This just brings it closer in line with existing classes in both wild and standard. This does not fix shamans lack of card draw or a value generator in standard but helps fix all the curve issues shaman has. This is not designed to make every single card better but rather bring archtypes closer in place with existing classes. Some of the cards are buffed and nerfed at same time its a complete rebalance of curve so you can play cards on curve effectively with different archtypes. Overloads are adjusted to feel balanced with what the spell does. A couple of overload pay offs were added. Some discover effects replacing random effects that were really not checked well in the format.
shaman does need a value generator card still in standard and card draw mechanic to boost its playability. But this brings the curve way more in line with the curve of other classes and brings down the pain of overload. Reducing tidle surge by 1 mana and overload on lightning storm gives it some strong board clears. The elementals curving better helps it not feel as bogged down by overload and so they have more play options. So that it should be somewhat OK in a midrange spot. That would be assuming they provided a source of card draw and a value generator in the upcoming mini set shaman would be in a good spot. Sitting upper tier. It would also bring shaman closer in line with other classes in wild. There are dozens and dozens of card buffs in there I know for me it would make me try playing shaman all over again.
Noteable Interesting Overload has some interesting break points on odd and even. You get some better options for totem builds. Freeze was re-worked to be more playable. Elementals were given some more value and curve help. Card draw was made less feel bad. Im sure people could come up with a few dozen different deck ideas if we got those changes to at least try. I dont think most of those changes are super unbalanced wither if anyone has comments on anything they think would be overtuned. I personally wouldnt mind feedback. I based changes off existing cards in other classes and how the shaman versions feel under tuned.
Astral Healing - No Change Beakered Lighting = -1 Overload Lightning Bloom = No Change Mutate = No Change Totemic Might = +1 Health Totemic Surge = No Change Zap = No change Air Elemental = No Change Blazing Invocation = No Change Corrupt the waters = No Change Devolving Missles = No Change Dust Devil = -1 Overload (It dies to hero powers like come on). Earthshock = No Change Evolve = No Change Finders Keepers = Allow Self Discovery on this card as an exception to the rule. Forked Lighting = - 1 Overload Frost Shock = Reduce mana cost by 1 Guidence = No Change Lightning Bolt = No Change Novice Zapper = No Change Primal Infusion = +2/+2 Primordial Studies = No Change Revolve = No Change Sludge Slurper = No Change Spawnpool Forager = No Change Spirit Claws = +2 when you have a totem in play. Storms Wrath = No Change Surging Tempest = Has +1 attack for each mana crystal you have overloaded. Totemic Smash = No Change Tunnel Trog = No Change Unite the Murlocks = No Change Unstable Evolution = No Change Voltaic Burst = No Change Warbringer = If you played a spell instead of 2 spells. Witches Apprentice = No Change. Ancstral Knowledge = Overload 1 Ancestral Spirit = No Change Big Bad Voodoo = Transform costs 2 more. Brrlock = No Change Cage Match Castodian = No Change Chain Lightning = No Change Crackle = No Change Crushing Hand = Overload 2 Cryostasis = No Change Deathmatch Pavillion = Give the duelist Rush. Devolve = No Change Dilligent Note Taker = No Change. Earthen Might = Discover an elemental Elementary Reaction = No change Eternal Sentinal = Unlock your overloaded mana crystals and heal 1 health to your hero for each mana crystal unlocked. Evil Totem = No Change. Fire Plume Harbringer = Reduce cost by 1. Firemancer Flurgel = No change Flametongue Totem = No Change Ghost Light Angler = No Change Ice Fishing = No Change Imprison Pheonix = No Change Jade Claws = No Change Kobold Hermit = Reduce cost to 1 mana. Land Slide = No Change Lava Shock = Deal 1 extra damage for each unlocked mana crystal. (Can only target minions) Likkem = +1 durability Maelstorm Portal = No Change Menacing Nimbus = Discover an elemental Murkspark Eel = No Change Murmuring Elemental = No change Omega Mind = Give it +1 Nature Damage. Primal Fin Totem = No Change Reincarnate = No change Rockbiter Weapon = No Change Rune Dagger = No change Sandstorm Elemental = No Change. Soul of the Murlocks = No Change. South Coast Chieftan = No change. Storm Crack = No Change Storm Forged Axe = +1 Durability Tinyfins Caravan = All of the caravans could have +1 attack and be ok. Totem Golem = No change. Trick Totem = No Change. Underbelly Angler = This could go up to 3 mana. Vitality totem = Reduce the cost to 1 mana. Whirling Zapomatic = No change Windfury = No change Witches Brew = No Change Arid Stormer = No Change Bog Slosher = No Change Bogstork Clacker = Random Minions that cost 2 more. Darkari Defende = Reduce Overload to 2. Electra Storm Surge = No Change Elemental Distruction = Reduce overload to 3 make it flat 5 damage Increase its cost by 1. Far Sight = No Change Feral Spirits = Increase Minion health by 1 it puts it in line with Saronite Chain Gang Grandtotem Eyesore = Make it buff itself. Haunting Vision = Reduce cost of this spell by 1. Healing Rain = No change Healing Wave = No change Hot Spring Guardian = No Change Ice Breaker = Incease the attack on this by 1. Instructor Fireheart = No Change Lady Vashj = No change Lava Burst = Increase cost by 1 reduce overload by 1. Lightning Breath = Increase Damage by 1. Lighting Storm = Reduce Overload by 1. Magic Fin = No Change Manatide Totem = Reduce cost by 1 and health by 1. Marsh Spawn = No change Moulten Blast = Increase damage by 1 make it so it can only target minions. No One Can Stop us = No change Pit Master = Give it and duelists rush. Plague of murlocks = Increase the cost by 1. Power Mace = No Change. Primal Talismans = Reduce cost by 1. Serpent Shrine Portal = No change. Speaker Guidra = No Change Spirit Echo = Reduce cost by 1. Spirit of the Frog = No change. Storm strike = reduce cost by 1 damage by 1 and attack by 1. Tidal Surge = No Change. Totemic Reflection = No Change. Tuskarr totemic = Just un-nerf it so it can summon any totem at random. Unbound Elemental = No Change. Weaponised Wasp = No Change. Whack a Gnoll Hammer = No Change. Ancestors Call = No Change Avalanche = Reduce cost by 2 and just make it freeze 3 minions. Brukhan = No Change. Call in the finishers = No change. Charged Hammer = Reduce cost by 1 and durability by 1. Dreanai Totem Carver = No Change. Dunemaul Shaman = No change. Dunk Tank = No change. Earth Revanent = Make this a 2/4 taunt for 3 with same upside. Fireguard Destroyer = 3 mana 5/5 overload 3. Flame Wreathed Faceless = No change its fine. Grounds Keeper = No change. Hex = Reduce mana cost by 1. Jade Lightning = No change. Jade Spirit = No Change. Jinyu Waterspeaker = give it taunt. Lotus Illusionist = Make it transform into a 7 cost minion. Master of Evolution = No change. Rumbiling Elemental = When you play an elemental as the change. Scargil = No change. Stirlfin Spirit Walker = No change. Splitting Axe = No change. Squalhunter = Reduce overload by 1. Reduce Spell Damage to +1. Storm Chaser = No Change. Fist of Ra-den = Increase Durability by 1. Thunderhead = No Change. Torrent = No Change. Totem Cruncher = Reduce cost to 2 mana. Vessina = No Change. Vivid Spores = No Change. Wicked Witch Doctor = No Change. Windspeaker = Increase attack and health to 4/4 Bandersmosh = No Change. Blood Lust = No Change. Bog Spine Knuckles = No Change. Cumulo Maximus = Reduce cost by 1. Doom Hammer = No change. Dragons Pack = No Change Earth Elemental = Make it an 8/8 Hagathas Scheme = No change Hallazeal the Ascended = No Change. Hammer of Twilight = Summon 4/4 Elemental with Taunt. Inara Storm Crash = No Change. Lilypad lurker = Make if a 4 mana 4/5. Lotus Agent = Reduce cost by 1. Mistrunner = Give it the Elemental Tag. Muckmorpher = No change. Raz Frostwhisper = No Change. Shattered Rumbler = To all enemy Minions. Thrall Deathseer = change the effect to minions that cost 3 more and hero power to discover discover any random totem. Thunderbluff Vigilante = No Change. Totem Goliath = No Change. Volcano = No change. Voodoo Hexer = Reduce cost by 1. White Eyes = No change. Winshear Storm Caller = If you control all 4 basic totems Give all totems death rattle summon Alakir. Aya Blackpaw = No Change. Eureka = No Change. Fire Elemental = Change to 5 mana 5/4 deal 3 damage. Grumble = No Change. Kragwa the Frog = No Change. Moorabi = Reduce cost by 1. Nithogg = No change. Rain of Toads = Reduce overload and cost by 1. Runic Carvings = No Change. Lurker Below = Increase minion Damage and cost by 1. Mistcaller = Reduce cost by 1. The Storm Bringer = No Change. Thing from Below = No Change. Bog Shaper = Reduce cost by 1. Earthquake = No Change. Everyfin is awesome = Increase cost by 1. Galakrond = No Change. Jade Cheiftan = Reduce cost by 2. Lesser Sapphire Spell Stone = Reduce Cost by 2. Neptulon = Reduce overload by 1. Stone Sentinal = Reduce cost by 1. Swamp Queen Hagatha = No Change. Al'akir the windlord = Reduce cost to 7 mana. Hagatha the Witch = No change. Kalimos the Primal Lord = No Change. Rune Spear = Reduce cost by 3. Tidal Wave = Reduce cost by 1. Walking Fountain = Reduce attack by 1. Mogu Flesh Shaper = Reduce cost by 2. Shudderwok = No Change. Eye of the Storm = Fill your board with 4/4 Elementals with taunt and overload 3. Snowfury Giant = Reduce cost by 1.(Costs 2 less for each overloaded mana crystal you have had this game.
This is a complete rework of existing cards without taking away from the idea of what shaman is suppose to be. Focusing on just improving existing arch types in line with other class arch types. It isnt a 100% solution to all shaman problems but it puts shaman in a spot where it could be in line with other classes with just a few minor card releases mostly in the form of a value engine and some more card draw options.
shamans problems are just simply they are worse versions of existing archetypes for other classes. What they need is a unique mechanic like librams or soul shards to really stand out.
Specifically talking standard cards standard does need more help than just a small change mostly because in standard shaman not only lacks card draw but any value limiting it to aggression and a bad curve.
My thoughts on changing elemental curves there would help elementals balance out for shaman and curve better but shaman still needs a card draw outlet and a value engine in standard if hagatha was printed in standard they would have a value engine but shaman has 3 bad points against it currently making it weak compaired to other classes.
Its 3/4/5 Mana turns are really not great. It cant draw with the other aggressive classes relying on over the top damage to much without the means to reach it. Its aoe and healing can be better than other classes but again it never reaches those cards most of the time. Its card draw tools are weaker and less impactful than other classes and when you reach the late game you never have the value to compete with the other late game classes.
You compare its draw to rogue or mage for example ancestral knowledge is 4 mana draw 2 and lose tempo vs mage that has a potential gain 1 mana draw 2 and a 3 mana draw 2 or rogue which has 0 mana draw 2 card effects far sight was ok at 3 mana draw 1 but it was basically free but then again same time rogue basically has 0 mana draw 2 as well. Mana tide totem at 3 mana is often again draw 1 card lose tempo. Farsight was there only card that didnt necessarily cause a loss of tempo but it was more like a 50/50 on tempo vs value with your curve.
Shaman if ancestral recall was in standard with an overload of 1 and 1 other draw mechanic that was good combined with some value generator like hagatha would be in an ok spot still needs curving help but it would probably make shaman good enough to consider like mid tier 2 with curving youd see shaman in upper tier 2 and competative with other decks.
Right now shaman has the worst curve, the weakest draw, the least value engines and the worst tempo of any class. When the expansion first hit and we saw the aggro shaman showing up i had some hopes that maybe it would be good enough but it often falls just short of the marker not having the steam to push over the top as it runs out of gas and being overpowered often in the early game. Eventually shaman just basically loses the tempo game in every match.
The only way to fix all of that is better curving and card draw. But that curving better balancing overloads better in line with similar cards resolves that.
Chillwind yeti perfect example its a 4/5 for 4 mana you need to compaire that with Lilypad lurker originally its a 5 mana card that was formely 4/5 with hex but on condition. Theres no good curve play into lilypad lurker. Making it a 5/6 doesnt resolve that problem alot of the time its dead in your hand. Play it and lose the value or dont play it and lose tempo. You could make it a 6/7 or a 7/8 and it still wouldnt be good enough to bring shaman in line with other classes. It would just be a big beat stick that gets removed in alot of cases. Hex which i think runs the same logic as polymorphe could be dropped to 3 mana and be fine other classes do have tools that run in line with that. Also a class card is expected to be just a little better than a neutral card. So having a Lilypad lurker on 4 with a revanent on 3 would give shamans some 3 mana elemental options and bring lilypad into line of being just good enough to see play. But you still have some value issues so adding the discover mechanic to Menacing nimbus helps insure that curve is around when you need it. Meaning your more consistantly get your trigger at 4 mana even when you have to sacrifice a little tempo.
Thats what shaman needs a curve that flows much smoother card draw to prevent you gassing out constantly and value so you dont feel trapped always in late game against other control matches.
shamans problems are just simply they are worse versions of existing archetypes for other classes. What they need is a unique mechanic like librams or soul shards to really stand out.
The problem is that every archtype shaman gets is so nutured because they have a good deck now and then that is competative its like blizzard is afraid to give them anything valuable. Shaman is just as bad in wild as it is in standard.
Every Archtype they present has a neutral card that is similar but better. The duelist mechanic from darkmoon fair...em 3/2 and a 1/2 for 4 mana vs saronite chain gang 2 2/3's for 4 mana with taunt. Spirit wolves = 2 2/3's with taunt again when you factor overload in for 4 mana. The class is competing with neutral cards using there class cards and often at a tempo loss.
There are cards that are () close to being good enough but they just dont ever get that fix that makes them good enough and blizzard get so nervous making a decient shaman card that since shudderwok and the overload era. They are like Oh this shaman card might be too good if we did this whats a neutral card that similar ok thats the mana cost.
Class cards generally have a value of 1 mana less than a neutral equivilent or some advantage over a neutral card that is similar. - They are not the only class to feel that lately with illidari inquisitor and alextraza basically Nutoring King Krush. Blizzard really generally needs to think about better balancing on net. With curve and mana cost vs value for classes.
Just delete shaman already! When DH came out every of us saw that DH is a shaman on steroids: DH had (and has still has now on some other moments) better tempo, better face potential, better OTK, better draw, better heal, better buffs, even better control (when there was a highlander deck), better big cards.
DH was released like 1 years and 2 months ago, since that time we saw plenty of good dh archetypes: highlander dh, soul dh, otk dh, tempo-midrange dh and busted aggro dh. And how much GOOD shaman archetypes we saw since 2019? Only evolve shaman and galakrond shaman, and both of them were nerfed to shit after first month or two of their existence.
Honestly one thing that might help is re-visiting the overload's of most of their cards. To me the whole point of Overload cards was to create powerful turns at the expense of your next turn, but that hasn't really been a thing since Tunnel Trogg/Totem Golem/4 mana 7/7 meta and it seems like they've been scared to create powerful Overload cards from that point forward.
Cards that should be considered to have their overload removed:
Some of the changes could make some of the aforementioned cards too strong but i think its worth atleast looking into. Particularly the cards that are only in Wild.
Overload as a mechanic just isn't any good now imo. I'm sure some people would point out this that alot of these changed would make cards/decks that have Overload synergies alot worst which while true I would say those cards/decks arn't that good either
One of the big issues is they dont create enough power for overload in alot of cases dustdevil to 0 overload would be too powerful. When i looked at cards it was a compairson of cards by adding the overload to the cost of the card and factoring in that it does cause you a reduced power turn. Being overloaded is almost worth +1.5 mana when you consider the downside of being overloaded.
Also overload almost wants does need pay off cards. But even if you reduced the overload on every overload card by 1 it wouldnt fix some of the issues shaman has. Shaman has a severe lack of card draw and a severe lack of value cards. Its not just a small amount you could compare priest as the closest class when you look at removal and healing that shaman has. The problem is in comparison to priest shaman has almost no card generation or card draw. Both priest and shaman have great board removal and great healing but priests case its more consistantly available and in alot of cases you can generate tools to resolve the situation while your looking for you key pieces also priest has win conditions. Shaman doesnt have that shaman has random card generation. No Draw mechanics. Also it has one of the worst curves in the meta.
When you make direct comparisons there are NEUTRAL CARDS that are STRONGER than SHAMAN CLASS CARDS. This is a very frequent thing. There are lots of examples you can compare here with direct value.
Shaman needs card draw mechanics that are not complete garbage a smoothed out curve fixed and balanced with its overload mechanics and actual win conditions outside luck sacking into over the top burn when your playing aggro.
You have generate 2 1/2 taunts in druid. Saronite chain gang in neutral for same mana cost when you factor overload. Baracade at 4 mana. There are just alot better cards at same cost compared to cards like spirit wolves. The overload on it alone is really unbalanced since it should be eq to a 4.5 mana value as you lose tempo on your next turn. It sets you a turn back and that needs to be considered when you factor overload spirit wolves is basically a worst saronite chain gang. You could argue it comes out a turn earlier but its just not good especially later in the game your losing momentium in turns that follow you may be looking to curve out your 5 drop on say turn 4 and you play it so your getting a worst saronite chain gang playing it on turn 4.
But vault you could play it a turn earlier...Not worth it. Theres a reason the card doesnt see play when you compare it to the a card with the approximate same value in mana. Overload creates tempo loss on the following turn so the value has to be better than 1 for 1. Overloaded mana crystals should be treated as 1.5 mana in value.
So you look at a card like dust devil 1 mana 3/1 not a big deal. Overload 2 ok so your saying this card should be worth 4 mana in value Windfury is not 4 mana in value. if you were to overload 1 yes its ok. Your trading half the play value of your next turn for potential burst. You can potentially follow it up with a taunt if they dont answer asap. chances are it still gets answered but if it doesnt your getting value for your play. Thats what needs to be looked at against rogue druid mage and demon hunter as well as probably warlock this is always getting removed on turn 2 and most other classes are still gonna 1 for 1 trade with it. Lightning storm while its strong removal and you could argue overload 2 is balanced honestly overload 1 would not hurt the card loss of tempo still happens but its a little better than alot of 4 mana aoe removal. Lightning storm is about a 4.5 mana value. Comparing with of course cards like rancor Holy Nova ect. I could do this break down when I looked at every shaman card with overload.
Same end there are cards that shouldnt be reduced. Sludge Slurper is basically 3 mana value in a 1 mana card your getting a lackey on a 1 mana card with a 2/1 body which is a bit better than a 1/1 your talking a 3/2 with upside on a 1 mana card. That is worth close to 3 mana in value its at least a 2.5 mana value so its overload is balanced. Thats what overload should look like 1.5 mana value for each overload crystal.
Earth Elemental can be directly compaired to Nosdormu one that can make turns 15 seconds 7 mana 8/8 however your also compairing its so giving it 1 attack to off set tempo loss when you factor the taunt would bring it in line power wise. Also the fact its a class card says a little better than a neutral card is ok and its neutral legendary so. No immediate board impact no possible upside its ok. Probably still wouldnt see play but if overload shaman became a thing maybe.
This is something people often do not consider when thinking about it is its just bad. Its not necessarily just bad its just not balanced. Because shamans card draw is so bad even if they added a couple of card draw options it still wouldnt be in line with other classes on net card draw power adding a few card draw mechanics and tuning it in par would bring it up to par with classes.
I would create something like a 3 mana overload 2 draw 4. and add a few cards that give you discover the tempo loss would set shaman back a turn in order to draw since your losing your turn 4 to draw 2 cards your paying eq of 7 mana for a draw 4 which is in line with Sprint. It doesnt really have any other good card draw currently so it would be ok. Im sure someone could come up with a better designed idea.
Another Idea would be 2 mana if you have a totem in play draw 2 cards. Or 2 mana if you played an elemental last turn draw 2 cards. Even 2 mana if you played a spell last turn draw 2 cards would also work.
And for value generators
Thrall Champion of the Elements 6 Mana 5 Armor (Standard) Battlecry: Play 2 copies of an elemental you played on your last turn. (If those minions had battlecrys targets are chosen at random) Hero Power: Summon any random totem as a 2/2 totem. (IE You could get a normal totem as a 2/2 or your could get 2/2 mana tide or 2/2 flame tongue totem.
Your getting potentially as much value as 2 al'akirs. Super high value your getting the value of battlecrys if not and your getting a slightly upgraded hero power. Because the value varies when its played it can be higher value if you play it later. You might just need a double earth revanent or something similar to keep you alive but at the same time that double al'akir is a potential 12 damage to face played following up al'akir because of the versitility of the card it could see play in multuple decks for different reasons. Its hero power could net you a 2/2 searing totem ... flop. But it could also net you a 2/2 mana tide and draw you a card it however these are just ideas off the top of my head that would need balance testing rather than looking at existing cards. Those are examples that would bring up the shaman power level in standard.
You put way too much time and energy into something that's most likely going to be addressed by new expansion cards.
What indication has blizzard given that any of this will be addressed?
2 of the issues may be addressed but i still dont see them addressing the curve issues. I would hope to see them address a card draw mechanic and a value mechanic or be very dissappointed in Blizzard.
shamans problems are just simply they are worse versions of existing archetypes for other classes. What they need is a unique mechanic like librams or soul shards to really stand out.
You put way too much time and energy into something that's most likely going to be addressed by new expansion cards.
What indication has blizzard given that any of this will be addressed?
2 of the issues may be addressed but i still dont see them addressing the curve issues. I would hope to see them address a card draw mechanic and a value mechanic or be very disappointed in Blizzard.
Blizzard? Addressing issues? Giving Shaman card draw? I'd be prepared to be disappointed
There is a possibility with even gms and alot of the larger streamers bitching they need to address shaman however they tend to do a really shitty job of addressing shaman they either do something insane like:
Wink Wink Totem 2 Mana 5/5 Overload 1 Rush Frenzy: Discover 3 Elementals and 2 totems.
1 Month Later it gets nerfed to:
Poo Poo Totem 5 Mana 4/4 Overload 2 Rush Frenzy: Discover an elemental.
or they just create cards that fall short of what everything else including neutral cards are doing.
Blizzard has this thing where they cant create and balance shaman cards well they don't really take any kinda of dispositional approach to it and cross compaire it with similar cards. Other wise half the shit that got released would be like hey you know this is really a shittier version of this neutral card maybe we should buff it a little.
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This just brings it closer in line with existing classes in both wild and standard. This does not fix shamans lack of card draw or a value generator in standard but helps fix all the curve issues shaman has. This is not designed to make every single card better but rather bring archtypes closer in place with existing classes. Some of the cards are buffed and nerfed at same time its a complete rebalance of curve so you can play cards on curve effectively with different archtypes. Overloads are adjusted to feel balanced with what the spell does. A couple of overload pay offs were added. Some discover effects replacing random effects that were really not checked well in the format.
shaman does need a value generator card still in standard and card draw mechanic to boost its playability. But this brings the curve way more in line with the curve of other classes and brings down the pain of overload. Reducing tidle surge by 1 mana and overload on lightning storm gives it some strong board clears. The elementals curving better helps it not feel as bogged down by overload and so they have more play options. So that it should be somewhat OK in a midrange spot. That would be assuming they provided a source of card draw and a value generator in the upcoming mini set shaman would be in a good spot. Sitting upper tier. It would also bring shaman closer in line with other classes in wild. There are dozens and dozens of card buffs in there I know for me it would make me try playing shaman all over again.
Noteable Interesting Overload has some interesting break points on odd and even. You get some better options for totem builds. Freeze was re-worked to be more playable. Elementals were given some more value and curve help. Card draw was made less feel bad. Im sure people could come up with a few dozen different deck ideas if we got those changes to at least try. I dont think most of those changes are super unbalanced wither if anyone has comments on anything they think would be overtuned. I personally wouldnt mind feedback. I based changes off existing cards in other classes and how the shaman versions feel under tuned.
Astral Healing - No Change
Beakered Lighting = -1 Overload
Lightning Bloom = No Change
Mutate = No Change
Totemic Might = +1 Health
Totemic Surge = No Change
Zap = No change
Air Elemental = No Change
Blazing Invocation = No Change
Corrupt the waters = No Change
Devolving Missles = No Change
Dust Devil = -1 Overload (It dies to hero powers like come on).
Earthshock = No Change
Evolve = No Change
Finders Keepers = Allow Self Discovery on this card as an exception to the rule.
Forked Lighting = - 1 Overload
Frost Shock = Reduce mana cost by 1
Guidence = No Change
Lightning Bolt = No Change
Novice Zapper = No Change
Primal Infusion = +2/+2
Primordial Studies = No Change
Revolve = No Change
Sludge Slurper = No Change
Spawnpool Forager = No Change
Spirit Claws = +2 when you have a totem in play.
Storms Wrath = No Change
Surging Tempest = Has +1 attack for each mana crystal you have overloaded.
Totemic Smash = No Change
Tunnel Trog = No Change
Unite the Murlocks = No Change
Unstable Evolution = No Change
Voltaic Burst = No Change
Warbringer = If you played a spell instead of 2 spells.
Witches Apprentice = No Change.
Ancstral Knowledge = Overload 1
Ancestral Spirit = No Change
Big Bad Voodoo = Transform costs 2 more.
Brrlock = No Change
Cage Match Castodian = No Change
Chain Lightning = No Change
Crackle = No Change
Crushing Hand = Overload 2
Cryostasis = No Change
Deathmatch Pavillion = Give the duelist Rush.
Devolve = No Change
Dilligent Note Taker = No Change.
Earthen Might = Discover an elemental
Elementary Reaction = No change
Eternal Sentinal = Unlock your overloaded mana crystals and heal 1 health to your hero for each mana crystal unlocked.
Evil Totem = No Change.
Fire Plume Harbringer = Reduce cost by 1.
Firemancer Flurgel = No change
Flametongue Totem = No Change
Ghost Light Angler = No Change
Ice Fishing = No Change
Imprison Pheonix = No Change
Jade Claws = No Change
Kobold Hermit = Reduce cost to 1 mana.
Land Slide = No Change
Lava Shock = Deal 1 extra damage for each unlocked mana crystal. (Can only target minions)
Likkem = +1 durability
Maelstorm Portal = No Change
Menacing Nimbus = Discover an elemental
Murkspark Eel = No Change
Murmuring Elemental = No change
Omega Mind = Give it +1 Nature Damage.
Primal Fin Totem = No Change
Reincarnate = No change
Rockbiter Weapon = No Change
Rune Dagger = No change
Sandstorm Elemental = No Change.
Soul of the Murlocks = No Change.
South Coast Chieftan = No change.
Storm Crack = No Change
Storm Forged Axe = +1 Durability
Tinyfins Caravan = All of the caravans could have +1 attack and be ok.
Totem Golem = No change.
Trick Totem = No Change.
Underbelly Angler = This could go up to 3 mana.
Vitality totem = Reduce the cost to 1 mana.
Whirling Zapomatic = No change
Windfury = No change
Witches Brew = No Change
Arid Stormer = No Change
Bog Slosher = No Change
Bogstork Clacker = Random Minions that cost 2 more.
Darkari Defende = Reduce Overload to 2.
Electra Storm Surge = No Change
Elemental Distruction = Reduce overload to 3 make it flat 5 damage Increase its cost by 1.
Far Sight = No Change
Feral Spirits = Increase Minion health by 1 it puts it in line with Saronite Chain Gang
Grandtotem Eyesore = Make it buff itself.
Haunting Vision = Reduce cost of this spell by 1.
Healing Rain = No change
Healing Wave = No change
Hot Spring Guardian = No Change
Ice Breaker = Incease the attack on this by 1.
Instructor Fireheart = No Change
Lady Vashj = No change
Lava Burst = Increase cost by 1 reduce overload by 1.
Lightning Breath = Increase Damage by 1.
Lighting Storm = Reduce Overload by 1.
Magic Fin = No Change
Manatide Totem = Reduce cost by 1 and health by 1.
Marsh Spawn = No change
Moulten Blast = Increase damage by 1 make it so it can only target minions.
No One Can Stop us = No change
Pit Master = Give it and duelists rush.
Plague of murlocks = Increase the cost by 1.
Power Mace = No Change.
Primal Talismans = Reduce cost by 1.
Serpent Shrine Portal = No change.
Speaker Guidra = No Change
Spirit Echo = Reduce cost by 1.
Spirit of the Frog = No change.
Storm strike = reduce cost by 1 damage by 1 and attack by 1.
Tidal Surge = No Change.
Totemic Reflection = No Change.
Tuskarr totemic = Just un-nerf it so it can summon any totem at random.
Unbound Elemental = No Change.
Weaponised Wasp = No Change.
Whack a Gnoll Hammer = No Change.
Ancestors Call = No Change
Avalanche = Reduce cost by 2 and just make it freeze 3 minions.
Brukhan = No Change.
Call in the finishers = No change.
Charged Hammer = Reduce cost by 1 and durability by 1.
Dreanai Totem Carver = No Change.
Dunemaul Shaman = No change.
Dunk Tank = No change.
Earth Revanent = Make this a 2/4 taunt for 3 with same upside.
Fireguard Destroyer = 3 mana 5/5 overload 3.
Flame Wreathed Faceless = No change its fine.
Grounds Keeper = No change.
Hex = Reduce mana cost by 1.
Jade Lightning = No change.
Jade Spirit = No Change.
Jinyu Waterspeaker = give it taunt.
Lotus Illusionist = Make it transform into a 7 cost minion.
Master of Evolution = No change.
Rumbiling Elemental = When you play an elemental as the change.
Scargil = No change.
Stirlfin Spirit Walker = No change.
Splitting Axe = No change.
Squalhunter = Reduce overload by 1. Reduce Spell Damage to +1.
Storm Chaser = No Change.
Fist of Ra-den = Increase Durability by 1.
Thunderhead = No Change.
Torrent = No Change.
Totem Cruncher = Reduce cost to 2 mana.
Vessina = No Change.
Vivid Spores = No Change.
Wicked Witch Doctor = No Change.
Windspeaker = Increase attack and health to 4/4
Bandersmosh = No Change.
Blood Lust = No Change.
Bog Spine Knuckles = No Change.
Cumulo Maximus = Reduce cost by 1.
Doom Hammer = No change.
Dragons Pack = No Change
Earth Elemental = Make it an 8/8
Hagathas Scheme = No change
Hallazeal the Ascended = No Change.
Hammer of Twilight = Summon 4/4 Elemental with Taunt.
Inara Storm Crash = No Change.
Lilypad lurker = Make if a 4 mana 4/5.
Lotus Agent = Reduce cost by 1.
Mistrunner = Give it the Elemental Tag.
Muckmorpher = No change.
Raz Frostwhisper = No Change.
Shattered Rumbler = To all enemy Minions.
Thrall Deathseer = change the effect to minions that cost 3 more and hero power to discover discover any random totem.
Thunderbluff Vigilante = No Change.
Totem Goliath = No Change.
Volcano = No change.
Voodoo Hexer = Reduce cost by 1.
White Eyes = No change.
Winshear Storm Caller = If you control all 4 basic totems Give all totems death rattle summon Alakir.
Aya Blackpaw = No Change.
Eureka = No Change.
Fire Elemental = Change to 5 mana 5/4 deal 3 damage.
Grumble = No Change.
Kragwa the Frog = No Change.
Moorabi = Reduce cost by 1.
Nithogg = No change.
Rain of Toads = Reduce overload and cost by 1.
Runic Carvings = No Change.
Lurker Below = Increase minion Damage and cost by 1.
Mistcaller = Reduce cost by 1.
The Storm Bringer = No Change.
Thing from Below = No Change.
Bog Shaper = Reduce cost by 1.
Earthquake = No Change.
Everyfin is awesome = Increase cost by 1.
Galakrond = No Change.
Jade Cheiftan = Reduce cost by 2.
Lesser Sapphire Spell Stone = Reduce Cost by 2.
Neptulon = Reduce overload by 1.
Stone Sentinal = Reduce cost by 1.
Swamp Queen Hagatha = No Change.
Al'akir the windlord = Reduce cost to 7 mana.
Hagatha the Witch = No change.
Kalimos the Primal Lord = No Change.
Rune Spear = Reduce cost by 3.
Tidal Wave = Reduce cost by 1.
Walking Fountain = Reduce attack by 1.
Mogu Flesh Shaper = Reduce cost by 2.
Shudderwok = No Change.
Eye of the Storm = Fill your board with 4/4 Elementals with taunt and overload 3.
Snowfury Giant = Reduce cost by 1.(Costs 2 less for each overloaded mana crystal you have had this game.
This is a complete rework of existing cards without taking away from the idea of what shaman is suppose to be. Focusing on just improving existing arch types in line with other class arch types. It isnt a 100% solution to all shaman problems but it puts shaman in a spot where it could be in line with other classes with just a few minor card releases mostly in the form of a value engine and some more card draw options.
shamans problems are just simply they are worse versions of existing archetypes for other classes. What they need is a unique mechanic like librams or soul shards to really stand out.
jeez, could you change some more cards? holy crap cakes (appreciate the effort though, it's just waaay to much)
yes, the class sucks. but i just feel like the hero power and some card draw options without overload is good enough
it's not like shaman hasn't been broken before, but when it's not at the top it's just bottom of the barrel for the longest time
This class will forever be either super bad or imbalanced.
Could you maybe highlight or create a new list only for standard cards?
Specifically talking standard cards standard does need more help than just a small change mostly because in standard shaman not only lacks card draw but any value limiting it to aggression and a bad curve.
My thoughts on changing elemental curves there would help elementals balance out for shaman and curve better but shaman still needs a card draw outlet and a value engine in standard if hagatha was printed in standard they would have a value engine but shaman has 3 bad points against it currently making it weak compaired to other classes.
Its 3/4/5 Mana turns are really not great. It cant draw with the other aggressive classes relying on over the top damage to much without the means to reach it. Its aoe and healing can be better than other classes but again it never reaches those cards most of the time. Its card draw tools are weaker and less impactful than other classes and when you reach the late game you never have the value to compete with the other late game classes.
You compare its draw to rogue or mage for example ancestral knowledge is 4 mana draw 2 and lose tempo vs mage that has a potential gain 1 mana draw 2 and a 3 mana draw 2 or rogue which has 0 mana draw 2 card effects far sight was ok at 3 mana draw 1 but it was basically free but then again same time rogue basically has 0 mana draw 2 as well. Mana tide totem at 3 mana is often again draw 1 card lose tempo. Farsight was there only card that didnt necessarily cause a loss of tempo but it was more like a 50/50 on tempo vs value with your curve.
Shaman if ancestral recall was in standard with an overload of 1 and 1 other draw mechanic that was good combined with some value generator like hagatha would be in an ok spot still needs curving help but it would probably make shaman good enough to consider like mid tier 2 with curving youd see shaman in upper tier 2 and competative with other decks.
Right now shaman has the worst curve, the weakest draw, the least value engines and the worst tempo of any class. When the expansion first hit and we saw the aggro shaman showing up i had some hopes that maybe it would be good enough but it often falls just short of the marker not having the steam to push over the top as it runs out of gas and being overpowered often in the early game. Eventually shaman just basically loses the tempo game in every match.
The only way to fix all of that is better curving and card draw. But that curving better balancing overloads better in line with similar cards resolves that.
Chillwind yeti perfect example its a 4/5 for 4 mana you need to compaire that with Lilypad lurker originally its a 5 mana card that was formely 4/5 with hex but on condition. Theres no good curve play into lilypad lurker. Making it a 5/6 doesnt resolve that problem alot of the time its dead in your hand. Play it and lose the value or dont play it and lose tempo. You could make it a 6/7 or a 7/8 and it still wouldnt be good enough to bring shaman in line with other classes. It would just be a big beat stick that gets removed in alot of cases. Hex which i think runs the same logic as polymorphe could be dropped to 3 mana and be fine other classes do have tools that run in line with that. Also a class card is expected to be just a little better than a neutral card. So having a Lilypad lurker on 4 with a revanent on 3 would give shamans some 3 mana elemental options and bring lilypad into line of being just good enough to see play. But you still have some value issues so adding the discover mechanic to Menacing nimbus helps insure that curve is around when you need it. Meaning your more consistantly get your trigger at 4 mana even when you have to sacrifice a little tempo.
Thats what shaman needs a curve that flows much smoother card draw to prevent you gassing out constantly and value so you dont feel trapped always in late game against other control matches.
The problem is that every archtype shaman gets is so nutured because they have a good deck now and then that is competative its like blizzard is afraid to give them anything valuable. Shaman is just as bad in wild as it is in standard.
Every Archtype they present has a neutral card that is similar but better. The duelist mechanic from darkmoon fair...em 3/2 and a 1/2 for 4 mana vs saronite chain gang 2 2/3's for 4 mana with taunt. Spirit wolves = 2 2/3's with taunt again when you factor overload in for 4 mana. The class is competing with neutral cards using there class cards and often at a tempo loss.
There are cards that are () close to being good enough but they just dont ever get that fix that makes them good enough and blizzard get so nervous making a decient shaman card that since shudderwok and the overload era. They are like Oh this shaman card might be too good if we did this whats a neutral card that similar ok thats the mana cost.
Class cards generally have a value of 1 mana less than a neutral equivilent or some advantage over a neutral card that is similar. - They are not the only class to feel that lately with illidari inquisitor and alextraza basically Nutoring King Krush. Blizzard really generally needs to think about better balancing on net. With curve and mana cost vs value for classes.
Just delete shaman already! When DH came out every of us saw that DH is a shaman on steroids: DH had (and has still has now on some other moments) better tempo, better face potential, better OTK, better draw, better heal, better buffs, even better control (when there was a highlander deck), better big cards.
DH was released like 1 years and 2 months ago, since that time we saw plenty of good dh archetypes: highlander dh, soul dh, otk dh, tempo-midrange dh and busted aggro dh. And how much GOOD shaman archetypes we saw since 2019? Only evolve shaman and galakrond shaman, and both of them were nerfed to shit after first month or two of their existence.
This is not fair.
Honestly one thing that might help is re-visiting the overload's of most of their cards. To me the whole point of Overload cards was to create powerful turns at the expense of your next turn, but that hasn't really been a thing since Tunnel Trogg/Totem Golem/4 mana 7/7 meta and it seems like they've been scared to create powerful Overload cards from that point forward.
Cards that should be considered to have their overload removed:
Dust Devil , Sludge Slurper , Storm's Wrath , Voltaic Burst , Jade Claws , Sandstorm Elemental , Stormcrack , Stormforged Axe , Feral Spirit , Serpentshrine Portal , Dunemaul Shaman , Fireguard Destroyer , Jinyu Waterspeaker , Siltfin Spiritwalker , Mistrunner , Totem Goliath , Rain of Toads , Neptulon , Eye of the Storm
Cards that could be considered to have their overload removed but they now cost 1 extra mana:
Beakered Lightning , Zap! , Forked Lightning , Drakkari Defender , Lightning Storm , Squallhunter , Volcano
Some of the changes could make some of the aforementioned cards too strong but i think its worth atleast looking into. Particularly the cards that are only in Wild.
Overload as a mechanic just isn't any good now imo. I'm sure some people would point out this that alot of these changed would make cards/decks that have Overload synergies alot worst which while true I would say those cards/decks arn't that good either
One of the big issues is they dont create enough power for overload in alot of cases dustdevil to 0 overload would be too powerful. When i looked at cards it was a compairson of cards by adding the overload to the cost of the card and factoring in that it does cause you a reduced power turn. Being overloaded is almost worth +1.5 mana when you consider the downside of being overloaded.
Also overload almost wants does need pay off cards. But even if you reduced the overload on every overload card by 1 it wouldnt fix some of the issues shaman has. Shaman has a severe lack of card draw and a severe lack of value cards. Its not just a small amount you could compare priest as the closest class when you look at removal and healing that shaman has. The problem is in comparison to priest shaman has almost no card generation or card draw. Both priest and shaman have great board removal and great healing but priests case its more consistantly available and in alot of cases you can generate tools to resolve the situation while your looking for you key pieces also priest has win conditions. Shaman doesnt have that shaman has random card generation. No Draw mechanics. Also it has one of the worst curves in the meta.
When you make direct comparisons there are NEUTRAL CARDS that are STRONGER than SHAMAN CLASS CARDS. This is a very frequent thing. There are lots of examples you can compare here with direct value.
Shaman needs card draw mechanics that are not complete garbage a smoothed out curve fixed and balanced with its overload mechanics and actual win conditions outside luck sacking into over the top burn when your playing aggro.
You have generate 2 1/2 taunts in druid. Saronite chain gang in neutral for same mana cost when you factor overload. Baracade at 4 mana. There are just alot better cards at same cost compared to cards like spirit wolves. The overload on it alone is really unbalanced since it should be eq to a 4.5 mana value as you lose tempo on your next turn. It sets you a turn back and that needs to be considered when you factor overload spirit wolves is basically a worst saronite chain gang. You could argue it comes out a turn earlier but its just not good especially later in the game your losing momentium in turns that follow you may be looking to curve out your 5 drop on say turn 4 and you play it so your getting a worst saronite chain gang playing it on turn 4.
But vault you could play it a turn earlier...Not worth it. Theres a reason the card doesnt see play when you compare it to the a card with the approximate same value in mana. Overload creates tempo loss on the following turn so the value has to be better than 1 for 1. Overloaded mana crystals should be treated as 1.5 mana in value.
So you look at a card like dust devil 1 mana 3/1 not a big deal. Overload 2 ok so your saying this card should be worth 4 mana in value Windfury is not 4 mana in value. if you were to overload 1 yes its ok. Your trading half the play value of your next turn for potential burst. You can potentially follow it up with a taunt if they dont answer asap. chances are it still gets answered but if it doesnt your getting value for your play. Thats what needs to be looked at against rogue druid mage and demon hunter as well as probably warlock this is always getting removed on turn 2 and most other classes are still gonna 1 for 1 trade with it. Lightning storm while its strong removal and you could argue overload 2 is balanced honestly overload 1 would not hurt the card loss of tempo still happens but its a little better than alot of 4 mana aoe removal. Lightning storm is about a 4.5 mana value. Comparing with of course cards like rancor Holy Nova ect. I could do this break down when I looked at every shaman card with overload.
Same end there are cards that shouldnt be reduced. Sludge Slurper is basically 3 mana value in a 1 mana card your getting a lackey on a 1 mana card with a 2/1 body which is a bit better than a 1/1 your talking a 3/2 with upside on a 1 mana card. That is worth close to 3 mana in value its at least a 2.5 mana value so its overload is balanced. Thats what overload should look like 1.5 mana value for each overload crystal.
Earth Elemental can be directly compaired to Nosdormu one that can make turns 15 seconds 7 mana 8/8 however your also compairing its so giving it 1 attack to off set tempo loss when you factor the taunt would bring it in line power wise. Also the fact its a class card says a little better than a neutral card is ok and its neutral legendary so. No immediate board impact no possible upside its ok. Probably still wouldnt see play but if overload shaman became a thing maybe.
This is something people often do not consider when thinking about it is its just bad. Its not necessarily just bad its just not balanced. Because shamans card draw is so bad even if they added a couple of card draw options it still wouldnt be in line with other classes on net card draw power adding a few card draw mechanics and tuning it in par would bring it up to par with classes.
I would create something like a 3 mana overload 2 draw 4. and add a few cards that give you discover the tempo loss would set shaman back a turn in order to draw since your losing your turn 4 to draw 2 cards your paying eq of 7 mana for a draw 4 which is in line with Sprint. It doesnt really have any other good card draw currently so it would be ok. Im sure someone could come up with a better designed idea.
Another Idea would be 2 mana if you have a totem in play draw 2 cards. Or 2 mana if you played an elemental last turn draw 2 cards. Even 2 mana if you played a spell last turn draw 2 cards would also work.
And for value generators
Thrall Champion of the Elements
6 Mana
5 Armor (Standard)
Battlecry: Play 2 copies of an elemental you played on your last turn. (If those minions had battlecrys targets are chosen at random)
Hero Power: Summon any random totem as a 2/2 totem. (IE You could get a normal totem as a 2/2 or your could get 2/2 mana tide or 2/2 flame tongue totem.
Your getting potentially as much value as 2 al'akirs. Super high value your getting the value of battlecrys if not and your getting a slightly upgraded hero power. Because the value varies when its played it can be higher value if you play it later. You might just need a double earth revanent or something similar to keep you alive but at the same time that double al'akir is a potential 12 damage to face played following up al'akir because of the versitility of the card it could see play in multuple decks for different reasons. Its hero power could net you a 2/2 searing totem ... flop. But it could also net you a 2/2 mana tide and draw you a card it however these are just ideas off the top of my head that would need balance testing rather than looking at existing cards. Those are examples that would bring up the shaman power level in standard.
You put way too much time and energy into something that's most likely going to be addressed by new expansion cards.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
What indication has blizzard given that any of this will be addressed?
2 of the issues may be addressed but i still dont see them addressing the curve issues. I would hope to see them address a card draw mechanic and a value mechanic or be very dissappointed in Blizzard.
Totems :)
Blizzard? Addressing issues? Giving Shaman card draw? I'd be prepared to be disappointed
There is a possibility with even gms and alot of the larger streamers bitching they need to address shaman however they tend to do a really shitty job of addressing shaman they either do something insane like:
Wink Wink Totem
2 Mana
5/5
Overload 1
Rush
Frenzy: Discover 3 Elementals and 2 totems.
1 Month Later it gets nerfed to:
Poo Poo Totem
5 Mana
4/4
Overload 2
Rush
Frenzy: Discover an elemental.
or they just create cards that fall short of what everything else including neutral cards are doing.
Blizzard has this thing where they cant create and balance shaman cards well they don't really take any kinda of dispositional approach to it and cross compaire it with similar cards. Other wise half the shit that got released would be like hey you know this is really a shittier version of this neutral card maybe we should buff it a little.