This game has 5 years now. A mechanic created for season one has generated several design problem in the times. In the last expansions no charge minion at all smartly changed introducing rush.
More time passes more new design cards will be show up and more charge will be broken. we are seeing now with the rogue and warrior.
I also will make all the weapon rushy (not attack heroes on the first turn)
Don't get me wrong, I like playing face once of a while, but for the best of the game IMHO this change has to be done. Charge was ok 5 years ago.... now HS should be evolved
Rush is the worst mechanic to ever be introduced in HS.
Ironically, Rush has made the game less board centric. There is no point in trying to win or establish the board anymore. Your opponents will just rush it down. That is why Holy Wrath Paladin is so good against Gala Shaman. It doesn't care one bit about its board, so the Shaman Rush minions are useless.
The Charge hate is completely unwarranted. It ridiculous.
Charge has been problematic on two occasions in the past, the first was unnerfed Warsong Commander. the second unnerfed Patches.
Afterwards it was never a problem ever again.
Just look at the Charge minions and name one that is currently problematic in Standard or Wild. You won't find any, as half of the Charge cards are even garbage and changing them into rush would completely eliminate them.
Rush is the worst mechanic to ever be introduced in HS.
Ironically, Rush has made the game less board centric. There is no point in trying to win or establish the board anymore. Your opponents will just rush it down. That is why Holy Wrath Paladin is so good against Gala Shaman. It doesn't care one bit about its board, so the Shaman Rush minions are useless.
Rush should be removed from the game.
You're entitled to your view. I personally like rush though.
But your example kinda goes against your point. The shaman minions are useless because the paladin usually doesn't establish a board. Rush minions are board centric, so they lose much of their utility if there is no board to use them for. Holy wrath paladin is good against galakrond shamans and decks with a lot of rush minions because it isn't board centric. And rush minions are.
The best counter to decks that establish tempo through board swings is to not win using a board at all.
EDIT: I just realized I misinterpreted your post. You probably meant that because rush is so good at being board centric, the game has become less board centric to avoid dealing with them. Am I correct in saying so?
I agree with @Kwakdizzle that you are certainly entitled to your view, but I disagree with you. Especially about making weapons 'rushy.' What makes you say that?
i am not saying charge minion are overpowered themself. i am saying they were designed 800 or more cards ago. Now you can "easily" have a 1 mana 15/15 boar (actual rogue and previous priest) you can have 4 Leroy on the board, and an overpowered 1 mana pirate.
and with more and more card it will be worse.charge is hard to counter. (you have to predict it and have a taunt) that's not a good game dynamic.
somebody mention the spells.exactly that's should be the way to go damage directly to the hero.But as you can see the only way to pump them is spell damage. And even in the last spell damage mage it wasnt unhealthy like a 20/20 boar.
I have played the deathrattle rogue too. It's a fun and cool deck. But even enjoying it, I don't think it should exist.
Again the reason is only because you can 't counter charge. And AGAIN it was ok 800 cards ago with way less deadly combo.
yeah weapon can stay like this maybe that was just . a personal taste call.
Removing charge would simply weaken the basic strategy of the game - chip opponent down, and then finish them with some burst/burn/combo/whatever. It would destroy classes like Paladin that have no reach whatsoever.
Rush just gives non-interactive decks like Control Warrior another removal. Yes, that is right - I said it - non-interactive. Because just obliterating everything your opponent plays without ever putting a single threat on the board is NOT interaction.
oh i wasn't really complaining honestly. i told you i am also playing that deck. But playing that i noticed chArge for me is getting too much power. i would like to know what other people think about it if it was an improvement for them. but yeah maybe my tone was wrong in the first post (I am not english mothertongue), but all the answers were not really helping the conversation.
Sorry if seems, but i am not salty.... i am playing that deck (and priest deck) and maybe yeah better stop this topic here.
Just out of curiosity, if you would turn charge into rush, How would you change cards like Leroy or king crush? Because they would seem mighty silly now.
Rush is the worst mechanic to ever be introduced in HS.
Ironically, Rush has made the game less board centric. There is no point in trying to win or establish the board anymore. Your opponents will just rush it down. That is why Holy Wrath Paladin is so good against Gala Shaman. It doesn't care one bit about its board, so the Shaman Rush minions are useless.
Rush should be removed from the game.
Holy wrath paladin is good against shaman because shaman is a slower deck that utilizes very little healing, not because it doesn't play minions lol.
Holy wrath paladin's weakness is pressure turn after turn, especially early. Shaman does very, very little pressure wise before turn 5-6.
Sure, fine its technically opinion, but it really isn't. Rush is healthy and necessary and you thinking otherwise means you never played before it existed.
Just out of curiosity, if you would turn charge into rush, How would you change cards like Leroy or king crush? Because they would seem mighty silly now.
mmm you are right, well king crush with rush and couple of mana less sounds still playable. leroy maybe 3 mana ahah i don't know
i know too complicate this will never happens. But leroy is the classic example of what i was saying, first 2 or 3 expansion was "the finisher" but hardly with more than 6 atk. now is OTK potential and already nerfed once.
The Charge hate is completely unwarranted. It ridiculous.
Charge has been problematic on two occasions in the past, the first was unnerfed Warsong Commander. the second unnerfed Patches.
Afterwards it was never a problem ever again.
Just look at the Charge minions and name one that is currently problematic in Standard or Wild. You won't find any, as half of the Charge cards are even garbage and changing them into rush would completely eliminate them.
Yes and then remove all spells in general. And then any minions with abilities. And then weapons. Let's just have decks of 30 vanilla minions. You people are idiots.
The Charge hate is completely unwarranted. It ridiculous.
Charge has been problematic on two occasions in the past, the first was unnerfed Warsong Commander. the second unnerfed Patches.
Afterwards it was never a problem ever again.
Just look at the Charge minions and name one that is currently problematic in Standard or Wild. You won't find any, as half of the Charge cards are even garbage and changing them into rush would completely eliminate them.
Crystal Core
Which was neither a Charge card like unnerfed Patches nor a charge support card like Warsong Commander.
It had unwanted interactions with Stonetusk Boar and Southsea Deckhand, but nerfing Crystal Core fixed the problem.
Charge cards aren't as problematic as they are made out to be. Currently there isn't any that is causing problems, neither in a standard nor wild.
And at least half of the charge cards are arguably just bad.
While admittedly the charge mechanic can be annoying, for instance leeroy needs to be HoF already, the fact is over there years there haven’t been that many competitive decks who’s win condition is charge minions. It’s been incorporated into decks here and there as more icing on the cake than anything. The only one that comes to mind actually is APM priest where the deck literally revolved around a charge minion. Outside of that they’re just tools like spells to get to the face.
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This game has 5 years now. A mechanic created for season one has generated several design problem in the times. In the last expansions no charge minion at all smartly changed introducing rush.
More time passes more new design cards will be show up and more charge will be broken. we are seeing now with the rogue and warrior.
I also will make all the weapon rushy (not attack heroes on the first turn)
Don't get me wrong, I like playing face once of a while, but for the best of the game IMHO this change has to be done. Charge was ok 5 years ago.... now HS should be evolved
Rush is the worst mechanic to ever be introduced in HS.
Ironically, Rush has made the game less board centric. There is no point in trying to win or establish the board anymore. Your opponents will just rush it down. That is why Holy Wrath Paladin is so good against Gala Shaman. It doesn't care one bit about its board, so the Shaman Rush minions are useless.
Rush should be removed from the game.
The Charge hate is completely unwarranted. It ridiculous.
Charge has been problematic on two occasions in the past, the first was unnerfed Warsong Commander. the second unnerfed Patches.
Afterwards it was never a problem ever again.
Just look at the Charge minions and name one that is currently problematic in Standard or Wild. You won't find any, as half of the Charge cards are even garbage and changing them into rush would completely eliminate them.
You're entitled to your view. I personally like rush though.
But your example kinda goes against your point. The shaman minions are useless because the paladin usually doesn't establish a board. Rush minions are board centric, so they lose much of their utility if there is no board to use them for. Holy wrath paladin is good against galakrond shamans and decks with a lot of rush minions because it isn't board centric. And rush minions are.
The best counter to decks that establish tempo through board swings is to not win using a board at all.
EDIT: I just realized I misinterpreted your post. You probably meant that because rush is so good at being board centric, the game has become less board centric to avoid dealing with them. Am I correct in saying so?
Yes, remove all spells that damage heroes also.
I agree with @Kwakdizzle that you are certainly entitled to your view, but I disagree with you. Especially about making weapons 'rushy.' What makes you say that?
I would say its time to Change all Rush Minions in Minions with Charge
Nope, you are both wrong. The problem is Minions.
Blizzard must throw all the minions from the game. Almost all problems with mechanics involve minions.
guys chill please
i am not saying charge minion are overpowered themself. i am saying they were designed 800 or more cards ago. Now you can "easily" have a 1 mana 15/15 boar (actual rogue and previous priest) you can have 4 Leroy on the board, and an overpowered 1 mana pirate.
and with more and more card it will be worse.charge is hard to counter. (you have to predict it and have a taunt) that's not a good game dynamic.
somebody mention the spells.exactly that's should be the way to go damage directly to the hero.But as you can see the only way to pump them is spell damage. And even in the last spell damage mage it wasnt unhealthy like a 20/20 boar.
I have played the deathrattle rogue too. It's a fun and cool deck. But even enjoying it, I don't think it should exist.
Again the reason is only because you can 't counter charge. And AGAIN it was ok 800 cards ago with way less deadly combo.
yeah weapon can stay like this maybe that was just . a personal taste call.
This thread of sault should be removed. I get so tried of threads like this of people complaining with no constructive feedback.
Removing charge would simply weaken the basic strategy of the game - chip opponent down, and then finish them with some burst/burn/combo/whatever. It would destroy classes like Paladin that have no reach whatsoever.
Rush just gives non-interactive decks like Control Warrior another removal. Yes, that is right - I said it - non-interactive. Because just obliterating everything your opponent plays without ever putting a single threat on the board is NOT interaction.
oh i wasn't really complaining honestly. i told you i am also playing that deck. But playing that i noticed chArge for me is getting too much power. i would like to know what other people think about it if it was an improvement for them. but yeah maybe my tone was wrong in the first post (I am not english mothertongue), but all the answers were not really helping the conversation.
Sorry if seems, but i am not salty.... i am playing that deck (and priest deck) and maybe yeah better stop this topic here.
sorry guys
Just out of curiosity, if you would turn charge into rush, How would you change cards like Leroy or king crush? Because they would seem mighty silly now.
Holy wrath paladin is good against shaman because shaman is a slower deck that utilizes very little healing, not because it doesn't play minions lol.
Holy wrath paladin's weakness is pressure turn after turn, especially early. Shaman does very, very little pressure wise before turn 5-6.
Sure, fine its technically opinion, but it really isn't. Rush is healthy and necessary and you thinking otherwise means you never played before it existed.
mmm you are right, well king crush with rush and couple of mana less sounds still playable. leroy maybe 3 mana ahah i don't know
i know too complicate this will never happens. But leroy is the classic example of what i was saying, first 2 or 3 expansion was "the finisher" but hardly with more than 6 atk. now is OTK potential and already nerfed once.
This.
Crystal Core
This space is intentionally blank.
Yes and then remove all spells in general. And then any minions with abilities. And then weapons. Let's just have decks of 30 vanilla minions. You people are idiots.
Which was neither a Charge card like unnerfed Patches nor a charge support card like Warsong Commander.
It had unwanted interactions with Stonetusk Boar and Southsea Deckhand, but nerfing Crystal Core fixed the problem.
Charge cards aren't as problematic as they are made out to be. Currently there isn't any that is causing problems, neither in a standard nor wild.
And at least half of the charge cards are arguably just bad.
While admittedly the charge mechanic can be annoying, for instance leeroy needs to be HoF already, the fact is over there years there haven’t been that many competitive decks who’s win condition is charge minions. It’s been incorporated into decks here and there as more icing on the cake than anything. The only one that comes to mind actually is APM priest where the deck literally revolved around a charge minion. Outside of that they’re just tools like spells to get to the face.