1. Jade Idol. Increase to 2 mana (from 1), and change effect to "Choose one - Create a Jade Statue, or shuffle TWO copies of this card into your deck".
This still allows the flavor of the card without making it impossible to deal with when someone Nourishes into half a handful of them. Or it slows the card way down, forcing players to make it a late game play in conjunction with Fandral.
2. Ultimate Infestation. Give this card an RNG factor and make the numbers it generates for each effect random from 1-5. Then, it's not a wholly reliable win the game card. It falls under the category of Yogg pre-nerf, which was still a double-edged sword potentially.
3. Innervate. Make it give one mana for this turn only and give one empty mana crystal. That way, they can't take major advantage and jump two turns up temporarily, but still keep the ramping flavor of the card.
4. Savage Roar. This is the other card that needs reevaluation due to aggro druid decks. Reduce the attack bonus to +1, but it gives +1 armor for each creature it buffs. It no longer becomes an instawin card, but more of a survival card. It would see more play in ramp taunt decks, and it lowers the burst of aggro drastically.
Those would be my suggestions to bring druid more in line with what other classes have to offer in their class card pools in Standard.
1. Jade Idol. Increase to 2 mana (from 1), and change effect to "Choose one - Create a Jade Statue, or shuffle TWO copies of this card into your deck".
This still allows the flavor of the card without making it impossible to deal with when someone Nourishes into half a handful of them. Or it slows the card way down, forcing players to make it a late game play in conjunction with Fandral.
2. Ultimate Infestation. Give this card an RNG factor and make the numbers it generates for each effect random from 1-5. Then, it's not a wholly reliable win the game card. It falls under the category of Yogg pre-nerf, which was still a double-edged sword potentially.
3. Innervate. Make it give one mana for this turn only and give one empty mana crystal. That way, they can't take major advantage and jump two turns up temporarily, but still keep the ramping flavor of the card.
4. Savage Roar. This is the other card that needs reevaluation due to aggro druid decks. Reduce the attack bonus to +1, but it gives +1 armor for each creature it buffs. It no longer becomes an instawin card, but more of a survival card. It would see more play in ramp taunt decks, and it lowers the burst of aggro drastically.
Those would be my suggestions to bring druid more in line with what other classes have to offer in their class card pools in Standard.
I honestly don't think Jade Idol should've ever been able to shuffle itself infinitely, a simple solution would be Jade Idol (stays 1 mana) - Choose One Create a Jade Statue or Shuffle 3 Jade Statues in your Deck. Meaning late game yes they can play big Jade Statues but only one a turn which would offer a lot more counterplay in general.
I don't think the solution to Winfestation is making it RNG, the game's already teetering on a joke for e-sports after Yogg-Saron, Hope's End, taking certain elements out of it would definitely balance it. I think the rule of thumb for card draw in Hearthstone is 1 mana for 1 card then 2 mana increase per card afterwards so 9 mana is for 5 cards essentially. I think if they reduced the amount of card draw to 3 and reduce the damage dealt to 3 then the card doesn't seem as broken. The fact that Druids can ramp so easily into t4-t5 Winfestation is the main reason it is absolutely busted.
I don't think Innervate is a huge problem but in combination with the powercreep Druid received it could potentially see a rotation.
Savage Roar is a strong finisher yes but is it broken? Not so much. Compare it to Bloodlust basically need a full board of buffed minions to be able to finish someone off so there is obvious counterplay. By comparison when Force of Nature + Savage Roar was a thing there wasn't really any counterplay for it hence why it got nerfed. To beat Aggro Druid all you need to do is clear their board then they can't do squat same as Shaman.
Everyone whining about Jade and pirates but murlocs are fucking cancer too.
Jades, Pirates and Murlocs (JPM), but also individual cards constitutes an army of Brodes skill-free archetypes to serve the willingly dumbed down masses, demanding easy winfix for their money. And since that group of players makes the most revenues for Blizzard, you have pretty much all the reasons why salt threads and threads like these exist.
A spit in the face of those who want to play a skillful game. I don't take defenders of this card design mentality that leading up this persistent imbalance and for my part injustice very seriously. Still they write here, collecting their likes of the army of braindead players, as if they were send here to do Brodes bidding It is utterly repulsive and and repugnant to defend things that are not right. Blows my mind.
I compare JPM-players with the army of the dead in GOT. Mindless and not to be reasoned with.
I have a theory that they're all small-dicked premature ejaculators, too. It just fits the style.
Everyone whining about Jade and pirates but murlocs are fucking cancer too.
Finally, someone with a common sense! Murloc decks are as braindead as it gets, not sure why they get less hate than Pirates and Jades.
You don't get a free murlock with charge for 0 only because you play another murlock, you can get 2 free with Finja but a least cost 5 manas and some requirement must to be done and a control deck don't need to deal with bigger and bigger infinite murlocks in late game.
This is the reason they get less hate than Pirates and Jades.
Savage Roar alone wasn't the problem back then, but the buffed charge token have been. With Living Mana and so many possibilities to flood the board, the (missing) charge is kinda secondary. But the countless token again are an issue - which snowball so hard like with Force of nature.
What i find more disgusting:
Innervate into Fledgling turn 1, Innervate into Hydra, or in general the new taunts. Turn 1 or 2 6-7 points worth of stats (PLUS taunt) is just hilarous design and give the protected tokens or Fledglings far too much room. A Fledgling you can't reach is game ending. Since many of them are beasts as well makes the desaster complete. They fit perfectly into the little things that boost Druid to the current tier.
Every class needs some sort of weakness - or balance. The first card I shook my head on before release was the 2 mana 1/5 beast taunt. With Mark draw a card providing a nearly unkillable 3/7 taunt, who the hell came up with that idea..
I guess all was mentioned in the thread. One deck being aggro, midrange, unfatigueable at the same time - something's gotta go wrong here, right.
Yes Gaaras stuff is nice. But he mentioned it with the word on the top: evolution of the minions/powerlevels.
Innervate a 3/3 or 4/4 vanilla minion isn't that op I guess. But the powerlevel alone from Fledgling is nuts. It generates value per turn and messes up your opponents plan. I mean, opponents need to mulligan to be able to stop a Fledgling. Fledgling is far more powerful than just 3 mana on other cards. Druid being able to play it earlier or to buff it just makes it more powerful. But the chain doesnt start with Innervate, it is Fledgling - and the many tools Druid has now.
I think Behemoth is also a difficult minion. It can decide if Druid can steamroll away with Jades while soaking up tons of damage. Often times you cant even get pass the 3/6 taunt. And when you do, Primordial Drake will crush the damaged minions left. Or the next 1-2 jades start to get out of reach, and so on. You know the list of outcomes.
I don't see particularly Innervate as the problem tbh. But it makes stronger cards way too strong.
Yes Gaaras stuff is nice. But he mentioned it with the word on the top: evolution of the minions/powerlevels.
Innervate a 3/3 or 4/4 vanilla minion isn't that op I guess. But the powerlevel alone from Fledgling is nuts. It generates value per turn and messes up your opponents plan. I mean, opponents need to mulligan to be able to stop a Fledgling. Fledgling is far more powerful than just 3 mana on other cards. Druid being able to play it earlier or to buff it just makes it more powerful. But the chain doesnt start with Innervate, it is Fledgling - and the many tools Druid has now.
I think Behemoth is also a difficult minion. It can decide if Druid can steamroll away with Jades while soaking up tons of damage. Often times you cant even get pass the 3/6 taunt. And when you do, Primordial Drake will crush the damaged minions left. Or the next 1-2 jades start to get out of reach, and so on. You know the list of outcomes.
I don't see particularly Innervate as the problem tbh. But it makes stronger cards way too strong.
I play fledgling in my hunter deck and even without the mana ramp it's seriously overpowered. If you have a taunt in the way, or your opponent can't get minions to stick on the board or remove it (stealth and non-targetable buff is a killer), it's basically gg.
Perfect point of view. Innervate is the problem and innervate makes a lot of cards broken in druid right now.
Innervate is much more strong than PO and Conceal, if warlock and rogue cannot play this cards why druid can play Innervate forever? It is time to move a lot of druid cards to HoF.
yes, worst meta ever, just like every other one before it /s
Yes, every expansion had its troubles and better-and-worse classes. But at the moment I find myself autoconceding more than ever. To a point where I am about the leave the game (this time permanently).
I wasn't around for the Patron meta, and I get why the nerf did happen, but even as a post-nerf joining player, I think that was too harsh.
It's also worth noting that all previous shit metas pretty much revolved around aggro decks and not every deck having the right tools to consistently fight back. I'd say that as of now, we have the best versatility available to deal with aggro decks of all kinds. They'd still have a high win rate, but at least, as a community, we wouldn't feel as cheated in their constant victory. I mean, most of the time, I can configure my "fun" decks and still have a decent anti-early aggro set of cards without needing to sacrifice half of my personal flavour just to avoid death on turn 4.
Jades have just become oppressive. You can either auto-concede three quarter of your matches, play a highly teched version of Highlander Priest, a super aggro deck, or you can enjoy 15 minutes matches that ALWAYS end in your defeat.
tl;dr bringing up past metas in this case is as relevant as dismissing an aggressive tumour purely because the patient has suffered an especially severe cold in the past.
It really is the combo of Ramp and UI which is the killer. I can 'get' a turn 10 10mana being very very strong, it has to be.
But when it comes on turn 6, you really have no way back from it. They gain ALL the tempo back, and re-fuel, and there's nothing then which you can do. It kills aggro, it kills tempo, it kills value.
It really is the combo of Ramp and UI which is the killer. I can 'get' a turn 10 10mana being very very strong, it has to be.
But when it comes on turn 6, you really have no way back from it. They gain ALL the tempo back, and re-fuel, and there's nothing then which you can do. It kills aggro, it kills tempo, it kills value.
UI simply does not make sense as a druid card. They have explicitly stated in the past that they're always careful with big neutral minions because druid can cheat them out very early and yet the strongest late game card of all time is printed exclusively for druids at the height of their playability? Somebody high up on the balance team clearly mains druid and is tired of having to try for legend rank.
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Things that I think would fix druids.
1. Jade Idol. Increase to 2 mana (from 1), and change effect to "Choose one - Create a Jade Statue, or shuffle TWO copies of this card into your deck".
This still allows the flavor of the card without making it impossible to deal with when someone Nourishes into half a handful of them. Or it slows the card way down, forcing players to make it a late game play in conjunction with Fandral.
2. Ultimate Infestation. Give this card an RNG factor and make the numbers it generates for each effect random from 1-5. Then, it's not a wholly reliable win the game card. It falls under the category of Yogg pre-nerf, which was still a double-edged sword potentially.
3. Innervate. Make it give one mana for this turn only and give one empty mana crystal. That way, they can't take major advantage and jump two turns up temporarily, but still keep the ramping flavor of the card.
4. Savage Roar. This is the other card that needs reevaluation due to aggro druid decks. Reduce the attack bonus to +1, but it gives +1 armor for each creature it buffs. It no longer becomes an instawin card, but more of a survival card. It would see more play in ramp taunt decks, and it lowers the burst of aggro drastically.
Those would be my suggestions to bring druid more in line with what other classes have to offer in their class card pools in Standard.
I don't think the solution to Winfestation is making it RNG, the game's already teetering on a joke for e-sports after Yogg-Saron, Hope's End, taking certain elements out of it would definitely balance it. I think the rule of thumb for card draw in Hearthstone is 1 mana for 1 card then 2 mana increase per card afterwards so 9 mana is for 5 cards essentially. I think if they reduced the amount of card draw to 3 and reduce the damage dealt to 3 then the card doesn't seem as broken. The fact that Druids can ramp so easily into t4-t5 Winfestation is the main reason it is absolutely busted.
I don't think Innervate is a huge problem but in combination with the powercreep Druid received it could potentially see a rotation.
Everyone whining about Jade and pirates but murlocs are fucking cancer too.
Innervate is going to be hall of famed I reckon.
The jade cards won't be altered as they're cycling out of standard soon anyway.
I wonder if UI is going to be nerfed though, it's ridiculously OP no matter what else is taken into account.
Worse meta ever...
I only see 3 classes in more than 30 games.
Druid, priest or paladin.
Rogue, mage, hunter, warrior, warlock and shaman are dead.
THIS IS THE WORST META EVER!!!
JUST LIKE THE UN'GORO META WITH QUEST ROGUE!!!
OR MSOG PIRATE WARRIOR META!!!
OR WOG SHAMANSTONE META!!!
OR MC META!!!
OR PATRON META!!!
OR AGGRO HUNTER META!!!
yes, worst meta ever, just like every other one before it /s
Haven't touched the game in 2 weeks try to play some games.....8 druids in a row, now I remember why....see you guys next expansion.
Murloc decks are as braindead as it gets, not sure why they get less hate than Pirates and Jades.
Savage Roar alone wasn't the problem back then, but the buffed charge token have been. With Living Mana and so many possibilities to flood the board, the (missing) charge is kinda secondary. But the countless token again are an issue - which snowball so hard like with Force of nature.
What i find more disgusting:
Innervate into Fledgling turn 1, Innervate into Hydra, or in general the new taunts. Turn 1 or 2 6-7 points worth of stats (PLUS taunt) is just hilarous design and give the protected tokens or Fledglings far too much room. A Fledgling you can't reach is game ending. Since many of them are beasts as well makes the desaster complete. They fit perfectly into the little things that boost Druid to the current tier.
Every class needs some sort of weakness - or balance. The first card I shook my head on before release was the 2 mana 1/5 beast taunt. With Mark draw a card providing a nearly unkillable 3/7 taunt, who the hell came up with that idea..
I guess all was mentioned in the thread. One deck being aggro, midrange, unfatigueable at the same time - something's gotta go wrong here, right.
https://www.youtube.com/watch?v=ac4XaRu2VTw
Perfect point of view. Innervate is the problem and innervate makes a lot of cards broken in druid right now.
Yes Gaaras stuff is nice. But he mentioned it with the word on the top: evolution of the minions/powerlevels.
Innervate a 3/3 or 4/4 vanilla minion isn't that op I guess. But the powerlevel alone from Fledgling is nuts. It generates value per turn and messes up your opponents plan. I mean, opponents need to mulligan to be able to stop a Fledgling. Fledgling is far more powerful than just 3 mana on other cards. Druid being able to play it earlier or to buff it just makes it more powerful. But the chain doesnt start with Innervate, it is Fledgling - and the many tools Druid has now.
I think Behemoth is also a difficult minion. It can decide if Druid can steamroll away with Jades while soaking up tons of damage. Often times you cant even get pass the 3/6 taunt. And when you do, Primordial Drake will crush the damaged minions left. Or the next 1-2 jades start to get out of reach, and so on. You know the list of outcomes.
I don't see particularly Innervate as the problem tbh. But it makes stronger cards way too strong.
I play fledgling in my hunter deck and even without the mana ramp it's seriously overpowered.
If you have a taunt in the way, or your opponent can't get minions to stick on the board or remove it (stealth and non-targetable buff is a killer), it's basically gg.
I wasn't around for the Patron meta, and I get why the nerf did happen, but even as a post-nerf joining player, I think that was too harsh.
It's also worth noting that all previous shit metas pretty much revolved around aggro decks and not every deck having the right tools to consistently fight back. I'd say that as of now, we have the best versatility available to deal with aggro decks of all kinds. They'd still have a high win rate, but at least, as a community, we wouldn't feel as cheated in their constant victory. I mean, most of the time, I can configure my "fun" decks and still have a decent anti-early aggro set of cards without needing to sacrifice half of my personal flavour just to avoid death on turn 4.
Jades have just become oppressive. You can either auto-concede three quarter of your matches, play a highly teched version of Highlander Priest, a super aggro deck, or you can enjoy 15 minutes matches that ALWAYS end in your defeat.
tl;dr bringing up past metas in this case is as relevant as dismissing an aggressive tumour purely because the patient has suffered an especially severe cold in the past.
It really is the combo of Ramp and UI which is the killer. I can 'get' a turn 10 10mana being very very strong, it has to be.
But when it comes on turn 6, you really have no way back from it. They gain ALL the tempo back, and re-fuel, and there's nothing then which you can do. It kills aggro, it kills tempo, it kills value.