I remember the forums used to be filled with nerf request threads, but now you actually need to dig a little to find them, yes there is the "I told you so" posts occasionally popping up in the "Call of the nerf" thread, but I was wondering what cards would ppl like to see nerfed next?
No joke, I am actually wondering :P
My top 5 would be:
Flamewaker - This card ruins so many tavern brawls and is generally horrible to play against, the card I hate the most by far!
Doomhammer - Just make it cost 7 mana and remove the overload, Shaman decks are fast enough without this helping them.
Power Overwhelming - Too easy to find good targets to buff with this now, make it cost 2 mana and it's fine I think.
Mysterious Challenger - Wild format will forever be ha(un)ted if this card don't get nerfed.
Fireball - 5 damage to anything should be sufficient to let this card still see lots of play, but just make it a little harder to face rush with.
It was actually kinda hard coming up with 5 cards for me...does this mean Hearthstone is pretty balanced? PogChamp
Let me know your top 5, top 3 or maybe just the cards you wanna see banned the most, I'm actually curious :P
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Thing is tho that you can't run 2 of those in every Wild deck and hope to generally be successful with it, maybe you tech in 1, but secret pally ofc run 2x Mysterious Challenger meaning he is likely to have it early and seems to always have it by turn 6 while you only running 1 of this is a lot less likely to have it in hand by then.
However you can't just not do anything the turn he plays Mysterious Challenger and hope to draw this soon, you have to try and answer it, but you can't attack without proccing like 3 secrets + buffing the MC and you can't use removal on it without also following up with a ping to deal with a 6/1...it is so hard to answer this shit...it needs to be nerfed somehow. They could make him not put the secrets directly into play, just put em in your hand or they could make him just pull 2 random secrets from your deck....I guess drastically nerfing his stats would work as well, maybe it wouldn't be as bad if he was a 4/4 or smth.
Rollback Post to RevisionRollBack
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Thing is tho that you can't run 2 of those in every Wild deck and hope to generally be successful with it, maybe you tech in 1, but secret pally ofc run 2x Mysterious Challenger meaning he is likely to have it early and seems to always have it by turn 6 while you only running 1 of this is a lot less likely to have it in hand by then.
However you can't just not do anything the turn he plays Mysterious Challenger and hope to draw this soon, you have to try and answer it, but you can't attack without proccing like 3 secrets + buffing the MC and you can't use removal on it without also following up with a ping to deal with a 6/1...it is so hard to answer this shit...it needs to be nerfed somehow. They could make him not put the secrets directly into play, just put em in your hand or they could make him just pull 2 random secrets from your deck....I guess drastically nerfing his stats would work as well, maybe it wouldn't be as bad if he was a 4/4 or smth.
MC is effectively a 6 mana battlecry: If you've completely ruined your deckbuilding process, gain +3/2 and summon a 2/1 Taunt.
Yes, it's big and scary, but at the end of the day, you just need one removal spell and you're good.
Well I feel like wild is pretty balanced atm but standard is hard to balance since everything that I would change is going to leave with rotation, really I want buffs, nerfs are not what we need right now.
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Just fill your deck with one drops, that is creative deck design, right?
See here's the thing: if Secret Paladin is so dominant in wild, then it should be common sense to have 2 Eater of Secrets in every deck. But it's not. As for the others flamewakers are rotating soon, and so is tempo mage that you're all complaining about. Power Overwhelming is actually op, but it's sticky minions like imp gang boss that will rotate soon.
Fiery War Axe - it's a 2-drop that trades with two 2-drops, so it's objectively the best 2-drop in the game. Nuff said.
Mana Wyrm - sorry, but I'm forever butthurt about so called "tempo" Mage. Mana Wyrm isn't maybe much ridiculous in itself, but considering it's usually hidden behind 2 0/2 taunts or whatever you play to trade into it gets killed with Frostbolt/Arcane Blast/Roaring Torch makes it sometimes really disgusting.
Azure Drake - not because card is actually broken, but because it's simply the best 5-drop in the game without any rival. You need 5-drop? Put in double Azure Drake and you are good to go. You already have a 5-drop (Druid of the Claw anyone?)? You still play Azure, because it's obviously better. I have nothing against Drake, but I don't like cards that have no competition at their spot and are played basically everywhere.
Divine Favor - extreme punish against every control deck for aggro. It simply punishes you for having advantage. Not even for overextending like Unleash, but for actually having more resources than opponent. Terrible design.
Brawl - this is just too good board clear for a class like Warrior. In Priest? Sure. Druid, Paladin? No problem. But Warrior? This just show how terribly unbalanced classic set is, since Warrior has both War Axe and Brawl, while Priest has Pain and Holy Nova.
Innervate - this card feels to me just like cheating. You gain so much tempo from it so it's ridiculous. I once saw some statistics that difference between having Innervate and not having it at start revolves around 20% in win-rate. Disgusting.
That's all for me. Keep on mind I included only classic and basic cards, because card that will eventually rotate out in order to be hitworthy for me has to be completely insane. Something like Yogg, CotW or Tuskarr. Now when those are gone I don't see such cards.
I hear you, but I honestly think that Mirror Image should summon two 0/1 taunts intstead of 0/2. Mana Wyrm only feels OP when it is behind these two taunts, on it's own, it gets traded away quite easily.
Frothing Berserker: Becomes stronger and stronger now Warrior easily can deal 1 damage to minions. Mostly I have to put a lot of effort into killing this, when already hitted for 15 health in total. Arcane Giant Way to easy to get a cheap Giant. If they nerfed the Molten version, for this reason, this card should be next.
Kinda hard coming up with 5 cards for me too, which means I have little to complain about :)
Yeah I forgot about Frothing Berserker! Always felt this card is way too unstable and strong for a 3-drop, should only proc of your own characters getting damaged I think (I say characters so it would also include your hero, that would make your opponent not wanna deal face damage without removing the frothing berserker first and it would let you buff it up by using your weapon).
I'd rather see them revert the Molten Giant nerf, either completely or to a more reasonable level, like 22 mana or smth.
Firelands Portal is not too strong in constructed IMO, should've been a rare card for arena though. Alexstrasza's Champion is not too strong either I think....they just gotta make sure they don't give more tools to Dragon Warrior as an aggro deck, Dragon decks should be about tempo and board control.
The fact it's hard to come up with cards you want nerfed is a very good thing! :) But it's also because a lot of the cards we were so tired of have been moved to a game mode we don't play that much.
Divine Favor - extreme punish against every control deck for aggro. It simply punishes you for having advantage. Not even for overextending like Unleash, but for actually having more resources than opponent. Terrible design.
Yeah I agree with this too, it's a bit too much value and I really don't like the playstyle it incentivises...I think it would be okay at 5 mana, so a big nerf actually....4 mana wouldn't make much difference I feel.
Mana Wyrm, Fiery War Axe and Innervate are iconic cards for their classes and I can't see how they'd get nerfed without becoming bad cards which I don't want them to be. Brawl and Azure Drake aren't so strong that they need to be nerfed imo.
Thing is tho that you can't run 2 of those in every Wild deck and hope to generally be successful with it, maybe you tech in 1, but secret pally ofc run 2x Mysterious Challenger meaning he is likely to have it early and seems to always have it by turn 6 while you only running 1 of this is a lot less likely to have it in hand by then.
However you can't just not do anything the turn he plays Mysterious Challenger and hope to draw this soon, you have to try and answer it, but you can't attack without proccing like 3 secrets + buffing the MC and you can't use removal on it without also following up with a ping to deal with a 6/1...it is so hard to answer this shit...it needs to be nerfed somehow. They could make him not put the secrets directly into play, just put em in your hand or they could make him just pull 2 random secrets from your deck....I guess drastically nerfing his stats would work as well, maybe it wouldn't be as bad if he was a 4/4 or smth.
MC is effectively a 6 mana battlecry: If you've completely ruined your deckbuilding process, gain +3/2 and summon a 2/1 Taunt.
Yes, it's big and scary, but at the end of the day, you just need one removal spell and you're good.
No...at the end of the day you need more than 1 removal spell...you need exactly 1 removal spell AND a ping that can not be an attack...so unless you are playing as Mage you need 2 spells....or you need to attack first and have a removal spell and it will still leave a 2/1 while also blocking your attack + dealing 2 dmg to whatever you attacked with.....it's OP...it just is....you can't deny that, please don't even try, you are just being annoying if you do :P
See here's the thing: if Secret Paladin is so dominant in wild, then it should be common sense to have 2 Eater of Secrets in every deck. But it's not. As for the others flamewakers are rotating soon, and so is tempo mage that you're all complaining about. Power Overwhelming is actually op, but it's sticky minions like imp gang boss that will rotate soon.
No because it doesn't have to be "so dominant" to be broken....every deck shouldn't need to run 2 pretty much completely dead cards in any other matchup just because this one deck being so completely broken due to this 1 card....then that 1 card should be nerfed....also it is a pretty popular deck in Wild, not like Midrange Shaman was in Standard, but still....I guess if it had been as popular as Midrange Shaman in Standard it would be worth running 2 of those since you'd face that deck sooo often, but it's not...it's just a completely broken card that is very unfun to face up against.
Just saying it's okay because they will be rotating out soon is so horribly passive....it shouldn't be okay that cards are broken just because they are not in the classic set...there should still be balance or we will always have these situations where there are 1-5 completely broken cards in standard all the time, just what cards those are will rotate and Wild will get more and more cancerous.
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I hate Mysterious Challenger so much. His stats are too high for his cost and effect, and said effect is ridiculously powerful. However in my opinion, the worst thing about him is how he thins your deck out, increasing your chance to draw high value cards in the late game instead of dead secrets. I think he could be nerfed if he played the secrets in your hand as opposed to the ones in your deck. Basically Cloaked Huntress with a battlecry instead of a passive effect. That way he can still be very powerful in he right situation and he doesn't thin out your deck.
As for Divine Favor, I think this card needs a complete rework as opposed to an increase in mana. I suggest that instead of drawing cards based on how many your opponent has, instead draw cards for each enemy minion on the board. It's basically unleash the hounds with card draw instead of summoning minions. It keeps the theme of the original card (Drawing cards based on something your opponent has) and most importantly, your opponent can play around it unlike the card in it's current state.
A card that I don't think needs a nerf but is a likely candidate for one is Tundra Rhino. The charge mechanic has always been a problematic one for Blizzard as demonstrated when they nerfed Warsong Commander, Force of Nature and most recently Charge itself. Tundra Rhino isn't that strong now, but it's very possible that Blizzard could introduce a card that makes Tundra Rhino insane. While the card isn't that good at the moment, it limits design space and it's very possible that it could be abused in the future.
I also think it's very possible that Conceal could get a nerf as well. Conceal let's you protect your board from anything your opponent might possibly do to it. You can Conceal an Auctioneer guaranteeing another crazy miracle, conceal a cold blooded Leroy, making it so that your opponent will take 10 damage from him next turn after he already took 10 the previous turn, conceal a pair of Arcane Giants, and the list of possible conceal targets goes on and on. The most annoying thing about Conceal is when you know your opponent has lethal on the board and there's nothing you can do about it. Sure there are ways of getting rid of concealed board such asFlamestrike or Deadly Shot to get rid of a single concealed minion, but when you can't eliminate the rouge's concealed minions often times you are as good as dead. I think the card should be changed to 0 mana and it's texted changed to give a a friendly minion stealth if they have been on the board for at least 1 turn.
I doubt they'd make Mysterious Challenger a bigger Paladin version of Cloaked Huntress, but a nerf is definitely deserved for this one!
If Divine Favor would draw as many cards as your opponent has minions on board it should definitely cost more than 3 mana!^^
Tundra Rhino is restricted to only giving Beasts charge tho...I get what you're saying about it restricting design space and could be a problem in the future, but they could just be careful about what beasts they add and it should be fine :P
Conceal is a pretty unfun card and I agree that this also might restrict design space, this more than Tundra Rhino I think, due to it's low mana cost.....changing it could be healthy for the game, but I think your suggestion is not really elegant enough....how about just making it cost 2 mana....makes it much harder to play.
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Flamewaker: gonna rotate soon. Not so OP as you may think
Doomhammer: it's fine as it is. Rockbiter combo was nerfed, so no worries there
PO: you already lose the minion
MC: do you play wild? if not, argument invalid.
Fireball: it's for mage. It's good as it is.
The fact it will rotate soon is an invalid argument, the card is still broken and it ruins so many tavern brawls as well as tavern brawl ideas.
Doomhammer is less broken with Rockbiter Weapon nerfed, but it still deserves a change I think, just to make it used more for control than face rush.
Oh you lose the minion you use PO on? Wow you don't say?^^ It's still too easy having a great target to use it on and it's still 4 damage for 1 mana.
Yes I do play Wild....not as much as I expected I would when Standard was announced, but if MC was nerfed I definitely would play it a lot more!
Fireball would still be used just as much if it dealt 5 damage....that alone should be reason enough, but the actual reason is the redundancy in Mage's arsenal regarding burn spells making face rush too viable of an option considering the uninteractive nature of such spells. Fireball seems the most worthy of a nerf among them.
Rollback Post to RevisionRollBack
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
See here's the thing: if Secret Paladin is so dominant in wild, then it should be common sense to have 2 Eater of Secrets in every deck. But it's not. As for the others flamewakers are rotating soon, and so is tempo mage that you're all complaining about. Power Overwhelming is actually op, but it's sticky minions like imp gang boss that will rotate soon.
Nice in theory.
Overpowered weapon: Just run double Ooze. Overpowered secrets: Double Eater Overpowered minions: Double of whatever your class has for removal. Oh. There's 6 overpowered minions in his deck, and you class can't counter more than 2 of them? Stop playing that class. Rest in Peace.
Overpowered 10 cost minions: Just win before turn 10.
See here's the thing: if Secret Paladin is so dominant in wild, then it should be common sense to have 2 Eater of Secrets in every deck. But it's not. As for the others flamewakers are rotating soon, and so is tempo mage that you're all complaining about. Power Overwhelming is actually op, but it's sticky minions like imp gang boss that will rotate soon.
No because it doesn't have to be "so dominant" to be broken....every deck shouldn't need to run 2 pretty much completely dead cards in any other matchup just because this one deck being so completely broken due to this 1 card....then that 1 card should be nerfed....also it is a pretty popular deck in Wild, not like Midrange Shaman was in Standard, but still....I guess if it had been as popular as Midrange Shaman in Standard it would be worth running 2 of those since you'd face that deck sooo often, but it's not...it's just a completely broken card that is very unfun to face up against.
Just saying it's okay because they will be rotating out soon is so horribly passive....it shouldn't be okay that cards are broken just because they are not in the classic set...there should still be balance or we will always have these situations where there are 1-5 completely broken cards in standard all the time, just what cards those are will rotate and Wild will get more and more cancerous.
Saying they will rotate soon is me saying why they won't be nerfed, they are only op in standard because of the limited collection. In wild there is much better stuff so nerfs arent needed.
I remember the forums used to be filled with nerf request threads, but now you actually need to dig a little to find them, yes there is the "I told you so" posts occasionally popping up in the "Call of the nerf" thread, but I was wondering what cards would ppl like to see nerfed next?
No joke, I am actually wondering :P
My top 5 would be:
Flamewaker - This card ruins so many tavern brawls and is generally horrible to play against, the card I hate the most by far!
Doomhammer - Just make it cost 7 mana and remove the overload, Shaman decks are fast enough without this helping them.
Power Overwhelming - Too easy to find good targets to buff with this now, make it cost 2 mana and it's fine I think.
Mysterious Challenger - Wild format will forever be ha(un)ted if this card don't get nerfed.
Fireball - 5 damage to anything should be sufficient to let this card still see lots of play, but just make it a little harder to face rush with.
It was actually kinda hard coming up with 5 cards for me...does this mean Hearthstone is pretty balanced? PogChamp
Let me know your top 5, top 3 or maybe just the cards you wanna see banned the most, I'm actually curious :P
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Murloc Tinyfin (power creep Feelsbadman)
Purify (this is ridiculously OP, it actually hurts me)
Nozdormu (rip life coach)
They could make him not put the secrets directly into play, just put em in your hand or they could make him just pull 2 random secrets from your deck....I guess drastically nerfing his stats would work as well, maybe it wouldn't be as bad if he was a 4/4 or smth.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Well I feel like wild is pretty balanced atm but standard is hard to balance since everything that I would change is going to leave with rotation, really I want buffs, nerfs are not what we need right now.
Just fill your deck with one drops, that is creative deck design, right?
See here's the thing: if Secret Paladin is so dominant in wild, then it should be common sense to have 2 Eater of Secrets in every deck. But it's not. As for the others flamewakers are rotating soon, and so is tempo mage that you're all complaining about. Power Overwhelming is actually op, but it's sticky minions like imp gang boss that will rotate soon.
The pioneers used to ride these babies for miles
Alexstrasza's Champion is not too strong either I think....they just gotta make sure they don't give more tools to Dragon Warrior as an aggro deck, Dragon decks should be about tempo and board control.
But it's also because a lot of the cards we were so tired of have been moved to a game mode we don't play that much.
Brawl and Azure Drake aren't so strong that they need to be nerfed imo.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I hate Mysterious Challenger so much. His stats are too high for his cost and effect, and said effect is ridiculously powerful. However in my opinion, the worst thing about him is how he thins your deck out, increasing your chance to draw high value cards in the late game instead of dead secrets. I think he could be nerfed if he played the secrets in your hand as opposed to the ones in your deck. Basically Cloaked Huntress with a battlecry instead of a passive effect. That way he can still be very powerful in he right situation and he doesn't thin out your deck.
As for Divine Favor, I think this card needs a complete rework as opposed to an increase in mana. I suggest that instead of drawing cards based on how many your opponent has, instead draw cards for each enemy minion on the board. It's basically unleash the hounds with card draw instead of summoning minions. It keeps the theme of the original card (Drawing cards based on something your opponent has) and most importantly, your opponent can play around it unlike the card in it's current state.
A card that I don't think needs a nerf but is a likely candidate for one is Tundra Rhino. The charge mechanic has always been a problematic one for Blizzard as demonstrated when they nerfed Warsong Commander, Force of Nature and most recently Charge itself. Tundra Rhino isn't that strong now, but it's very possible that Blizzard could introduce a card that makes Tundra Rhino insane. While the card isn't that good at the moment, it limits design space and it's very possible that it could be abused in the future.
I also think it's very possible that Conceal could get a nerf as well. Conceal let's you protect your board from anything your opponent might possibly do to it. You can Conceal an Auctioneer guaranteeing another crazy miracle, conceal a cold blooded Leroy, making it so that your opponent will take 10 damage from him next turn after he already took 10 the previous turn, conceal a pair of Arcane Giants, and the list of possible conceal targets goes on and on. The most annoying thing about Conceal is when you know your opponent has lethal on the board and there's nothing you can do about it. Sure there are ways of getting rid of concealed board such asFlamestrike or Deadly Shot to get rid of a single concealed minion, but when you can't eliminate the rouge's concealed minions often times you are as good as dead. I think the card should be changed to 0 mana and it's texted changed to give a a friendly minion stealth if they have been on the board for at least 1 turn.
I think we should just nerf all the cards and download a new game.
I doubt they'd make Mysterious Challenger a bigger Paladin version of Cloaked Huntress, but a nerf is definitely deserved for this one!
If Divine Favor would draw as many cards as your opponent has minions on board it should definitely cost more than 3 mana!^^
Tundra Rhino is restricted to only giving Beasts charge tho...I get what you're saying about it restricting design space and could be a problem in the future, but they could just be careful about what beasts they add and it should be fine :P
Conceal is a pretty unfun card and I agree that this also might restrict design space, this more than Tundra Rhino I think, due to it's low mana cost.....changing it could be healthy for the game, but I think your suggestion is not really elegant enough....how about just making it cost 2 mana....makes it much harder to play.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
lol since when is Fireball op?
Sup
It's still too easy having a great target to use it on and it's still 4 damage for 1 mana.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I don't know if 2 mana would affect Rouge at all. This is the class with access to Preparation and Tomb Pillager after all.
Overpowered weapon: Just run double Ooze.
Overpowered secrets: Double Eater
Overpowered minions: Double of whatever your class has for removal. Oh. There's 6 overpowered minions in his deck, and you class can't counter more than 2 of them? Stop playing that class. Rest in Peace.
Overpowered 10 cost minions: Just win before turn 10.
Anyone who honestly thinks Fireball is a problem needs to learn a lot more about Hearthstone before calling for nerfs.
"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 think wild should be completely unbalanced. 8 mana pyro and all.
I can't think of a card to nerf in standard and I don't like nerfs in balancing anyway. Buffs only pls.
Nerfing tempo mage before their keystone card gets rotated out of standard is silly, tempo mage is barely tier 3 right now, so stop pls.