Mage was not really wreaking havoc, before the nerf I was like let's see but now after playing for a few days with the nerf I dropped to a 40% WR, it was around 50%.
I thought 50% was what they where aiming for? I went back using my big spell set up (here the dragoncaster is nerfed to 7 mana), I get around 50% with this, despite this deck is a sucker against aggro. But as I said before, I am not really sure if these nerfs for mage where necessary, it just pushes me to use Face Hunter again (I don't really like to play Hunter) and that is a shame :-(
Mage was not really wreaking havoc, before the nerf I was like let's see but now after playing for a few days with the nerf I dropped to a 40% WR, it was around 50%.
I thought 50% was what they where aiming for? I went back using my big spell set up (here the dragoncaster is nerfed to 7 mana), I get around 50% with this, despite this deck is a sucker against aggro. But as I said before, I am not really sure if these nerfs for mage where necessary, it just pushes me to use Face Hunter again (I don't really like to play Hunter) and that is a shame :-(
I honestly don't underatand them. They nerfed 2 cards that are heavy on RNG just to print cards like new Yogg in Darkmoon Faire.
I crafted Evocation just for a no-minion mage, last time I checked it's not really a viable deck anymore. Might dust it, sad.
For Evocation, yes, the nerf was necessary. On its own the card wasn't so bad, but when you pair it with spell generator minions it just becomes too much, and it combos with cyclone far too well. Nerfing it to two at least stops the card from snowballing from classes who shouldn't even have access to it in the first place.
That said I agree that the Solarian Prime nerf was a bit much. I think nerfing it to 8 would've sufficed. Or maybe nerfing the number of spells it randomly casts. But dumping it to 9? It almost kills the card completely, if not for the fact the first half of Solarian only costs 2.
I think that the nerf was honestly because or targeted generation via cobalt spellskin and magic trick, it made it so that you could have 3 evocations pretty consistently. Honestly one of my main problems with this game as of recently is the targeted legendary generation for all types of stuff. Have 3 of any legendary in a match makes them not legendary. And with the power of legendaries going up every expansion this is going to continue to cause problems till they move slightly away from legendary generation or add some background rules for getting more then 1 or 1 extra copy.
I think that the nerf was honestly because or targeted generation via cobalt spellskin and magic trick, it made it so that you could have 3 evocations pretty consistently. Honestly one of my main problems with this game as of recently is the targeted legendary generation for all types of stuff. Have 3 of any legendary in a match makes them not legendary. And with the power of legendaries going up every expansion this is going to continue to cause problems till they move slightly away from legendary generation or add some background rules for getting more then 1 or 1 extra copy.
Legendary cards shouldn't be able to be discovered or generated. Sans cards rhat are specifically for that like Dragon's Hoard, Zarog's Crown, Brightwing
I think they were both fair, both cards are still playable and tempo mage is still playable, they are all still being taken to tournaments by a decent number of players
I think they were both fair, both cards are still playable and tempo mage is still playable, they are all still being taken to tournaments by a decent number of players
Legendary cards should not be discoverable / created by cards unless it is specified in the text like Dragon's Hoard, and it should be used sparingly. Although now that blizz is printing probably the most random rng card ever in the next expansion, it seems their direction is moving away even more from having any kind of skill in the game to appeasing people who still watch Sesame Street, eat crayons and just want the screen filled with lots of pretty colours and explosions.
Legendary cards should not be discoverable / created by cards unless it is specified in the text like Dragon's Hoard, and it should be used sparingly. Although now that blizz is printing probably the most random rng card ever in the next expansion, it seems their direction is moving away even more from having any kind of skill in the game to appeasing people who still watch Sesame Street, eat crayons and just want the screen filled with lots of pretty colours and explosions.
So that is everyone on the forums and that play ranked . Lol
They should nerf apprentice and get over and done with that instead of dancing around the issue and nerfing other cards. Evocation to 2 mana doesn't really make a huge impact (it certainly doesn't in wild), the prime probably could have been nerfed by 1 mana rather than 2, but 7 was already pushing it. So heh, wrong targets is the issue.
if they want to nerf mage here is how: Kabal lackey: 2 mana 2/2 your next secret costs 0.
Kirin tor mage is a 3/3
Kabal Crystal runner:9 mana 6/6 cost 1 less for each mana spend on secrets. does include costs of cards that interact with secrets: mad scientist, Kabal Lackey, Kirin tor mage, ancient mysteries...
Aluneth: 3 mana. at the end of your turn draw 3 cards. your other card draw is disabled.(only other cards that would draw you a card)
cloud prince: 5 mana 4/4 Battlecry deal 2 dmg for each secret you control.
runic mine: after your opponent plays a minion get a random spell that can remove it. it cost 0. replaces explosive runes.
ice block: when your hero should take dmg that would kill you reduce you to 1 health and become immune until your next turn.
new
ice shackles: after an enemy attacks your hero freeze all enemies. if they already are frozen destroy them instead.(minions only)
They should nerf apprentice and get over and done with that instead of dancing around the issue and nerfing other cards.
The big rumors floating around the hearthstone campfires is that she's due for a HOF rotation this next year so that's probably why she's not being touched. Otherwise I'd agree completely.
I’m happy that Blizzard is being more proactive with nerfing cards.. but to nerf a T3 class while hunters/dk/warrior/paladin have multiple consistently good cards and decks seems very unbalanced. Why not offer some more balance changes across the board too?
I play highlander mage primarily and this nerf on top of tortollan keeps indirectly killing this fun deck. Oh well, aggro always wins anyways lol.
I did not care for turtle mage I cared that I had a chance to win with prime now that 9 mana the chance is to win 0 cause it to late . I mean he will cast box and probably kill u if u get a bad outcome. I think nerfing it was f bs were the classes have way problematic cards.
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Mage was not really wreaking havoc, before the nerf I was like let's see but now after playing for a few days with the nerf I dropped to a 40% WR, it was around 50%.
I thought 50% was what they where aiming for? I went back using my big spell set up (here the dragoncaster is nerfed to 7 mana), I get around 50% with this, despite this deck is a sucker against aggro. But as I said before, I am not really sure if these nerfs for mage where necessary, it just pushes me to use Face Hunter again (I don't really like to play Hunter) and that is a shame :-(
Where do you check data? Your data is wrong. https://hsreplay.net/decks/#playerClasses=MAGE&gameType=RANKED_STANDARD
Mage has decks with over 50% win/rate
I honestly don't underatand them. They nerfed 2 cards that are heavy on RNG just to print cards like new Yogg in Darkmoon Faire.
I crafted Evocation just for a no-minion mage, last time I checked it's not really a viable deck anymore. Might dust it, sad.
For Evocation, yes, the nerf was necessary. On its own the card wasn't so bad, but when you pair it with spell generator minions it just becomes too much, and it combos with cyclone far too well. Nerfing it to two at least stops the card from snowballing from classes who shouldn't even have access to it in the first place.
That said I agree that the Solarian Prime nerf was a bit much. I think nerfing it to 8 would've sufficed. Or maybe nerfing the number of spells it randomly casts. But dumping it to 9? It almost kills the card completely, if not for the fact the first half of Solarian only costs 2.
I think that the nerf was honestly because or targeted generation via cobalt spellskin and magic trick, it made it so that you could have 3 evocations pretty consistently. Honestly one of my main problems with this game as of recently is the targeted legendary generation for all types of stuff. Have 3 of any legendary in a match makes them not legendary. And with the power of legendaries going up every expansion this is going to continue to cause problems till they move slightly away from legendary generation or add some background rules for getting more then 1 or 1 extra copy.
Legendary cards shouldn't be able to be discovered or generated. Sans cards rhat are specifically for that like Dragon's Hoard, Zarog's Crown, Brightwing
Mage player crying cause instead of playing 20 random generated cards per turn he can only play 15
I think they were both fair, both cards are still playable and tempo mage is still playable, they are all still being taken to tournaments by a decent number of players
I think they were both fair, both cards are still playable and tempo mage is still playable, they are all still being taken to tournaments by a decent number of players
Legendary cards should not be discoverable / created by cards unless it is specified in the text like Dragon's Hoard, and it should be used sparingly. Although now that blizz is printing probably the most random rng card ever in the next expansion, it seems their direction is moving away even more from having any kind of skill in the game to appeasing people who still watch Sesame Street, eat crayons and just want the screen filled with lots of pretty colours and explosions.
Kills card completly?!
Sure
Prime is garbage now 9 mana is way to slow for a mage to make come back. Maybe un nerf portal that makes minions cost less .
So that is everyone on the forums and that play ranked . Lol
It probably has more to do with cards yet to be released. Otherwise I can't make any sensible argument to nerf Mage.
They should nerf apprentice and get over and done with that instead of dancing around the issue and nerfing other cards. Evocation to 2 mana doesn't really make a huge impact (it certainly doesn't in wild), the prime probably could have been nerfed by 1 mana rather than 2, but 7 was already pushing it. So heh, wrong targets is the issue.
Still the most logical explanation, Id wish they would have waited to nerf um along with those cards coming out but we will have to see.
if they want to nerf mage here is how: Kabal lackey: 2 mana 2/2 your next secret costs 0.
Kirin tor mage is a 3/3
Kabal Crystal runner:9 mana 6/6 cost 1 less for each mana spend on secrets. does include costs of cards that interact with secrets: mad scientist, Kabal Lackey, Kirin tor mage, ancient mysteries...
Aluneth: 3 mana. at the end of your turn draw 3 cards. your other card draw is disabled.(only other cards that would draw you a card)
cloud prince: 5 mana 4/4 Battlecry deal 2 dmg for each secret you control.
runic mine: after your opponent plays a minion get a random spell that can remove it. it cost 0. replaces explosive runes.
ice block: when your hero should take dmg that would kill you reduce you to 1 health and become immune until your next turn.
new
ice shackles: after an enemy attacks your hero freeze all enemies. if they already are frozen destroy them instead.(minions only)
The big rumors floating around the hearthstone campfires is that she's due for a HOF rotation this next year so that's probably why she's not being touched. Otherwise I'd agree completely.
I’m happy that Blizzard is being more proactive with nerfing cards.. but to nerf a T3 class while hunters/dk/warrior/paladin have multiple consistently good cards and decks seems very unbalanced. Why not offer some more balance changes across the board too?
I play highlander mage primarily and this nerf on top of tortollan keeps indirectly killing this fun deck. Oh well, aggro always wins anyways lol.
I did not care for turtle mage I cared that I had a chance to win with prime now that 9 mana the chance is to win 0 cause it to late . I mean he will cast box and probably kill u if u get a bad outcome. I think nerfing it was f bs were the classes have way problematic cards.