I do personally think it's a bit too powerful for being a 1 mana spell. Being able to generate them from Wandmakers and whatnot. I don't think the effect itself is problematic, just that the power-level for 1 mana is pretty insane. I'm relatively certain that spell would still see play in every mage/shaman deck at 2 mana. But, I'm not entirely convinced it needs that nerf, I'm just saying that even at 2 mana, it'd still be an extremely powerful card that would see play.
And while not every class has crazy powerful 1 mana spells, there are a few others that do. The one that comes to mind is Renew for priests. There's been 2 copies of that card in every single priest deck since it's release and it also can be generated by Wandmakers and would probably still see play at 2 mana. And again, I don't think that card necessarily needs a change, it's just a stupidly powerful 1 mana card, just like Devolving Missiles.
So, in the long run, I think it's a bit overtuned for 1 mana, as are a few other cards. However, I think that's reasonably acceptable all things considered. It wouldn't shock me if they were nerfed and think they'd probably still see play if they were, but I'm not really convinced they need one.
I do personally think it's a bit too powerful for being a 1 mana spell. Being able to generate them from Wandmakers and whatnot. I don't think the effect itself is problematic, just that the power-level for 1 mana is pretty insane. I'm relatively certain that spell would still see play in every mage/shaman deck at 2 mana. But, I'm not entirely convinced it needs that nerf, I'm just saying that even at 2 mana, it'd still be an extremely powerful card that would see play.
And while not every class has crazy powerful 1 mana spells, there are a few others that do. The one that comes to mind is Renew for priests. There's been 2 copies of that card in every single priest deck since it's release and it also can be generated by Wandmakers and would probably still see play at 2 mana. And again, I don't think that card necessarily needs a change, it's just a stupidly powerful 1 mana card, just like Devolving Missiles.
So, in the long run, I think it's a bit overtuned for 1 mana, as are a few other cards. However, I think that's reasonably acceptable all things considered. It wouldn't shock me if they were nerfed and think they'd probably still see play if they were, but I'm not really convinced they need one.
For me it's less that the card is overtuned or overly powerful and more how good it is in specific match-ups, and what an impedement it is to board-based strategies (which I think Blizzard should be encouraging). Renew is a powerful card too, but as it's a value generator, I think it's much less of a problem. At least in the context I'm talking about.
I admit that I play DoL and my winrate against any paladin list would drop by roughly 20% if they nerfed the card. And that's probably not healthy, given that paladin is the best class in standard right now.
On a sidenote, shaman really needs the card. A nerf to Missiles would weaken its position in standard even more.
Compare it to Devolve - which barely sees play (though I use it in Wild, that's a deck-based call) - and it looks fine. Using it feels like it's a really strong card, but I think that's a combination of factors - one is that the early removal for mage is limited (seeing a T1 watchpost is just sadface for spell based decks at the moment), the other primary one is Paladin being so much of the meta. It's a counter to a lot of their shenanigans. I'd not be opposed to a mana nerf to 2, say, looking at how I've been using it - generally with pings or other spells to limit the targets. Had a ridiculous game earlier when I had to drop it after a priest had made a 1/1 copy with DS of a 5-drop - somehow none of the missiles hit the 1/1 and I saved extra resources. The variance in it does cause feel bad moments, in a similar fashion to old lightning storm, but honestly I'd be wary of nerfing it when one of the top decks is buffing minions.
FWIW, I've been playing Mozaki mage (and, erm, losing on T1 at times to warlocks :P But that's part of playing combo!). Interaction with combos is part of a balanced game.
[card]DevolvingMissiles/card] isn't that problematic as many think it is. Coming from a shaman perspective, it's powerful against deathrattles, auras, and buffs, but wide boards usually causes issues. Even 2 minions can be problematic. Imagine needing just 1 missile to hit, and it ends up hitting the 1/1 all 3 times.
In the case of just a board being to wide to deal with, it's even more useless. Early game it's definitely strong, but late game it falls pretty hard unless it's a single minion target, or if gambling to remove a certain minion is that detrimental in the determining the outcome([card]rattlegore/card]) of a match, aka that particular minion just snowballs.
If anything, mage shouldn't have access to it. It's bad enough how easily they can generate it as is. Add that with the rest of mage spells in general, and it's just an op card for mage to be using. That's not even taking into the account rogue can have access to it via [card]wand thief/card].
So to sum up my opinion on the card, it's a powerful tool for sure, but it's dependent on RNG, and the classes that have access to it. It's not winning games in shaman like it is in Mage, and sometimes rogue. I personally don't even run the card in most, if not all decks. Would rather generate it.
Side bar: Isn't it odd that even the cards shaman shares with other classes, are more useful in the other classes than they are in Shaman them self?
I feel like true buff decks (not Druid aggro decks in wild) that you every turn buff something to progress won't work. You only use it for burst. I have tried buff priest countless times with rally and those end of turn buff guys, you just get abolished by silence, boardclear, transform, devolve, early aggression. The fact that the deck doesn't have very good draw it will die immediately.
It's sad to see this priest archetype not working.
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"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
[card]DevolvingMissiles/card] isn't that problematic as many think it is. Coming from a shaman perspective, it's powerful against deathrattles, auras, and buffs, but wide boards usually causes issues. Even 2 minions can be problematic. Imagine needing just 1 missile to hit, and it ends up hitting the 1/1 all 3 times.
In the case of just a board being to wide to deal with, it's even more useless. Early game it's definitely strong, but late game it falls pretty hard unless it's a single minion target, or if gambling to remove a certain minion is that detrimental in the determining the outcome([card]rattlegore/card]) of a match, aka that particular minion just snowballs.
If anything, mage shouldn't have access to it. It's bad enough how easily they can generate it as is. Add that with the rest of mage spells in general, and it's just an op card for mage to be using. That's not even taking into the account rogue can have access to it via [card]wand thief/card].
So to sum up my opinion on the card, it's a powerful tool for sure, but it's dependent on RNG, and the classes that have access to it. It's not winning games in shaman like it is in Mage, and sometimes rogue. I personally don't even run the card in most, if not all decks. Would rather generate it.
Side bar: Isn't it odd that even the cards shaman shares with other classes, are more useful in the other classes than they are in Shaman them self?
Rattlegore, Primordial Drake, etc. are another matter. But like... when people go "Hey you know sometimes this 1 mana spell DOESN'T win the game outright". Like... even if it's not traditionally worth putting into a deck because it's situational, is it reasonable that IN those situations it puts tempo decks so far behind while only costing 1 mana? Like against zoo it's not so effective obviously, and typically it's not so good against control but it's dramatically powerful against literally any tempo deck I can think of.
The fact that it's good against paladin is probably a good thing, but Paladin has much better recovery tools than Rogue, Druid or Priest do.
I think that Devolving Missiles is a powerful card. One that is almost without argument: too powerful to be 1 mana. However, even at its incredible power level, I don't think it's "problematic". 2.5 classes (Wand Thief gives Rogue access to this as well) being able to counter taunts and other on-board threats with Devolving is fine imo. It's punishing early, but I don't think I've ever lost a game to a Devolving, and I play primarily aggro-midrange. If on turn 3 my opponent, for instance a Mage, commits to Devolving + Hero Power, they haven't actually developed on board and I can just play more minions to threaten them with. It's usually fine.
I think we're not in a state of the game where it's problematic, but I think it could be. If I were to change it at all, I'd make it 2 mana simply to deny random generation off of Wandmaker, as well as clean turn 3 removals with Mage Hero Power or Rogue Daggers. Presently, since we're looking at incoming nerfs, I'd give it time. If Watch Posts become more and more common, Devolving will be a valuable counter for all genres of Mage or Shaman decks who want to play. Far Watch Post is brutal, especially if there's a pair of em. Efficiently removing them? I'd say somebody should be able to do it.
[card]DevolvingMissiles/card] isn't that problematic as many think it is. Coming from a shaman perspective, it's powerful against deathrattles, auras, and buffs, but wide boards usually causes issues. Even 2 minions can be problematic. Imagine needing just 1 missile to hit, and it ends up hitting the 1/1 all 3 times.
In the case of just a board being to wide to deal with, it's even more useless. Early game it's definitely strong, but late game it falls pretty hard unless it's a single minion target, or if gambling to remove a certain minion is that detrimental in the determining the outcome([card]rattlegore/card]) of a match, aka that particular minion just snowballs.
If anything, mage shouldn't have access to it. It's bad enough how easily they can generate it as is. Add that with the rest of mage spells in general, and it's just an op card for mage to be using. That's not even taking into the account rogue can have access to it via [card]wand thief/card].
So to sum up my opinion on the card, it's a powerful tool for sure, but it's dependent on RNG, and the classes that have access to it. It's not winning games in shaman like it is in Mage, and sometimes rogue. I personally don't even run the card in most, if not all decks. Would rather generate it.
Side bar: Isn't it odd that even the cards shaman shares with other classes, are more useful in the other classes than they are in Shaman them self?
The card is no more powerful in mage than it is in shaman. Whether or not it fits your deck choice is one thing, but it doesn’t function any differently. Mages lost polymorph which was their only worthwhile method of silencing a minion. Devolving missiles is the next best thing.
It's not the card. It's the deck (mage). Shaman used to have earth shock. Best silence card ever: 1 mana and target. Noone ever complained. In a non OP deck you accept this type of counter cards. However, when the deck is retarded and ridiculously OP (lunacy mage) everything, even normal cards, seem unfair
Seeing a few people defend the card because it’s strong in the early game but weak later on but that is expected. Most 1-mana cards will be like that. Flame Imp is great turn 1 but gets progressively worse after that.
It’s just another example of Blizzard completely discarding any method behind the balancing of their cards.
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I do personally think it's a bit too powerful for being a 1 mana spell. Being able to generate them from Wandmakers and whatnot. I don't think the effect itself is problematic, just that the power-level for 1 mana is pretty insane. I'm relatively certain that spell would still see play in every mage/shaman deck at 2 mana. But, I'm not entirely convinced it needs that nerf, I'm just saying that even at 2 mana, it'd still be an extremely powerful card that would see play.
And while not every class has crazy powerful 1 mana spells, there are a few others that do. The one that comes to mind is Renew for priests. There's been 2 copies of that card in every single priest deck since it's release and it also can be generated by Wandmakers and would probably still see play at 2 mana. And again, I don't think that card necessarily needs a change, it's just a stupidly powerful 1 mana card, just like Devolving Missiles.
So, in the long run, I think it's a bit overtuned for 1 mana, as are a few other cards. However, I think that's reasonably acceptable all things considered. It wouldn't shock me if they were nerfed and think they'd probably still see play if they were, but I'm not really convinced they need one.
For me it's less that the card is overtuned or overly powerful and more how good it is in specific match-ups, and what an impedement it is to board-based strategies (which I think Blizzard should be encouraging). Renew is a powerful card too, but as it's a value generator, I think it's much less of a problem. At least in the context I'm talking about.
It's not my least favorite card, but I do think it does have a real high "anti-fun" component to it
It's another example of not playing against an opponent, but messing with them. Try to play priest and rely on a resurrect card....
I'm playing HS for years and this is the most unfun meta ever. Your deck get's ruïned, your spells het yogged or your Minions get devolved BAH
And no I don't like messing with other people myself nor playing aggro
My rattlegore hate that card
I admit that I play DoL and my winrate against any paladin list would drop by roughly 20% if they nerfed the card. And that's probably not healthy, given that paladin is the best class in standard right now.
On a sidenote, shaman really needs the card. A nerf to Missiles would weaken its position in standard even more.
This post is so - I hate when anything can counter my one-trick strategy!
Compare it to Devolve - which barely sees play (though I use it in Wild, that's a deck-based call) - and it looks fine. Using it feels like it's a really strong card, but I think that's a combination of factors - one is that the early removal for mage is limited (seeing a T1 watchpost is just sadface for spell based decks at the moment), the other primary one is Paladin being so much of the meta. It's a counter to a lot of their shenanigans. I'd not be opposed to a mana nerf to 2, say, looking at how I've been using it - generally with pings or other spells to limit the targets. Had a ridiculous game earlier when I had to drop it after a priest had made a 1/1 copy with DS of a 5-drop - somehow none of the missiles hit the 1/1 and I saved extra resources. The variance in it does cause feel bad moments, in a similar fashion to old lightning storm, but honestly I'd be wary of nerfing it when one of the top decks is buffing minions.
FWIW, I've been playing Mozaki mage (and, erm, losing on T1 at times to warlocks :P But that's part of playing combo!). Interaction with combos is part of a balanced game.
It could be a ranked spell,. honestly:
[card]DevolvingMissiles/card] isn't that problematic as many think it is. Coming from a shaman perspective, it's powerful against deathrattles, auras, and buffs, but wide boards usually causes issues. Even 2 minions can be problematic. Imagine needing just 1 missile to hit, and it ends up hitting the 1/1 all 3 times.
In the case of just a board being to wide to deal with, it's even more useless. Early game it's definitely strong, but late game it falls pretty hard unless it's a single minion target, or if gambling to remove a certain minion is that detrimental in the determining the outcome([card]rattlegore/card]) of a match, aka that particular minion just snowballs.
If anything, mage shouldn't have access to it. It's bad enough how easily they can generate it as is. Add that with the rest of mage spells in general, and it's just an op card for mage to be using. That's not even taking into the account rogue can have access to it via [card]wand thief/card].
So to sum up my opinion on the card, it's a powerful tool for sure, but it's dependent on RNG, and the classes that have access to it. It's not winning games in shaman like it is in Mage, and sometimes rogue. I personally don't even run the card in most, if not all decks. Would rather generate it.
Side bar: Isn't it odd that even the cards shaman shares with other classes, are more useful in the other classes than they are in Shaman them self?
I feel like true buff decks (not Druid aggro decks in wild) that you every turn buff something to progress won't work. You only use it for burst. I have tried buff priest countless times with rally and those end of turn buff guys, you just get abolished by silence, boardclear, transform, devolve, early aggression. The fact that the deck doesn't have very good draw it will die immediately.
It's sad to see this priest archetype not working.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
so your watch posts were devolved...
Greetings, traveler.
Let's make Hunter great.
In my opinion they are making 0, 1 and 2 mana cost card tooooooo op. They gave you too much value for 1 card with that such low cost. For example:
First Day of School
Devolving Missiles
Pen Flinger
Secret Passage
Sword of the Fallen
Libram of Wisdom
Avenge
Far Watch Pot
Avenge is a mediocre card that no one would play without synergies and doesn't belong to this list.
I've never played a watch post, I don't think. I explained which decks I'm talking about. Buff Druid, Buff Priest, Tempo Rogue.
Rattlegore, Primordial Drake, etc. are another matter. But like... when people go "Hey you know sometimes this 1 mana spell DOESN'T win the game outright". Like... even if it's not traditionally worth putting into a deck because it's situational, is it reasonable that IN those situations it puts tempo decks so far behind while only costing 1 mana? Like against zoo it's not so effective obviously, and typically it's not so good against control but it's dramatically powerful against literally any tempo deck I can think of.
The fact that it's good against paladin is probably a good thing, but Paladin has much better recovery tools than Rogue, Druid or Priest do.
I think that Devolving Missiles is a powerful card. One that is almost without argument: too powerful to be 1 mana. However, even at its incredible power level, I don't think it's "problematic". 2.5 classes (Wand Thief gives Rogue access to this as well) being able to counter taunts and other on-board threats with Devolving is fine imo. It's punishing early, but I don't think I've ever lost a game to a Devolving, and I play primarily aggro-midrange. If on turn 3 my opponent, for instance a Mage, commits to Devolving + Hero Power, they haven't actually developed on board and I can just play more minions to threaten them with. It's usually fine.
I think we're not in a state of the game where it's problematic, but I think it could be. If I were to change it at all, I'd make it 2 mana simply to deny random generation off of Wandmaker, as well as clean turn 3 removals with Mage Hero Power or Rogue Daggers. Presently, since we're looking at incoming nerfs, I'd give it time. If Watch Posts become more and more common, Devolving will be a valuable counter for all genres of Mage or Shaman decks who want to play. Far Watch Post is brutal, especially if there's a pair of em. Efficiently removing them? I'd say somebody should be able to do it.
please don't bully my son
I have problem with this card and it is called LACK OF FOCUS because usually it hits the wrong minion from those two on the board.
EU 11/2015+ , f2p 03/2021+: DK 63 / DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
The card is no more powerful in mage than it is in shaman. Whether or not it fits your deck choice is one thing, but it doesn’t function any differently. Mages lost polymorph which was their only worthwhile method of silencing a minion. Devolving missiles is the next best thing.
It's not the card. It's the deck (mage). Shaman used to have earth shock. Best silence card ever: 1 mana and target. Noone ever complained. In a non OP deck you accept this type of counter cards. However, when the deck is retarded and ridiculously OP (lunacy mage) everything, even normal cards, seem unfair
Seeing a few people defend the card because it’s strong in the early game but weak later on but that is expected. Most 1-mana cards will be like that. Flame Imp is great turn 1 but gets progressively worse after that.
It’s just another example of Blizzard completely discarding any method behind the balancing of their cards.