I wanted to throw this question out for the reason being this.... even after the Nerf of Buzzard. Hunter still seems to be everywhere on ladder. The problem I see being with Hunter; and zoo would be that turn 1 undertaker is almost something that gives them a free win if you dont have a silence or Removal spell for it. If anything should happen to hunter. They should nerf Undertaker to a 1/1. The reason a 1/1 would be good is because of the fact it cant die to any hero power on turn 1 without the coin. Just want to see what you all thing; cause honestly HS is still hunter dominated and thats no fun when you want to play Shaman or Warlock :(
If you propose nerfing a class by changing a non class card, something is wrong with the analysis.
I'm not saying the nerf is necessarily a bad idea, but its not got much to do with hunter other than hunter has the most class deathrattle cards. Overall however nearly any class can build a deck packed with deathrattle cards (and more will come out in future.
It's really hunter's hero power that makes hunter such a strong agro deck. That is by design.
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And it needs to happen. GvG metagame will be even more Undertaker-focused since there will be even more and better deathrattle minions. Any new card or strategy that can stand toe-to-toe with Undertaker will be mind-blowingly overpowered and unfun and will have to be nerfed as well (though I doubt there will be one).
Savanna Highmane is one of the most insane cards in the game for sure... I could see it if it summoned two 1/2s, but two 2/2s is a bit much...
The primary issue with Hunter started with the appearance of Undertaker, when early-game aggression became that much more effective. Hunter Secrets are cheap and extremely effective at maintaining board control, and there's no way to remove them unless you are also a Hunter. Early game pressure + Secrets which make establishing your own board nearly impossible means you're at half health by turn 5.
Once the GvG expansion comes out and they release the card capable of handling Secrets, Hunters will lose some of their massive early game advantage.
Undertaker is the problem here, not the classes using it. Nerfing Undertaker would the correct move, as it simply provides too much tempo to any class for little to no effort. When I see Druids running Undertaker, somethings is wrong with the card. Mad Scientist is also another strong candidate for a nerf, but is much less likely to receive it.
Point being, the powerful class cards aren't as much of a problem when compared to the broken neutral cards that drive the entire deck.
Undertaker is the problem here, not the classes using it. Nerfing Undertaker would the correct move, as it simply provides too much tempo to any class for little to no effort. When I see Druids running Undertaker, somethings is wrong with the card. Mad Scientist is also another strong candidate for a nerf, but is much less likely to receive it.
Point being, the powerful class cards aren't as much of a problem when compared to the broken neutral cards that drive the entire deck.
Just turn Undertaker into a 1 mana 1/2 Mana Addict, that way it'll only get one good trade in, and not get insanely out of hand for players that are lucky *ahem**skillful* enough to mulligan into him plus 3 more cheap deathrattle minions and snowball the game from there.
i heard from a friend that a popular hearthstone player thought that undertaker should keep its current stats, but to change it effect to be "when a friendly minion's deathrattle effect activates, gain 1/1". this would help solve the issue of undertaker seeing as now you have to, you know, actually play smart with undertaker and play him at the right time.
that would be interesting, I think they would word it like this" when a minion with deathrattle dies, gain +1/+1"
ya, that sounds right. yugioh was my first card game so a lot of my wording when dealing with cards comes from that. anyway, with blizzard releasing so many more death rattle minions, this kind of nerf seems the only logical thing they could do cause even if they nerfed him to be like other cards, 1/3 that gain 1 attack, would still make him kind of hard to kill.
its hard to know. we will see for sure what needs to happen once GvG comes out. I agree with the fact that more Deathrattles are coming into the game, Undertaker would be more of an OP card.
Just turn Undertaker into a 1 mana 1/2 Mana Addict, that way it'll only get one good trade in, and not get insanely out of hand for players that are lucky *ahem**skillful* enough to mulligan into him plus 3 more cheap deathrattle minions and snowball the game from there.
I personally think they should just take Mana Wyrm as an example and make it a 1/3 that gets +1 Atk when a Deathrattle is summoned. Keeps it viable in aggro decks while fixing the brokeness of constantly getting out of removal range.
If they nerf Hunter too much then there will just be another thread imploring Blizzard to nerf whatever class replaces it as the most played class. What would be the point of that?
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As someone who does enjoy the class though, I wouldn't mind a fix. I'm not a big fan of "hoping for my deathrattle draw" or I most likely lose. Also, I truly is a class that you can pilot most of your attacks to the face. Even zoo played at the highest of levels has a lot of thinking involving trades, but you can ignore that a lot of the times in hunter.
Change their hero power to "randomly deal 0, 1, or 2 damage to enemy hero".
Suits the RNG theme that blizzard loves.
Alternatively how about "Deal 2 damage to a random enemy"? You're guaranteed to have some effect, the hero power could help control the board rather than forcing Hunters to run aggressive decks, and compared to the Mage hero power it ends up like Deadly Shot vs Assassinate - one has more effect for the cost at the price of randomness.
Though no matter whether or not Hunter is changed, Undertaker and Mad Scientist both still need a heavy nerf. Undertaker should just gain attack, not health, and Mad Scientist shouldn't play the secret - compare it to Loot Hoarder, which both has worse stats and doesn't give you the free mana of playing a card.
Hey everyone
I wanted to throw this question out for the reason being this.... even after the Nerf of Buzzard. Hunter still seems to be everywhere on ladder. The problem I see being with Hunter; and zoo would be that turn 1 undertaker is almost something that gives them a free win if you dont have a silence or Removal spell for it. If anything should happen to hunter. They should nerf Undertaker to a 1/1. The reason a 1/1 would be good is because of the fact it cant die to any hero power on turn 1 without the coin. Just want to see what you all thing; cause honestly HS is still hunter dominated and thats no fun when you want to play Shaman or Warlock :(
Hearthstone is a game of "copy and pasting"
If you propose nerfing a class by changing a non class card, something is wrong with the analysis.
I'm not saying the nerf is necessarily a bad idea, but its not got much to do with hunter other than hunter has the most class deathrattle cards. Overall however nearly any class can build a deck packed with deathrattle cards (and more will come out in future.
It's really hunter's hero power that makes hunter such a strong agro deck. That is by design.
Check out my gaming blog: Downy Owlbear Designs and download free P&P games.
Or argue with me about games on Qallout, the video debate site.
You have point, but still the point is that considering after the nerf to hunter its still one of the most played classes.
Hearthstone is a game of "copy and pasting"
Nerfing Undertaker would nerf Hunter, though.
And it needs to happen. GvG metagame will be even more Undertaker-focused since there will be even more and better deathrattle minions. Any new card or strategy that can stand toe-to-toe with Undertaker will be mind-blowingly overpowered and unfun and will have to be nerfed as well (though I doubt there will be one).
Savanna Highmane is one of the most insane cards in the game for sure... I could see it if it summoned two 1/2s, but two 2/2s is a bit much...
The primary issue with Hunter started with the appearance of Undertaker, when early-game aggression became that much more effective. Hunter Secrets are cheap and extremely effective at maintaining board control, and there's no way to remove them unless you are also a Hunter. Early game pressure + Secrets which make establishing your own board nearly impossible means you're at half health by turn 5.
Once the GvG expansion comes out and they release the card capable of handling Secrets, Hunters will lose some of their massive early game advantage.
Undertaker is the problem here, not the classes using it. Nerfing Undertaker would the correct move, as it simply provides too much tempo to any class for little to no effort. When I see Druids running Undertaker, somethings is wrong with the card. Mad Scientist is also another strong candidate for a nerf, but is much less likely to receive it.
Point being, the powerful class cards aren't as much of a problem when compared to the broken neutral cards that drive the entire deck.
Hunter hero power should only do 1.5 damage. Problem solved.
Just turn Undertaker into a 1 mana 1/2 Mana Addict, that way it'll only get one good trade in, and not get insanely out of hand for players that are lucky *ahem**skillful* enough to mulligan into him plus 3 more cheap deathrattle minions and snowball the game from there.
i heard from a friend that a popular hearthstone player thought that undertaker should keep its current stats, but to change it effect to be "when a friendly minion's deathrattle effect activates, gain 1/1". this would help solve the issue of undertaker seeing as now you have to, you know, actually play smart with undertaker and play him at the right time.
that would be interesting, I think they would word it like this" when a minion with deathrattle dies, gain +1/+1"
Hearthstone is a game of "copy and pasting"
ya, that sounds right. yugioh was my first card game so a lot of my wording when dealing with cards comes from that. anyway, with blizzard releasing so many more death rattle minions, this kind of nerf seems the only logical thing they could do cause even if they nerfed him to be like other cards, 1/3 that gain 1 attack, would still make him kind of hard to kill.
its hard to know. we will see for sure what needs to happen once GvG comes out. I agree with the fact that more Deathrattles are coming into the game, Undertaker would be more of an OP card.
Hearthstone is a game of "copy and pasting"
I personally think they should just take Mana Wyrm as an example and make it a 1/3 that gets +1 Atk when a Deathrattle is summoned. Keeps it viable in aggro decks while fixing the brokeness of constantly getting out of removal range.
The problem with hunter....."INSERTS OPINION'
People wanna nerf before a 130 card expansion comes out...sure that sounds logical.
man,all this crying about hunter jeez.
If they nerf Hunter too much then there will just be another thread imploring Blizzard to nerf whatever class replaces it as the most played class. What would be the point of that?
Free to try and find a game, dealing cards for sorrow, cards for pain.
As someone who does enjoy the class though, I wouldn't mind a fix. I'm not a big fan of "hoping for my deathrattle draw" or I most likely lose. Also, I truly is a class that you can pilot most of your attacks to the face. Even zoo played at the highest of levels has a lot of thinking involving trades, but you can ignore that a lot of the times in hunter.
Change their hero power to "randomly deal 0, 1, or 2 damage to enemy hero".
Suits the RNG theme that blizzard loves.
"Put your face in the light!" - Tirion Fordring
Alternatively how about "Deal 2 damage to a random enemy"? You're guaranteed to have some effect, the hero power could help control the board rather than forcing Hunters to run aggressive decks, and compared to the Mage hero power it ends up like Deadly Shot vs Assassinate - one has more effect for the cost at the price of randomness.
Though no matter whether or not Hunter is changed, Undertaker and Mad Scientist both still need a heavy nerf. Undertaker should just gain attack, not health, and Mad Scientist shouldn't play the secret - compare it to Loot Hoarder, which both has worse stats and doesn't give you the free mana of playing a card.