I don't mind a 15-20 minute game but when it's all abt discover , tonnes of card generation, slow plays...it gets so tiring to just sit and watch them as opponents..priest is worst kind of control
Well here is the problem.They didnt really go after the card generation. They chose to nerf Priests healing instead. I guess a dead priest cant discover more cards, still a terrible way to address the problem. Only thing the patch did was make Priest weaker against aggro and almost the same vs control.
If Raise Dead didn't exist then I don't think you see the nerf to Apotheosis. It's not that the burst healing was a problem, it's that it could be pulled off multiple times within a game.
1) Pre-nerf control Priest was probably the best deck in the game. This can be evidenced by the deck's win rate at high MMR brackets. If players at silver/gold don't know how to play the deck and score ~40% is not the deck's problem but the pilot's. The deck itself was really strong. 2) The nerfs (and even more the multiple calls for nerfs) probably had little to do with the power level of the deck and a lot more with the gameplay experience it created 3) Here is what happened in the last game I played vs Priest (I was playing Shaman): I developed an early board, I made sure to clear every single minion the Priest dropped, even if the trade seemed sub-optimal (as Apotheosis is a card), I didn't dare develop too wide (as Samuro+Apotheosis is a combo) and I was slowly pushing face damage at the same time. My opponent managed to partly/fully clear my board 5(!) times by casting a Devouring Plague, while also healing for a total of 20. Fun fact: Devouring Plague was not a card they were running in their deck, yet they managed to generate and cast 5(!) copies of it in the same game. Later they also generated some random Desperate Prayer & Flash Heal for more healing as well as another board clear with Xyrella. So far they have healed for a total of 30 purely via 'created by' spells. Meanwhile I have already killed 4(!) Venomous Scorpids that they have dropped. In the end I managed to sneak in some exact lethal and win the game after around 15 turns and 15-20 minutes of play. Despite winning, this was by far the least fun game I had that whole day. Not because of the duration (I have no problem with long games), but because of the infinite random, created by answers that one can't legitimately play around. If the nerf to Renew puts an end to this kind of gameplay experience then I'm very happy to see it nerfed. 4) Regarding the OP's comments. Illidari Inquisitor might be a bit overtuned, but it is still an 8-mana card and it is the only thing that DH has going right now. Nerf it and the class is as good as dead. Warsong Wrangler is very fine, I don't see why it would need a nerf. As for Shaman, I don't feel that the class is OP, sure Elemental/Doom Shaman is strong but not stronger than Rush Warrior or Miracle Rogue or pre-nerf Paladin (who IMO was also not OP, but that's another story). However I do think some buff reverts (like Lilipad Lurker) would be fair.
To explain my issue with Warsong Wrangler, I believe it turns a card like Trampling Rhino, which was not problematic beforehand, into a reliable and searchable win condition in addition to the huge amount of burst damage hunter already boasts. At the very least the stats on the minion itself could be toned down from 3/4 to 3/3 or 2/4 or something so at least putting it in play creates some more significant disadvantage as you set up for lethal. Now of course, a big rhino with piercing damage is not a big deal for a class with a lot of healing and big taunt minions, but if the devs are going to put a target on the class known for having those resources then hunters deserve to be taken down a notch as well.
Pre-nerf priest was not the best deck in the game. It was at high legend, because the meta shifted to priest being viable because at high legend a 52% win rate face Hunter isn’t the best deck in the game. You still see control warlock in diamond. Priest lost so much with rotation and core set and gained so little, including no clear win condition. This is just the wrong nerf to benefit the top 1000 players and a detriment to everyone else. I hope shadow priest is more focused and not just copying warlock because right now, blizz has no idea what to do with priest. Demon Hunter and warlock have mass silence and mass removal while priest has a corrupt focused legendary and a blood for mana legendary…
Did Priest deserve to be nerfed? No doubt, but was it done properly? I don't think so. They should have targeted his generation chains (by changing rules of generation in general and limiting amount of copies you can discover in one game... or something) but left his healing potential alone. Now aggro will just stomp on him.
For me it's absolutely no fun to lose in 2 minutes against aggro decks. So when does Blizzard something about that? The answer is never. I will never ever understand, why Aggro is ok and Control is bad. Just balance the fucking game, make good cards for every playstyle and let people decide, what they want to play.
They literally did that in the exact same patch as the Priest nerf, with the nerf to Gibberling.
Spell Druid isn't exactly an aggro deck, but the change was made to end those explosive starts that make the game unwinnable from the second turn.
You may wish they had done more, but don't act like they haven't done anything at all.
1) Pre-nerf control Priest was probably the best deck in the game. This can be evidenced by the deck's win rate at high MMR brackets. If players at silver/gold don't know how to play the deck and score ~40% is not the deck's problem but the pilot's. The deck itself was really strong. 2) The nerfs (and even more the multiple calls for nerfs) probably had little to do with the power level of the deck and a lot more with the gameplay experience it created 3) Here is what happened in the last game I played vs Priest (I was playing Shaman): I developed an early board, I made sure to clear every single minion the Priest dropped, even if the trade seemed sub-optimal (as Apotheosis is a card), I didn't dare develop too wide (as Samuro+Apotheosis is a combo) and I was slowly pushing face damage at the same time. My opponent managed to partly/fully clear my board 5(!) times by casting a Devouring Plague, while also healing for a total of 20. Fun fact: Devouring Plague was not a card they were running in their deck, yet they managed to generate and cast 5(!) copies of it in the same game. Later they also generated some random Desperate Prayer & Flash Heal for more healing as well as another board clear with Xyrella. So far they have healed for a total of 30 purely via 'created by' spells. Meanwhile I have already killed 4(!) Venomous Scorpids that they have dropped. In the end I managed to sneak in some exact lethal and win the game after around 15 turns and 15-20 minutes of play. Despite winning, this was by far the least fun game I had that whole day. Not because of the duration (I have no problem with long games), but because of the infinite random, created by answers that one can't legitimately play around. If the nerf to Renew puts an end to this kind of gameplay experience then I'm very happy to see it nerfed. 4) Regarding the OP's comments. Illidari Inquisitor might be a bit overtuned, but it is still an 8-mana card and it is the only thing that DH has going right now. Nerf it and the class is as good as dead. Warsong Wrangler is very fine, I don't see why it would need a nerf. As for Shaman, I don't feel that the class is OP, sure Elemental/Doom Shaman is strong but not stronger than Rush Warrior or Miracle Rogue or pre-nerf Paladin (who IMO was also not OP, but that's another story). However I do think some buff reverts (like Lilipad Lurker) would be fair.
To explain my issue with Warsong Wrangler, I believe it turns a card like Trampling Rhino, which was not problematic beforehand, into a reliable and searchable win condition in addition to the huge amount of burst damage hunter already boasts. At the very least the stats on the minion itself could be toned down from 3/4 to 3/3 or 2/4 or something so at least putting it in play creates some more significant disadvantage as you set up for lethal. Now of course, a big rhino with piercing damage is not a big deal for a class with a lot of healing and big taunt minions, but if the devs are going to put a target on the class known for having those resources then hunters deserve to be taken down a notch as well.
you played incorrect vs Priest as your shaman. You dont beat control by trading every minion and going slow. YOu make a read, push dmg and hope you get thru. Giving a control deck extra turns literally loses every time. And, while I agree about skill level and Priest success, catering the the top 1000 legend while disregarding the other 3,000,000 players in NA is ridiculous. This shows panic at Blizzard, and with Asmongolds switch to FF14. Blizzard is bending over backwards to please the streamers/topp 1000 cuz they are the lifeblood to the game doing well. Its a pure business/money decision and prob has very little to do with so called balance.
I'm a generally Wild player, this season decided to play some Standard after I got legend in Wild. Have to say priest generating 20 cards that weren't in their deck (all of them removals) may just be the most annoying thing I've experienced in this game. At least the rogue's deck runs out at some point.
Can I raise an issue that most seem to ignore? Anyone who says how easy it is for priest to heal up to 30 ignores the fact that you're the one doing nearly lethal damage to the priest, consistently, multiple times a game. How do you not see this as a problem? Priest heals like crazy because they have to! They don't have the minion presence to stop you from nuking them in the face! No one, and I mean no one who specializes in Priest prefers to get hit in the face. Preventing the damage is preferable to mitigation, every single time. Since they can't stand up to your superior board by trading, they either clear or heal or both.
Tldr: Heal bad. But monstrous aggro damage worse.
Edit for emphasis: you aren't losing to Priest. Priest is SURVIVING YOU. With your damage output, you've killed them three times that match. I get that's annoying. Can't push through that final damage. I hear you. But imagine the Priest position.
They need to give Priest more choices because fundamentally that is the issue. I can totally see why anybody maining Priests would be p*****d at the nerfs as it weakens their class. But they have to understand that for the opponent this kind of playstyle kills the fun and that is the last thing any game creator wants their game to be. And I also don't mind 20 minute games, as long as there is interaction and wins/losses feel earned/deserved.
For the record, I am not a fan of aggro meta and I don't play aggro decks, unless I need a little change and climb the ladder a bit. I didn't have an issue with previous iterations of Priest. It needs a win con to actively pursue other than fatigue, though. Shadow Priest might be it but the problem with that is there will be a limited number of cards printed and I just don't know if that will be enough to launch an archetype. We will see, I hope it does.
No class, no archetype has even been competitively viable with only one expansion's support, barring Genn and Baku.
They need to give Priest more choices because fundamentally that is the issue. I can totally see why anybody maining Priests would be p*****d at the nerfs as it weakens their class. But they have to understand that for the opponent this kind of playstyle kills the fun and that is the last thing any game creator wants their game to be. And I also don't mind 20 minute games, as long as there is interaction and wins/losses feel earned/deserved.
For the record, I am not a fan of aggro meta and I don't play aggro decks, unless I need a little change and climb the ladder a bit. I didn't have an issue with previous iterations of Priest. It needs a win con to actively pursue other than fatigue, though. Shadow Priest might be it but the problem with that is there will be a limited number of cards printed and I just don't know if that will be enough to launch an archetype. We will see, I hope it does.
No class, no archetype has even been competitively viable with only one expansion's support, barring Genn and Baku.
The only thing priest has rolling for it is random generation. Just played a game vs one he found 6 Kazakus randomly then he just out-lifestealed my damage, for fuck sake you get them down to 5hp and they are back at full with the 5th 10 10 lifesteal on board. The only gameplan they have is to out-value you later on. If they make it you'll play 30 min and lose if they dont you'll just stomp them in 5 turns.
It all depends on the priests luck of the draw, and how well the RNG goes for them. Which is quite sad tbh I'm sure there are a lot of priest players who love the class but they legit need a gameplan, not this..... Some generation is good but this just makes it annoying to play against. I legit just insta concede when i face priest, don't wanna take gamble of a 30 min lost game, i'd rather play 3 other games in the time I lose that 1.
Can I raise an issue that most seem to ignore? Anyone who says how easy it is for priest to heal up to 30 ignores the fact that you're the one doing nearly lethal damage to the priest, consistently, multiple times a game. How do you not see this as a problem? Priest heals like crazy because they have to! They don't have the minion presence to stop you from nuking them in the face! No one, and I mean no one who specializes in Priest prefers to get hit in the face. Preventing the damage is preferable to mitigation, every single time. Since they can't stand up to your superior board by trading, they either clear or heal or both.
Tldr: Heal bad. But monstrous aggro damage worse.
Edit for emphasis: you aren't losing to Priest. Priest is SURVIVING YOU. With your damage output, you've killed them three times that match. I get that's annoying. Can't push through that final damage. I hear you. But imagine the Priest position.
This is literally the problem though. Priest should be putting some sort of interaction on the board. But they don't, and they have generatable answers to everything. Aggro? They generate AoE. Midrange? Hysteria. Control? Oh hey, Death. Token? Mass Dispel.
Priests CHOOSE to take damage and heal it because it's the most consistent way to win. Instead of "trade and hit the opponent's face when possible" it's just "run the opponent out of resources and then kill them when they don't have anything left. It's a very uninteractive playstyle that isn't any fun to deal with, as the priest player gets to make all the responses and their opponent just gets to put things out and hope the priest hasn't RNGed their fifth answer to it.
Against other classes, you can figure out what's in their deck and how many of it they have, so you can bait out their removals and then go off. Against Priest you can't, since they can end up with six copies of the same card.
It's worse than Casino Mage because at least Casino Mage changes the cards in their deck and you can have a rough idea of how many of each cost they have. But Priest ends up dropping 50 or 60 cards in a game which is insane. It's like "ok I baited out both Condemns, a generated Holy Nova, and Xyrella, I can play a few minions" and then next turn it's Condemn #3 for 1 mana. There's no real way to win by skill, it's just by out-rnging your opponent and trying to minimize their rng capabilities by hexing/devolving/polymorphing etc if you have that ability.
Can I raise an issue that most seem to ignore? Anyone who says how easy it is for priest to heal up to 30 ignores the fact that you're the one doing nearly lethal damage to the priest, consistently, multiple times a game. How do you not see this as a problem? Priest heals like crazy because they have to! They don't have the minion presence to stop you from nuking them in the face! No one, and I mean no one who specializes in Priest prefers to get hit in the face. Preventing the damage is preferable to mitigation, every single time. Since they can't stand up to your superior board by trading, they either clear or heal or both.
Tldr: Heal bad. But monstrous aggro damage worse.
Edit for emphasis: you aren't losing to Priest. Priest is SURVIVING YOU. With your damage output, you've killed them three times that match. I get that's annoying. Can't push through that final damage. I hear you. But imagine the Priest position.
This is literally the problem though. Priest should be putting some sort of interaction on the board.
Absolutely correct. Shadowform won't solve this with damage alone. All the hype, all the potential, and priests will just say "Neat. Anyway..." and continue to out-bullshit everyone. Too stuck in their ways, blizz. It might be actually unsolvable.
Can I raise an issue that most seem to ignore? Anyone who says how easy it is for priest to heal up to 30 ignores the fact that you're the one doing nearly lethal damage to the priest, consistently, multiple times a game. How do you not see this as a problem? Priest heals like crazy because they have to! They don't have the minion presence to stop you from nuking them in the face! No one, and I mean no one who specializes in Priest prefers to get hit in the face. Preventing the damage is preferable to mitigation, every single time. Since they can't stand up to your superior board by trading, they either clear or heal or both.
Tldr: Heal bad. But monstrous aggro damage worse.
Edit for emphasis: you aren't losing to Priest. Priest is SURVIVING YOU. With your damage output, you've killed them three times that match. I get that's annoying. Can't push through that final damage. I hear you. But imagine the Priest position.
Uh...so how is that control warrior doesn't enrage anyone? It doesn't have any minions that stop anyone from nuking them in the face, the minions in control warrior decks are mostly meh, certainly not the kind of minions that an aggro/midrange deck see and goes "oh man, gotta trade into that". And yet, I hear no one complaining about control warrior...why? Could it be because they actually have an endgame and they don't just want to get damaged and armour up until the end of time? Could it be because they don't create 30 cards in addition to the 30 that start in their deck? Could it be that you know what to play around when you face them? And control warrior was tier 4 for all of the expansion and yet, with control priest nerfed it seems to have picked up some steam...I wonder why.
Your statement that "priest has no minions that prevent you from nuking them in the face" is also, pre-nerf, woefully wrong, ignorant or both. If you were an aggro or a midrange deck you had to kill every single minion the priests put on the board because if you didn't, they'd apotheosis it (or find one with their 30.000 discover shenanigans) and your face damage would have been entirely for nothing. Which is a fairly large reason why they nerfed it (thankfully). Because yes, the play pattern is that an aggro deck generally doesn't care about minions that don't have taunt, I don't know why this is news to you but there you go.
It's also entirely normal for an aggro deck to be able to kill you two times over. Like, it's been a thing since beta so...welcome to hearthstone, I guess. Priests do nothing but sit on their hands, literally any deck should be able to kill them twice over since their only gameplan is to get hit, heal, discover 30 more cards and stall until fatigue (the game one, or the player one).
And to the 5heads who call for priest as a class to be deleted (zeddy level of brain capacity there), priest is a problem class only in standard. Sure you'll find whiners who say brain-damaged things such as "nerf raza nerf big priest nerf reno jackson I can't go face bohooo" but both big priest and raza priest in wild are perfectly fine (possibly because they have an actual end game and they don't generate a few hundred extra cards at the blink of an eye...just speculation), the only mode priest is wholly unbearable in, is standard. This is fully on team 5 obviously, their rework for priest was probably the worst thing that happened to the game since baku and genn were introduced, and pairing that with the atrocious level of generation that was added in the year of the dragon...it was a complete shitshow. It took them over a year to understand they'd fucked up and they're apparently trying to fix things but we'll see how and if they'll be good enough at it...I'm not holding out too many hopes, personally.
As a final point, priest isn't even close to being the class that's been nerfed the most in the history of hs. Like, the first ever nerf to a priest class card was in 2018...to raza. Rogues, druid, warriors and hunters had already been hit with multiple nerfs by that time. The entire list of priest nerfs is as follows: raza, shadow boxer (which...ok? I'd entirely forgotten about it), illucia, hysteria/alura (dual class cards, alura was never used in priest), renew, apotheosis. Priest is literally the least nerfed class in the history of the game and it's not even particularly close to anything else. Heck, demon hunter had more nerfs after the first week than priest has had in 7+ years. If there's a class that can complain about being nerfed time and time again, rogue can certainly have a say in that, or druid...priest lol, no.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
If Raise Dead didn't exist then I don't think you see the nerf to Apotheosis. It's not that the burst healing was a problem, it's that it could be pulled off multiple times within a game.
To explain my issue with Warsong Wrangler, I believe it turns a card like Trampling Rhino, which was not problematic beforehand, into a reliable and searchable win condition in addition to the huge amount of burst damage hunter already boasts. At the very least the stats on the minion itself could be toned down from 3/4 to 3/3 or 2/4 or something so at least putting it in play creates some more significant disadvantage as you set up for lethal. Now of course, a big rhino with piercing damage is not a big deal for a class with a lot of healing and big taunt minions, but if the devs are going to put a target on the class known for having those resources then hunters deserve to be taken down a notch as well.
Pre-nerf priest was not the best deck in the game. It was at high legend, because the meta shifted to priest being viable because at high legend a 52% win rate face Hunter isn’t the best deck in the game. You still see control warlock in diamond. Priest lost so much with rotation and core set and gained so little, including no clear win condition. This is just the wrong nerf to benefit the top 1000 players and a detriment to everyone else.
I hope shadow priest is more focused and not just copying warlock because right now, blizz has no idea what to do with priest. Demon Hunter and warlock have mass silence and mass removal while priest has a corrupt focused legendary and a blood for mana legendary…
Did Priest deserve to be nerfed? No doubt, but was it done properly? I don't think so. They should have targeted his generation chains (by changing rules of generation in general and limiting amount of copies you can discover in one game... or something) but left his healing potential alone. Now aggro will just stomp on him.
They literally did that in the exact same patch as the Priest nerf, with the nerf to Gibberling.
Spell Druid isn't exactly an aggro deck, but the change was made to end those explosive starts that make the game unwinnable from the second turn.
You may wish they had done more, but don't act like they haven't done anything at all.
"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
According to HSReplays, Warlock is no longer the worst class in standard, now Priest is! So Team 5 wasn't lying about making Warlock better :).
you played incorrect vs Priest as your shaman. You dont beat control by trading every minion and going slow. YOu make a read, push dmg and hope you get thru. Giving a control deck extra turns literally loses every time. And, while I agree about skill level and Priest success, catering the the top 1000 legend while disregarding the other 3,000,000 players in NA is ridiculous. This shows panic at Blizzard, and with Asmongolds switch to FF14. Blizzard is bending over backwards to please the streamers/topp 1000 cuz they are the lifeblood to the game doing well. Its a pure business/money decision and prob has very little to do with so called balance.
I'm a generally Wild player, this season decided to play some Standard after I got legend in Wild. Have to say priest generating 20 cards that weren't in their deck (all of them removals) may just be the most annoying thing I've experienced in this game. At least the rogue's deck runs out at some point.
Can I raise an issue that most seem to ignore? Anyone who says how easy it is for priest to heal up to 30 ignores the fact that you're the one doing nearly lethal damage to the priest, consistently, multiple times a game. How do you not see this as a problem? Priest heals like crazy because they have to! They don't have the minion presence to stop you from nuking them in the face! No one, and I mean no one who specializes in Priest prefers to get hit in the face. Preventing the damage is preferable to mitigation, every single time. Since they can't stand up to your superior board by trading, they either clear or heal or both.
Tldr: Heal bad. But monstrous aggro damage worse.
Edit for emphasis: you aren't losing to Priest. Priest is SURVIVING YOU. With your damage output, you've killed them three times that match. I get that's annoying. Can't push through that final damage. I hear you. But imagine the Priest position.
No class, no archetype has even been competitively viable with only one expansion's support, barring Genn and Baku.
The only thing priest has rolling for it is random generation. Just played a game vs one he found 6 Kazakus randomly then he just out-lifestealed my damage, for fuck sake you get them down to 5hp and they are back at full with the 5th 10 10 lifesteal on board. The only gameplan they have is to out-value you later on. If they make it you'll play 30 min and lose if they dont you'll just stomp them in 5 turns.
It all depends on the priests luck of the draw, and how well the RNG goes for them. Which is quite sad tbh I'm sure there are a lot of priest players who love the class but they legit need a gameplan, not this..... Some generation is good but this just makes it annoying to play against. I legit just insta concede when i face priest, don't wanna take gamble of a 30 min lost game, i'd rather play 3 other games in the time I lose that 1.
This is literally the problem though. Priest should be putting some sort of interaction on the board. But they don't, and they have generatable answers to everything. Aggro? They generate AoE. Midrange? Hysteria. Control? Oh hey, Death. Token? Mass Dispel.
Priests CHOOSE to take damage and heal it because it's the most consistent way to win. Instead of "trade and hit the opponent's face when possible" it's just "run the opponent out of resources and then kill them when they don't have anything left. It's a very uninteractive playstyle that isn't any fun to deal with, as the priest player gets to make all the responses and their opponent just gets to put things out and hope the priest hasn't RNGed their fifth answer to it.
Against other classes, you can figure out what's in their deck and how many of it they have, so you can bait out their removals and then go off. Against Priest you can't, since they can end up with six copies of the same card.
It's worse than Casino Mage because at least Casino Mage changes the cards in their deck and you can have a rough idea of how many of each cost they have. But Priest ends up dropping 50 or 60 cards in a game which is insane. It's like "ok I baited out both Condemns, a generated Holy Nova, and Xyrella, I can play a few minions" and then next turn it's Condemn #3 for 1 mana. There's no real way to win by skill, it's just by out-rnging your opponent and trying to minimize their rng capabilities by hexing/devolving/polymorphing etc if you have that ability.
Absolutely correct. Shadowform won't solve this with damage alone. All the hype, all the potential, and priests will just say "Neat. Anyway..." and continue to out-bullshit everyone. Too stuck in their ways, blizz. It might be actually unsolvable.
Uh...so how is that control warrior doesn't enrage anyone? It doesn't have any minions that stop anyone from nuking them in the face, the minions in control warrior decks are mostly meh, certainly not the kind of minions that an aggro/midrange deck see and goes "oh man, gotta trade into that". And yet, I hear no one complaining about control warrior...why? Could it be because they actually have an endgame and they don't just want to get damaged and armour up until the end of time? Could it be because they don't create 30 cards in addition to the 30 that start in their deck? Could it be that you know what to play around when you face them? And control warrior was tier 4 for all of the expansion and yet, with control priest nerfed it seems to have picked up some steam...I wonder why.
Your statement that "priest has no minions that prevent you from nuking them in the face" is also, pre-nerf, woefully wrong, ignorant or both. If you were an aggro or a midrange deck you had to kill every single minion the priests put on the board because if you didn't, they'd apotheosis it (or find one with their 30.000 discover shenanigans) and your face damage would have been entirely for nothing. Which is a fairly large reason why they nerfed it (thankfully). Because yes, the play pattern is that an aggro deck generally doesn't care about minions that don't have taunt, I don't know why this is news to you but there you go.
It's also entirely normal for an aggro deck to be able to kill you two times over. Like, it's been a thing since beta so...welcome to hearthstone, I guess. Priests do nothing but sit on their hands, literally any deck should be able to kill them twice over since their only gameplan is to get hit, heal, discover 30 more cards and stall until fatigue (the game one, or the player one).
And to the 5heads who call for priest as a class to be deleted (zeddy level of brain capacity there), priest is a problem class only in standard. Sure you'll find whiners who say brain-damaged things such as "nerf raza nerf big priest nerf reno jackson I can't go face bohooo" but both big priest and raza priest in wild are perfectly fine (possibly because they have an actual end game and they don't generate a few hundred extra cards at the blink of an eye...just speculation), the only mode priest is wholly unbearable in, is standard. This is fully on team 5 obviously, their rework for priest was probably the worst thing that happened to the game since baku and genn were introduced, and pairing that with the atrocious level of generation that was added in the year of the dragon...it was a complete shitshow. It took them over a year to understand they'd fucked up and they're apparently trying to fix things but we'll see how and if they'll be good enough at it...I'm not holding out too many hopes, personally.
As a final point, priest isn't even close to being the class that's been nerfed the most in the history of hs. Like, the first ever nerf to a priest class card was in 2018...to raza. Rogues, druid, warriors and hunters had already been hit with multiple nerfs by that time. The entire list of priest nerfs is as follows: raza, shadow boxer (which...ok? I'd entirely forgotten about it), illucia, hysteria/alura (dual class cards, alura was never used in priest), renew, apotheosis. Priest is literally the least nerfed class in the history of the game and it's not even particularly close to anything else. Heck, demon hunter had more nerfs after the first week than priest has had in 7+ years. If there's a class that can complain about being nerfed time and time again, rogue can certainly have a say in that, or druid...priest lol, no.