Yes dr. Booms shield is pretty busted and should be removed. You play it, gain alot of value there is never no reason not to push the power. There should be a little payment for the mech value, Yes i get alot of mech stuff but now i don't get armor.
These are just a few hard nerfs and soft nerfs i've thought of that i think could help change the meta drastically and also force new archetypes to become viable in the meta. I know i listed a lot for warrior and it still wouldn't kill control archetype but would instead help shift it in a new direction which is the whole point of a new expansion
change mountain giant to reduce the cost of this minion based on the cards in your hand (cannot be reduced below 5)
luna's pocket galaxy: all minions in your deck that cost less than 7 now cost 1
inner fire/divine spirit: hall of fame these bitches, they have been a win condition for priest since the creation of the game. or more realistically change inner fire to 2 mana and divine spirit to 4. honestly i don't see these cards getting nerfed because they just created a quest and legendary minion that have perfect synergy with these cards which is mind blowing. i think the quest should be the bread and butter of the combo priest deck and not two basic and classic cards. i'm fine with dying to some buffed up topsy turvy combo just no more divine spirit inner fire please.
Dr. Boom/Warrior: i've read a lot of people's thoughts on this one. either dropping the blast shield to 3 or 4 armor or removing it completely is enough for me.
Tomb Warden: remove mech tag (doesn't even make sense almost all of the titan creations are not mech they are stone/earth constructs)
eternium rover: 2 health from 3 health or make it cost 2 mana
brawl: 6 mana, should give opponents more time to build a threatening board so even when the warrior clears they are low hp (hopefully)
shield block: 3 armor instead of 5 and still draw a card or make it 4 mana
Here is my take on the nerfs the current meta needs:
Warrior
Remove Blast Shield (Gain 7 Armor) from the set of Hero Powers. Reasoning: The Hero Power is obviously very busted. Couple of uses and it can seal the game completely. Lots of games end with Warrior having way too much Armor than they will ever need. And with cards like Eternium Rover, Zilliax, and Shield Block Warrior should still have the tools to gain enough Health, if they are used optimally. Not to mention the new set of Taunts they received.
Change Delivery Drone from (Discover a Mech) to (Add a random Mech to your hand). Reasoning: I chose not to take the Rush out from Dr. Boom, Mad Genius in my suggestions. That's why I had to suggest this nerf instead. Reducing the efficiency of choosing the right Mechs every time they are needed is very crucial in this case.
Remove the Mech tag from Omega Devastator. Reasoning: It's just not right to face 4 or 5 Omega Devastators every game through discovery. The card has a high power level. So it's important to guarantee that they can't play more than two in a game. Also, the art is clearly not a Mech, but a Goblin in a Mech suit.
Change the cost of Omega Assembly from (1) to (2). Reasoning: Too cheap for what it does at (1).
Change Dyn-o-matic Health from (4) down to (3). Reasoning: this nerf is more of an insurance policy to make sure that Control Warrior gets affected by the nerfs since they're not that cruel (I think :D).
TBH I would be okay with the nerf down to 4 (maybe even 5) armor with each hero power.... I usually tend to use this as my gauge on whether or not I'm going to win the fight (see: conspiracy theory about games being rigged via Reynad) -- if his hero power is alternating between discover and blast shield, then I'm meant to lose, and on the flip side if it is alternating between summon micro bots and 1 dmg to all enemies, then I'm set to win;
Agreed, the sheer power in some of these mechs + giving them rush, being able to choose (and magnetize) is a bit on the strong side; alternatively if this was considered an "ultimate" hero power (or something of that nature) and the frequency was reduced a bit, with cost being raised to 4 mana that would also be a fair alternative imo - just to fend off the discover and magnetize a 7 hp untargetable
yes please, discover 4 cost 4/5 Assassinate .... who thought this was okay after the first week they saw it happening?
Ehh... waiting til 10 mana if you draw it early is essentially a "dead draw" otherwise it is a 1 mana discover card which; Rogue seems to have a fair amount of... going to have to 'mildly' disagree here
Ehh.... Disagree here too, shaman's flame walker is 6 cost (+1) - Deal 3 Damage (-2 and targetable) - with 6/3 stats (+2) ... and no one is complaining about that big boy, so... balance seems like it's there, not to mention, if they drop it on your Acolyte of Pain there +3 draws compared to flame walkers single shot... also if you're running mechs, you don't get hit... so vs mech warrior or mech hunter it's just a 5 drop 3/4
Mage
Change the cost of Luna's Pocket Galaxy from (5) to (6). Reasoning: I think (6) is the sweet spot for the card. It didn't see play at (7) and it win games on its own at (5). So I think at (6) it will still be playable but will lose some winrate percentages.
Change the cost of Grave Horror from (12) to (11). Reasoning: It's a soft nerf to Conjurer's Calling to stop getting taunts from Mountain Giant. In the process, it's also a small buff for Priests.
I think part of it being a 5 drop is being able to play it before you draw some of your bigger minions, and if you're as lucky as I am... 80% of the games I've played with this card I seem to draw my deck from the bottom up ... so, on one hand yes I think 6 mana would be decent for this card, but on the other hand that +1 card drawn is probably going to be something important. I did have someone concede from a Kalygos on turn 6 though... but once out of 20+ games of drawing most my big minions first, or having pocket galaxy as my very bottom card... I almost feel like I earned it at that point..
I'm "for this" ... but I'd say go the other way... make it a 13 cost, big priest is too annoying as it is, let's make it a little harder to get those guys onto the board
Paladin
Change the text of Prismatic Lens to (Draw a minion and a spell from your deck.) Reasoning: It feels bad when you can't do anything and lose to a straight out high roll, and this basically is what this card is all about. They are just not healthy for the game.
Please let me know what are your thoughts on these suggestions, and what would you do instead if you don't agree.
4 Mana draw 2 cards? .... Could they at least get "Reduce their cost by 1." added to that? Or even "Reduce the cost of both by 2." and raise the cost of the summon 7 murlocs to be the same as the previous summon 7 Murlocs (10) Anyfin Can Happen.
Omega Devastator needs to cost 5 to bring it in line with Warlock's Omega; as is it's a yeti that is immune to Dyn-O-Matic and simultaneously one of the best 10-drops in the game and yet can be discovered in multiple cheap ways and have Rush AND be Magnetized.
Conjurer's needs to cost 4 as it is completely broken at 3.
Luna's needs to cost 6 or even 7 again as it is completely broken at 5.
Mad Genius deserves one form of nerf, either removing Blast Shield or only the first mech(s) each turn get Rush.
Aggro Priest is crushing it right now; some form of nerf to assertive Priest cards would be pretty well-deserved. A good number of their broken cards are simply class cards, however, and it's surprising to me that the team didn't start with those when they started nerfing class cards. Then again it's surprising to me that they buffed a Priest card to become a better Blessing of Kings.
The discovery mechanic should be narrowed and every card with it should have 1 mana added. Its not omega devastator and dynomatic that are the problem...until there's been 3 or 4 of each one played. Played a mage that got 3 counter spells. Grats for being a talentless hack. And what I call Surprise I'm Gay Paladin definitely needs changed. That would be Super! Boom's hero power could cost 3 and be great.
Rollback Post to RevisionRollBack
"You can't just assign random prices to junk you find in a storage locker."
Yes dr. Booms shield is pretty busted and should be removed. You play it, gain alot of value there is never no reason not to push the power. There should be a little payment for the mech value, Yes i get alot of mech stuff but now i don't get armor.
These are just a few hard nerfs and soft nerfs i've thought of that i think could help change the meta drastically and also force new archetypes to become viable in the meta. I know i listed a lot for warrior and it still wouldn't kill control archetype but would instead help shift it in a new direction which is the whole point of a new expansion
change mountain giant to reduce the cost of this minion based on the cards in your hand (cannot be reduced below 5)
luna's pocket galaxy: all minions in your deck that cost less than 7 now cost 1
inner fire/divine spirit: hall of fame these bitches, they have been a win condition for priest since the creation of the game. or more realistically change inner fire to 2 mana and divine spirit to 4. honestly i don't see these cards getting nerfed because they just created a quest and legendary minion that have perfect synergy with these cards which is mind blowing. i think the quest should be the bread and butter of the combo priest deck and not two basic and classic cards. i'm fine with dying to some buffed up topsy turvy combo just no more divine spirit inner fire please.
Dr. Boom/Warrior: i've read a lot of people's thoughts on this one. either dropping the blast shield to 3 or 4 armor or removing it completely is enough for me.
Tomb Warden: remove mech tag (doesn't even make sense almost all of the titan creations are not mech they are stone/earth constructs)
eternium rover: 2 health from 3 health or make it cost 2 mana
brawl: 6 mana, should give opponents more time to build a threatening board so even when the warrior clears they are low hp (hopefully)
shield block: 3 armor instead of 5 and still draw a card or make it 4 mana
omega devastator: remove mech tag
Omega assembly: make it cost 2-3 mana
Google search: Is Hearthstone free to play?
-DadamE
Omega Devastator needs to cost 5 to bring it in line with Warlock's Omega; as is it's a yeti that is immune to Dyn-O-Matic and simultaneously one of the best 10-drops in the game and yet can be discovered in multiple cheap ways and have Rush AND be Magnetized.
Conjurer's needs to cost 4 as it is completely broken at 3.
Luna's needs to cost 6 or even 7 again as it is completely broken at 5.
Mad Genius deserves one form of nerf, either removing Blast Shield or only the first mech(s) each turn get Rush.
Aggro Priest is crushing it right now; some form of nerf to assertive Priest cards would be pretty well-deserved. A good number of their broken cards are simply class cards, however, and it's surprising to me that the team didn't start with those when they started nerfing class cards. Then again it's surprising to me that they buffed a Priest card to become a better Blessing of Kings.
The discovery mechanic should be narrowed and every card with it should have 1 mana added. Its not omega devastator and dynomatic that are the problem...until there's been 3 or 4 of each one played. Played a mage that got 3 counter spells. Grats for being a talentless hack. And what I call Surprise I'm Gay Paladin definitely needs changed. That would be Super! Boom's hero power could cost 3 and be great.
"You can't just assign random prices to junk you find in a storage locker."
Here is a suggestion.
DELETE MECHS FROM WARRIOR.