Mortal Coil --> 2 damage. One damage less than Holy Smite but can draw a card, with would be fair trade off (-2 dmg is too much).
Siphon Soul --> 3 mana, but no longer heals you. It's slightly better than Shadow Word: Death, so 3 mana would be fair cost.
Hellfire --> 3 mana and deals damage only to minions. 4 mana for symmetrical effect with face damage is too slow and too dangerous in aggro matchups.
Lakkari Felhound --> Remove battlecry. It's basically Sen'jin Shieldmasta (unplayable card from 2013) with just 3 more health. Class cards can be stronger than neutrals and vanilla 3/8 for 4 mana wouldn't make Warlock broken for sure (especially with all that power creep).
Free Admission --> 2 mana, draw 2 cards (not just minions), without any discounts. Like Arcane Intellect (which everyone knows is bad) for 1 mana less.
Wow................
I'm not saying all those cards should be buffed at the same time.
Warlock is second worst class in the game (after Shaman) for like last 3 years and his control archetype wasn't viable since Cube Lock. He is so far behind in terms of power level, that he needs really big boost to be viable and relevant again. Most of all, he's too reactive and too slow (majority of his cards are overcosted, so he never gets any tempo or lead on the board, even after clearing it over and over) and he doesn't have reliable tools to make significant swing turns. Even his most powerful card, Lord Jaraxxus, needs 3 turns to generate real value. Turn 9 is just gain 5 armor and do nothing (which is crazy by itself!), on turn 10 you spawn one 6/6 without taunt or rush, and on turn 11 you can use it for the first time. In comparison Troublemaker is not as strong in a long term, but it gives you immediate, ongoing value, that can swing games. Warlock never gets anything like that, which is a shame.
Warlock needs rework, new cards or huge buff to existing ones, there's no other way. When they nerf Tickatus (and I hope they will), he'll be gone from the game as a dead class with no purpose and place in the meta, outdated and redundant.
We need another (5)+ cost spell as Groundskeeper has only Tidal Wave and C'thun cards to work from. I'd like to buff Runic Carvings but that could be a dangerous for token druid. I think Dunk Tank is an option: (5) Current Corrupt = baseline. Corrupt: 4 damage to enemy minions. only this is pretty wordy. Not sure but they really left us short re high-end spells imo. Actually (5) 5d + 3 might work.
And, I just played a rush warrior for the first time in a long while... I have my doubts if ALL of the above would help a mid-control Shaman against that spec! :O :/
Mortal Coil --> 2 damage. One damage less than Holy Smite but can draw a card, with would be fair trade off (-2 dmg is too much).
Siphon Soul --> 3 mana, but no longer heals you. It's slightly better than Shadow Word: Death, so 3 mana would be fair cost.
Hellfire --> 3 mana and deals damage only to minions. 4 mana for symmetrical effect with face damage is too slow and too dangerous in aggro matchups.
Lakkari Felhound --> Remove battlecry. It's basically Sen'jin Shieldmasta (unplayable card from 2013) with just 3 more health. Class cards can be stronger than neutrals and vanilla 3/8 for 4 mana wouldn't make Warlock broken for sure (especially with all that power creep).
Free Admission --> 2 mana, draw 2 cards (not just minions), without any discounts. Like Arcane Intellect (which everyone knows is bad) for 1 mana less.
Wow................
I'm not saying all those cards should be buffed at the same time.
Warlock is second worst class in the game (after Shaman) for like last 3 years and his control archetype wasn't viable since Cube Lock. He is so far behind in terms of power level, that he needs really big boost to be viable and relevant again. Most of all, he's too reactive and too slow (majority of his cards are overcosted, so he never gets any tempo or lead on the board, even after clearing it over and over) and he doesn't have reliable tools to make significant swing turns. Even his most powerful card, Lord Jaraxxus, needs 3 turns to generate real value. Turn 9 is just gain 5 armor and do nothing (which is crazy by itself!), on turn 10 you spawn one 6/6 without taunt or rush, and on turn 11 you can use it for the first time. In comparison Troublemaker is not as strong in a long term, but it gives you immediate, ongoing value, that can swing games. Warlock never gets anything like that, which is a shame.
Warlock needs rework, new cards or huge buff to existing ones, there's no other way. When they nerf Tickatus (and I hope they will), he'll be gone from the game as a dead class with no purpose and place in the meta, outdated and redundant.
Neeru Fireblade generates this consistent value you speak of. 6 3/2’s at the end of every turn for free is amazing.
Mortal Coil --> 2 damage. One damage less than Holy Smite but can draw a card, with would be fair trade off (-2 dmg is too much).
Siphon Soul --> 3 mana, but no longer heals you. It's slightly better than Shadow Word: Death, so 3 mana would be fair cost.
Hellfire --> 3 mana and deals damage only to minions. 4 mana for symmetrical effect with face damage is too slow and too dangerous in aggro matchups.
Lakkari Felhound --> Remove battlecry. It's basically Sen'jin Shieldmasta (unplayable card from 2013) with just 3 more health. Class cards can be stronger than neutrals and vanilla 3/8 for 4 mana wouldn't make Warlock broken for sure (especially with all that power creep).
Free Admission --> 2 mana, draw 2 cards (not just minions), without any discounts. Like Arcane Intellect (which everyone knows is bad) for 1 mana less.
Wow................
I'm not saying all those cards should be buffed at the same time.
Warlock is second worst class in the game (after Shaman) for like last 3 years and his control archetype wasn't viable since Cube Lock. He is so far behind in terms of power level, that he needs really big boost to be viable and relevant again. Most of all, he's too reactive and too slow (majority of his cards are overcosted, so he never gets any tempo or lead on the board, even after clearing it over and over) and he doesn't have reliable tools to make significant swing turns. Even his most powerful card, Lord Jaraxxus, needs 3 turns to generate real value. Turn 9 is just gain 5 armor and do nothing (which is crazy by itself!), on turn 10 you spawn one 6/6 without taunt or rush, and on turn 11 you can use it for the first time. In comparison Troublemaker is not as strong in a long term, but it gives you immediate, ongoing value, that can swing games. Warlock never gets anything like that, which is a shame.
Warlock needs rework, new cards or huge buff to existing ones, there's no other way. When they nerf Tickatus (and I hope they will), he'll be gone from the game as a dead class with no purpose and place in the meta, outdated and redundant.
What happens if Tickatus is'nt nerfed though, While you say you hope they will you cannot expect Warlock buffs until that happens because people already hate that card so any buffs to Warlock without a nerf to Tickatus is'nt going to go down very well and even if they do nerf Tickatus they have said only 10 cards will be buffed, I think theres classes in a much worse position that Warlocks right now that are in much more need for buffs than Warlock is.
Shaman is obviously in a terrible position right now and needs alot of help to become a viable class again, Personally i think priest is in a very sad state aswell, Its not even a class right now, Priest at this point should just be renamed to "Created by" because thats all the class is right now, I see a priest player and i dont worry about board threats, I dont worry about swing turns, I dont worry about burst damage, All i think is, "Oh how many cards will be created by this turn and how much will they heal for". Heals for 30+ health a game, Creates 20+ cards a game and still the biggest threat the class has is a fatigue timer.
Shaman is obviously in a terrible position right now and needs alot of help to become a viable class again, Personally i think priest is in a very sad state aswell, Its not even a class right now, Priest at this point should just be renamed to "Created by" because thats all the class is right now, I see a priest player and i dont worry about board threats, I dont worry about swing turns, I dont worry about burst damage, All i think is, "Oh how many cards will be created by this turn and how much will they heal for". Heals for 30+ health a game, Creates 20+ cards a game and still the biggest threat the class has is a fatigue timer.
I cannot stand Priest right now either. Every darn turn goes to the rope while discovering, discovering, discovering! I thought they were trying to limit discover effects. Like you said, that’s basically all Priest does now. Should change the class name to Explorer instead.
Control Priest only needs a win condition, which can be done by a single new card (or even buff of C'Thun) and I believe it will happen sooner or later. Warlock however, is in much worse state. Yes, he has pretty powerful win condition, but in the end it doesn't matter, because he simply can't control the game with his underpowered, lackluster tools (as I already mentioned, they are overcosted and too slow). Priest is very reactive too, I admit that, but he's allowed to be, since he can heal. A lot. Yesterday I won match against No Minion Mage as a Priest, after tanking with my face (and partially board) 3 Fireballs, 2 Mask of C'Thun and even C'Thun himself! Barely, but I managed to survive this madness (although my opponent wasn't very bright either, allowing me to heal back piece by piece, instead of bursting me down rapidly).
if class cannot heal as efficiently as a Priest, it must rely on different tools... which don't exist in Hearthstone at this point, and that's why Control Priest is the only somewhat viable control deck in standard. After Mage's nerf (which is inevitable) Warlock will be the last very bad matchup for Priest, anything else is manageable... maybe except Poison Rogue, which is toxic and uninteractive deck in general, but also not very popular yet (I know, because I play a lot of Priest myself). Priest isn't my favourite class, but I guess he's better than nothing. Not perfect by any means, but still much better than Warlock.
With or without Tickatus, Warlock sucks right now. He's present in the meta only because of Priest (aka easy target for Tickatus). If they nerf Tick (I wouldn't mind actually), Warlock will lose his only purpose and oficially become dead class.
@RepoMan0077
Neeru is awful beyond meme. He's not only almost impossible to pull of (it's very likely that you will discard him first - watch Kibler if you don't believe), but also very underwhelming as a payoff card. 6 copies of 3/2 demon at the end of your turn isn't impressive by any means, especially when it's turn 10+, you have empty deck and taking fatigue damage.
We need another (5)+ cost spell as Groundskeeper has only Tidal Wave and C'thun cards to work from. I'd like to buff Runic Carvings but that could be a dangerous for token druid. I think Dunk Tank is an option: (5) Current Corrupt = baseline. Corrupt: 4 damage to enemy minions. only this is pretty wordy. Not sure but they really left us short re high-end spells imo. Actually (5) 5d + 3 might work.
And, I just played a rush warrior for the first time in a long while... I have my doubts if ALL of the above would help a mid-control Shaman against that spec! :O :/
Dunk Tank costs 4, so that wouldn’t work with Groundskeeper.
i know, Shaman need more 5+ spells, so I'm suggesting Dunk Tank should be changed: (5) 5d. Corrupt: 3d to enemy minions, ... then deals 8 to a single target which might be handy too
What people don’t get is that all buffs and nerfs aim to
a) lower win rates - more grinding
b) rotate the decks - more $ as the deck people crafted two weeks ago will now be tier 5 and they will need to craft a new one, for another two weeks until more nerfs or the mini set changes things again. Why didn’t they do all the nerfs in one go two weeks ago??
they wanted people to craft mage, then paladin, now shaman - people just don’t get it
i can never understand the excitement and the endless analysis when nerfs and buffs are announced. It’s part of the strategy for more $$
They probably are going to waste like half of the buffs on Shaman and it’s still going to be completely useless. Shaman needs a complete rework at this point.
Shaman main. Couldn't agree more. No direction what so eveer.
What people don’t get is that all buffs and nerfs aim to
a) lower win rates - more grinding
b) rotate the decks - more $ as the deck people crafted two weeks ago will now be tier 5 and they will need to craft a new one, for another two weeks until more nerfs or the mini set changes things again. Why didn’t they do all the nerfs in one go two weeks ago??
they wanted people to craft mage, then paladin, now shaman - people just don’t get it
i can never understand the excitement and the endless analysis when nerfs and buffs are announced. It’s part of the strategy for more $$
Heck, i'd take a pay to play game that's actually balanced rather than a free to play game that's unbalanced
gameplay is far more important than the perceived loss of 5 cards (which you get your dust back for btw)
Well, I can't say that I predict this to happen, but I'd really like them to buff all the caravans to either be 1/4 (start of turn effect) or change them to be 1/3 (end of turn effect) because it's pretty tough to use them in the current state.
Even a 0/4 (start of turn effect) would be more playable.
Iksar was specifically asked if all caravans would be buffed and he said "No". Maybe they could buff only some but not all, that's off the table.
Maaaany cards need buff, even in wild it would be such interesting game for all cards to be playable.
Never was the case in the entire history of the format, obviously never will be because of how the top decks get insanely better and more refined with every single expansion. And I personally don't even want to imagine what monstrosity would have to come up through buffs to be competitive against the likes of secret mage, handbuff pally and reno priest.
I'm really puzzled at some of these choices. Al'ar? Why on earth would they buff Al'ar? For deathrattle dh? Of all the actually good cards, picking one that's horrible seems questionable to say the least. Also no idea why blood herald would need buffing to 4 mana. Jandice and apexis blast need crap 5 cost minions to not be entirely broken (they're both still extremely good), if anything I hope there'll be more severely understatted 5 cost minions in the miniset/next expansions.
Wanting to buff good cards instead of horrible ones seems questionable to me, I don't see what's wrong with buffing Al'ar or other cool cards that see nearly zero play.
And if your sole reasoning behind not buffing Blood Herald is to keep Apexis Blast in check then, maybe nerf apexis blast I don't know (jandice is fine at 6), but no card should ever be printed weak on purpose for a justification to bad RNG effects.
Back in KotFT meta, Righteous Protector was introduced in order to delute the Stonehill defender's taunt minion pool. Remember that probability of getting a class minion was 4x in those days, guarranting a Tirion from Stonehill defender.
Well, I can't say that I predict this to happen, but I'd really like them to buff all the caravans to either be 1/4 (start of turn effect) or change them to be 1/3 (end of turn effect) because it's pretty tough to use them in the current state.
Even a 0/4 (start of turn effect) would be more playable.
Iksar was specifically asked if all caravans would be buffed and he said "No". Maybe they could buff only some but not all, that's off the table.
Maaaany cards need buff, even in wild it would be such interesting game for all cards to be playable.
Never was the case in the entire history of the format, obviously never will be because of how the top decks get insanely better and more refined with every single expansion. And I personally don't even want to imagine what monstrosity would have to come up through buffs to be competitive against the likes of secret mage, handbuff pally and reno priest.
I'm really puzzled at some of these choices. Al'ar? Why on earth would they buff Al'ar? For deathrattle dh? Of all the actually good cards, picking one that's horrible seems questionable to say the least. Also no idea why blood herald would need buffing to 4 mana. Jandice and apexis blast need crap 5 cost minions to not be entirely broken (they're both still extremely good), if anything I hope there'll be more severely understatted 5 cost minions in the miniset/next expansions.
Wanting to buff good cards instead of horrible ones seems questionable to me, I don't see what's wrong with buffing Al'ar or other cool cards that see nearly zero play.
And if your sole reasoning behind not buffing Blood Herald is to keep Apexis Blast in check then, maybe nerf apexis blast I don't know (jandice is fine at 6), but no card should ever be printed weak on purpose for a justification to bad RNG effects.
Back in KotFT meta, Righteous Protector was introduced in order to delute the Stonehill defender's taunt minion pool. Remember that probability of getting a class minion was 4x in those days, guarranting a Tirion from Stonehill defender.
The Jandice Barov nerf was a direct result of a pool of 5-drops which was too strong. I don't like those low-roll cards, for spells and minios alike, but they are necessary.
Tidal Wave > down to 7 mana? Maybe a bit too busted but it is way to slow at the moment.
Vashj Prime > down to 6 mana. You want to have more impact on the turn you play her.
shaman player above. btw you must be stupid to think that mana tide will go up from 3 to 4 health or go down from 3 to 2 mana. That card is played now and it would be broken if it was 2 mana or had 4 health.
calling a forum friend stupid and claims that mana tide will be "broken" at 4 health ??
Well, I can't say that I predict this to happen, but I'd really like them to buff all the caravans to either be 1/4 (start of turn effect) or change them to be 1/3 (end of turn effect) because it's pretty tough to use them in the current state.
Even a 0/4 (start of turn effect) would be more playable.
Iksar was specifically asked if all caravans would be buffed and he said "No". Maybe they could buff only some but not all, that's off the table.
Maaaany cards need buff, even in wild it would be such interesting game for all cards to be playable.
Never was the case in the entire history of the format, obviously never will be because of how the top decks get insanely better and more refined with every single expansion. And I personally don't even want to imagine what monstrosity would have to come up through buffs to be competitive against the likes of secret mage, handbuff pally and reno priest.
I'm really puzzled at some of these choices. Al'ar? Why on earth would they buff Al'ar? For deathrattle dh? Of all the actually good cards, picking one that's horrible seems questionable to say the least. Also no idea why blood herald would need buffing to 4 mana. Jandice and apexis blast need crap 5 cost minions to not be entirely broken (they're both still extremely good), if anything I hope there'll be more severely understatted 5 cost minions in the miniset/next expansions.
Wanting to buff good cards instead of horrible ones seems questionable to me, I don't see what's wrong with buffing Al'ar or other cool cards that see nearly zero play.
And if your sole reasoning behind not buffing Blood Herald is to keep Apexis Blast in check then, maybe nerf apexis blast I don't know (jandice is fine at 6), but no card should ever be printed weak on purpose for a justification to bad RNG effects.
Back in KotFT meta, Righteous Protector was introduced in order to delute the Stonehill defender's taunt minion pool. Remember that probability of getting a class minion was 4x in those days, guarranting a Tirion from Stonehill defender.
I understand that, but righteous protector was and still is a very good card ! Blood herald is an absolutely abysmal one.
Dilute RNG pool with good cards is fine, dilute RNG pool with horrible cards when 90% of the pool is OP anyway... not good
That's an interesting one, definitely unplayable at 6, definitely busted at 4, but 5 might still be a bit too slow. However I would like to see it start at 5, and maybe, just maybe we can have an interesting deck.
Well, I can't say that I predict this to happen, but I'd really like them to buff all the caravans to either be 1/4 (start of turn effect) or change them to be 1/3 (end of turn effect) because it's pretty tough to use them in the current state.
Even a 0/4 (start of turn effect) would be more playable.
Iksar was specifically asked if all caravans would be buffed and he said "No". Maybe they could buff only some but not all, that's off the table.
Maaaany cards need buff, even in wild it would be such interesting game for all cards to be playable.
Never was the case in the entire history of the format, obviously never will be because of how the top decks get insanely better and more refined with every single expansion. And I personally don't even want to imagine what monstrosity would have to come up through buffs to be competitive against the likes of secret mage, handbuff pally and reno priest.
I'm really puzzled at some of these choices. Al'ar? Why on earth would they buff Al'ar? For deathrattle dh? Of all the actually good cards, picking one that's horrible seems questionable to say the least. Also no idea why blood herald would need buffing to 4 mana. Jandice and apexis blast need crap 5 cost minions to not be entirely broken (they're both still extremely good), if anything I hope there'll be more severely understatted 5 cost minions in the miniset/next expansions.
Wanting to buff good cards instead of horrible ones seems questionable to me, I don't see what's wrong with buffing Al'ar or other cool cards that see nearly zero play.
And if your sole reasoning behind not buffing Blood Herald is to keep Apexis Blast in check then, maybe nerf apexis blast I don't know (jandice is fine at 6), but no card should ever be printed weak on purpose for a justification to bad RNG effects.
Back in KotFT meta, Righteous Protector was introduced in order to delute the Stonehill defender's taunt minion pool. Remember that probability of getting a class minion was 4x in those days, guarranting a Tirion from Stonehill defender.
The Jandice Barov nerf was a direct result of a pool of 5-drops which was too strong. I don't like those low-roll cards, for spells and minios alike, but they are necessary.
I don't think that's true. I think they are necessary for Blizzard because it's way easier to balance cards that way, but in reality balance is achievable without them.
If Jandice always was 6 mana or even 7 mana, or if she summoned 4 drops, there wouldn't be a need for low rolls to keep her in check. Just because they purposefully gave her an OP battlecry they have to balance is with bad rolls, I think it's bad design honestly, and it dilutes our collection with hundreds of potentially cool cards that will never see play because they are weak.
In your examples, Abyssal Summoner is a good card, so it doesn't matter to me that it's a low roll for RNG summoning effects, but the other 3 are trash cards that have never seen any play, but they are still using design space, and actual space in the collection.
If Chromatic Egg could only discover dragon aspects, or 5+ mana dragons at least, or give the dragon taunt, or something... it would be a good and fun card to experiment. And it would still be a low roll for Jandice/apexis, but it would still have its own reason to exist.
That's an interesting one, definitely unplayable at 6, definitely busted at 4, but 5 might still be a bit too slow. However I would like to see it start at 5, and maybe, just maybe we can have an interesting deck.
Deck of Lunacy works, because it turns good cards into great ones, so even if you don't draw it on time (or at all), you still have a strong deck to play (it's basically no reward vs reward situation). Deck of Chaos turns bad cards into good ones (with a few exceptions), but if you don't draw it, you have to play poor deck (so it's punish vs reward situation). In short, it's just not worth it in general, regardless the mana cost. Although maybe for like 3 mana it would be playable just for highroll purposes in normal control decks, without any specific cards or setup.
I'm not saying all those cards should be buffed at the same time.
Warlock is second worst class in the game (after Shaman) for like last 3 years and his control archetype wasn't viable since Cube Lock. He is so far behind in terms of power level, that he needs really big boost to be viable and relevant again. Most of all, he's too reactive and too slow (majority of his cards are overcosted, so he never gets any tempo or lead on the board, even after clearing it over and over) and he doesn't have reliable tools to make significant swing turns. Even his most powerful card, Lord Jaraxxus, needs 3 turns to generate real value. Turn 9 is just gain 5 armor and do nothing (which is crazy by itself!), on turn 10 you spawn one 6/6 without taunt or rush, and on turn 11 you can use it for the first time. In comparison Troublemaker is not as strong in a long term, but it gives you immediate, ongoing value, that can swing games. Warlock never gets anything like that, which is a shame.
Warlock needs rework, new cards or huge buff to existing ones, there's no other way. When they nerf Tickatus (and I hope they will), he'll be gone from the game as a dead class with no purpose and place in the meta, outdated and redundant.
Some selection of these make sense to me.
Shattered Rumbler (Taunt)
Vivid Spores (3 mana)
Tidal Wave (5 damage)
Totem Goliath (Taunt)
Mana Tide Totem (0/5)
Menacing Nimbus (2/3)
We need another (5)+ cost spell as Groundskeeper has only Tidal Wave and C'thun cards to work from. I'd like to buff Runic Carvings but that could be a dangerous for token druid. I think Dunk Tank is an option: (5)
Current Corrupt = baseline. Corrupt: 4 damage to enemy minions. only this is pretty wordy. Not sure but they really left us short re high-end spells imo.Actually (5) 5d + 3 might work.And, I just played a rush warrior for the first time in a long while... I have my doubts if ALL of the above would help a mid-control Shaman against that spec! :O :/
Neeru Fireblade generates this consistent value you speak of. 6 3/2’s at the end of every turn for free is amazing.
What happens if Tickatus is'nt nerfed though, While you say you hope they will you cannot expect Warlock buffs until that happens because people already hate that card so any buffs to Warlock without a nerf to Tickatus is'nt going to go down very well and even if they do nerf Tickatus they have said only 10 cards will be buffed, I think theres classes in a much worse position that Warlocks right now that are in much more need for buffs than Warlock is.
Shaman is obviously in a terrible position right now and needs alot of help to become a viable class again, Personally i think priest is in a very sad state aswell, Its not even a class right now, Priest at this point should just be renamed to "Created by" because thats all the class is right now, I see a priest player and i dont worry about board threats, I dont worry about swing turns, I dont worry about burst damage, All i think is, "Oh how many cards will be created by this turn and how much will they heal for". Heals for 30+ health a game, Creates 20+ cards a game and still the biggest threat the class has is a fatigue timer.
I cannot stand Priest right now either. Every darn turn goes to the rope while discovering, discovering, discovering! I thought they were trying to limit discover effects. Like you said, that’s basically all Priest does now. Should change the class name to Explorer instead.
@noobito123
Control Priest only needs a win condition, which can be done by a single new card (or even buff of C'Thun) and I believe it will happen sooner or later. Warlock however, is in much worse state. Yes, he has pretty powerful win condition, but in the end it doesn't matter, because he simply can't control the game with his underpowered, lackluster tools (as I already mentioned, they are overcosted and too slow). Priest is very reactive too, I admit that, but he's allowed to be, since he can heal. A lot. Yesterday I won match against No Minion Mage as a Priest, after tanking with my face (and partially board) 3 Fireballs, 2 Mask of C'Thun and even C'Thun himself! Barely, but I managed to survive this madness (although my opponent wasn't very bright either, allowing me to heal back piece by piece, instead of bursting me down rapidly).
if class cannot heal as efficiently as a Priest, it must rely on different tools... which don't exist in Hearthstone at this point, and that's why Control Priest is the only somewhat viable control deck in standard. After Mage's nerf (which is inevitable) Warlock will be the last very bad matchup for Priest, anything else is manageable... maybe except Poison Rogue, which is toxic and uninteractive deck in general, but also not very popular yet (I know, because I play a lot of Priest myself). Priest isn't my favourite class, but I guess he's better than nothing. Not perfect by any means, but still much better than Warlock.
With or without Tickatus, Warlock sucks right now. He's present in the meta only because of Priest (aka easy target for Tickatus). If they nerf Tick (I wouldn't mind actually), Warlock will lose his only purpose and oficially become dead class.
@RepoMan0077
Neeru is awful beyond meme. He's not only almost impossible to pull of (it's very likely that you will discard him first - watch Kibler if you don't believe), but also very underwhelming as a payoff card. 6 copies of 3/2 demon at the end of your turn isn't impressive by any means, especially when it's turn 10+, you have empty deck and taking fatigue damage.
Dunk Tank costs 4, so that wouldn’t work with Groundskeeper.
i know, Shaman need more 5+ spells, so I'm suggesting Dunk Tank should be changed: (5) 5d. Corrupt: 3d to enemy minions, ... then deals 8 to a single target which might be handy too
What people don’t get is that all buffs and nerfs aim to
a) lower win rates - more grinding
b) rotate the decks - more $ as the deck people crafted two weeks ago will now be tier 5 and they will need to craft a new one, for another two weeks until more nerfs or the mini set changes things again. Why didn’t they do all the nerfs in one go two weeks ago??
they wanted people to craft mage, then paladin, now shaman - people just don’t get it
i can never understand the excitement and the endless analysis when nerfs and buffs are announced. It’s part of the strategy for more $$
Shaman main. Couldn't agree more. No direction what so eveer.
Heck, i'd take a pay to play game that's actually balanced rather than a free to play game that's unbalanced
gameplay is far more important than the perceived loss of 5 cards (which you get your dust back for btw)
deck of chaos to 5 maybe
Double post
Greetings, traveler.
Let's make Hunter great.
Back in KotFT meta, Righteous Protector was introduced in order to delute the Stonehill defender's taunt minion pool. Remember that probability of getting a class minion was 4x in those days, guarranting a Tirion from Stonehill defender.
Greetings, traveler.
Let's make Hunter great.
There are tonnes of cards printed to lowroll random summon effects, usually involving a strong battlecry: Big-Time Racketeer, Abyssal Summoner, Bomb Squad, Chromatic Egg etc.
The Jandice Barov nerf was a direct result of a pool of 5-drops which was too strong. I don't like those low-roll cards, for spells and minios alike, but they are necessary.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
calling a forum friend stupid and claims that mana tide will be "broken" at 4 health ??
I understand that, but righteous protector was and still is a very good card ! Blood herald is an absolutely abysmal one.
Dilute RNG pool with good cards is fine, dilute RNG pool with horrible cards when 90% of the pool is OP anyway... not good
That's an interesting one, definitely unplayable at 6, definitely busted at 4, but 5 might still be a bit too slow. However I would like to see it start at 5, and maybe, just maybe we can have an interesting deck.
I don't think that's true. I think they are necessary for Blizzard because it's way easier to balance cards that way, but in reality balance is achievable without them.
If Jandice always was 6 mana or even 7 mana, or if she summoned 4 drops, there wouldn't be a need for low rolls to keep her in check. Just because they purposefully gave her an OP battlecry they have to balance is with bad rolls, I think it's bad design honestly, and it dilutes our collection with hundreds of potentially cool cards that will never see play because they are weak.
In your examples, Abyssal Summoner is a good card, so it doesn't matter to me that it's a low roll for RNG summoning effects, but the other 3 are trash cards that have never seen any play, but they are still using design space, and actual space in the collection.
If Chromatic Egg could only discover dragon aspects, or 5+ mana dragons at least, or give the dragon taunt, or something... it would be a good and fun card to experiment. And it would still be a low roll for Jandice/apexis, but it would still have its own reason to exist.
Deck of Lunacy works, because it turns good cards into great ones, so even if you don't draw it on time (or at all), you still have a strong deck to play (it's basically no reward vs reward situation). Deck of Chaos turns bad cards into good ones (with a few exceptions), but if you don't draw it, you have to play poor deck (so it's punish vs reward situation). In short, it's just not worth it in general, regardless the mana cost. Although maybe for like 3 mana it would be playable just for highroll purposes in normal control decks, without any specific cards or setup.