Warrior (the entire class) - "Sorry, this class is not playable in Standard or Wild."
Fiery Bat - 1/1 stats
Alley Cat - summoned minion isn't a beast
Kill Command - can't target face
Every Priest minion - increase stats by +1/+1
Holy Nova - deal 3 damage and heal 2
Cabal Shadow Priest - cost 1 less, OR when the battlecry doesn't have a target it should get +1/+1 instead.
Shellraiser - 3/5 stats, not 2/6
Move Win Axe, Frothing, and Kor'Kron to HoF.
Caverns Below - Summon 7 minions (not 4) with the same name.
Sulfuras - Hero power goes back to the original form when Sulfuras runs out of charges, and is a 4/3 weapon.
Lol, and people say we has a bad dev team. Seeing shit like this makes me realize how much worse the game would be if the average community member had literally any say. "My favorite class isn't the best class, fix ur game blizz"
Since I've been playing, Warrior has always had a tier 1 or 2 deck. Priest has only had a tier 2 deck ONCE (dragon priest last month).
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
I counted the deathrattle as value to the card too. Also, most times 6 health and give +1/+1 is better that 7 health except against mages
Also, Nether Portal should give 2 3/3 demons or every turn summon a random demon (counting rarity as a factor)
Nah I feel the 3/2's are fine honestly, I definitely prefer them over the chance to get a blood imp, and getting jaraxxus from the portal wouldn't even be that good of a thing
Instead of cherry picking what was obviously a bit of hyperbole, give me examples of how Warrior, Rogue, and Hunter aren't stupidly overpowered by design and how Priest is a-ok and has totally solid class cards in comparison.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
1.Fiery War Axe: 2 mana 2/2 Enrage: Gain 1 more attack. - This won't change much for Control or Midrange Warrior decks but will make Pirate Warrior unable to jam it to the opponents face in the early game.
2.Molten Giant and Blade Flurry: Change it back to it's old form and move it into Wild.
3.Swashburglar, Babbling Book, Cabalist Tome and other 'add random card' effects: Your opponent can now see what you get.
4.Jade Idol: Either make it 2 mana or make you unable to re-shuffle the idols you've already shuffled.
5.Divine Favor: Should just be rotated or changed into something completley different, the card isn't good right now but in any meta where the card works it's simply broken.
6.Finja: First of all the guy who came up with this card needs to be fired, then after that we can start changing it.
7.Meteor: Vicious Fledgling and Meteor: All cards that ruin arena.
8.Any Discard Effect: Now discards the lowest cost card in your hand, this will make it easier to predict which cards you will discard and will let you prepare more accordingly for it which will lead to a more healthy and skill-dependent mechanic. Will also prevent Silverware Golem from comming out too early in the game, right now Dicard-ZooLock is the worst deck in the game when you get unlucky and the best when you get lucky which is just a bad design.
9.Arcanologist: Far too high power-level for Standard (which just says a lot about Mad Scientist - lol), should be either be a 2/2 or a 3 mana 2/4. (3 mana is significantly worse because you it makes it hard to curve out with the secret)
10.Starving Buzzard: Either change it to 4 mana or buff it's stats to something better.
Warrior (the entire class) - "Sorry, this class is not playable in Standard or Wild."
Fiery Bat - 1/1 stats
Alley Cat - summoned minion isn't a beast
Kill Command - can't target face
Every Priest minion - increase stats by +1/+1
Holy Nova - deal 3 damage and heal 2
Cabal Shadow Priest - cost 1 less, OR when the battlecry doesn't have a target it should get +1/+1 instead.
Shellraiser - 3/5 stats, not 2/6
Move Win Axe, Frothing, and Kor'Kron to HoF.
Caverns Below - Summon 7 minions (not 4) with the same name.
Sulfuras - Hero power goes back to the original form when Sulfuras runs out of charges, and is a 4/3 weapon.
Lol, and people say we has a bad dev team. Seeing shit like this makes me realize how much worse the game would be if the average community member had literally any say. "My favorite class isn't the best class, fix ur game blizz"
That's why we leave it to the professionals :-D
The title of the thread should be nerf the card I hate most.
As for my contribution to the topic, rogue quest should be 6 then paladin quest should be 4. Yeah I hate Caverns!
1.Fiery War Axe: 2 mana 2/2 Enrage: Gain 1 more attack. - This won't change much for Control or Midrange Warrior decks but will make Pirate Warrior unable to jam it to the opponents face in the early game.
2.Molten Giant and Blade Flurry: Change it back to it's old form and move it into Wild.
3.Swashburglar, Babbling Book, Cabalist Tome and other 'add random card' effects: Your opponent can now see what you get.
4.Jade Idol: Either make it 2 mana or make you unable to re-shuffle the idols you've already shuffled.
5.Divine Favor: Should just be rotated or changed into something completley different, the card isn't good right now but in any meta where the card works it's simply broken.
6.Finja: First of all the guy who came up with this card needs to be fired, then after that we can start changing it.
7.Meteor: Vicious Fledgling and Meteor: All cards that ruin arena.
8.Any Discard Effect: Now discards the lowest cost card in your hand, this will make it easier to predict which cards you will discard and will let you prepare more accordingly for it which will lead to a more healthy and skill-dependent mechanic. Will also prevent Silverware Golem from comming out too early in the game, right now Dicard-ZooLock is the worst deck in the game when you get unlucky and the best when you get lucky which is just a bad design.
9.Arcanologist: Far too high power-level for Standard (which just says a lot about Mad Scientist - lol), should be either be a 2/2 or a 3 mana 2/4. (3 mana is significantly worse because you it makes it hard to curve out with the secret)
10.Starving Buzzard: Either change it to 4 mana or buff it's stats to something better.
1) Thats actually an excelent idea
2) I agree with the move to wild part but 10 health is too much for molten IMO, change ti to 22-23 so its 8-7
3) I will stick to discover by rarity. It makes good things like iceblock or pyro harder to get. It does not make any difference knowing the freeze mage that will kill me next turn got another iceblock on hand
4) I like the second option
5)Just ratate it to wild
6) Why is it broken?
7) Agreed
8) Thats just a Doomguard buff in standard and a nerf in wild. But it would be nice to see a discard elemental warlock
9) I agree on the 2/2
10) Starving Buzzard is bad design overall. I think it would be ok if it was a 3 mana 3/3 or 4/2 that draws a card for every beast PLAYED
1.Fiery War Axe: 2 mana 2/2 Enrage: Gain 1 more attack. - This won't change much for Control or Midrange Warrior decks but will make Pirate Warrior unable to jam it to the opponents face in the early game.
2.Molten Giant and Blade Flurry: Change it back to it's old form and move it into Wild.
3.Swashburglar, Babbling Book, Cabalist Tome and other 'add random card' effects: Your opponent can now see what you get.
4.Jade Idol: Either make it 2 mana or make you unable to re-shuffle the idols you've already shuffled.
5.Divine Favor: Should just be rotated or changed into something completley different, the card isn't good right now but in any meta where the card works it's simply broken.
6.Finja: First of all the guy who came up with this card needs to be fired, then after that we can start changing it.
7.Meteor: Vicious Fledgling and Meteor: All cards that ruin arena.
8.Any Discard Effect: Now discards the lowest cost card in your hand, this will make it easier to predict which cards you will discard and will let you prepare more accordingly for it which will lead to a more healthy and skill-dependent mechanic. Will also prevent Silverware Golem from comming out too early in the game, right now Dicard-ZooLock is the worst deck in the game when you get unlucky and the best when you get lucky which is just a bad design.
9.Arcanologist: Far too high power-level for Standard (which just says a lot about Mad Scientist - lol), should be either be a 2/2 or a 3 mana 2/4. (3 mana is significantly worse because you it makes it hard to curve out with the secret)
10.Starving Buzzard: Either change it to 4 mana or buff it's stats to something better.
1) Thats actually an excelent idea
2) I agree with the move to wild part but 10 health is too much for molten IMO, change ti to 22-23 so its 8-7
3) I will stick to discover by rarity. It makes good things like iceblock or pyro harder to get. It does not make any difference knowing the freeze mage that will kill me next turn got another iceblock on hand
4) I like the second option
5)Just ratate it to wild
6) Why is it broken?
7) Agreed
8) Thats just a Doomguard buff in standard and a nerf in wild. But it would be nice to see a discard elemental warlock
9) I agree on the 2/2
10) Starving Buzzard is bad design overall. I think it would be ok if it was a 3 mana 3/3 or 4/2 that draws a card for every beast PLAYED
Ayyyy, someone actually read all of that :P
3. No, but it does make you able to play around cards that your opponent shouldn't have (like from Swashburglar) and it also makes it more easy to play around something like a random flame strike against a aggressive variation of Mage. (also rarity would just make it so Mage would be getting all Frostbolt, Flamestrike, Fireball and Frost Nova which would be really uninteractive)
6. It's a extremley powerful card that makes your deck weaker overall but can singlehandly win games that you otherwise would never be able to win, it just makes the game even more draw dependent which really isn't something that Hearthstone needs.
8. While it might make some of the discard-cards better it would also prevent the deck from being completley RNG based, also you wouldn't be able to discard a Silverware golem if you had to cards that costs less than 3 which would mean that you would have to constantly think ahead instead of just jamming Doomguard/Soulfire whenever and praying that you'll discard the right cards.
10. It should either be play or it should just be changed into some form of card draw for Hunter (the class literally has no card draw what-so-ever)
I agree with this. I will add to this sort of logic by saying that Warsong Commander should be a 3 mana 3/4. I mean, it's a CLASS card for chrissake and we have things like Kabal Talonpriest and Cloaked Huntress which are not at all broken in constructed, yet they still see some play. The ability will never be useful, so I would revamp it to say that "Your weapons have +1 attack" or something, so maybe a 3/3 because that has some viability and requires a decent amount of mana to pull of combos. It would have to survive a turn before getting real tempo or damage significance.
Come to think of it, that'd be a cool card to have; just a 3 mana 3/4 with the text "Your weapon has +1 attack".
Rollback Post to RevisionRollBack
I love Zootopia and anthropomorphic animals. Deal with it <3
| Nick Wilde is bae |
(Oh yeah, and I'm gay)
...hey, that rhymed...
I'm spontaneous, which is pretty much another word for impulsive.
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Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
Destroy Hunter, Warrior and Rogue, make Priest great again!
i don't think that there's something wrong with Shadowstep
the nerf for the quest is fine with me
Kaladin's RoS Set Review
Join me at Out of Cards!
Instead of cherry picking what was obviously a bit of hyperbole, give me examples of how Warrior, Rogue, and Hunter aren't stupidly overpowered by design and how Priest is a-ok and has totally solid class cards in comparison.
Kaladin's RoS Set Review
Join me at Out of Cards!
1. Fiery War Axe: 2 mana 2/2 Enrage: Gain 1 more attack. - This won't change much for Control or Midrange Warrior decks but will make Pirate Warrior unable to jam it to the opponents face in the early game.
2. Molten Giant and Blade Flurry: Change it back to it's old form and move it into Wild.
3. Swashburglar, Babbling Book, Cabalist Tome and other 'add random card' effects: Your opponent can now see what you get.
4. Jade Idol: Either make it 2 mana or make you unable to re-shuffle the idols you've already shuffled.
5. Divine Favor: Should just be rotated or changed into something completley different, the card isn't good right now but in any meta where the card works it's simply broken.
6. Finja: First of all the guy who came up with this card needs to be fired, then after that we can start changing it.
7. Meteor: Vicious Fledgling and Meteor: All cards that ruin arena.
8. Any Discard Effect: Now discards the lowest cost card in your hand, this will make it easier to predict which cards you will discard and will let you prepare more accordingly for it which will lead to a more healthy and skill-dependent mechanic.
Will also prevent Silverware Golem from comming out too early in the game, right now Dicard-ZooLock is the worst deck in the game when you get unlucky and the best when you get lucky which is just a bad design.
9. Arcanologist: Far too high power-level for Standard (which just says a lot about Mad Scientist - lol), should be either be a 2/2 or a 3 mana 2/4. (3 mana is significantly worse because you it makes it hard to curve out with the secret)
10. Starving Buzzard: Either change it to 4 mana or buff it's stats to something better.
Death to all who oppose the Horde!
3. No, but it does make you able to play around cards that your opponent shouldn't have (like from Swashburglar) and it also makes it more easy to play around something like a random flame strike against a aggressive variation of Mage. (also rarity would just make it so Mage would be getting all Frostbolt, Flamestrike, Fireball and Frost Nova which would be really uninteractive)
6. It's a extremley powerful card that makes your deck weaker overall but can singlehandly win games that you otherwise would never be able to win, it just makes the game even more draw dependent which really isn't something that Hearthstone needs.
8. While it might make some of the discard-cards better it would also prevent the deck from being completley RNG based, also you wouldn't be able to discard a Silverware golem if you had to cards that costs less than 3 which would mean that you would have to constantly think ahead instead of just jamming Doomguard/Soulfire whenever and praying that you'll discard the right cards.
10. It should either be play or it should just be changed into some form of card draw for Hunter (the class literally has no card draw what-so-ever)
I love Zootopia and anthropomorphic animals. Deal with it <3
| Nick Wilde is bae |
(Oh yeah, and I'm gay)
...hey, that rhymed...
I'm spontaneous, which is pretty much another word for impulsive.