Hearthstone has had problems with Charge. The distance between a Charge minion that's not worth playing and one that is OP and unduly affects the meta is very small (and sometimes Blizzard gets it wrong). Blizzard sent Power Overwhelming to the Hall of Fame because of Charge. Blizzard has complained that the existence of Charge minions limits their deisgn space, because it can make buffs too powerful.
I've been expecting that they would nerf Charge. But now with the nerf just to Patches (removing the OP keyword), it seems like they don't intend to. I think that's a mistake.
Here's what, in my opinion, they should do. Charge = when this minion comes into play, it immediately attacks the enemy hero if possible, or otherwise one of their Taunt minions. (Could be oldest, leftmost -- something deterministic.)
That would be a soft nerf to Charge, retaining most of the face-hitting power that aggro players are hoping for, but sometimes forcing inefficient trades. It would also mean that the same-turn swing happens before any buff can be applied (eg Blessing of Kings on Patches).
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Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
The only chance we have against aggro is that your opponent's finger gets tired faster. Swinging face for them does nothing but give them a moment's rest!
On a more serious note, I can't see this really hurting any charge play except turn 1 patches vs paladin or some other class that has a 1 mana taunt. You just play your cards in a different order to the same results.
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Look at this thing and let me know what you think!
Chardged minions should have some sort of a drawback, honestly. Most could work like Chardged Devilsaur and not go face, Leeroy Jenkins spawns twelps that can kill him. Doomguard should trigger it's battlecry first, then get Charge after. boar to be excluded from Deathstalker Rexxar's pool. This kind of stuff instead of nothing.
If a card is ever problematic and it has charge, its 99% of the time the card itself is unbalanced, not the mechanic. Let's say Doomguard, for instance. Charge isn't what makes it strong, it's the stat line being piled onto Charge. If Charge was removed, it would be nigh unplayable, but if the stat line was changed, it would be a nerf. Charge needs to stay in the game, but Blizzard needs to balance the cards with it. I understand the confusion, but CHARGE IS NOT THE PROBLEM. (those aren't angry caps just emphasis caps)
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Hearthstone has had problems with Charge. The distance between a Charge minion that's not worth playing and one that is OP and unduly affects the meta is very small (and sometimes Blizzard gets it wrong). Blizzard sent Power Overwhelming to the Hall of Fame because of Charge. Blizzard has complained that the existence of Charge minions limits their deisgn space, because it can make buffs too powerful.
I've been expecting that they would nerf Charge. But now with the nerf just to Patches (removing the OP keyword), it seems like they don't intend to. I think that's a mistake.
Here's what, in my opinion, they should do. Charge = when this minion comes into play, it immediately attacks the enemy hero if possible, or otherwise one of their Taunt minions. (Could be oldest, leftmost -- something deterministic.)
That would be a soft nerf to Charge, retaining most of the face-hitting power that aggro players are hoping for, but sometimes forcing inefficient trades. It would also mean that the same-turn swing happens before any buff can be applied (eg Blessing of Kings on Patches).
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
The only chance we have against aggro is that your opponent's finger gets tired faster. Swinging face for them does nothing but give them a moment's rest!
On a more serious note, I can't see this really hurting any charge play except turn 1 patches vs paladin or some other class that has a 1 mana taunt. You just play your cards in a different order to the same results.
Look at this thing and let me know what you think!
I think the opposite of u. I think charge should be like charged devilsaur, the turn it come into play it can't go face.
Chardged minions should have some sort of a drawback, honestly. Most could work like Chardged Devilsaur and not go face, Leeroy Jenkins spawns twelps that can kill him. Doomguard should trigger it's battlecry first, then get Charge after. boar to be excluded from Deathstalker Rexxar's pool. This kind of stuff instead of nothing.
lemme spell it out for you.
c.h.a.r.g.e.
n.e.e.d.s.
n.o.
c.h.a.n.g.e.s.
If a card is ever problematic and it has charge, its 99% of the time the card itself is unbalanced, not the mechanic. Let's say Doomguard, for instance. Charge isn't what makes it strong, it's the stat line being piled onto Charge. If Charge was removed, it would be nigh unplayable, but if the stat line was changed, it would be a nerf. Charge needs to stay in the game, but Blizzard needs to balance the cards with it. I understand the confusion, but CHARGE IS NOT THE PROBLEM. (those aren't angry caps just emphasis caps)