@Python_productI agree with your drift on the heroes. Now that the new Druid quest actually produces a passive hero power, I think there's an opportunity here to bring some consistency to the game: A hero card should have a passive or an active hero power, but not both. Frost Lich Jaina and Dr. Boom Mad Genius effectively have two hero powers (all your elementals have lifesteal + create a water elemental; all your mechs have rush + random good stuff).
I realize that technically these have "for the rest of the game" battlecries, but I think they really ought to revise this mechanic. In MTG they at least started giving players "emblems" so that something permanent remained that was tied to these permanent static effects. In the case of these hero cards, it'd be easy to change FLJ's one-time battlecry and icy touch to "summon a water elemental with lifesteal" and DBMG's microsquad to "summon 3 1/1 mechs with rush" while removing the permanent battlecry effects (which flavor-wise act as passive hero powers).
I know the odds of them nerfing a wild card like FLJ seem slim, but the hero power consistency issue might be a good enough rationale for them. If they can work up the nerve to do it, then it might be warranted to nerf down other aspects of other hero cards to date in order to balance the power level, particularly Rexxar and Gul'dan like you mentioned.
I think you kinda misinterpreted me, i mentioned cards like Frost Lich Jaina because i think they are too powerful. In theory a hero card could be perfectly balanced with both a passive and active hero power, like for example if Frost Lich Jaina gave all elementals taunt instead of lifesteal it would be perfectly balanced (probably not very good really)
Warrior (especially control, but also bomb) has the highest win % across the board and it seems oppressive and prevent deck innovations.
Suggested cards to Nerf:
- Eternium Rover - this should be 2 mana, its a mech with strong stats and great ability, better than armor smith.
- Town-crier - 2 mana, this card is broken. (rush tutor smooth your early game curve, warrior has broken rush minions) - its better than novice engineer or loot hoarder.
- Brawl - move to HOF, this card has devastating effect for 5 mana (and "skillful" RNG results) just remove this from the game already.
- Dr. boom Mad Genius - HOF ASAP, this card is obviously super broken and must be handled.
Warrior isn't getting nerfed until maybe next new year when it might get a card or 2 in the HOF but even then it'll prob still be good I don't have a problem against the deck though.
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Rather than Nerf Warrior, why not let other classes have good decks? Just looking at the classic set epic cards, Warrior has Brawl, Shield Slam, and Gorehowl. All these cards are played in control lists since the beginning and you're only not seeing Gorehowl now because Supercollider is significantly better in this meta and cards like Omega Devistator exist.
Classes like Rogue, Priest, and Warlock have cards that rarely (if ever) see play like Patient Assassin, Mind Games, and Pit Lord.
I understand the push from Blizzard for class identity, but these classes I've just mentioned need some changes to at least the classic set, much more than what has already been done. That or just remove the Classic set from standard. Rotation or not, big changes need to occur.
The only change they made to the Priest core set is one that made the set worse... Taking away one of their best basic set cards and replacing it with Radiance is just bad. That card won't ever see play.
The entirety of the priest quest is to heal to gain the hero power effect. Are you sure you are playing the same game? It is seeing play in Quest priest.
I have yet to see 1 single quest priest using Radiance . When a card has synergy with something else, doesn't mean it's a good card. There are other cards out there doing a much better job at completing the quest.
I feel there are a few people making pretty weird suggestions in here because they don’t understand what the actual problem with Control Warrior is. A few have suggested nerfing the early game minions such as Eternium Rover and Town Crier and a few have mentioned AoEs like Brawl and Warpath, but these make no sense as nerf targets because they don’t address the issue at hand.
The cards mentioned above make Control Warrior able to crush aggressive, board focused strategies. Hardly surprising, that is literally the point in a control deck. Control Warrior SHOULD beat aggro decks, that’s it’s job. The major problem with Control Warrior is that it also beats up on a lot of other late game strategies, and in the interest of balance, the better your deck is against aggro, the worse it should be against more mid-late game focused strategies (more deck slots dedicated to anti aggro = less dedicated to value generators). Dr. Boom generates so much value by itself (with both his passive aura and his hero powers) that in most cases, you can’t out-value the warrior no matter how greedy you make your deck, because one card shits on all of it.
I do appreciate that Control Warrior isn’t as polarising as it once was and doesn’t have any 0% match ups due to Mechathun being largely unviable, King Togwaggle rotating and Shudderwock OTK being disabled, but something other than Quest Paladin does need to give Control Warrior a hard time (like Hand Lock back in the day).
It's not even a matter of power level at this point. It's just an extremely boring game every single time. The only thing that changes is how soon Dr. Boring comes out.
Kind of like the reason they HoF'ed Genn and Baku -- the games have too little variance.
Isn't that the same for each and every metadeck? They are all the same. They all play the same way. You know what your opponent is going to do. You know which cards to hold or to play. They are all boring given enough time as they are ALL the same decks out there.
Another one that's not true. Easy example is the meta where various different priest decks were running in the top tiers. Dragon Priest, Miracle Priest, inner fire/divine spirit priest, Alexstrasza/mind blast priest. All at the same time. The same counted for other classes too. It's the last couple of expansions where things got really one sided.
Yeah let's nerf brawl and shield slam instead of addressing the hero cards problem just like when we nerfed fiery war axe in attempt to fix pirate warrior ^_^
Well, at least Fiery War Axe isn't in standard anymore. Imagine no deck being able to stick a 3-drop against control Warrior lol.
Yeah let's nerf brawl and shield slam instead of addressing the hero cards problem just like when we nerfed fiery war axe in attempt to fix pirate warrior ^_^
Well, at least Fiery War Axe isn't in standard anymore. Imagine no deck being able to stick a 3-drop against control Warrior lol.
Here is how ridiculous Dr Boom is: When the opponent simply plays Dr. Boom, they begin emoting Well Played and Hello. When a card is so crazy that people emote simply after playing it, assuming they have now auto won is pretty telling.
*Unfortunately for those opponents, we were playing in Wild not Stanard where other classes can grind out even Warrior
The card that makes Control Warrior unfair is no question Dr. Boom, Mad Genius . Any other good card they have is buffed exponentially when Boom is in play. Any mech that doesn't naturally have rush is overpowered when it does...and any mech that is good without rush is completely insane with it.
I think Blizzard severely underestimated how much indirect card buffs / additions would buff Boom. It was fine when it was released...Other classes had DKs too. But then other classes lost their hero cards , Omega Devastator happened , Beryllium Nullifier and Security Rover got buffed , SN1P-SN4P was added , Tomb Warden and Frightened Flunky who can discover it got added...
And now we are at this point where Boom is sitting at 67% MULLIGAN WINRATE according to hsreplay ( yes that means that if you get this 7 mana card in your OPENING HAND you have a 67% chance to win that game ) . Tha'ts the highest mulligan winrate card in that deck even though they have super good one drops like Town Crier and Eternium Rover.
It's a no brainer to nerf it...but how? 7 mana and 7 armor on play are a flavor thing...You could make the armor hero power give only 5 armor / make the 3dmg one random target / discover a mech --> get a random mech / the rush aura could affect only the 1st mech you play each turn...etc.
Thing is...if you picked one of those nerfs it would most definitely not be enough...but if you nerf enough things ( probably 3 or 4 ) to make it ok...it feels like butchering the card. So I think the best option is just to HoF it early like they did with Baku and Genn. In Wild it's completely fine as is and in Standard it won't be a nightmare to face a Control Warrior with a board centric deck.
Warrior isn't getting nerfed until maybe next new year when it might get a card or 2 in the HOF but even then it'll prob still be good I don't have a problem against the deck though.
That's not a nerf or HoF. That's called Standard Rotation. Dr. Boom, Mad Genius is due to leave Standard in April of next year no matter what.
That will be the definitive end of the current version of Control Warrior, but it's not soon enough. Just like another year of Genn and Baku would have been too much.
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I think that Discover a mech should become get a random Mech, or give no armor when played (so that he becomes an investment instead of a no-brainer T7 play).
And, due to Boom's chaotic nature, he should take 1 dmg everytime a mech dies.
Omega devastator should become an non-mech exoskeleton, like other Omega cards.
As for Death Knights, they were so broken that as long as they were in standard Boom was not played at all :(
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I think you kinda misinterpreted me, i mentioned cards like Frost Lich Jaina because i think they are too powerful. In theory a hero card could be perfectly balanced with both a passive and active hero power, like for example if Frost Lich Jaina gave all elementals taunt instead of lifesteal it would be perfectly balanced (probably not very good really)
Warrior isn't getting nerfed until maybe next new year when it might get a card or 2 in the HOF but even then it'll prob still be good I don't have a problem against the deck though.
Love is pain but I'll endure that pain if that's what it takes. 🖤
omega devastator is freakin OP card and with mech generation its broken. Its impossible to play around.
At least it shoul take dmg that it deal to enemy minion. for example 5 hp minion - 5 dmg to himself
Wrong quote. Deleted
I have yet to see 1 single quest priest using Radiance .
When a card has synergy with something else, doesn't mean it's a good card. There are other cards out there doing a much better job at completing the quest.
To me it seems Warpath is the problem. It supplies warrior with absurd removal options. I suggest making it 3 mana instead of 2.
I feel there are a few people making pretty weird suggestions in here because they don’t understand what the actual problem with Control Warrior is. A few have suggested nerfing the early game minions such as Eternium Rover and Town Crier and a few have mentioned AoEs like Brawl and Warpath, but these make no sense as nerf targets because they don’t address the issue at hand.
The cards mentioned above make Control Warrior able to crush aggressive, board focused strategies. Hardly surprising, that is literally the point in a control deck. Control Warrior SHOULD beat aggro decks, that’s it’s job. The major problem with Control Warrior is that it also beats up on a lot of other late game strategies, and in the interest of balance, the better your deck is against aggro, the worse it should be against more mid-late game focused strategies (more deck slots dedicated to anti aggro = less dedicated to value generators). Dr. Boom generates so much value by itself (with both his passive aura and his hero powers) that in most cases, you can’t out-value the warrior no matter how greedy you make your deck, because one card shits on all of it.
I do appreciate that Control Warrior isn’t as polarising as it once was and doesn’t have any 0% match ups due to Mechathun being largely unviable, King Togwaggle rotating and Shudderwock OTK being disabled, but something other than Quest Paladin does need to give Control Warrior a hard time (like Hand Lock back in the day).
Another one that's not true. Easy example is the meta where various different priest decks were running in the top tiers.
Dragon Priest, Miracle Priest, inner fire/divine spirit priest, Alexstrasza/mind blast priest. All at the same time.
The same counted for other classes too.
It's the last couple of expansions where things got really one sided.
Well, at least Fiery War Axe isn't in standard anymore. Imagine no deck being able to stick a 3-drop against control Warrior lol.
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How about removing the mech tag from Omega Devistator? No more generating it. No more magnetize synergy. No more rush from Dr. Boom.
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Wat?
Here is how ridiculous Dr Boom is: When the opponent simply plays Dr. Boom, they begin emoting Well Played and Hello. When a card is so crazy that people emote simply after playing it, assuming they have now auto won is pretty telling.
*Unfortunately for those opponents, we were playing in Wild not Stanard where other classes can grind out even Warrior
The card that makes Control Warrior unfair is no question Dr. Boom, Mad Genius . Any other good card they have is buffed exponentially when Boom is in play. Any mech that doesn't naturally have rush is overpowered when it does...and any mech that is good without rush is completely insane with it.
I think Blizzard severely underestimated how much indirect card buffs / additions would buff Boom. It was fine when it was released...Other classes had DKs too. But then other classes lost their hero cards , Omega Devastator happened , Beryllium Nullifier and Security Rover got buffed , SN1P-SN4P was added , Tomb Warden and Frightened Flunky who can discover it got added...
And now we are at this point where Boom is sitting at 67% MULLIGAN WINRATE according to hsreplay ( yes that means that if you get this 7 mana card in your OPENING HAND you have a 67% chance to win that game ) . Tha'ts the highest mulligan winrate card in that deck even though they have super good one drops like Town Crier and Eternium Rover.
It's a no brainer to nerf it...but how? 7 mana and 7 armor on play are a flavor thing...You could make the armor hero power give only 5 armor / make the 3dmg one random target / discover a mech --> get a random mech / the rush aura could affect only the 1st mech you play each turn...etc.
Thing is...if you picked one of those nerfs it would most definitely not be enough...but if you nerf enough things ( probably 3 or 4 ) to make it ok...it feels like butchering the card. So I think the best option is just to HoF it early like they did with Baku and Genn. In Wild it's completely fine as is and in Standard it won't be a nightmare to face a Control Warrior with a board centric deck.
braindead cw player detected
That's not a nerf or HoF. That's called Standard Rotation. Dr. Boom, Mad Genius is due to leave Standard in April of next year no matter what.
That will be the definitive end of the current version of Control Warrior, but it's not soon enough. Just like another year of Genn and Baku would have been too much.
"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
I think that Discover a mech should become get a random Mech, or give no armor when played (so that he becomes an investment instead of a no-brainer T7 play).
And, due to Boom's chaotic nature, he should take 1 dmg everytime a mech dies.
Omega devastator should become an non-mech exoskeleton, like other Omega cards.
As for Death Knights, they were so broken that as long as they were in standard Boom was not played at all :(