I've read the whole thread and that's what I can say. Silencing jades is interesting but it doesn't realy solve the problen: Druid still has infinite value, Shaman is still Shaman, and jade Rogue becomes even worse; limiting it to 10/10 isn't enough, because we see 10/10s only in Druid or with Brann that rotates out anyway (I thought about 5/5 but it has the same problem as silence). The real problem isn't the jade mechanic itself, it's the "Jade Idol" card, my thought is to change it to shuffle 1 card instead of 3 so it still does something with Fandral and you still can never fatigue but without casting 1 mana 30/30s at the same time, or change shuffle 3 cards to draw 1 card (may be change manacost to 2 with this change). I also though about summoning jade not being a battlecry on some minion/weapons and just be "jade" so it is not doubled by Brann, but C'Thun works with Brann, so I don't know.
Jade Idols are fine until very late in the game (certain draw percentage is reached) where they spiral out of control too quickly. Combined with card draw this neither balanced, nor suprising, nor evitable, nor fun imho. So a solution could be to slow them down a little in this phase.
Maybe add "If this card costs less than (9) increase the cost of Jade Idols by (2)" to the Jade Idol text.
So you all want to nerf Jade Idol or be able to silence Jade minions to 1/1s....why? Because if Jade Druid loses the ability to go infinite, you'll just be eventually complaining about how some other control deck is unbeatable and should be nerfed. If Jades themselves become silenceable to 1/1s, that wouldn't really solve anything (unless you mean completely resetting the entire Jade counter, in which case, Jade decks would be completely dead....so how about no).
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I think Firebat puts it really well in this video:
Anydeck can be countered, pirate decks are really easy if you stick in a bunch of taunts and a bunch of heals. finding one which is competive overall is another issue.
I've been playing since S2, spent money on every expansion, and I've already decided I'm not putting another dime into the game as long as Jade Idol exists in its current form.
I play Jade Druid - mainly because I main Druid and it feels like my only viable option, but I can see it being a problem. However the issue doesn't lie with the jades themselves (Jade Shaman is there but it's hardly OP and Jade Rogue just doesn't exist) but in Jade Idol. That's what needs nerfing, not the jade mechanic itself.
It's even an easy, common-sense nerf. Just make the 3 copies that get shuffled into the deck 1-mana Jade Golems. That preserves the Control aspect while killing the infinite value.
It's even an easy, common-sense nerf. Just make the 3 copies that get shuffled into the deck 1-mana Jade Golems. That preserves the Control aspect while killing the infinite value.
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It's even an easy, common-sense nerf. Just make the 3 copies that get shuffled into the deck 1-mana Jade Golems. That preserves the Control aspect while killing the infinite value.
If I had a nickel for every time this has been suggested. What high-rank players will just need to learn to accept is that even if a majority of their games go a certain way, it represents a slim minority of all games in the HS universe. What about the players who don't have every card and try to put a jade deck together with a handful of MSoG packs? Blizzard isn't in the business of catering to high end players and streamers, those people should suck it up and roll with the punches, or just move on - others are waiting in the wings to take their place.
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It's even an easy, common-sense nerf. Just make the 3 copies that get shuffled into the deck 1-mana Jade Golems. That preserves the Control aspect while killing the infinite value.
If I had a nickel for every time this has been suggested. What high-rank players will just need to learn to accept is that even if a majority of their games go a certain way, it represents a slim minority of all games in the HS universe. What about the players who don't have every card and try to put a jade deck together with a handful of MSoG packs? Blizzard isn't in the business of catering to high end players and streamers, those people should suck it up and roll with the punches, or just move on - others are waiting in the wings to take their place.
I don't really understand what you're saying here. The proposed nerf wouldn't make the card bad by any means. People throwing a deck together would still have a fine deck. Besides, you need to balance around the highest level of play for the most part. Your average player had a bit of fun with Necropotence; pros broke Magic with it.
And your logic about others 'waiting in the wings' can as easily be applied to THE GAME OF HEARTHSTONE as to 'high end players'. Hearthstone's success is not a universal guarantee. If they fail to balance their game over a long enough period of time, players can and will move on.
It's even an easy, common-sense nerf. Just make the 3 copies that get shuffled into the deck 1-mana Jade Golems. That preserves the Control aspect while killing the infinite value.
If I had a nickel for every time this has been suggested. What high-rank players will just need to learn to accept is that even if a majority of their games go a certain way, it represents a slim minority of all games in the HS universe. What about the players who don't have every card and try to put a jade deck together with a handful of MSoG packs? Blizzard isn't in the business of catering to high end players and streamers, those people should suck it up and roll with the punches, or just move on - others are waiting in the wings to take their place.
What? Are you suggesting that a card should remain overpowered because some people with bad decks may get nerfed otherwise? This isn't about high end players it's about an intrinsically broken card- and I say that as a Jade Druid player.
Remember Heroic Lord Slitherspear? His hero power summoned a 1/1 Hungry Naga which would grow every time he'd use his hero power. This was most likely one of the inspirations for the jade golem mechanic. However, unlike the Jade Golems, the Naga could be silenced. How come we can't silence Jade Golems? In my opinion it would be a perfect nerf. Jades would no doubt still be incredibly strong but at least they have one weakness.
There aren't enough silences available for this to be an effective nerf. Now if it the silence also reset the Jade counter to 1/1 then you're getting somewhere.
Remember Heroic Lord Slitherspear? His hero power summoned a 1/1 Hungry Naga which would grow every time he'd use his hero power. This was most likely one of the inspirations for the jade golem mechanic. However, unlike the Jade Golems, the Naga could be silenced. How come we can't silence Jade Golems? In my opinion it would be a perfect nerf. Jades would no doubt still be incredibly strong but at least they have one weakness.
There aren't enough silences available for this to be an effective nerf. Now if it the silence also reset the Jade counter to 1/1 then you're getting somewhere.
I think it's just good to have a tech card for Jade. I don't think this nerf would be an absolute counter to Jade but provide a tech card for decks that struggle to deal with them.
It needs to be a rare so that everyone has easy access to this since it's a counter mechanic. Just change it's stats to a 2/3 so it's not an auto include of two of them in every deck.
I thought about making it a two of, except then you just kill jade. The idea is to give control decks a counter. There is already a precedent set for legendary tech cards. If Blizzard makes this card at all I doubt its anything but a legendary. Not to mention it feels like a legendary with it being a non-generic character.
I'm leaning more towards specific jade counter cards. if they have bad stats they will become too situational to tech so i was thinking something along the lines of:
"4 mana 4/5 - battlecry: Destroy a random Jade"
good thing you are not a card designer
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I've read the whole thread and that's what I can say. Silencing jades is interesting but it doesn't realy solve the problen: Druid still has infinite value, Shaman is still Shaman, and jade Rogue becomes even worse; limiting it to 10/10 isn't enough, because we see 10/10s only in Druid or with Brann that rotates out anyway (I thought about 5/5 but it has the same problem as silence). The real problem isn't the jade mechanic itself, it's the "Jade Idol" card, my thought is to change it to shuffle 1 card instead of 3 so it still does something with Fandral and you still can never fatigue but without casting 1 mana 30/30s at the same time, or change shuffle 3 cards to draw 1 card (may be change manacost to 2 with this change). I also though about summoning jade not being a battlecry on some minion/weapons and just be "jade" so it is not doubled by Brann, but C'Thun works with Brann, so I don't know.
That's what I think about the whole situation.
Jade Idols are fine until very late in the game (certain draw percentage is reached) where they spiral out of control too quickly. Combined with card draw this neither balanced, nor suprising, nor evitable, nor fun imho. So a solution could be to slow them down a little in this phase.
Maybe add "If this card costs less than (9) increase the cost of Jade Idols by (2)" to the Jade Idol text.
Or maybe add "Add 1-3 Weasel Tunnelers to your deck" ;)
So you all want to nerf Jade Idol or be able to silence Jade minions to 1/1s....why? Because if Jade Druid loses the ability to go infinite, you'll just be eventually complaining about how some other control deck is unbeatable and should be nerfed. If Jades themselves become silenceable to 1/1s, that wouldn't really solve anything (unless you mean completely resetting the entire Jade counter, in which case, Jade decks would be completely dead....so how about no).
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I think Firebat puts it really well in this video:
Kobolds are almost as bad as goblins, they gotta die (⌐■_■)–︻╦╤─
I'm not opposed to the idea.
But I suspect that the effect would ripple through the meta in an adverse way.
It would probably pave the way for aggro even more and, although unlikely, might even incentivise them to start running owl again.
Also consider that if decks start running silence it would arguably hit hunter, paladin and priest the hardest. Not jade decks.
I've been playing since S2, spent money on every expansion, and I've already decided I'm not putting another dime into the game as long as Jade Idol exists in its current form.
I play Jade Druid - mainly because I main Druid and it feels like my only viable option, but I can see it being a problem. However the issue doesn't lie with the jades themselves (Jade Shaman is there but it's hardly OP and Jade Rogue just doesn't exist) but in Jade Idol. That's what needs nerfing, not the jade mechanic itself.
It's even an easy, common-sense nerf. Just make the 3 copies that get shuffled into the deck 1-mana Jade Golems. That preserves the Control aspect while killing the infinite value.
Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I'd love to see a legendary Pandaren Jr. Explorer like this:
She would say something like "Look! My amulet is glowing!" and then a dispel like spell would hit the enemy hero.
It needs to be a rare so that everyone has easy access to this since it's a counter mechanic. Just change it's stats to a 2/3 so it's not an auto include of two of them in every deck.
I thought about making it a two of, except then you just kill jade. The idea is to give control decks a counter. There is already a precedent set for legendary tech cards. If Blizzard makes this card at all I doubt its anything but a legendary. Not to mention it feels like a legendary with it being a non-generic character.
job's done.