I agree that we will see some nerfs, but I don't personally expect the OP's proposals to happen maybe with the exception of his Lackey suggestion. Like someone said in the thread earlier, I'd personally rather see them make changes as to make underpowered classes viable again instead of nerfing the prevalent ones, but we all know well that isn't going to happen. In this spirit I feel that particularly Shaman and Priest could use some love.
I don’t think lackey should get hit at all. Just dark pact and that also nerfs lackey without directly nerfing him. Cmon he’s a 5 mana 2/2.. if he can’t die til let’s say turn 8 (3 mana dark pact) he would suck.
They should rotate spell breaker to hall of fame too.. it’s never fun when you try to survive with one taunt or a doomsayer and it just gets deleted and you insta lose.
I don’t think carnivorous cube is the problem. It can be easily countered by silence effects.
I dare to disagree. At least for Cubelock I've almost exclusively seen the Cube being played and destroyed the same turn. (which is possible, because Dark Pact is so cheap...)
That doesn't mean, I see the need of a nerf for the cube. (I actually like it the way it is. I use it in a Deathrattle Hunter Deck). But the way most Warlock use it hardly leaves space for silence-counters...
I personally could live with a nerf to only one summoned minion (maybe with improved stats of the cube itself).
This would keep the overall flavor of the card, but hit Cubelock and Taunt Druid.
I like the idea of making call to Arms a 3 mana draw 2 Minions. Seems reasonable And in odd deck You only get one drops. Although i dont find the card opressive in any way. Its just a very strong card, there always were some powerful cards out there.
I dont see any decks that are problematic by themselves. The most unfun deck to play against would for sure be quest rouge but that has already been nerfed.
Losing is fine if it’s honest but everyone cheats. blizzard should never have introduced cheat cards in the first play. It ruins the game. Emperor was the only balanced one when he was standard (he can obviously be broken in wild like everything is) Everything else is super broken. Honestly best nerf hands down is cube 7 mana, witching hour 4 mana, dark pact 3 mana, divine favor 5 mana, and maybe not even call to arms ( some say recruit 2 which feels really weak) but something like make Tarim a 3/5 or 3/6 or increase his cost to 7 or 8 with same stats. Also rotate spell breaker to HoF.
I've had some thoughts on spiteful that should keep the spiteful viable but also force the spiteful player to think it through before playing. I honestly don't care since I'm not high enough in the ranks to see spiteful that often, but I think this change could make some BANANAS games involving spiteful players.
Spiteful Summoner: reveal a spell in each deck, Summon a minion equal to HALF the total mana. I guess you'd have to round up.
I like this because there's still an opportunity to summon a high-mana minion for the spiteful player, but the summoning power is throttled by the capability of the opponents deck. The spiteful player is still getting value out of their play, but its not terribly out of reach for the opponent to respond to it. A spiteful player can still get a board advantage, but they run the risk of "playing down to the competition", to borrow a sports term.
Talking about naga. Like seriously what is that? How is that balanced? Wild should absolutely be a supported format man it should not be abandoned and in the contrary, this change made wild waaaay worse and it’s been in place for so long but blizzard gives no f***s. How can they literally change a card that was already rotated out and say s***t like “wild should stay wild!” they should have said is “hey guys, we don’t want you to play wild so we broke it even more while also ignoring it to make sure you never want to play it again!” Looking back on the post they made when they first introduced wild, they said new cards would make wild crazier but instead they changed a card that is GONE in standard SPECIFICALLY to break wild?! Does that make ANY SENSE??!
I think cubelock needs a nerf since it prevent control decks from existing.
I play Hadronox and destroy every Cubelock I encounter.
Congratulations! You are playing the Druid version of the deck that is contributing to meta balance issues.
The meta of aggro vs mana-cheat. I miss midrange decks. I am ok with aggro decks having a fast start, control decks having powerful plays in the late game.
This high-roll trend of Hearthstone since Karazhan is a problem.
Bring back the skill requirement, the decision making, the adaptation to the game play, give classes more than 1 viable option.
Blizzards trend of building up classes from being weak to powerful is good, but they need to look at the long term effects. Paladin and Warlock were very weak around the time of Ungoro and now we are stuck with the same decks controlling the meta for almost a year.
Not very good design. Hearthstone survives this because of the lack of competition. Maybe MTG: Arena or theBrode's new Indie company mixes it up.
Did you read the rest of what I said? I said that cube on its own doesn’t need a nerf because it can be countered by silence effects, but dark pact is the problem because Cubelocks only play it when they can kill it the same turn with dark pact, essentially negating the silence downside.
i really like the design of cube- risking destroying your creature now to get two copies later- but dark pact breaks the card.
Esit: sorry I don’t know how to edit this to include a quote, but it was replying to the person that just took the first two lines of what I wrote, saying “cube can be countered by silence effects” and their argument was that it’s played exclusively with dark pact
so many good ideas and blizz won't listen to any of them
I agree that we will see some nerfs, but I don't personally expect the OP's proposals to happen maybe with the exception of his Lackey suggestion. Like someone said in the thread earlier, I'd personally rather see them make changes as to make underpowered classes viable again instead of nerfing the prevalent ones, but we all know well that isn't going to happen. In this spirit I feel that particularly Shaman and Priest could use some love.
I don’t think lackey should get hit at all. Just dark pact and that also nerfs lackey without directly nerfing him. Cmon he’s a 5 mana 2/2.. if he can’t die til let’s say turn 8 (3 mana dark pact) he would suck.
IMHO Your Naga Nerf is to brutal.
I would do something like:
6 mana 5/5
your cards (which cost more than 5) cost 5 less
EDIT: After thinking for a minute, I realized that it would still be OP sooo :P
01001000 01101001 00100000 01100101 01110110 01100101 01110010 01111001 01101111 01101110 01100101 >,<
They should rotate spell breaker to hall of fame too.. it’s never fun when you try to survive with one taunt or a doomsayer and it just gets deleted and you insta lose.
Nerf the shit out of paladin thanks!
I like the idea of making call to Arms a 3 mana draw 2 Minions. Seems reasonable And in odd deck You only get one drops. Although i dont find the card opressive in any way. Its just a very strong card, there always were some powerful cards out there.
I dont see any decks that are problematic by themselves. The most unfun deck to play against would for sure be quest rouge but that has already been nerfed.
Losing is fine if it’s honest but everyone cheats. blizzard should never have introduced cheat cards in the first play. It ruins the game. Emperor was the only balanced one when he was standard (he can obviously be broken in wild like everything is) Everything else is super broken. Honestly best nerf hands down is cube 7 mana, witching hour 4 mana, dark pact 3 mana, divine favor 5 mana, and maybe not even call to arms ( some say recruit 2 which feels really weak) but something like make Tarim a 3/5 or 3/6 or increase his cost to 7 or 8 with same stats. Also rotate spell breaker to HoF.
Surprised no one is mentioning that the Spiteful Summoner add the minion to your hand instead of putting the minion on the field...
Naga sea witch needs to be changed to "your cards ALWAYS cost 5"
No discounts will affect the cards at all. This way you can still build a deck around it but you can't drop 6 8/8's on turn 5.
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Hit rank 15 with a homebrew back in the KOFT days.
Yaayyy...
There's all my notable achievements.
Dark Pact: Increase cost maybe to 2 or 3 and reduce heal to 4
Call to Arms: Increase to 6 mana
Divine Favor: cap at 3 cards drawn
Doomguard: Remove Charge change it to rush
Cube. Same only summons exact copies the way they were destroyed.
Stupid summon a demon weapon. Battlecry destroy all your spells in your hand.
Warlock hero. Summon random demons which you have PLAYED this game.
Call to arms. Draw 4 minions from your deck which cost 2 or less.
Tokens cost the same as the hero power
classic set gains dirty rat.
Spiteful burns the spell.
Priest spells all get increase in mana by 1
wanted 3 mana
all summon effects which hit nill will now draw a card and fatigue. Shudder nerf
such salt much BM.
I've had some thoughts on spiteful that should keep the spiteful viable but also force the spiteful player to think it through before playing. I honestly don't care since I'm not high enough in the ranks to see spiteful that often, but I think this change could make some BANANAS games involving spiteful players.
Spiteful Summoner: reveal a spell in each deck, Summon a minion equal to HALF the total mana. I guess you'd have to round up.
I like this because there's still an opportunity to summon a high-mana minion for the spiteful player, but the summoning power is throttled by the capability of the opponents deck. The spiteful player is still getting value out of their play, but its not terribly out of reach for the opponent to respond to it. A spiteful player can still get a board advantage, but they run the risk of "playing down to the competition", to borrow a sports term.
Talking about naga. Like seriously what is that? How is that balanced? Wild should absolutely be a supported format man it should not be abandoned and in the contrary, this change made wild waaaay worse and it’s been in place for so long but blizzard gives no f***s. How can they literally change a card that was already rotated out and say s***t like “wild should stay wild!” they should have said is “hey guys, we don’t want you to play wild so we broke it even more while also ignoring it to make sure you never want to play it again!” Looking back on the post they made when they first introduced wild, they said new cards would make wild crazier but instead they changed a card that is GONE in standard SPECIFICALLY to break wild?! Does that make ANY SENSE??!
I also think that Carnivorous Cube could use an increase to 6 mana.
At 6 mana, it would still be a super-powered version of Moat Lurker, which would justify it's "Epic" status vs. the moat lurker's "rare" status.
Did you read the rest of what I said? I said that cube on its own doesn’t need a nerf because it can be countered by silence effects, but dark pact is the problem because Cubelocks only play it when they can kill it the same turn with dark pact, essentially negating the silence downside.
i really like the design of cube- risking destroying your creature now to get two copies later- but dark pact breaks the card.
Esit: sorry I don’t know how to edit this to include a quote, but it was replying to the person that just took the first two lines of what I wrote, saying “cube can be countered by silence effects” and their argument was that it’s played exclusively with dark pact
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