I mean yea stuff is gonna get nerfed but I don't think ripping apart Warrior completely is the way to go about it lol. Here's some constructive stuff I've thought of
Warrior has the strongest 1 drops in the game atm next to Priests Northshire Cleric why is Eternium Rover a 1/3 with an upside of gaining you 2 Armour when it takes damage? In theory statwise it's worth about 3 mana for a 1 drop. 1 mana 1/2 that draws you a Rush card Town Crier is also busted card draw is worth around 2 mana usually so again another 1 drop that does 3 mana worth of things. I think the same about Pharaoh Cat but most Reborn minions aren't super amazing. Easiest nerf making Eternium Rover a 1/2 and Town Crier a 1/1.
Dr. Boom, Mad Genius: Giving you too much synergy in a deck that does nothing but remove minions easiest fix would be changing it to Battlecry: Mechs in your hand and deck have Rush. I honestly don't think anymore is needed there, maybe a bit of a reduction in the Blast Shield hero power idk.
Omegalul Devastator: I like the idea someone mentioned of it doing 5 damage as opposed to 10 because a 4 drop being able to deal with a Ysera because of Dr Boom Mad Genius seems a little bit stupid to me.
Mountain Giant: Needs to be hall of famed I think, been in the Standard Meta too long providing greedy decks advantageous mana cheats.
Luna's Pocket Galaxy: Kinda falls into the category of will it be too powerful as time goes on? Answer is most likely yes. I think a simple nerf to mana would be fine putting it to 6 would resolve any issues.
Innerfire/Divine Spirit: I think at least one of these will be Hall of Famed purely because Priest has been using this strategy since the birth of time and honestly about time Priests develop another strategy other than buffing one minion and killing someone with it. Some decks aren't even running it and are doing fine but yea having to play around those cards all the time can be pretty frustrating.
Just bump the problem cards by 1 mana and call it a day, including Barnes in wild big priest. Several cards need a nerf as others pointed out such as conjurer's calling, pocket galaxy, brawl, Barnes, Omega devastator, etc.
It was mentioned when Mind Blast was rotated that the Inner Fire /Divine Spirit combo is being monitored as well, I think only Inner Fire will be moved as Priest having high health minion to heal makes sense.
The problem with Dr. Boom, Mad Genius isnt the Blast Shield in my opinion but the whole discover mech things and rush and magnetise. Maybe it should be that only your first mech have rush? And I think Discover should be tuned to allow no class bonus when finding cards (which in turn indirectly nerfs the Delivery Drone and Omega Assembly, and all other discover effects).
Omega Devastator should be a mech but 10 damage is too much and it is rarely played as vanilla minion so the stats are fine, just make the damage 7 in par with Crowd Roaster or even 5.
Eternium Rover is fine, most classes can deal with it cleanly, its unrealistic to believe it will be nerfed. Same could be said about Shield Block.
Brawl is long overdue a nerf, 6 mana makes it slower and even in the late game less optimal use of mana.
I can't believe Conjurer's Calling isnt mentioned or a candidate for a mana bump, its just ridiculous, I don't think the design team thought it would be used by the Mage defensively as a win condition or someone will come up with this Mountain Giant shenanigans, as Mage's limitation is minion swarming and taunt minions lol, hello Grave Horror who shows up in Mage more than Priest! Yet they print Khadgar alongside Conjurer's Calling and Vex Crow (lol)
It was mentioned when Mind Blast was rotated that the Inner Fire /Divine Spirit combo is being monitored as well, I think only Inner Fire will be moved as Priest having high health minion to heal makes sense.
makes no sense to rotate one without the other given topsy turvy is a card
Hence why it might be HoF when the next Standard year hits? I am not bothered to find the blue post but its there. Plus Priest "strength" is single-target buffs, so maybe they will start playing like Paladin and have similar things like Blessing of Kings, so having a sticky high health minion with Divine Spirit is an option.
Anyway the combo is very lame and boring to play with and against in my opinion, some ever green cards like these & others like Gadgetzan Auctioneer/Mountain Giant/Malygos are just encouraging the same archetypes over the years to satisfy a very specific win condition with just changing a few cards each standard set.
Luna’s pocket Galaxy: change all minions in your deck to 1-mana 1/1s that cost 1.
Divine Spirit: absolutely HoF. Particularly with Amet, this card is nuts. But Inner Fire is only annoying because of divine spirit. Without that, it’s fine.
Brawl should be more like 7 mana.
I don’t necessarily like the pocket galaxy one but tbh that would make a lot more sense flavor-wise if it did that.
i love divine spirit but I completely agree. It’s not inner fires fault. Besides, divine spirit’s effect makes it feel like it should be a paladin card not priest :P
I think 6 mana brawl would be fair. That way it’s kinda on par as Enter the coliseum
These nerf suggestions are nonsense. I know CW is maybe a problem but the deck has counters. I hate this "i faced too many times against my counter and i cant switch deck because wanna qq"
All of your nerf opinion is bad. Like 6 mana brawl? What hs do u play? All of the removal mechanics in hs in every class designed to 5 mana or around it. An aggro board escalates at tunr 5 and at turn 5 control classes able to remove that. Which happen depends on strategy or draw/mulligan.
Nerfing priest cards is bleh. Leave priest alone. I absolutely disagree that mind blast hof stuff. Who cares that priest have one hero dmg....
Pocket galaxy is ok. I dont have it im okay that an unplayable card viable. Viable but not op.
Mountain giants mechanic is good, almost every class can benefit from it, u just hate it because mage. Limiting in turn5? Bullocks. Easy answer to remove, its too match decider to limit a minion that can play able turn5 first and no other benefit from itself.
Thats for the examples
Sorry for the long post i Usually dont care about it, but im getting pissed off cause we are in the launch of an expansion and still discussing about the fa... ng warrior instead of playing the game.
Ps. Really? Remove omega devastator mech tag?! Its a mech dude...
Btw i dont have the cards playing CW or pocket mage.
It's honestly so much fun. Yea...not super reliable because you are relying on drawing malygos after you play Luna's...but when it does happen it's insane.
So please... dont recommend changes that would nerf fun. Increase its mana cost instead please.
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Hon. BSc. Medical Physics University of Toronto Class of 2017
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I mean yea stuff is gonna get nerfed but I don't think ripping apart Warrior completely is the way to go about it lol. Here's some constructive stuff I've thought of
Warrior has the strongest 1 drops in the game atm next to Priests Northshire Cleric why is Eternium Rover a 1/3 with an upside of gaining you 2 Armour when it takes damage? In theory statwise it's worth about 3 mana for a 1 drop. 1 mana 1/2 that draws you a Rush card Town Crier is also busted card draw is worth around 2 mana usually so again another 1 drop that does 3 mana worth of things. I think the same about Pharaoh Cat but most Reborn minions aren't super amazing. Easiest nerf making Eternium Rover a 1/2 and Town Crier a 1/1.
Dr. Boom, Mad Genius: Giving you too much synergy in a deck that does nothing but remove minions easiest fix would be changing it to Battlecry: Mechs in your hand and deck have Rush. I honestly don't think anymore is needed there, maybe a bit of a reduction in the Blast Shield hero power idk.
Omegalul Devastator: I like the idea someone mentioned of it doing 5 damage as opposed to 10 because a 4 drop being able to deal with a Ysera because of Dr Boom Mad Genius seems a little bit stupid to me.
Mountain Giant: Needs to be hall of famed I think, been in the Standard Meta too long providing greedy decks advantageous mana cheats.
Luna's Pocket Galaxy: Kinda falls into the category of will it be too powerful as time goes on? Answer is most likely yes. I think a simple nerf to mana would be fine putting it to 6 would resolve any issues.
Innerfire/Divine Spirit: I think at least one of these will be Hall of Famed purely because Priest has been using this strategy since the birth of time and honestly about time Priests develop another strategy other than buffing one minion and killing someone with it. Some decks aren't even running it and are doing fine but yea having to play around those cards all the time can be pretty frustrating.
What will actually happen: Blizzard nerfs a few commons and rares, maybe an epic. Legendary nerfs LOL.
How about we just nerf hearthstone and make it pokemon the card game?
Op basically says "kill all control decks", while the real problem is aggro decks. Keep playing lower ranks Op.
All cards should go to HoF. On Standard should be only cards from latest expantion.
Just bump the problem cards by 1 mana and call it a day, including Barnes in wild big priest. Several cards need a nerf as others pointed out such as conjurer's calling, pocket galaxy, brawl, Barnes, Omega devastator, etc.
More and more i'm realizing that mage and combo priest are bigger problems than control warrior
Google search: Is Hearthstone free to play?
Is it just me or is this title "click bait".
Maybe it should say: (I think) there will be nerfs.
Anyway, we'll keep our fingers crossed for some needed card adjustments...soon [tm]
"There is no spoon"
warrior is bad right now?? quest pally destroys it
You’re really bad at balancing cards op. By bad i mean trash, you’re just trying to completely obliterate warrior
Dr Boom : All your mechs have magnetic.
I can't believe Conjurer's Calling isnt mentioned or a candidate for a mana bump, its just ridiculous, I don't think the design team thought it would be used by the Mage defensively as a win condition or someone will come up with this Mountain Giant shenanigans, as Mage's limitation is minion swarming and taunt minions lol, hello Grave Horror who shows up in Mage more than Priest! Yet they print Khadgar alongside Conjurer's Calling and Vex Crow (lol)
makes no sense to rotate one without the other given topsy turvy is a card
Hence why it might be HoF when the next Standard year hits? I am not bothered to find the blue post but its there. Plus Priest "strength" is single-target buffs, so maybe they will start playing like Paladin and have similar things like Blessing of Kings, so having a sticky high health minion with Divine Spirit is an option.
Anyway the combo is very lame and boring to play with and against in my opinion, some ever green cards like these & others like Gadgetzan Auctioneer/Mountain Giant/Malygos are just encouraging the same archetypes over the years to satisfy a very specific win condition with just changing a few cards each standard set.
I don’t necessarily like the pocket galaxy one but tbh that would make a lot more sense flavor-wise if it did that.
i love divine spirit but I completely agree. It’s not inner fires fault. Besides, divine spirit’s effect makes it feel like it should be a paladin card not priest :P
I think 6 mana brawl would be fair. That way it’s kinda on par as Enter the coliseum
I am an aggro player, please HOF Brawl, Warpath and Shield Slam.
Also, print a card that do 30 face damage at turn 3 so i can spam emote. Thanks.
These nerf suggestions are nonsense. I know CW is maybe a problem but the deck has counters. I hate this "i faced too many times against my counter and i cant switch deck because wanna qq"
All of your nerf opinion is bad. Like 6 mana brawl? What hs do u play? All of the removal mechanics in hs in every class designed to 5 mana or around it. An aggro board escalates at tunr 5 and at turn 5 control classes able to remove that. Which happen depends on strategy or draw/mulligan.
Nerfing priest cards is bleh. Leave priest alone. I absolutely disagree that mind blast hof stuff. Who cares that priest have one hero dmg....
Pocket galaxy is ok. I dont have it im okay that an unplayable card viable. Viable but not op.
Mountain giants mechanic is good, almost every class can benefit from it, u just hate it because mage. Limiting in turn5? Bullocks. Easy answer to remove, its too match decider to limit a minion that can play able turn5 first and no other benefit from itself.
Thats for the examples
Sorry for the long post i Usually dont care about it, but im getting pissed off cause we are in the launch of an expansion and still discussing about the fa... ng warrior instead of playing the game.
Ps. Really? Remove omega devastator mech tag?! Its a mech dude...
Btw i dont have the cards playing CW or pocket mage.
I don't think I've ever seen a worse list of nerf suggestions before.
First off, Mountain giant would be worthless with your nerf change, just HOF it.
Luna's would be fine just going back to the 7 mana cost it used to be quite honestly.
I agree with Inner fire/divine shield. Just HoF.
Tomb Warden isn't a huge problem. Also, A lot of titan creations were mechs, Look at the Mechagnomes.
I'm okay with Eternium Rover, if you nerf it along with all of the other nerfs it'll be going overboard(as is most of the nerf suggestions here).
Brawl is fine as it is.
Shield block is fine how it is. 2 mana draw 1 card, 1 mana gain 5 armor.
I agree with Devestator's nerf.
Omega Assembly's nerf will do almost nothing, not even worth doing it. It'll only harm warriors against aggro decks.
U are quoting kripp lol, except rover which isn't even that strong and just weird to bring up.
Lol. No. Your "wanted" change to Luna's Pocket Galaxy would prevent me from running my fun malygos mage.
Malygos (1) fireball (4) fireball (4) coin (-1) frostbolt (2) for 30 damage, 10 mana.
It's honestly so much fun. Yea...not super reliable because you are relying on drawing malygos after you play Luna's...but when it does happen it's insane.
So please... dont recommend changes that would nerf fun. Increase its mana cost instead please.
Hon. BSc. Medical Physics
University of Toronto
Class of 2017