Hunter needs the hero power changed to target minions not face. It's just not a viable class as long as it's hero power isn't useful to gaining the board.
That would just be too powerful considering it's twice as much damage as mage. They could add more effects like the wild minion that currently exists though which allows you to use hero power that way. I would love to see control hunter get a few more tools to become a legit thing
That is the problem with hunter, atm they have a solid aggressive toolset and to balance them in with a more control toolset is very hard, since there is a danger, that he can easily become a jack of all trades atm he has a solid curve till turn 6, some hard removals but they lack the switch to later games, maybe next year, when some of this sticky aggressive minions get rolled out, there maybe space for more controlish minions with card draw etc...
Hunter needs the hero power changed to target minions not face. It's just not a viable class as long as it's hero power isn't useful to gaining the board.
That would just be too powerful considering it's twice as much damage as mage. They could add more effects like the wild minion that currently exists though which allows you to use hero power that way. I would love to see control hunter get a few more tools to become a legit thing
It can never be a "thing" because their hero power is just so bad. It's the most uninteractive hero power in the game that gives no advantage to the hunter besides making them play off curve for a pathetic 2 damage to face. They cannot add ANY card to make them better because it all relies on them drawing those cards in order for it to work.
That is the problem with hunter, atm they have a solid aggressive toolset and to balance them in with a more control toolset is very hard, since there is a danger, that he can easily become a jack of all trades atm he has a solid curve till turn 6, some hard removals but they lack the switch to later games, maybe next year, when some of this sticky aggressive minions get rolled out, there maybe space for more controlish minions with card draw etc...
They ar ein fact a TERRIBLE aggressive deck unless they get a perfect draw and their opponent doesn't understand their card pool. Everything they play early dies in a stiff breeze and can be countered with removal and just bigger health minions Once they lose the boar dit's virtually impossible to gain it back again. Even worse is that once they do lose the board the table is flipped on them and now they are put on the defensive with no way to defend themselves or get the board back.
All: Nerf spreading plague, HOF innervate, bump bonemare to 8 mana, fix / remove the "passive buff is heal" mechanic (warleader), I'm sure a ton of new decks will crop up just from that,
Hunter needs the hero power changed to target minions not face. It's just not a viable class as long as it's hero power isn't useful to gaining the board.
That would just be too powerful considering it's twice as much damage as mage. They could add more effects like the wild minion that currently exists though which allows you to use hero power that way. I would love to see control hunter get a few more tools to become a legit thing
It can never be a "thing" because their hero power is just so bad. It's the most uninteractive hero power in the game that gives no advantage to the hunter besides making them play off curve for a pathetic 2 damage to face. They cannot add ANY card to make them better because it all relies on them drawing those cards in order for it to work.
It's one of the best heropowers in the game, it's one of the few heropowers that scales upwards in power as the game progresses. Anyone who has been put on the clock by hunter knows this intuitively. It's not as good as draw, but it's damn good alright. Damaging the opponent is a direct winning advantage, no it doesn't give value but it doesn't have to.
If hunter ever got something like first mate or trogg, they'd demolish the meta completely.
That's why I really want highmanne to rotate out. It's been dominating the 6 mana slot for too long
You serious bro ?
Hunter is the worst class in both standard and wild because many of it's classic cards are trash and you want one of the only good late game cards hunter has to rotate out ?
Hunter seriously needs a buff soon , especially in the early game where patches demolishes it .
I feel like this may be an obvious statement, but this is what happens when blizzard releases a bunch of strong playable cards for ONE class and far less for the others. UI and spreading plague can fit into any single druid deck where conversely blizzard has released burgle cards for rogue instead of giving up on it. I mean, ethereal peddler doesn't even function in a mirror match for whatever reason. Blizzard needs to start creating cards that support new deck archetypes in a flexible manner, even if it's just from appropriately appraising their power level (poison shot for Hunter anyone?). Additionally, classes need cards released that suit their strengths. The rogue death Knight being 9 Mana is almost like Anub'arak being released for the class also at 9 Mana. Rogue isn't currently great in the late game so why release cards for the late game?druid meanwhile, seems to have not had their ramp taken into consideration when releasing their hero, or giving them a card with 19 Mana worth of value for 10. It's problematic, and it's only made worse by blizzard's habit of waiting months to do anything. And we all KNOW cards will only be nerfed. They will not be buffing any cards that don't see play. Guess that means that all of us rogue and Hunter mains will just have to suck it up until next expansion because our bad cards are staying bad...
The problem of this topic is the dilemna: are we talking about class cards or class in general?
For example, class in general, warlocks does fine. When it comes to class cards and the inner balance, warlocks is utter trash. Handlock/zoo/reno lock based on neutral cards. Class defining mechanic is garbage (discard). Yet blizzard is "getting away" with it due to the class hero power. That's it.
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The more sand has escaped from the hourglass of our life, the clearer we should see through it.
Druid needs a nerf specifically to their ability to draw cards (Ultimate and possibly the much less likely Auctioneer) I am fine with them having tools for defending vs aggro and I am fine with them having Jades / ramp. They just need a weakness somewhere and historically speaking it has been a difficulty refilling their hand. Innervate could be removed but honestly I think its just kind of a long time problem card that we have mostly dealt with. Probably the most problematic Innervate is for flappy bird but I think for the most part the new druid problem is with their draw.
Hunter - could use a buff to be honest. I am fine with hunter not having super fast paced face decks but I really wish when they made these 4-7 mana creatures that they sucked less. Midrange hunter is an archetype I don't mind being fairly decent but they have been pulling their punches with hunter for years now it feels. I like the new DK but other than that I feel like they just keep heaping on kind of garbage creatures that rarely work for hunter.
Rogue - I always feel kind of bad for rogue but it seems like rogue is either busted in half or broken in a bad way. I know that some play some rogue decks in the current meta against Jade and I honestly don't know how it works for them. I don't play Jade druid so whenever I see rogue I feel like I have like a 75% winrate against them and I am often questioning what they are doing. There are some Miracle rogues that I have seen that seem to have fairly good sustain vs the control decks but often seem to fall apart to aggro.
Hunter needs the hero power changed to target minions not face. It's just not a viable class as long as it's hero power isn't useful to gaining the board.
That would just be too powerful considering it's twice as much damage as mage. They could add more effects like the wild minion that currently exists though which allows you to use hero power that way. I would love to see control hunter get a few more tools to become a legit thing
It can never be a "thing" because their hero power is just so bad. It's the most uninteractive hero power in the game that gives no advantage to the hunter besides making them play off curve for a pathetic 2 damage to face. They cannot add ANY card to make them better because it all relies on them drawing those cards in order for it to work.
It's one of the best heropowers in the game, it's one of the few heropowers that scales upwards in power as the game progresses. Anyone who has been put on the clock by hunter knows this intuitively. It's not as good as draw, but it's damn good alright. Damaging the opponent is a direct winning advantage, no it doesn't give value but it doesn't have to.
If hunter ever got something like first mate or trogg, they'd demolish the meta completely.
Hunter needs the hero power changed to target minions not face. It's just not a viable class as long as it's hero power isn't useful to gaining the board.
That would just be too powerful considering it's twice as much damage as mage. They could add more effects like the wild minion that currently exists though which allows you to use hero power that way. I would love to see control hunter get a few more tools to become a legit thing
It can never be a "thing" because their hero power is just so bad. It's the most uninteractive hero power in the game that gives no advantage to the hunter besides making them play off curve for a pathetic 2 damage to face. They cannot add ANY card to make them better because it all relies on them drawing those cards in order for it to work.
It's one of the best heropowers in the game, it's one of the few heropowers that scales upwards in power as the game progresses. Anyone who has been put on the clock by hunter knows this intuitively. It's not as good as draw, but it's damn good alright. Damaging the opponent is a direct winning advantage, no it doesn't give value but it doesn't have to.
If hunter ever got something like first mate or trogg, they'd demolish the meta completely.
Hunter doesn't put anyone on a "clock" in standard these days. To be put on a clock implies you have no way to connect damage to the hunter which is just not true. If anyone gets a clock put on them it's the hunter. Seriously when i am playing and i get hunter as an opponent i already know i have won. The only way they can win is if they draw the "nuts" and i draw the absolute worst hand possible and even then it's 50/50 at best.
Yeah, Rogue is really suffering at the moment. I've tried at least 6 different decks, at least 20 or 30 matches each, and the only one that even remotely works more than 20% of the time is still Miracle. I'm getting a bit tired of this "Rogue were never good at AoE or Healing, so thematically they shouldn't get good AoE and healing" excuse from Team 5 considering every other class now has every other tool, whether it be AoE, hard removal, armor/Heal regain, aggro decks, tempo decks, etc. I mean, in theory, C'Thun Rogue SHOULD work perfectly fine, since it's just a variation on Miracle, but since you have to cut out 5 or 6 cheap cards for the C'Thun synergy, boom, that's all it takes to completely ruin a Rogue Deck.
On the other end, besides the obvious Druid issues at the moment, I still have a personal gripe against Mages. I can't tell you how many games I've lost against Mages who basically just waste time until they can Alexstrazsa, and then throw spells into face until they win. Ice Block and Fireball in particular, as much as they define Mage as a class, just cause no end of frustration. I'd be fine if Antonidas was the only way to generate fireballs, but having to basically keep yourself above 15-18 HP for an entire match as a Rogue is really hard, so Mages tend to get free wins if I can't cycle basically my entire deck by turn 9.
There early game is fine at the moment. It's just bad compared to the level of murloc paladin. In my opinion the early game is fine, I just think the highmane needs to move. Not because of the power level of hunter. But because it has been too strong for too long and has dominated the 6 mana slot. If they move it out it could free the games design space for another 6 drops and other beast copying mechanics. Right now highmane feels like an overstated minion which has been too good for too long. Which makes it especially frustrating when your opponent plays more than two in a game
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That is the problem with hunter, atm they have a solid aggressive toolset and to balance them in with a more control toolset is very hard, since there is a danger, that he can easily become a jack of all trades atm he has a solid curve till turn 6, some hard removals but they lack the switch to later games, maybe next year, when some of this sticky aggressive minions get rolled out, there maybe space for more controlish minions with card draw etc...
All: Nerf spreading plague, HOF innervate, bump bonemare to 8 mana, fix / remove the "passive buff is heal" mechanic (warleader), I'm sure a ton of new decks will crop up just from that,
Wild: Make ship's cannon 3 mana.
Druid needs a buff! I hear they're really struggliong right now... ^_^
That's why I really want highmanne to rotate out. It's been dominating the 6 mana slot for too long
I feel like this may be an obvious statement, but this is what happens when blizzard releases a bunch of strong playable cards for ONE class and far less for the others. UI and spreading plague can fit into any single druid deck where conversely blizzard has released burgle cards for rogue instead of giving up on it. I mean, ethereal peddler doesn't even function in a mirror match for whatever reason. Blizzard needs to start creating cards that support new deck archetypes in a flexible manner, even if it's just from appropriately appraising their power level (poison shot for Hunter anyone?). Additionally, classes need cards released that suit their strengths. The rogue death Knight being 9 Mana is almost like Anub'arak being released for the class also at 9 Mana. Rogue isn't currently great in the late game so why release cards for the late game?druid meanwhile, seems to have not had their ramp taken into consideration when releasing their hero, or giving them a card with 19 Mana worth of value for 10. It's problematic, and it's only made worse by blizzard's habit of waiting months to do anything. And we all KNOW cards will only be nerfed. They will not be buffing any cards that don't see play. Guess that means that all of us rogue and Hunter mains will just have to suck it up until next expansion because our bad cards are staying bad...
The problem of this topic is the dilemna: are we talking about class cards or class in general?
For example, class in general, warlocks does fine. When it comes to class cards and the inner balance, warlocks is utter trash. Handlock/zoo/reno lock based on neutral cards. Class defining mechanic is garbage (discard). Yet blizzard is "getting away" with it due to the class hero power. That's it.
The more sand has escaped from the hourglass of our life, the clearer we should see through it.
Druid needs a nerf specifically to their ability to draw cards (Ultimate and possibly the much less likely Auctioneer) I am fine with them having tools for defending vs aggro and I am fine with them having Jades / ramp. They just need a weakness somewhere and historically speaking it has been a difficulty refilling their hand. Innervate could be removed but honestly I think its just kind of a long time problem card that we have mostly dealt with. Probably the most problematic Innervate is for flappy bird but I think for the most part the new druid problem is with their draw.
Hunter - could use a buff to be honest. I am fine with hunter not having super fast paced face decks but I really wish when they made these 4-7 mana creatures that they sucked less. Midrange hunter is an archetype I don't mind being fairly decent but they have been pulling their punches with hunter for years now it feels. I like the new DK but other than that I feel like they just keep heaping on kind of garbage creatures that rarely work for hunter.
Rogue - I always feel kind of bad for rogue but it seems like rogue is either busted in half or broken in a bad way. I know that some play some rogue decks in the current meta against Jade and I honestly don't know how it works for them. I don't play Jade druid so whenever I see rogue I feel like I have like a 75% winrate against them and I am often questioning what they are doing. There are some Miracle rogues that I have seen that seem to have fairly good sustain vs the control decks but often seem to fall apart to aggro.
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Yeah, Rogue is really suffering at the moment. I've tried at least 6 different decks, at least 20 or 30 matches each, and the only one that even remotely works more than 20% of the time is still Miracle. I'm getting a bit tired of this "Rogue were never good at AoE or Healing, so thematically they shouldn't get good AoE and healing" excuse from Team 5 considering every other class now has every other tool, whether it be AoE, hard removal, armor/Heal regain, aggro decks, tempo decks, etc. I mean, in theory, C'Thun Rogue SHOULD work perfectly fine, since it's just a variation on Miracle, but since you have to cut out 5 or 6 cheap cards for the C'Thun synergy, boom, that's all it takes to completely ruin a Rogue Deck.
On the other end, besides the obvious Druid issues at the moment, I still have a personal gripe against Mages. I can't tell you how many games I've lost against Mages who basically just waste time until they can Alexstrazsa, and then throw spells into face until they win. Ice Block and Fireball in particular, as much as they define Mage as a class, just cause no end of frustration. I'd be fine if Antonidas was the only way to generate fireballs, but having to basically keep yourself above 15-18 HP for an entire match as a Rogue is really hard, so Mages tend to get free wins if I can't cycle basically my entire deck by turn 9.
/salt
There early game is fine at the moment. It's just bad compared to the level of murloc paladin. In my opinion the early game is fine, I just think the highmane needs to move. Not because of the power level of hunter. But because it has been too strong for too long and has dominated the 6 mana slot. If they move it out it could free the games design space for another 6 drops and other beast copying mechanics. Right now highmane feels like an overstated minion which has been too good for too long. Which makes it especially frustrating when your opponent plays more than two in a game