DH: the main issue is that in most cases he plays agro. we need more big demons for him and more cheap spells. (cobalt spellkin has to be nerfed for demon hunter)
Druid: i really like the spell support he got especially fungal fortunes and 7+mana = free spell. one thing i hope they print is something similar to obsidian statue without deathrattle. Just a big taunt with lifesteal.
Hunter. both legendarys they printed are awesome. and maybe they could rework Stolen Goods to match scavengers ingenuity.
Mage. solarian is fun but honestly they should buff zuljin to work in similar way. im not saying he should target enemies only but he should always target anything but himself. incanters flow is good design but i would have made it a legendary: 2 mana shuffle this into your deck then reduce cost of spells in your deck by 1. one of the biggest weaknesses of a mage is fatigue. most other classes can extend their deck but mage cannot do that in a significant way. quest mage needs few changes. 1st quest: spend mana on 7 spells that did not start in your deck. mana giant 12 mana. cost 2 less for each spell you casted while this is in your hand. and finnally blizzard has to adress Flamewaker. my idea is to change him into at the end of your turn deal 2 dmg for each spell you casted to a random enemy. this version would not clear a board. + i would nerf Blizzard in a minor way - freeze all enemy minions and then deal 2 dmg to them. and frost nova: 1 mana freeze a minion and adjacent ones.
Paladin: i would love support for big buffs. something similar to spikeridged steed. and maybe some good boardclear attached to a buff. and new legendary that will give you permanent cost reduction on spells for 6-8 mana. and blizzard should do something with mech paladin in wild - flying machine and magnetic mechanic changes with handbuffs. honstly turning flying machine into 2/4 migh be a nerf because you can no longer force draw it with crystalogy and galvanizer 2/2. and we need changes to mechwarper. maybe make it first mech each turn costs 0.
priest: NO ressurect synergy? good. overall i like the new cards. but i feel like maybe change shadow word pain into 1 mana.
Rogue: print more secrets. and more thief cards. and maybe give us back original kingsbane now that it can be countered.
Shaman. some callbacks to RR. shamans are weird. bunch of random cards that dont have clear synergies.
Warlock: oh boy. kelidan is too weak. Shadow council for the memes. enhanced dreadlord should be buffed to deathrattle minion also having taunt. darkglare should be changed a bit 0 mana heropower isnt a big deal if you want to push this archetype you need to print more overstatted minions that would synergize or something like reverse wrath weaver. you take dmg after playing minion and minion is buffed.
Warriorr : please buff bulwark : ignore dmg lower or equal to this weapons attack. instead of taking dmg this loses 1 durability.
The worst thing about this expansion (and honestly, the one before that) is how much fucking random they're introducing in the game. I'm thankful this shit isn't viable in wild and while I loathe dh as a class, at least it beats you with cards it has rather than "created by" bs like literally every mage, priest and rogue deck. I don't care for myself but watching standard streamers is really disheartening at times; so much for being able to "play around" something, when over half of what you play against popped up from the dev's arse with a magic trick.
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DH: the main issue is that in most cases he plays agro. we need more big demons for him and more cheap spells. (cobalt spellkin has to be nerfed for demon hunter)
Druid: i really like the spell support he got especially fungal fortunes and 7+mana = free spell. one thing i hope they print is something similar to obsidian statue without deathrattle. Just a big taunt with lifesteal.
Hunter. both legendarys they printed are awesome. and maybe they could rework Stolen Goods to match scavengers ingenuity.
Mage. solarian is fun but honestly they should buff zuljin to work in similar way. im not saying he should target enemies only but he should always target anything but himself. incanters flow is good design but i would have made it a legendary: 2 mana shuffle this into your deck then reduce cost of spells in your deck by 1. one of the biggest weaknesses of a mage is fatigue. most other classes can extend their deck but mage cannot do that in a significant way. quest mage needs few changes. 1st quest: spend mana on 7 spells that did not start in your deck.
mana giant 12 mana. cost 2 less for each spell you casted while this is in your hand. and finnally blizzard has to adress Flamewaker. my idea is to change him into at the end of your turn deal 2 dmg for each spell you casted to a random enemy. this version would not clear a board.
+ i would nerf Blizzard in a minor way - freeze all enemy minions and then deal 2 dmg to them. and frost nova: 1 mana freeze a minion and adjacent ones.
Paladin: i would love support for big buffs. something similar to spikeridged steed. and maybe some good boardclear attached to a buff.
and new legendary that will give you permanent cost reduction on spells for 6-8 mana. and blizzard should do something with mech paladin in wild - flying machine and magnetic mechanic changes with handbuffs. honstly turning flying machine into 2/4 migh be a nerf because you can no longer force draw it with crystalogy and galvanizer 2/2. and we need changes to mechwarper. maybe make it first mech each turn costs 0.
priest: NO ressurect synergy? good. overall i like the new cards. but i feel like maybe change shadow word pain into 1 mana.
Rogue: print more secrets. and more thief cards. and maybe give us back original kingsbane now that it can be countered.
Shaman. some callbacks to RR. shamans are weird. bunch of random cards that dont have clear synergies.
Warlock: oh boy. kelidan is too weak. Shadow council for the memes. enhanced dreadlord should be buffed to deathrattle minion also having taunt. darkglare should be changed a bit 0 mana heropower isnt a big deal if you want to push this archetype you need to print more overstatted minions that would synergize or something like reverse wrath weaver. you take dmg after playing minion and minion is buffed.
Warriorr : please buff bulwark : ignore dmg lower or equal to this weapons attack. instead of taking dmg this loses 1 durability.
The good: quick balance updates on the first weeks after release.
Bad: no further content and stale meta for a long time - with no changes on the horizon.
Compared to all expansions, its not the worst (mean streets was worse). Compared to Rise of Shadows, its a worse anchor to the new year set.
The worst thing about this expansion (and honestly, the one before that) is how much fucking random they're introducing in the game. I'm thankful this shit isn't viable in wild and while I loathe dh as a class, at least it beats you with cards it has rather than "created by" bs like literally every mage, priest and rogue deck. I don't care for myself but watching standard streamers is really disheartening at times; so much for being able to "play around" something, when over half of what you play against popped up from the dev's arse with a magic trick.