Waht do you think about these nerfs? I think OTK WAriior is now dead, Aggro Shaman wasn't really affected in everything, but that hurts and Abusive still a good card, as CoW, and Yogg now will cast 1 ~5 spells, I think
I think they were good ones. I disagree with execute, but I like ctrl warrior so I'm probably biased... but we'll see. The new charge card actually looks quite cool.
I agree with every change, even the Yogg one. While it will significantly weaken a card I like, I never thought it made sense that he could keep casting spells after he's off the board.
Execute should cost 3 mana in my opinion, but this is better than nothing.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I applaud Blizzard for standing up for their game.
I simply hope they continue to monitor it and makes changes where necessary to keep adjusting the power level across all classes so that one day we might achieve the dream meta where all 9 of them can be played.
Pretty good changes that will not completely shatter the meta, but will certainly allow room for new possibilities and thin the gap between a tier 1 and tier 2 deck.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
Execute was too strong for 1 mana and the cost was way cheaper that the equivalent cards in other games, and let's not forget the HUGE synergy warrior cards have with the "deal 1 damage" playstyle. Will still see the same amount play but at least they can't have that high of a tempo swing.
Tuskarr is a good nerf, still useful card but doesnt autowin the game on t2-3.
Rockbitter was uncalled for, it doesn't work with spell damage, it doesn't avoid taunt and it hurts your own face when you want to save your minions,BUT it was cheap and works ok with windfury...apart from tuskarr i don't see why they should nerf the shamans, the cards will rotate out as they said and the rockbitter is not that strong anyway.
Yogg-Shaton,Joke's Birth -Shittiest card of them all, well deserved nerf, it's even worse than a coined Tuskarr with a free Totem Golem followed by a Totem golem, no, this fucker kills you after you already see the win and completely shits all over you. "My opponent CAN'T win no matter what!" *Drops yogg* shits on you...
Charge kills an archetype that isn't even that good, played the deck a little and found it not consistent enough for my taste BUT more importantly it shows blizz attitude towards combo decks yet again, good for them i'm too lazy to rebuild my collection on ESL.
I.. apparently live in a cave.. out in the woods.. next to the drawing of a penis on the moon.
So yeah, this post is exactly how I found out about the changes. In fact, I'm going to go ahead and be cute and look at the changes and write the responses as I see them.. So here we go!!!!
Rockbiter weapon: 1 mana to 2 mana
This......is interesting. So they want to keep rockbiter as a burst card but don't want it to work well as a removal as well. I guess the idea is to make it less usable for anything. Not sure this is enough but I get the idea.
Tuskaar: Now only summons basic totems..
O M G many people called this one.. and it's happening.
I'll let the many pro players dancing in the street answer the question over whether this is a good change and just say "yeah, I feel the same."
And yes, I also feel that leaving golem and Trogg alone works. They will fit well in Wild. And it turns out 4 mana 7/7 isn't OP after all, given that many tournament decks dropped him and really he worked because too many people run no-removal tempo decks and had to deal with Tuskaar-into-Golem all the time.
CotW: from 8 mana to 9
And many people on the forums are dancing in the street. I'm glad the card's power stays as I WANT high mana cards to be powerful. And 9 mana makes it so that you can't go highmane/highmane/CotW/CotW anymore, and fits better to the stats it throws at you.
Execute: From 1 mana to 2
Execute... I got spoiled since I read the post above me warning of this but... intersting. Don't see why and don't see how this changes anything but..again don't see the problem, don't see how this makes things worse so.. ok *shrug*
Charge: From 3 mana to 1...
OMG WHAT! WHY DID YOU...
...and it's changed from 'give a friendly minion +2 attack and charge' to "give a friendly minion charge.. it can't attack heros this turn." and 1 mana
..oh...wow...... I THINK they found a way to 'gut' a card without ruining it and leaving it ruined. This is...interesting.
So basically OTK is dead. But now warriors can drop a big creature and for 1 mana turn it into a minion removal. AND warriors has another card to use as a pyromancer fuel. I'm liking this one. And i htink they could only make this now since this is effectively Fool's Bane's text.
Abusive Sergeant, from 2 attack to 1.
Fair. Basically the same mentality as Leper Gnome. Still usable for some decks but now it's not an auto-in I think
Yogg-Saron...
(I literally stopped here a second /I'm looking at the name but havn't scrolled to see the change.. So this is the big one. I'm scared to see what's happened to it. NOW I'm scrolling.. and reading the prelim text :P. )
Ok here it is:
The text stays the same, but now "Yogg-Saron will now stop casting spells if, during Yogg-Saron’s battlecry, it is destroyed, silenced, transformed," AND "In addition to the above changes, we will be addressing the bug where cards with Overload cast by Yogg-Saron, Hope’s End will not cause Overload to the player in a future update."
So basically, Yogg has to be existance and able to keep casting. If it's messed up in any way, it stops. So that legendary "PRAISE YOGG" video would've stopped casting at around 4 spells. Also it means that it's less reliable as a recovery tool since overload will mess with you.
I... don't know. Is this enough? It's not too much. But is it enough? It still means Yogg does the full effect if it lives. It DOES mean that dropping him against an empty board is basically a worthless idea since he WILL mess himself up. Thing is, I'm not sure he's nerfed enough to make hiim bad in Yogg Druid as the entire point of Yogg druid is to play him against a strong enemy board, which means the Doom he casts will still be worth it even if he doesn't do anything else.
Thus I can see him no logner really useful in non Mage/Druid, and MAYBE be enough to make Yogg Mage not reliable enough but ....I still see a heavy Yogg Druid showing for blizzcon.
And that's it.
Overall great choices for many of the changes. A few "well Ok whatever" but Yogg is interesting but may not be nough of a change.
Honestly, I am pleasantly surprised. I agree with almost all all of the nerfs, especially CoW and Yogg. Although I don't have a problem with Yogg as it is now, I do agree that if Yogg dies, the spell should stop. I am a little upset about Tuskar Totemic. I think that the card was fairly balanced, and didn't need any changes to it, but whatever. Overall, I think that Blizzard listened to their community and implemented changes that had to happen. I think this a step in the right direction of creating a environment where all types of decks, aggro, control, otk etc. can exist without one deck type always winning withing the first few turns. Good job Blizzard!
I liked some and was fine with the rest. Except Yogg-Saron. I hate that nerf. When i started playing, i opened him from my tenth booster. A golden one even. Ive grown to love him but im afraid his worse than Servant of Yogg-Saron now. Why not just, you know, ban him from tournaments or something is that really so damn hard to do?
I think they should start adapting idea of unique ability instead of nerfing them why ? because now call of the wild will be slow for hunter decks people will put one call of the wild instead of two to their decks but it will be still 9 mana. so instead of making it 9 mana they would limit call of the wild as only one in the deck it would solve the problem.
The only Shaman I play is Totem Shaman, so these changes actually affect me a fair bit. Rockbiter nerf can screw up some Wicked Witchdoctor combos, and Tuskarr is now completely different.
After being nerfed, Tuskarr actually makes it easier to fish (heheh) for Wrath of Air Totem, by playing Tuskarr first, then Hero Power. You can also Hero Power first, then Tuskarr, if you're fishing for double Spell Damage.
Getting a Golem from a turn 3 Tuskarr was a bit too much of a swing, so I'm glad it won't be such an auto-include for that reason. Also, since you can't get a free Flametongue or Mana Tide anymore, people will have to be more choosey with the ones they have. Or even (heaven forbid) ADD Mana Tide to their deck if they want to use it.
Like most, my only complaint about Rockbiter was the Doomhammer combo, which this doesn't really change. Someone can still play Doomhammer then double Rockbiter next turn. However, slowing it and down a bit make those early removals with Argent Horserider, Argent Squire or some other early drop, a bit tougher.
Isn't this the first time that they nerf cards that didn't completely kill them?
I say it's a welcoming change. All of these cards really needed it. Not sure about Charge tho.
that because it was really ridiculous man warior was instantly winning the game with only 4 card Faceless Manipulator+Charge+Raging Worgen+ Inner Rage beside this you were only requiring time to prepare and it was really easy with warrior
Unlike the last set of nerfs that came with the Old Gods expansion, which brutally destroyed every single affected card into unplayability except for Knife Juggler, I think that for the most part, this round of nerfs was quite reasonable. I don't agree with all of these nerfs, but except for one glaring exception, most of the cards nerfed are still in a usable state. Furthermore, I'm quite glad that they hit obviously problematic cards like Tuskarr Totemic and Call of the Wild.
The one exception I mentioned earlier, and the single nerf I disagree most about is Rockbiter Weapon. They absolutely destroyed that card; it's complete garbage now. You either get a temporary Blessing of Might for 1 extra mana, or a Heroic Strike that deals 1 less damage. Rockbiter Weapon was a perfectly fine card as it was at 1 mana; the problem was with Doomhammer. The card 2-mana Rockbiter reminds me of the most is Starfall; you get to choose between 2 effects that other classes can do better or cheaper.
The other nerf I'm not sure about is Yogg-Saron. From what I've seen, usually Yogg eventually kills himself, but not before casting a bunch of other, generally beneficial spells first. This nerf will weaken Yogg, but it's uncertain to what extent.
I am actually shocked that blizz decided to nerf some problematic cards. Usually we just get some bullshit speech from the cancer himself that we dont understand some cards or that we are just to dumb to find some op unicorn decks ;) or the most recent bullshit about why randomness is great in hs. However, I apploud them this time. This is a step in the right direction after a very long time.
The Yogg nerf is fine, I don't understand why everyone is crying wolf and saying RIP Yogg, 1600 dust here I come. It's still a big and exciting card, it's just going to be less of a coinflip.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
Hey guys, you probally saw that, but for who lives in a cave, (http://us.battle.net/hearthstone/en/blog/20303031), the nerf IS COMING!
Waht do you think about these nerfs? I think OTK WAriior is now dead, Aggro Shaman wasn't really affected in everything, but that hurts and Abusive still a good card, as CoW, and Yogg now will cast 1 ~5 spells, I think
But what's YOUR opinions?
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Legendaries Crafted: Deathwing, Dragonlord * Alexstrasza * Chillmaw * Kel'Thuzad
I think they were good ones. I disagree with execute, but I like ctrl warrior so I'm probably biased... but we'll see. The new charge card actually looks quite cool.
I agree with every change, even the Yogg one. While it will significantly weaken a card I like, I never thought it made sense that he could keep casting spells after he's off the board.
Execute should cost 3 mana in my opinion, but this is better than nothing.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I applaud Blizzard for standing up for their game.
I simply hope they continue to monitor it and makes changes where necessary to keep adjusting the power level across all classes so that one day we might achieve the dream meta where all 9 of them can be played.
Pretty good changes that will not completely shatter the meta, but will certainly allow room for new possibilities and thin the gap between a tier 1 and tier 2 deck.
Kaladin's RoS Set Review
Join me at Out of Cards!
Execute was too strong for 1 mana and the cost was way cheaper that the equivalent cards in other games, and let's not forget the HUGE synergy warrior cards have with the "deal 1 damage" playstyle. Will still see the same amount play but at least they can't have that high of a tempo swing.
Tuskarr is a good nerf, still useful card but doesnt autowin the game on t2-3.
Rockbitter was uncalled for, it doesn't work with spell damage, it doesn't avoid taunt and it hurts your own face when you want to save your minions,BUT it was cheap and works ok with windfury...apart from tuskarr i don't see why they should nerf the shamans, the cards will rotate out as they said and the rockbitter is not that strong anyway.
Yogg-Shaton,Joke's Birth -Shittiest card of them all, well deserved nerf, it's even worse than a coined Tuskarr with a free Totem Golem followed by a Totem golem, no, this fucker kills you after you already see the win and completely shits all over you. "My opponent CAN'T win no matter what!" *Drops yogg* shits on you...
Charge kills an archetype that isn't even that good, played the deck a little and found it not consistent enough for my taste BUT more importantly it shows blizz attitude towards combo decks yet again, good for them i'm too lazy to rebuild my collection on ESL.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
I.. apparently live in a cave.. out in the woods.. next to the drawing of a penis on the moon.
So yeah, this post is exactly how I found out about the changes. In fact, I'm going to go ahead and be cute and look at the changes and write the responses as I see them.. So here we go!!!!
Rockbiter weapon: 1 mana to 2 mana
This......is interesting. So they want to keep rockbiter as a burst card but don't want it to work well as a removal as well. I guess the idea is to make it less usable for anything. Not sure this is enough but I get the idea.
Tuskaar: Now only summons basic totems..
O M G many people called this one.. and it's happening.
I'll let the many pro players dancing in the street answer the question over whether this is a good change and just say "yeah, I feel the same."
And yes, I also feel that leaving golem and Trogg alone works. They will fit well in Wild. And it turns out 4 mana 7/7 isn't OP after all, given that many tournament decks dropped him and really he worked because too many people run no-removal tempo decks and had to deal with Tuskaar-into-Golem all the time.
CotW: from 8 mana to 9
And many people on the forums are dancing in the street. I'm glad the card's power stays as I WANT high mana cards to be powerful. And 9 mana makes it so that you can't go highmane/highmane/CotW/CotW anymore, and fits better to the stats it throws at you.
Execute: From 1 mana to 2
Execute... I got spoiled since I read the post above me warning of this but... intersting. Don't see why and don't see how this changes anything but..again don't see the problem, don't see how this makes things worse so.. ok *shrug*
Charge: From 3 mana to 1...
OMG WHAT! WHY DID YOU...
...and it's changed from 'give a friendly minion +2 attack and charge' to "give a friendly minion charge.. it can't attack heros this turn." and 1 mana
..oh...wow...... I THINK they found a way to 'gut' a card without ruining it and leaving it ruined. This is...interesting.
So basically OTK is dead. But now warriors can drop a big creature and for 1 mana turn it into a minion removal. AND warriors has another card to use as a pyromancer fuel. I'm liking this one. And i htink they could only make this now since this is effectively Fool's Bane's text.
Abusive Sergeant, from 2 attack to 1.
Fair. Basically the same mentality as Leper Gnome. Still usable for some decks but now it's not an auto-in I think
Yogg-Saron...
(I literally stopped here a second /I'm looking at the name but havn't scrolled to see the change.. So this is the big one. I'm scared to see what's happened to it. NOW I'm scrolling.. and reading the prelim text :P. )
Ok here it is:
The text stays the same, but now "Yogg-Saron will now stop casting spells if, during Yogg-Saron’s battlecry, it is destroyed, silenced, transformed," AND "In addition to the above changes, we will be addressing the bug where cards with Overload cast by Yogg-Saron, Hope’s End will not cause Overload to the player in a future update."
So basically, Yogg has to be existance and able to keep casting. If it's messed up in any way, it stops. So that legendary "PRAISE YOGG" video would've stopped casting at around 4 spells. Also it means that it's less reliable as a recovery tool since overload will mess with you.
I... don't know. Is this enough? It's not too much. But is it enough? It still means Yogg does the full effect if it lives. It DOES mean that dropping him against an empty board is basically a worthless idea since he WILL mess himself up. Thing is, I'm not sure he's nerfed enough to make hiim bad in Yogg Druid as the entire point of Yogg druid is to play him against a strong enemy board, which means the Doom he casts will still be worth it even if he doesn't do anything else.
Thus I can see him no logner really useful in non Mage/Druid, and MAYBE be enough to make Yogg Mage not reliable enough but ....I still see a heavy Yogg Druid showing for blizzcon.
And that's it.
Overall great choices for many of the changes. A few "well Ok whatever" but Yogg is interesting but may not be nough of a change.
.....
One does not simply walk into Mordor,
unless they want to be the best they can be.
Honestly, I am pleasantly surprised. I agree with almost all all of the nerfs, especially CoW and Yogg. Although I don't have a problem with Yogg as it is now, I do agree that if Yogg dies, the spell should stop. I am a little upset about Tuskar Totemic. I think that the card was fairly balanced, and didn't need any changes to it, but whatever. Overall, I think that Blizzard listened to their community and implemented changes that had to happen. I think this a step in the right direction of creating a environment where all types of decks, aggro, control, otk etc. can exist without one deck type always winning withing the first few turns. Good job Blizzard!
"I wield the power of Blackwing."
I liked some and was fine with the rest. Except Yogg-Saron. I hate that nerf. When i started playing, i opened him from my tenth booster. A golden one even. Ive grown to love him but im afraid his worse than Servant of Yogg-Saron now. Why not just, you know, ban him from tournaments or something is that really so damn hard to do?
My custom cards thread here (53 cards)
I think they should start adapting idea of unique ability instead of nerfing them why ? because now call of the wild will be slow for hunter decks people will put one call of the wild instead of two to their decks but it will be still 9 mana. so instead of making it 9 mana they would limit call of the wild as only one in the deck it would solve the problem.
Love them.
More importantly it is pretty much exactly how players have proposed these nerfs.
So people can stop saying that they don't listen to the community.
Isn't this the first time that they nerf cards that didn't completely kill them?
I say it's a welcoming change. All of these cards really needed it. Not sure about Charge tho.
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Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
The only Shaman I play is Totem Shaman, so these changes actually affect me a fair bit. Rockbiter nerf can screw up some Wicked Witchdoctor combos, and Tuskarr is now completely different.
After being nerfed, Tuskarr actually makes it easier to fish (heheh) for Wrath of Air Totem, by playing Tuskarr first, then Hero Power. You can also Hero Power first, then Tuskarr, if you're fishing for double Spell Damage.
Getting a Golem from a turn 3 Tuskarr was a bit too much of a swing, so I'm glad it won't be such an auto-include for that reason. Also, since you can't get a free Flametongue or Mana Tide anymore, people will have to be more choosey with the ones they have. Or even (heaven forbid) ADD Mana Tide to their deck if they want to use it.
Like most, my only complaint about Rockbiter was the Doomhammer combo, which this doesn't really change. Someone can still play Doomhammer then double Rockbiter next turn. However, slowing it and down a bit make those early removals with Argent Horserider, Argent Squire or some other early drop, a bit tougher.
I'm just amazed that Purify escaped unscathed.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
Unlike the last set of nerfs that came with the Old Gods expansion, which brutally destroyed every single affected card into unplayability except for Knife Juggler, I think that for the most part, this round of nerfs was quite reasonable. I don't agree with all of these nerfs, but except for one glaring exception, most of the cards nerfed are still in a usable state. Furthermore, I'm quite glad that they hit obviously problematic cards like Tuskarr Totemic and Call of the Wild.
The one exception I mentioned earlier, and the single nerf I disagree most about is Rockbiter Weapon. They absolutely destroyed that card; it's complete garbage now. You either get a temporary Blessing of Might for 1 extra mana, or a Heroic Strike that deals 1 less damage. Rockbiter Weapon was a perfectly fine card as it was at 1 mana; the problem was with Doomhammer. The card 2-mana Rockbiter reminds me of the most is Starfall; you get to choose between 2 effects that other classes can do better or cheaper.
The other nerf I'm not sure about is Yogg-Saron. From what I've seen, usually Yogg eventually kills himself, but not before casting a bunch of other, generally beneficial spells first. This nerf will weaken Yogg, but it's uncertain to what extent.
I am actually shocked that blizz decided to nerf some problematic cards. Usually we just get some bullshit speech from the cancer himself that we dont understand some cards or that we are just to dumb to find some op unicorn decks ;) or the most recent bullshit about why randomness is great in hs. However, I apploud them this time. This is a step in the right direction after a very long time.
msg for ben brode: get the fuck out of hs
The Yogg nerf is fine, I don't understand why everyone is crying wolf and saying RIP Yogg, 1600 dust here I come. It's still a big and exciting card, it's just going to be less of a coinflip.
Kaladin's RoS Set Review
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Rockbiter and Charge nerf are the worst, Tuskarr is the best.