We couldn’t even see if it was worth a nerf you people are nerfing cards can even be played. Why even play cards if they are gonna be hut nerf bat b4 they even came out
It definitely needed to be nerfed, but nerfing Reckless Experimenter in this way because of this one combo is frustrating as hell.
Can't wait to possibly have my Spectral Pillager Rogue OTK (which is not problematic at all in wild) to potentially be killed due to them nerfing Mechwarper if the dumb new mech in town happens to get abused upon released.
But hey better to nerf old cards that haven't caused issues in the game just to create and release a new card that may cause issues down the line.
Inb4 why aren't people discussing the potential nerf to mech hunter in wild?
Yes, I know that Chris Sierra mentions the possibility of nerfing Mechwarper only if the Sn1p-Sn4p interaction becomes problematic there, but this wouldn't be the only combo that will get affected. IF the devs give that mech the Experimenter treatment, then hunters wouldn't be able to spam 0-cost mechs on turn 3 (or on 2 with The Coin) anymore. So not only fun decks would get affected by this, but also ladder ones.
The devs should make some brainstorming and testing in new cards (specially those sporadic ones) before releasing them
A Mech with magnetic (a mechanic which I really think is broken) AND echo (shouldn't it be Witchwood only?!?!?!) is really stupid. Adding deathrattle AND at 3 cost is completely broken!!
I hope they were just playing a joke and NOT releasing this stupid card instead of nerfing the perfectly fine Experimenter which sadly will only see play due to this Sn1p-Sn4p...
What blows my mind is that Blizzard didn't realize this interaction could take place when they designed the new mech. I think it was about 15 minutes after they announced it that Twitter exploding with the problems and how Priest could create a turn 5 OTK.
They have an entire development team and no one figured this out?
This was EXACTLY my thought as well. Seems like it must have been designed and tested in a pretty cursory manner. I don't see how a whole team of guys actually playtesting and looking through the cards could miss the Reckless Experimenter interaction. Only thing that makes sense is that the whole design process for Snip Snap was on a fast track for some reason, and they rushed past some of the normal play testing and tuning.
We couldn’t even see if it was worth a nerf you people are nerfing cards can even be played. Why even play cards if they are gonna be hut nerf bat b4 they even came out
It definitely needed to be nerfed, but nerfing Reckless Experimenter in this way because of this one combo is frustrating as hell.
I dunno. My opinion is that cost reduction should never be allowed to reduce to zero, ever. Reducing the cost of anything to zero is always potentially game-breaking, so it should never be possible to begin with.
Can't wait to possibly have my Spectral Pillager Rogue OTK (which is not problematic at all in wild) to potentially be killed due to them nerfing Mechwarper if the dumb new mech in town happens to get abused upon released.
But hey better to nerf old cards that haven't caused issues in the game just to create and release a new card that may cause issues down the line.
You’re right (assuming you’re being sarcastic). It’s obnoxious to fuck around with perfectly good cards because of one busted-ass card. I mean, preparation is never the problem, but making cards that aren’t appropriately costed is. If raiding party was 4-5 mana to start with, this whole fiasco with taking away part of rogues identity would have been avoided.
I know this is not the point of the thread but I still have to say something
Preparation was definitely a problem. maybe when you look at it by itself it does not look threatening, but then when you combine it with the right spell it becomes overpowered. but that is exactly how prep works, it can only be used when combined with other cards, so when a spell becomes overpowered because of prep then it is preps fault.
Rollback Post to RevisionRollBack
Rejoice, for even in death, you have become children of Thanos.
Ok, they forgot about Reckless Experimenter when they announced their new shiny mech, and they had to nerf the old card along with releasing it.
But they also forgot about Corpse Widow, which does the same thing but 2 turns later and as a 3 cards combo with Mechwarper. Looks like they didn't think out that new mech well, after all.
Ok, they forgot about Reckless Experimenter when they announced their new shiny mech, and they had to nerf the old card along with releasing it.
But they also forgot about Corpse Widow, which does the same thing but 2 turns later and as a 3 cards combo with Mechwarper. Looks like they didn't think out that new mech well, after all.
The devs said, that they will do something about Mechwarper, if this combo becomes problematic in wild.
Hey Folks,
After the announcement of the Rise of the Mech update, we became aware of an interaction between SN1P-SN4P and Reckless Experimenter that allows for an early-game infinite damage combo in Priest. As a result of this, we’ve opted to make a change to Reckless Experimenter to go along with the 14.4 patch (scheduled to release June 3) so this combo is no longer possible. We’re also aware of some interactions that SN1P-SN4P creates in Wild when played alongside multiple copies of Mechwarper. We’ll be keeping a close eye on how that plays out over the following weeks.
Even though Chris Sierra didn't meantion Corpse Widow in his reddit post, the devs might be aware of the beast's existence, but consider the 2/3 mech to be problematic. If you ask me, no mech hunter would add Corpse Widows to its deck, because the minion is really expensive and useless in almost all other scenarios (mech hunter is an aggro deck after all and its win-condition is overwhelming the opponent with buffed minions as quick as possible). Unlike priest hunters can't fetch deathrattles, so pulling off the combo wouldn't be that consistent. Not to mention, one of the class's weaknesses is drawing cards.
I could see a mid-range hybrid deck popping up next week - consisting of some mechs and many deathrattle minions - but we need to see how viable it will turn out to be.
I dunno. My opinion is that cost reduction should never be allowed to reduce to zero, ever. Reducing the cost of anything to zero is always potentially game-breaking, so it should never be possible to begin with.
I mean... it's not fundamentally broken in the slightest. It's only broken because of this one very specific interaction. The card's pretty trashy without being able to reduce the cheaper deathrattles down to 0. Playing a lot of those combos later is just way too slow.
If there were MAYBE some better deathrattles it MIGHT be okay, but getting a 1-2 cost reduction on a loot hoarder and a voodoo doll is so lame.
They should have added the "Cost can't be reduced..." text to Snippy, not Reckless Experimenter. Reckless Experimenter's interaction with >4 deathrattles was completely fine, they just decided to jam a bunch of keywords on snippy. I was hoping Reckless Experimenter would be good eventually so nerfing it kind of sucks.
Pretty dumb way to handle it. Snippy was the problematic card here.
As we've seen w/ Aviana, it's always the activator that becomes problematic. Not the activated. Long term, this is the smarter decision.
What blows my mind is that Blizzard didn't realize this interaction could take place when they designed the new mech. I think it was about 15 minutes after they announced it that Twitter exploding with the problems and how Priest could create a turn 5 OTK.
They have an entire development team and no one figured this out?
This was EXACTLY my thought as well. Seems like it must have been designed and tested in a pretty cursory manner. I don't see how a whole team of guys actually playtesting and looking through the cards could miss the Reckless Experimenter interaction. Only thing that makes sense is that the whole design process for Snip Snap was on a fast track for some reason, and they rushed past some of the normal play testing and tuning.
This. To anyone who has defended Blizzard for allowing past degenerate interactions because it's impossible/difficult to play test every interaction---let this be a lesson. Within minutes of this card being announced, the reddit/twitter/this site was all over it. Even without play testing, the most concerning part is that Blizzard's card designers don't seem to have any decent sense of what's in the existing card pool (not even in standard!)
Single digits IQ at blizzard HQ coudlnt even rise her atttack or health or make her 1 mana cheaper, killing a card and a completly fine archetype for 1 brainless legendary ynoone asked for. If you have to touch something edit snip-snap, you dumb fcks.
They should have added the "Cost can't be reduced..." text to Snippy, not Reckless Experimenter. Reckless Experimenter's interaction with >4 deathrattles was completely fine, they just decided to jam a bunch of keywords on snippy. I was hoping Reckless Experimenter would be good eventually so nerfing it kind of sucks.
Pretty dumb way to handle it. Snippy was the problematic card here.
But reducing any card's cost to zero can be problematic in a general sense. It's better to avoid that whenever possible. That's why other, similar, cards have the restriction.
I think it was an error to print Experimenter as it is; it just hasn't mattered until now.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
To post a comment, please login or register a new account.
I’d have preferred it if they just included the “(this card) can’t be reduced below 1” text on Snip-Snap instead, but oh well.
This just makes other combos that weren’t even strong or abusable, strictly bad.
Dibbity don't touch that!
It definitely needed to be nerfed, but nerfing Reckless Experimenter in this way because of this one combo is frustrating as hell.
Like our beloved Juicy Psychmelon.
Inb4 why aren't people discussing the potential nerf to mech hunter in wild?
Yes, I know that Chris Sierra mentions the possibility of nerfing Mechwarper only if the Sn1p-Sn4p interaction becomes problematic there, but this wouldn't be the only combo that will get affected. IF the devs give that mech the Experimenter treatment, then hunters wouldn't be able to spam 0-cost mechs on turn 3 (or on 2 with The Coin) anymore. So not only fun decks would get affected by this, but also ladder ones.
Completely agreed on this issue!
The devs should make some brainstorming and testing in new cards (specially those sporadic ones) before releasing them
A Mech with magnetic (a mechanic which I really think is broken) AND echo (shouldn't it be Witchwood only?!?!?!) is really stupid. Adding deathrattle AND at 3 cost is completely broken!!
I hope they were just playing a joke and NOT releasing this stupid card instead of nerfing the perfectly fine Experimenter which sadly will only see play due to this Sn1p-Sn4p...
A card that was perfectly fine before doomed to become trash because of SN1P-SN4P.
It's like "Alchool and driving are bad together... Let's ban cars"
This was EXACTLY my thought as well. Seems like it must have been designed and tested in a pretty cursory manner. I don't see how a whole team of guys actually playtesting and looking through the cards could miss the Reckless Experimenter interaction. Only thing that makes sense is that the whole design process for Snip Snap was on a fast track for some reason, and they rushed past some of the normal play testing and tuning.
I dunno. My opinion is that cost reduction should never be allowed to reduce to zero, ever. Reducing the cost of anything to zero is always potentially game-breaking, so it should never be possible to begin with.
I know this is not the point of the thread but I still have to say something
Preparation was definitely a problem. maybe when you look at it by itself it does not look threatening, but then when you combine it with the right spell it becomes overpowered. but that is exactly how prep works, it can only be used when combined with other cards, so when a spell becomes overpowered because of prep then it is preps fault.
Rejoice, for even in death, you have become children of Thanos.
That’s a really bad analogy.
Ok, they forgot about Reckless Experimenter when they announced their new shiny mech, and they had to nerf the old card along with releasing it.
But they also forgot about Corpse Widow, which does the same thing but 2 turns later and as a 3 cards combo with Mechwarper. Looks like they didn't think out that new mech well, after all.
The devs said, that they will do something about Mechwarper, if this combo becomes problematic in wild.
Even though Chris Sierra didn't meantion Corpse Widow in his reddit post, the devs might be aware of the beast's existence, but consider the 2/3 mech to be problematic. If you ask me, no mech hunter would add Corpse Widows to its deck, because the minion is really expensive and useless in almost all other scenarios (mech hunter is an aggro deck after all and its win-condition is overwhelming the opponent with buffed minions as quick as possible). Unlike priest hunters can't fetch deathrattles, so pulling off the combo wouldn't be that consistent. Not to mention, one of the class's weaknesses is drawing cards.
I could see a mid-range hybrid deck popping up next week - consisting of some mechs and many deathrattle minions - but we need to see how viable it will turn out to be.
If you want, Master’s Call and Stitched Tracker will fetch you anything you need, but of course we’re talking about a different deck then.
I actually agree on the point about how anything that costs zero can be abused, especially in wild format in the long run.
I mean... it's not fundamentally broken in the slightest. It's only broken because of this one very specific interaction. The card's pretty trashy without being able to reduce the cheaper deathrattles down to 0. Playing a lot of those combos later is just way too slow.
If there were MAYBE some better deathrattles it MIGHT be okay, but getting a 1-2 cost reduction on a loot hoarder and a voodoo doll is so lame.
As we've seen w/ Aviana, it's always the activator that becomes problematic. Not the activated. Long term, this is the smarter decision.
This. To anyone who has defended Blizzard for allowing past degenerate interactions because it's impossible/difficult to play test every interaction---let this be a lesson. Within minutes of this card being announced, the reddit/twitter/this site was all over it. Even without play testing, the most concerning part is that Blizzard's card designers don't seem to have any decent sense of what's in the existing card pool (not even in standard!)
Single digits IQ at blizzard HQ coudlnt even rise her atttack or health or make her 1 mana cheaper, killing a card and a completly fine archetype for 1 brainless legendary ynoone asked for. If you have to touch something edit snip-snap, you dumb fcks.
But reducing any card's cost to zero can be problematic in a general sense. It's better to avoid that whenever possible. That's why other, similar, cards have the restriction.
I think it was an error to print Experimenter as it is; it just hasn't mattered until now.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland