Note that if the early tempo of Demon Hunter is nerfed enough, their big minions like Imprisoned Antaen will be more difficult to be played, which makes nerfs toward them less necessary.
Prediction: Antaen will be nerfed to a 4 mana 7/7 and Skull of Gul'dan a 5 mana 5/5 minion with battlecry "Draw 3 cards" and outcast "They cost 3 less".
They were fully aware the class would be fully busted and the nerfs were being prepared for at least several decks or even weeks. This is simply not acceptable.
Imprisoned Asshole is a major problem if it comes down turn 4 with coin or turn 5. Unless I’m playing an aggressive or midrange deck OR I’m somehow ahead with a control deck, it feels so hopeless.
When he comes down, you basically know your opponent is playing a better avenging wrath in the next two turns. Sometimes all I can do is drop a taunt or a decent sized minion and hope to soak the damage. If they get the 6/7 demon down that deals 6 at the end of turn, you might as well concede. There’s no way to remove the imprisoned one or prevent its effect from occurring. Even if you manage to soak the majority of the damage, the opponent has a 10/6 on the board after.
Remember that this is all from a class that is designed around being aggressive and swarming early. If the DH gets a decent start you have probably taken a bit of damage by the time the 10/6 comes down. A lot of the time I feel so helpless when it comes down
Skull at 7 is just unplayable. Reducing the Outcast discount to 2 or 1 would be okay.
Aldrachi is a key card for surviving in the early game, 4 mana is too much because it means that by the time it comes down it will only clear leftover tokens or need its atk buffed by spending extra mana and possibily cards on it. 3 mana 2/2 maybe? In combo decks it's often used to attack face even on a cleared board just for heals and to bring them into OTK range (and because everybody is running Oozes now), so 1 less durability would solve the issue.
Nerf to Eye Beam and Battlefiend are perfect as proposed.
I think they will nerf skull of guldan, they made cards totally unplayable in the past, and they will do it again, so I see it becomming 7 mana with the same effects...
Also Satyr Overseer seems so OP... maybe at 4 mana it would have a fairer spot... btw, just realized its a basic card... how come suddenly basic cards are not Silverback Patriarch level anymore???
Although I am normally not a fan of nerfs and think that the community should adept to these situations, those 2 cards come to mind that are pretty troublesome...
I think they will nerf skull of guldan, they made cards totally unplayable in the past, and they will do it again, so I see it becomming 7 mana with the same effects...
Also Satyr Overseer seems so OP... maybe at 4 mana it would have a fairer spot... btw, just realized its a basic card... how come suddenly basic cards are not Silverback Patriarch level anymore???
Although I am normally not a fan of nerfs and think that the community should adept to these situations, those 2 cards come to mind that are pretty troublesome...
Truth. Satyr Overseer is a much bigger problem than most people seem to realize because it takes the early game advantage that DH gets from Battlefiend and Umberwing and just snowballs them completely out of control. All of a sudden, even if you have an answer for a turn 1 3/2 you still end up getting blown out on turn 3. And even if the DH fails to curve so nicely and doesn't have a weapon on 3 they can still just Twin Slice on 3 to get the effect immediately. WORST case scenario he comes down on 4 along with a hero power.
I proposed keeping him a 3-drop but making him a 3/2 that summons 2/1 tokens. That way, it's just a tiny bit less punishing to smack him with your face, and his tokens can be pinged off. Rogues could handle the card with a backstab and a dagger charge, Mages could handle it with something like frostbolt/ping, Druid swipe lines up much cleaner. The list goes on.
Skull will see a mana increase. I think they land on 7 or 8 Mana
Priestess should see a decrease in stats. 7 mana 4-4 maybe
Antaen should only be able to hit enemy minions.
I agree with the lifesteal wepon for 4 Mana, buy I don't think that the weponbuff spells needs any work
The other two predictions I think would be fine.
I don't think they should touch any other cards yet, but there are cards not even played in main deck that is potentially absolutely broken like the deal 3 damage to an enemy whenever a friendly minion dies.
Hello? 6/7 and immediate 6 damage? This is almost a legendary card and it is not even epic. This should be number 1 nerf. This should be a 2/7 if at all not 6/7.
Really? Funny condition. Of course your hero attacked. It's their hero power. It's all they do. They could as well remove the condition because it is not needed. This should 6 or even 7 mana.
Incoming 10 dmg and nothing you can do about it unless you fill the board with minions and they have two turns to get rid of them. And they have plenty of removals. So this is potentially 10 face damage after two turns. And then 10/6? Really? Cut that freaking damage to 6/6 and and make it at least 6 mana.
Paladins have to spend 4 mana for the same amount of dmg. Mages do 1 dmg only once for 2 mana. It's not that DH are lacking removals so why this? at least make it cost 3 mana
Skull at 7 is just unplayable. Reducing the Outcast discount to 2 or 1 would be okay.
Aldrachi is a key card for surviving in the early game, 4 mana is too much because it means that by the time it comes down it will only clear leftover tokens or need its atk buffed by spending extra mana and possibily cards on it. 3 mana 2/2 maybe? In combo decks it's often used to attack face even on a cleared board just for heals and to bring them into OTK range (and because everybody is running Oozes now), so 1 less durability would solve the issue.
Nerf to Eye Beam and Battlefiend are perfect as proposed.
Skull of Gul'dan is way too overpowered and troubling that it offers Demon Hunter huge value, tempo and burst damage for only 5 mana, only nerfing its cost reduction won't solve the problem with its massive mana cheating. Nerfing it to 6 cost won't be enough that it's still dangerous and only 7 cost will nerf it into a safe power level.
Aldrachi Warblades into 2 durability might be a good idea but won't solve its problem that it can still play Satyr Overseer and Glaivebound Adept on curve following it, which can be unhealthy for the long term since those 3 cards are all basic cards.
Skull at 7 is just unplayable. Reducing the Outcast discount to 2 or 1 would be okay.
Aldrachi is a key card for surviving in the early game, 4 mana is too much because it means that by the time it comes down it will only clear leftover tokens or need its atk buffed by spending extra mana and possibily cards on it. 3 mana 2/2 maybe? In combo decks it's often used to attack face even on a cleared board just for heals and to bring them into OTK range (and because everybody is running Oozes now), so 1 less durability would solve the issue.
Nerf to Eye Beam and Battlefiend are perfect as proposed.
Skull of Gul'dan is way too overpowered and troubling that it offers Demon Hunter huge value, tempo and burst damage for only 5 mana, only nerfing its cost reduction won't solve the problem with its massive mana cheating. Nerfing it to 6 cost won't be enough that it's still dangerous and only 7 cost will nerf it into a safe power level.
Aldrachi Warblades into 2 durability might be a good idea but won't solve its problem that it can still play Satyr Overseer and Glaivebound Adept on curve following it, which can be unhealthy for the long term since those 3 cards are all basic cards.
7 mana is WAY too much for Skull. I agree that it's OP as it is, but it's mostly because of the cost reduction - when it's played without Outcast, it's just a decent drawing card, nothing more. At 7 mana it's just a worse Sprint with a VERY conditional upside. The card is OP right because when Outcasted at turn 5 or 6 it'll often either give you a good (sometimes very good) play on the same turn, or a massive play on the next, it's not just the drawing in itself. Nerfing the Outcast cost reduction would solve the issue.
Note that if the early tempo of Demon Hunter is nerfed enough, their big minions like Imprisoned Antaen will be more difficult to be played, which makes nerfs toward them less necessary.
Just found that Twin Slice and Altruis the Outcast are also candidates of nerf but it might be difficult to find the way of nerfing it.
Don't think Twin Slice needs a nerf. Altruis definitely does. Maybe also Priestess.
Prediction: Antaen will be nerfed to a 4 mana 7/7 and Skull of Gul'dan a 5 mana 5/5 minion with battlecry "Draw 3 cards" and outcast "They cost 3 less".
Problem solved
I'm not a fan of nerfing cards with unique effects. If hes a problem then nerf the cheap spells that enable him.
Twin Slice definitely needs a nerf up to 1 mana cost.
Can we also nerf mage in wild? There is only him.
That's the opposite of what you should do, if you have to nerf a whole bunch of cards to make one card not op, it should be clear what the problem is.
They were fully aware the class would be fully busted and the nerfs were being prepared for at least several decks or even weeks. This is simply not acceptable.
Imprisoned Asshole is a major problem if it comes down turn 4 with coin or turn 5. Unless I’m playing an aggressive or midrange deck OR I’m somehow ahead with a control deck, it feels so hopeless.
When he comes down, you basically know your opponent is playing a better avenging wrath in the next two turns. Sometimes all I can do is drop a taunt or a decent sized minion and hope to soak the damage. If they get the 6/7 demon down that deals 6 at the end of turn, you might as well concede. There’s no way to remove the imprisoned one or prevent its effect from occurring. Even if you manage to soak the majority of the damage, the opponent has a 10/6 on the board after.
Remember that this is all from a class that is designed around being aggressive and swarming early. If the DH gets a decent start you have probably taken a bit of damage by the time the 10/6 comes down. A lot of the time I feel so helpless when it comes down
Skull at 7 is just unplayable. Reducing the Outcast discount to 2 or 1 would be okay.
Aldrachi is a key card for surviving in the early game, 4 mana is too much because it means that by the time it comes down it will only clear leftover tokens or need its atk buffed by spending extra mana and possibily cards on it. 3 mana 2/2 maybe? In combo decks it's often used to attack face even on a cleared board just for heals and to bring them into OTK range (and because everybody is running Oozes now), so 1 less durability would solve the issue.
Nerf to Eye Beam and Battlefiend are perfect as proposed.
But then it's not worth a card slot as it's essentially just another hero power. Twin slice isn't the problem with DH.
I think they will nerf skull of guldan, they made cards totally unplayable in the past, and they will do it again, so I see it becomming 7 mana with the same effects...
Also Satyr Overseer seems so OP... maybe at 4 mana it would have a fairer spot... btw, just realized its a basic card... how come suddenly basic cards are not Silverback Patriarch level anymore???
Although I am normally not a fan of nerfs and think that the community should adept to these situations, those 2 cards come to mind that are pretty troublesome...
To live is to suffer, to survive is to find meaning in the suffer!
Truth. Satyr Overseer is a much bigger problem than most people seem to realize because it takes the early game advantage that DH gets from Battlefiend and Umberwing and just snowballs them completely out of control. All of a sudden, even if you have an answer for a turn 1 3/2 you still end up getting blown out on turn 3. And even if the DH fails to curve so nicely and doesn't have a weapon on 3 they can still just Twin Slice on 3 to get the effect immediately. WORST case scenario he comes down on 4 along with a hero power.
I proposed keeping him a 3-drop but making him a 3/2 that summons 2/1 tokens. That way, it's just a tiny bit less punishing to smack him with your face, and his tokens can be pinged off. Rogues could handle the card with a backstab and a dagger charge, Mages could handle it with something like frostbolt/ping, Druid swipe lines up much cleaner. The list goes on.
Skull will see a mana increase. I think they land on 7 or 8 Mana
Priestess should see a decrease in stats. 7 mana 4-4 maybe
Antaen should only be able to hit enemy minions.
I agree with the lifesteal wepon for 4 Mana, buy I don't think that the weponbuff spells needs any work
The other two predictions I think would be fine.
I don't think they should touch any other cards yet, but there are cards not even played in main deck that is potentially absolutely broken like the deal 3 damage to an enemy whenever a friendly minion dies.
Silver Hand Recruit
I just want to quit the game, this class is too fucking broken
Sorry but...
Priestess of Fury
Hello? 6/7 and immediate 6 damage? This is almost a legendary card and it is not even epic. This should be number 1 nerf. This should be a 2/7 if at all not 6/7.
Glaivebound Adept
Really? Funny condition. Of course your hero attacked. It's their hero power. It's all they do. They could as well remove the condition because it is not needed. This should 6 or even 7 mana.
Imprisoned Antaen
Incoming 10 dmg and nothing you can do about it unless you fill the board with minions and they have two turns to get rid of them. And they have plenty of removals. So this is potentially 10 face damage after two turns. And then 10/6? Really? Cut that freaking damage to 6/6 and and make it at least 6 mana.
Immolation Aura
Paladins have to spend 4 mana for the same amount of dmg. Mages do 1 dmg only once for 2 mana. It's not that DH are lacking removals so why this? at least make it cost 3 mana
Twin Slice
Two dmg for 0 mana? What is it? F...ing Christmas? 1 mana or do not add another one.
Skull of Gul'dan is way too overpowered and troubling that it offers Demon Hunter huge value, tempo and burst damage for only 5 mana, only nerfing its cost reduction won't solve the problem with its massive mana cheating. Nerfing it to 6 cost won't be enough that it's still dangerous and only 7 cost will nerf it into a safe power level.
Aldrachi Warblades into 2 durability might be a good idea but won't solve its problem that it can still play Satyr Overseer and Glaivebound Adept on curve following it, which can be unhealthy for the long term since those 3 cards are all basic cards.
I guess you shouldn't be worried about it anymore since the nerf is coming out today.
7 mana is WAY too much for Skull. I agree that it's OP as it is, but it's mostly because of the cost reduction - when it's played without Outcast, it's just a decent drawing card, nothing more. At 7 mana it's just a worse Sprint with a VERY conditional upside. The card is OP right because when Outcasted at turn 5 or 6 it'll often either give you a good (sometimes very good) play on the same turn, or a massive play on the next, it's not just the drawing in itself. Nerfing the Outcast cost reduction would solve the issue.