This has been something that has been bothering me for some time. Why do they almost never buff cards? I was browsing my collection yesterday and looking at the number of interesting but nearly completely useless cards I have. I'm not concerned at all with stuff like common expansion filler, but rather core stuff like basic class cards, class legendaries and epics. Some of the most fun looking cards they've ever made are NEVER played. Just giving them minor tweaks could make whole new archetypes viable. Just off my head:
- Warlock quest (drop it to 4 or 5 discards)
- Power Overwhelming (why is this in Hall Of Fame? Zoolock is a much worse token druid/shaman and Renolock is gone?)
- Treachery (amazing card, way too expensive. The most fun I've had in the game in 2 years was the last tavern brawl that reduced card cost each turn and I could actually use this).
- Paladin quest (literally never seen a Galvadon played)
- Hunter DK (could easily be 1 or even 2 mana less)
- Moorabi (way overpriced, it breaks they whole "freeze shaman" archetype they were going for)
But currently we have a situation where we have the exact same archetypes (just slightly tweaked) over multiple expansions being the top tiers. They need to grow a pair and make changes to keep things fresh and they need to do it more often. We don't need sniper rifle precision, we just need something different. Have a set monthly patch where tweaks are made. There will ALWAYS be things to change.
The philosophy of making counter cards or complementary cards in next expansions is poor design. If a card or concept is broken it should be fixed. Pirate warrior was broken even after they added the crab (should have made weapons break after hitting face). Jade is broken after adding geist (should have just nerfed Jade Idol). Warlock discard decks are still useless after THREE WASTED LEGENDARIES! If the core issue isn't fixed then no amount of cards is going to make it work properly. You can put makeup and a dress on a baboon but it's still a baboon.
I think there is a good chance that its motivated by monetary considerations. You can sell new cards, not old ones. Whether this is the sole reason I cannot say but I would bet my left pinky that its part of their internal reasoning.
My guess would be they want cards to appear at their maximum brokenness right before launch so the players want to purchase packs.
As for some of your choices: Some cards are not meant to sprint into playable-zone right away but will be viable later. Moorabi COULD be one of those cards.
Well imagine you had buff cards it would mean you need to buff almost more than 5 classes card individually each expansion and would need to revamp either slightly better or completely different and would need more play testing and possibilities of it getting neft due to overbufing is there .
it would cost too much time and be annoying down the line. this isn't a game like dota were you can buff or neft something because it isn't a game where does only 40 cards in a manageable state it's a game with thousand of cards if you were try to evenly balance out very single individual card it would take forever and is meaningless because you would need to rebalance every single god damn card each expansion
it just feel like it's a waste of time rather than just making a better card altogether
Edit plus like a cards they may seem bad might see play in the future like purify although it was terrible on release but later a expansion it introduce a new Deck like silence priest which would contractiding to buff it because it would neft it
My guess would be they want cards to appear at their maximum brokenness right before launch so the players want to purchase packs.
As for some of your choices: Some cards are not meant to sprint into playable-zone right away but will be viable later. Moorabi COULD be one of those cards.
Some might be playable later (Purifylol), but in reality most aren't because they're just plain terrible. Cards like Cho'gall are going to rotate out and just never saw play.
I kinda like their policy. Printing new cards instead of buffing feels okay to me. I don't mind some cards being lackluster, even legendaries. Heck i didn't think Anomalus would have a spot and yet I've got him in an Elemental DK Jaina deck. Some cards just take time to find a home.
Cards like Cho'gallare going to rotate out and just never saw play.
I have to disagree. Rotating to wild does not mean it's dead. You may only play standard but Wild is a thing. Also not seeing play in a competetive deck does not mean it was useless to print, even as a legendary.
As for the warlock quest and discard legendaries I don't think pushing this archetype is bad. Maybe they pushed it too hard but I still think it has some merit. Clutchmother Zavas and Blood-Queen Lana'thel are interesting cards in my mind. Not only do they work with the quest but the can also be played in a more aggressive warlock. Blood-Queen doesn't take that many discards to be useful and Zavas played aggressively can be powerful. As for the quest itself, really they just need cards to care about you having Demons on the board in the late game. The imps just don't pack the pressure you want that late. Perhaps more spells such as Demonheart or a DOOM! that lets low cost/power demons live? I am sure something will come up.
I would argue the hunter DK would be too strong with a cost reduction. It's already quite powerful but you have the downside of having to survive to play it. Those Zombeasts though can be devastating.
Moorabi I think just hasn't found a home yet. Freeze shaman wasn't a thing. However this card definitely makes me wanna run it. It won't be optimal or anything but could realy be good in the furture.
The paladin quest, while not hugely popular was used quite a bit by the streamer Kibler. The biggest flaw was you could win before you summoned him. I think we'll see more of him in the future with whatever buffs the Paladin gets.
Power Overwhelming was rotated out in order to push warlocks away from the charge OTK they've been doing. Not only was it not fun but it was so strong that most warlock decks used it. In order to make other strategies shine they had to push this one away.
As for Treachery it's just too early to tell. The cards only been out a month. Giving your opponent a minion can be so lethal. Such a fun card though. Always loved the donate spell from MTG.
My guess would be they want cards to appear at their maximum brokenness right before launch so the players want to purchase packs.
As for some of your choices: Some cards are not meant to sprint into playable-zone right away but will be viable later. Moorabi COULD be one of those cards.
Some might be playable later (Purifylol), but in reality most aren't because they're just plain terrible. Cards like Cho'gall are going to rotate out and just never saw play.
Yes it is possible to mention cards that were bad when printed and never became better. No one said ALL cards got better after a few sets. I said some cards gets better later on as more sets are being added to the pool of cards.
I went through all the sets for you to find all the cards that didn't get played at first but became much better later.
Classic: The Black Knight, Stonetusk Boar
Curse of Naxxramas: Avenge, Voidcaller, Deathlord
Goblins vs. Gnomes: Shielded Minibot, Tinker's Sharpsword Oil, Mal'Ganis
The Grand Tournament: Aviana, Thunder Bluff Valiant, Totem Golem,
League of Explorers: Reno Jackson, Anyfin Can Happen, Unearthed Raptor, Everyfin is Awesome, Brann Bronzebeard
Whispers of the Old Gods: Eater of Secrets
One Night in Karazhan: Enchanted Raven, Babbling Book, Purify, Swashburgler
Mean Streets of Gadgetzan: Raza the Chained, Mark of the Lotus, Krul the Unshackled, Finja, the Flying Star, Burgly Bully
Journey to Un'Goro: Too early to evaluate in hinsight.
Knights of the Frozen Throne: Too early to evaluate in hinsight.
All these above were not played on a competitive level for a long period of time after they were released but later became much better as more cards were added to the total card pool. Some even became meta-defining a year after they were released and some have only been playable this last year (Stonetusk Boar, Enchanted Raven and Mal'Ganis)
A quick rundown: The Black Knight became a lot better when The Lich King was released in Frozen Throne. Stonetusk Boar became a lot better when The Caverns Below was released in Journey To Un'Goro. Avenge wasn't became a lot better when Mysterious Challenger was released in The Grand Tournament. Voidcaller became a lot better when Bloodreaver Gul'Dan was released in Knights of the Frozen Throne. Deathlord became a lot better when N'Zoth, The Corrupter and again with Awaken the Makers were released in Old Gods and Un'Goro. Shielded Minibot became a lot better when Mysterious Challenger was released in The Grand Tournament. Tinker's Sharpsword Oil became a lot better when the meta changed a little a year after release. Mal'Ganis became a lot better when Bloodreaver Gul'Dan was released in Knights of the Frozen Throne. Flamewaker became a lot better when the meta changed a little a year after release. Emperor Thaurissan became a lot better several times when different expansions were released but wan't played a lot in the early days. Aviana became a lot better when Kun the Forgotten King was release in Mean Streets of Gadgetzan. Thunder Bluff Valiant became a lot better when Tunnel Trogg was released in League of Explorers. Totem Golem became a lot better when Tunnel Trogg was released in League of Explorers. Reno Jackson became a lot better several times when the meta changed a new options were added. Anyfin Can Happen became a lot better when the meta changed. Unearthed Raptor became a lot better when Jade Swarmer was released in Mean Streets of Gadgetzan. Everyfin is Awesome became a lot better when the meta changed. Brann Bronzebeard became a lot better when Kazakus was released in Mean Streets of Gadgetzan. Eater of Secrets became a lot better as secret-decks became better. Mostly with Exodia Mage when Journey to Un'Goro was released. Enchanted Raven became a lot better when Mark of the Lotus was released in Mean Streets of Gadgetzan. Babbling Book became a lot better when Open the Waygate was released in Journey to Un'Goro. Purify became a lot better when the meta changed. Swashburgler became a lot better when Patches, the Pirate was released in Mean Streets of Gadgetzan. Raza the Chained became a lot better when Shadowreaper Anduin was released in Knights of the Frozen Throne. Mark of the Lotus became a lot better when Firefly and Crypt Lord was released i Un'Goro and Frozen Throne. Krul the Unshackled became a lot better when Bloodreaver Gul'Dan was released in Knights of the Frozen Throne. Finja the Flying Star became a lot better when the meta changed. Burgly Bully became a lot better when Shadowreaper Anduin was released in Knights of the Frozen Throne.
Fully updated!
The above truly shows that some cards actually get better over time because other cards are being added to the card pool. My point is Moorabi COULD be one of the few cards that actually get better over time. It is not unthinkable to see Shaman receive some more freeze-synergy and support and this legendary requires it in order to be strong.
They don't buff cards because there's little need to do so. A too-powerful card hurts the game by allowing one deck type more power than you want it to have (see the rogue quest for the most egregious example of this). It can, in a way, break the game. A too-weak card doesn't hurt the game; at worst it sits on the sidelines until it either quietly rotates out or, as Velrun said, finds new life in a changing meta.
Also, Power Overwhelming was moved to HoF largely, I suspect, for eggs and other cards with big positive battlecry effects. Devilsaur Egg with a PO behind it is basically a 4-damage attack and a 5/5 minion for the cost of 4 mana over two turns. That's more than they want it to have, so they remove it to allow more flexible design space for other deathrattle cards.
My guess would be they want cards to appear at their maximum brokenness right before launch so the players want to purchase packs.
As for some of your choices: Some cards are not meant to sprint into playable-zone right away but will be viable later. Moorabi COULD be one of those cards.
Some might be playable later (Purifylol), but in reality most aren't because they're just plain terrible. Cards like Cho'gall are going to rotate out and just never saw play.
Yes it is possible to mention cards that were bad when printed and never became better. No one said ALL cards got better after a few sets. I said some cards gets better later on as more sets are being added to the pool of cards.
I went through all the sets for you to find all the cards that didn't get played at first but became much better later.
Classic: The Black Knight, Stonetusk Boar
Curse of Naxxramas: Avenge, Voidcaller, Deathlord
Goblins vs. Gnomes: Shielded Minibot, Tinker's Sharpsword Oil, Mal'Ganis
The Grand Tournament: Aviana, Thunder Bluff Valiant, Totem Golem,
League of Explorers: Reno Jackson, Anyfin Can Happen, Unearthed Raptor, Everyfin is Awesome, Brann Bronzebeard
Whispers of the Old Gods: Eater of Secrets
One Night in Karazhan: Enchanted Raven, Babbling Book, Purify, Swashburgler
Mean Streets of Gadgetzan: Raza the Chained, Mark of the Lotus, Krul the Unshackled, Finja, the Flying Star, Burgly Bully
Journey to Un'Goro: Too early to evaluate in hinsight.
Knights of the Frozen Throne: Too early to evaluate in hinsight.
All these above were not played on a competitive level for a long period of time after they were released but later became much better as more cards were added to the total card pool. Some even became meta-defining a year after they were released and some have only been playable this last year (Stonetusk Boar, Enchanted Raven and Mal'Ganis)
A quick rundown: The Black Knight became a lot better when The Lich King was released in Frozen Throne. Stonetusk Boar became a lot better when The Caverns Below was released in Journey To Un'Goro. Avenge wasn't became a lot better when Mysterious Challenger was released in The Grand Tournament. Voidcaller became a lot better when Bloodreaver Gul'Dan was released in Knights of the Frozen Throne. Deathlord became a lot better when N'Zoth, The Corrupter and again with Awaken the Makers were released in Old Gods and Un'Goro. Shielded Minibot became a lot better when Mysterious Challenger was released in The Grand Tournament. Tinker's Sharpsword Oil became a lot better when the meta changed a little a year after release. Mal'Ganis became a lot better when Bloodreaver Gul'Dan was released in Knights of the Frozen Throne. Flamewaker became a lot better when the meta changed a little a year after release. Emperor Thaurissan became a lot better several times when different expansions were released but wan't played a lot in the early days. Aviana became a lot better when Kun the Forgotten King was release in Mean Streets of Gadgetzan. Thunder Bluff Valiant became a lot better when Tunnel Trogg was released in League of Explorers. Totem Golem became a lot better when Tunnel Trogg was released in League of Explorers. Reno Jackson became a lot better several times when the meta changed a new options were added. Anyfin Can Happen became a lot better when the meta changed. Unearthed Raptor became a lot better when Jade Swarmer was released in Mean Streets of Gadgetzan. Everyfin is Awesome became a lot better when the meta changed. (More to come. Have to leave for work. Will update in 24 hours.)
I won't go through all your examples because overall you are 100% that some cards became way better later but Shielded Minibot and Black Knight aren't right there. Black Knight was played a lot in the early days of Hearthstone and Shielded Minibot improved the very weak Paladin class to a top competitive deck, the moment it was released.
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Who can take your trash out? Stomp it down for you? Shake the plastic bag and do the twisty thingy, too?
I kinda like their policy. Printing new cards instead of buffing feels okay to me. I don't mind some cards being lackluster, even legendaries. Heck i didn't think Anomalus would have a spot and yet I've got him in an Elemental DK Jaina deck. Some cards just take time to find a home.
Cards like Cho'gallare going to rotate out and just never saw play.
I have to disagree. Rotating to wild does not mean it's dead. You may only play standard but Wild is a thing. Also not seeing play in a competetive deck does not mean it was useless to print, even as a legendary.
As for the warlock quest and discard legendaries I don't think pushing this archetype is bad. Maybe they pushed it too hard but I still think it has some merit. Clutchmother Zavas and Blood-Queen Lana'thel are interesting cards in my mind. Not only do they work with the quest but the can also be played in a more aggressive warlock. Blood-Queen doesn't take that many discards to be useful and Zavas played aggressively can be powerful. As for the quest itself, really they just need cards to care about you having Demons on the board in the late game. The imps just don't pack the pressure you want that late. Perhaps more spells such as Demonheart or a DOOM! that lets low cost/power demons live? I am sure something will come up.
I would argue the hunter DK would be too strong with a cost reduction. It's already quite powerful but you have the downside of having to survive to play it. Those Zombeasts though can be devastating.
Moorabi I think just hasn't found a home yet. Freeze shaman wasn't a thing. However this card definitely makes me wanna run it. It won't be optimal or anything but could realy be good in the furture.
The paladin quest, while not hugely popular was used quite a bit by the streamer Kibler. The biggest flaw was you could win before you summoned him. I think we'll see more of him in the future with whatever buffs the Paladin gets.
Power Overwhelming was rotated out in order to push warlocks away from the charge OTK they've been doing. Not only was it not fun but it was so strong that most warlock decks used it. In order to make other strategies shine they had to push this one away.
As for Treachery it's just too early to tell. The cards only been out a month. Giving your opponent a minion can be so lethal. Such a fun card though. Always loved the donate spell from MTG.
Sure some cards are going to suck...I'd rather this not be the case with legendaries though. While I've been fairly lucky with getting mostly usable ones, imagine a player with a limited budget who bought Ungoro packs and opened a warlock quest, paladin quest and Voraxx? Legendaries are so rare, expensive to craft and game-changing that I think they should all at least be buffed to be vaguely competitive shortly after they are released if they are found to be really lackluster. If they were less expensive to craft this would be less of an issue.
I've tried to make discard warlock work, but it's really awful. I've got close to 2000 wins with the class so I have a pretty good idea how to make a playable deck with it. Zoolock was good because it was reliable. Discard is the opposite of reliable. The chance of just discarding Lana'thel is actually really high for example. Or you go to all the effort to get it buffed, play it and it's instantly removed because your opponent has big removal in his hand because the rest of your minions were small. Discard is one of those ideas that sounds good but actually playing it is just a world of frustration.
The silly thing with Power Overwhelming is that they removed it at the same time that Reno was rotated. The only deck it was really a problem in ceased to be a deck at the same moment. All it did was help to make warlock the weakest class in the Un'goro expansion for no reason.
In addition to all the other arguments here, I think they don't want to overbuff and create problems where there were none. With how pissed this community gets about broken cards, can you imagine the outcry if the card under fire was one that was harmless initially and got forced into being a problem?
Surely having 10 good legendaries available that people actually wanted would be more profitable than 5? Who is going to buy more packs if they have already opened/crafted the few good ones? All that opening a really bad legendary does is dishearten players and make them less likely to play at all.
They don't buff cards because there's little need to do so. A too-powerful card hurts the game by allowing one deck type more power than you want it to have (see the rogue quest for the most egregious example of this). It can, in a way, break the game. A too-weak card doesn't hurt the game; at worst it sits on the sidelines until it either quietly rotates out or, as Velrun said, finds new life in a changing meta.
Also, Power Overwhelming was moved to HoF largely, I suspect, for eggs and other cards with big positive battlecry effects. Devilsaur Egg with a PO behind it is basically a 4-damage attack and a 5/5 minion for the cost of 4 mana over two turns. That's more than they want it to have, so they remove it to allow more flexible design space for other deathrattle cards.
Lets be realistic though, the Devilsaur Egg/PO combo was never going to make zoolock go from tier 4/5 to tier 1/2...not with Nerubian Egg and Imp Gang Boss gone too. Even in Wild now with all of those cards available, zoolock is pretty mediocre. PO is a strong class card but not any more powerful than many that are still seeing play in 95%+ decks of a class (like Innervate, Fiery War Axe, Kill Command, Frostbolt, Fireball).
Buffing cards is ridiculously difficult for balance reasons. It has 0 to do with 'OMG BRIZZ TERK OUR MONIES!"
This is the correct answer. From a design perspective, what makes future design more difficult, buffing a card or nerfing a card?
Wrong . They actually do buff cards just not in that way . The way they buff cards is powercreep . Because why buff already sold cards when you can just print new ones to sell ?
WHAT DOES TAKE THEM TOO LONG TO COME OUT WITH A NERF ??? 24 hours after the release of frozen throne everyone was playing the jade druid with ultimate skillfestation. Unbalanced / retarded / lmao card. Blizzard is MONITORING THE SITUATION, VERY NICE JOB YOU ARE MONITORING THANK YOU BLIZZ :D
For example, in TESL when the new expansion arrived and 2-3 cards were ridiculously broken they nerfed them starting the next week. WHAT ARE THEY DOING? WHY DOES IT TAKE SO LONG? We can see it, UI and all the druid cards are unbalanced and broken. They can see it. NOBODY ACTS.
I want someone from blizzard to answer my rants. I demand answers.
Hey, remember when Whispers released and everyone was playing C'Thun decks? Remember how everyone was saying that it was OP? Remember how everyone ended up being wrong about that? Yeah, that's why they wait.
Buffing cards is ridiculously difficult for balance reasons. It has 0 to do with 'OMG BRIZZ TERK OUR MONIES!"
This is the correct answer. From a design perspective, what makes future design more difficult, buffing a card or nerfing a card?
Explain how it is any more difficult than adding new cards? I'm not talking about going back and fixing every card from every expansion. I'm just saying that after 2-3 months of an expansion they should evaluate the current meta and make adjustments if necessary to the new cards and perhaps some class cards. A few months and millions of games is vastly better data than what they have when they playtest cards themselves. It should be fairly obvious to them what is overpowered and what is completely useless and they should make some adjustments.
When Midrange Shaman was dominating I stopped playing for months because it was completely stagnant. If they had gone and made some buffs to the weakest classes at some point in that cycle I would have started again to try them out. Hearthstone is not a game like Starcraft that relies on perfect balance. If they cared that much about perfect balance we wouldn't have druid in it's current state for more than a week. The most interesting periods of the game are when new cards are released and when cards are changed. The more they do this the better IMO.
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This has been something that has been bothering me for some time. Why do they almost never buff cards? I was browsing my collection yesterday and looking at the number of interesting but nearly completely useless cards I have. I'm not concerned at all with stuff like common expansion filler, but rather core stuff like basic class cards, class legendaries and epics. Some of the most fun looking cards they've ever made are NEVER played. Just giving them minor tweaks could make whole new archetypes viable. Just off my head:
- Warlock quest (drop it to 4 or 5 discards)
- Power Overwhelming (why is this in Hall Of Fame? Zoolock is a much worse token druid/shaman and Renolock is gone?)
- Treachery (amazing card, way too expensive. The most fun I've had in the game in 2 years was the last tavern brawl that reduced card cost each turn and I could actually use this).
- Paladin quest (literally never seen a Galvadon played)
- Hunter DK (could easily be 1 or even 2 mana less)
- Moorabi (way overpriced, it breaks they whole "freeze shaman" archetype they were going for)
But currently we have a situation where we have the exact same archetypes (just slightly tweaked) over multiple expansions being the top tiers. They need to grow a pair and make changes to keep things fresh and they need to do it more often. We don't need sniper rifle precision, we just need something different. Have a set monthly patch where tweaks are made. There will ALWAYS be things to change.
The philosophy of making counter cards or complementary cards in next expansions is poor design. If a card or concept is broken it should be fixed. Pirate warrior was broken even after they added the crab (should have made weapons break after hitting face). Jade is broken after adding geist (should have just nerfed Jade Idol). Warlock discard decks are still useless after THREE WASTED LEGENDARIES! If the core issue isn't fixed then no amount of cards is going to make it work properly. You can put makeup and a dress on a baboon but it's still a baboon.
I think there is a good chance that its motivated by monetary considerations. You can sell new cards, not old ones. Whether this is the sole reason I cannot say but I would bet my left pinky that its part of their internal reasoning.
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#JeSuisFieryWarAxe!
Good question.
My guess would be they want cards to appear at their maximum brokenness right before launch so the players want to purchase packs.
As for some of your choices: Some cards are not meant to sprint into playable-zone right away but will be viable later. Moorabi COULD be one of those cards.
Well imagine you had buff cards it would mean you need to buff almost more than 5 classes card individually each expansion and would need to revamp either slightly better or completely different and would need more play testing and possibilities of it getting neft due to overbufing is there .
it would cost too much time and be annoying down the line. this isn't a game like dota were you can buff or neft something because it isn't a game where does only 40 cards in a manageable state it's a game with thousand of cards if you were try to evenly balance out very single individual card it would take forever and is meaningless because you would need to rebalance every single god damn card each expansion
it just feel like it's a waste of time rather than just making a better card altogether
Edit plus like a cards they may seem bad might see play in the future like purify although it was terrible on release but later a expansion it introduce a new Deck like silence priest which would contractiding to buff it because it would neft it
I kinda like their policy. Printing new cards instead of buffing feels okay to me. I don't mind some cards being lackluster, even legendaries. Heck i didn't think Anomalus would have a spot and yet I've got him in an Elemental DK Jaina deck. Some cards just take time to find a home.
I have to disagree. Rotating to wild does not mean it's dead. You may only play standard but Wild is a thing. Also not seeing play in a competetive deck does not mean it was useless to print, even as a legendary.
As for the warlock quest and discard legendaries I don't think pushing this archetype is bad. Maybe they pushed it too hard but I still think it has some merit. Clutchmother Zavas and Blood-Queen Lana'thel are interesting cards in my mind. Not only do they work with the quest but the can also be played in a more aggressive warlock. Blood-Queen doesn't take that many discards to be useful and Zavas played aggressively can be powerful. As for the quest itself, really they just need cards to care about you having Demons on the board in the late game. The imps just don't pack the pressure you want that late. Perhaps more spells such as Demonheart or a DOOM! that lets low cost/power demons live? I am sure something will come up.
I would argue the hunter DK would be too strong with a cost reduction. It's already quite powerful but you have the downside of having to survive to play it. Those Zombeasts though can be devastating.
Moorabi I think just hasn't found a home yet. Freeze shaman wasn't a thing. However this card definitely makes me wanna run it. It won't be optimal or anything but could realy be good in the furture.
The paladin quest, while not hugely popular was used quite a bit by the streamer Kibler. The biggest flaw was you could win before you summoned him. I think we'll see more of him in the future with whatever buffs the Paladin gets.
Power Overwhelming was rotated out in order to push warlocks away from the charge OTK they've been doing. Not only was it not fun but it was so strong that most warlock decks used it. In order to make other strategies shine they had to push this one away.
As for Treachery it's just too early to tell. The cards only been out a month. Giving your opponent a minion can be so lethal. Such a fun card though. Always loved the donate spell from MTG.
The Black Knight became a lot better when The Lich King was released in Frozen Throne.
Stonetusk Boar became a lot better when The Caverns Below was released in Journey To Un'Goro.
Avenge wasn't became a lot better when Mysterious Challenger was released in The Grand Tournament.
Voidcaller became a lot better when Bloodreaver Gul'Dan was released in Knights of the Frozen Throne.
Deathlord became a lot better when N'Zoth, The Corrupter and again with Awaken the Makers were released in Old Gods and Un'Goro.
Shielded Minibot became a lot better when Mysterious Challenger was released in The Grand Tournament.
Tinker's Sharpsword Oil became a lot better when the meta changed a little a year after release.
Mal'Ganis became a lot better when Bloodreaver Gul'Dan was released in Knights of the Frozen Throne.
Flamewaker became a lot better when the meta changed a little a year after release.
Emperor Thaurissan became a lot better several times when different expansions were released but wan't played a lot in the early days.
Aviana became a lot better when Kun the Forgotten King was release in Mean Streets of Gadgetzan.
Thunder Bluff Valiant became a lot better when Tunnel Trogg was released in League of Explorers.
Totem Golem became a lot better when Tunnel Trogg was released in League of Explorers.
Reno Jackson became a lot better several times when the meta changed a new options were added.
Anyfin Can Happen became a lot better when the meta changed.
Unearthed Raptor became a lot better when Jade Swarmer was released in Mean Streets of Gadgetzan.
Everyfin is Awesome became a lot better when the meta changed.
Brann Bronzebeard became a lot better when Kazakus was released in Mean Streets of Gadgetzan.
Eater of Secrets became a lot better as secret-decks became better. Mostly with Exodia Mage when Journey to Un'Goro was released.
Enchanted Raven became a lot better when Mark of the Lotus was released in Mean Streets of Gadgetzan.
Babbling Book became a lot better when Open the Waygate was released in Journey to Un'Goro.
Purify became a lot better when the meta changed.
Swashburgler became a lot better when Patches, the Pirate was released in Mean Streets of Gadgetzan.
Raza the Chained became a lot better when Shadowreaper Anduin was released in Knights of the Frozen Throne.
Mark of the Lotus became a lot better when Firefly and Crypt Lord was released i Un'Goro and Frozen Throne.
Krul the Unshackled became a lot better when Bloodreaver Gul'Dan was released in Knights of the Frozen Throne.
Finja the Flying Star became a lot better when the meta changed.
Burgly Bully became a lot better when Shadowreaper Anduin was released in Knights of the Frozen Throne.
Fully updated!
The above truly shows that some cards actually get better over time because other cards are being added to the card pool. My point is Moorabi COULD be one of the few cards that actually get better over time. It is not unthinkable to see Shaman receive some more freeze-synergy and support and this legendary requires it in order to be strong.
They don't buff cards because there's little need to do so. A too-powerful card hurts the game by allowing one deck type more power than you want it to have (see the rogue quest for the most egregious example of this). It can, in a way, break the game. A too-weak card doesn't hurt the game; at worst it sits on the sidelines until it either quietly rotates out or, as Velrun said, finds new life in a changing meta.
Also, Power Overwhelming was moved to HoF largely, I suspect, for eggs and other cards with big positive battlecry effects. Devilsaur Egg with a PO behind it is basically a 4-damage attack and a 5/5 minion for the cost of 4 mana over two turns. That's more than they want it to have, so they remove it to allow more flexible design space for other deathrattle cards.
Because $$$$$$$$$
It's simply much more profitable to print new cards as buffed/better versions of already existing cards that barely see play than buffing them.
Just look at all the not-so-subtle power creep that happened through the years, like, for example:
Golakka Crawler > River Crocolisk
Evil Heckler > Booty Bay Bodyguard
Drain Soul > Drain Life
Pretty much every single 3 drop that has taunt > Silverback Patriarch
Pompous Thespian > Frostwolf Grunt
List goes on...
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
In addition to all the other arguments here, I think they don't want to overbuff and create problems where there were none. With how pissed this community gets about broken cards, can you imagine the outcry if the card under fire was one that was harmless initially and got forced into being a problem?
Have some fun for once in your life!
Buffing cards is ridiculously difficult for balance reasons. It has 0 to do with 'OMG BRIZZ TERK OUR MONIES!"
There is no money in buffing cards. Just as there is no money in nerfing legendaries. Hence Blizzard kills decks by nerfing basics and commons.
Auto squelch. That's all I'm asking for.
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They actually do buff cards just not in that way .
The way they buff cards is powercreep .
Because why buff already sold cards when you can just print new ones to sell ?