and preditions blade I feel are the only cards rogue needs changes to.
I like to play every class though rogue and priest are my favorite to play even when they are bad on the ladder. Shaman and druid are actually my least favorite to play and i hate getting smorced by hunter. In fact i generally dont like aggro decks. However, I am trying to look at it from a neutral perspective.
Im open to listening to thoughts to changes in general specific thoughts on basic set cards dont get me wrong i just went with what i thought was good starting point if someone has an idea i don't mind setting up a new topic down the line for general thoughts after this hits a few hundred or so posts if i like it and feel its balanced i may edit the front page. Though you will be hard pressed to convince me on anything for warrior or druid. I just feel nothing they have is truely horrid like there isnt anything they have you cant make playable.