Once you balance these cards, aggro decks in wild can be countered by the cards coming from next expansion( I mean you can print such countering cards).
This is the best possible method and time to balance wild.
Wild as a whole is broken, nerfing 2 strong cards won't do anything for how the format plays out, there are literally hundreds of OP cards and more importantly combinations of cards.
I say 2 cards because Blood of Ghuun and Celestial alignement are nowhere near broken. Big priest rant is typical noob behavior.
And your arguments are pretty weak for someone who pretends to be an experienced wild player. Arbor up being a 5 mana 8/6 in your mind is fascinating when most of its power comes from buffing existing minions and not droping two 4/3s on the board. Blood of ghuun being broken because "free 5/5" really ? How is 8 mana free anyway ?
And yeah, ice block is strong and frustrating, but an experienced wild player would know all the many ways you can play around ice block, with tech cards, counter decks and legit skill.
I think he simply said no because these are the worst changes you can possibly come up with. It'll take too much time to start explaining why these "nerfs" are bad
Wild as a whole is broken, nerfing 2 strong cards won't do anything for how the format plays out, there are literally hundreds of OP cards and more importantly combinations of cards.
I say 2 cards because Blood of Ghuun and Celestial alignement are nowhere near broken. Big priest rant is typical noob behavior.
And your arguments are pretty weak for someone who pretends to be an experienced wild player. Arbor up being a 5 mana 8/6 in your mind is fascinating when most of its power comes from buffing existing minions and not droping two 4/3s on the board. Blood of ghuun being broken because "free 5/5" really ? How is 8 mana free anyway ?
And yeah, ice block is strong and frustrating, but an experienced wild player would know all the many ways you can play around ice block, with tech cards, counter decks and legit skill.
Well atleast tell me one deck that counters quest ignite mage if you are that experienced.
Wild as a whole is broken, nerfing 2 strong cards won't do anything for how the format plays out, there are literally hundreds of OP cards and more importantly combinations of cards.
I say 2 cards because Blood of Ghuun and Celestial alignement are nowhere near broken. Big priest rant is typical noob behavior.
And your arguments are pretty weak for someone who pretends to be an experienced wild player. Arbor up being a 5 mana 8/6 in your mind is fascinating when most of its power comes from buffing existing minions and not droping two 4/3s on the board. Blood of ghuun being broken because "free 5/5" really ? How is 8 mana free anyway ?
And yeah, ice block is strong and frustrating, but an experienced wild player would know all the many ways you can play around ice block, with tech cards, counter decks and legit skill.
Well atleast tell me one deck that counters quest ignite mage if you are that experienced.
I would think Odd Defend the Dwarven District Hunter would do well. Outputs a lot of damage and often runs 2 Flares
Except for Arbor Up, yes the other 3 are powerful cards but there are way more broken cheaper cards to deal with before those. Nerfing these 3 cards just help Aggro decks in Wild thrive even more....
Banning Warrior & Hunter quest line are the first 2 things that need to be done in Wild.
I dont know if i can call myself an experienced wild player. As i read the title, i felt like, yeah...wild needs some balancig. But i didnt think of the cards you mentioned.
The only 2 retarded cards atm are the hunter and warrior quests. To fast, to simple, to strong. Remeber how HL Priest used to be "to strong" with the 0 mana hero power? Haha yeah, at least you needed like 15 turns to make the combo even possible. Hunter quest can do this in 6 turns. The warrior quest deck is just to powerful. The thing that makes it so strong imo, is the ability to draw and add stuff to your hand all the time. Its almost impossible to run out of steam.
Except for Arbor Up, yes the other 3 are powerful cards but there are way more broken cheaper cards to deal with before those. Nerfing these 3 cards just help Aggro decks in Wild thrive even more....
Banning Warrior & Hunter quest line are the first 2 things that need to be done in Wild.
I'd honestly be interested in seeing this just as an experiment, for like a month. The void would likely be immediately filled by Secret Mage (again), some Elemental or Overload Shaman deck, and heavier control decks. But I'd take that over what we have now (and for the foreseeable future).
The two most played decks on the ladder in wild at the moment are Pirate Warrior and Odd Quest Hunter. There are ways to make life hard for a quest hunter however pirates just do aggro vomit and win >70% of the time. We need more anti aggro tools and cost effective removal.
Yeah....I agree with the Op's sentiment that wild needs nerfs, but his priorities are off.
I'd be more focused on getting Pirates some much needed swings with the nerf bat, and odd quest hunter needs to be hammered. Badly.
Also if anything in Mage needs desperate work its Sorcerer's Apprentice. That card is and always will be a problem with giving players on both sides way to easy access to 0 cost cards thanks to her effect, She needs the "Can't be less than 1" adverse effect stat.
I dont know if i can call myself an experienced wild player. As i read the title, i felt like, yeah...wild needs some balancig. But i didnt think of the cards you mentioned.
The only 2 ******** cards atm are the hunter and warrior quests. To fast, to simple, to strong. Remeber how HL Priest used to be "to strong" with the 0 mana hero power? Haha yeah, at least you needed like 15 turns to make the combo even possible. Hunter quest can do this in 6 turns. The warrior quest deck is just to powerful. The thing that makes it so strong imo, is the ability to draw and add stuff to your hand all the time. Its almost impossible to run out of steam.
this. running out of steam for pirate warrior is no longer an option. That makes it waaaay to powerful for anything else to come close
One mana tutor for a specific card, do 4 damage and create a 5 mana 7/7 is far too strong even if the Juggernaut didn't exist.
I've said it before, but the balance Wild needs is some means to interact with quests. The only way control will ever be seen again is if there is some kind of tech for them - battlecry, set quests back by a stage - or some such.
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As an experienced wild player Nerf the following cards
Ice Block immune is just too much power. Make it something like after you play it, it lasts for 3 turns. The quest thing is so irritating.
Arbor Up 5 mana 8/6 or even more
Blood of G'huun this card is simply overpowered(free 5/5)
Celestial Alignment combo druid is simply powerful
Once you balance these cards, aggro decks in wild can be countered by the cards coming from next expansion( I mean you can print such countering cards).
This is the best possible method and time to balance wild.
Guys share this thread with the ones who keep track of wild format balance changes
As an experienced wild player, no
Well the mentioned cards are simply broken and you say no?
You seemed to look like a mage player the way you said no. Be unbiased and brainy. Just don't simply say no 😂😂
Wild as a whole is broken, nerfing 2 strong cards won't do anything for how the format plays out, there are literally hundreds of OP cards and more importantly combinations of cards.
I say 2 cards because Blood of Ghuun and Celestial alignement are nowhere near broken. Big priest rant is typical noob behavior.
And your arguments are pretty weak for someone who pretends to be an experienced wild player. Arbor up being a 5 mana 8/6 in your mind is fascinating when most of its power comes from buffing existing minions and not droping two 4/3s on the board. Blood of ghuun being broken because "free 5/5" really ? How is 8 mana free anyway ?
And yeah, ice block is strong and frustrating, but an experienced wild player would know all the many ways you can play around ice block, with tech cards, counter decks and legit skill.
I think he simply said no because these are the worst changes you can possibly come up with. It'll take too much time to start explaining why these "nerfs" are bad
Nerf needed dude especially iceblock
Well atleast tell me one deck that counters quest ignite mage if you are that experienced.
Just ban them like they did with that warlock card, priest class should be banned in general.
I would think Odd Defend the Dwarven District Hunter would do well. Outputs a lot of damage and often runs 2 Flares
Except for Arbor Up, yes the other 3 are powerful cards but there are way more broken cheaper cards to deal with before those. Nerfing these 3 cards just help Aggro decks in Wild thrive even more....
Banning Warrior & Hunter quest line are the first 2 things that need to be done in Wild.
I dont know if i can call myself an experienced wild player. As i read the title, i felt like, yeah...wild needs some balancig. But i didnt think of the cards you mentioned.
The only 2 retarded cards atm are the hunter and warrior quests. To fast, to simple, to strong. Remeber how HL Priest used to be "to strong" with the 0 mana hero power? Haha yeah, at least you needed like 15 turns to make the combo even possible. Hunter quest can do this in 6 turns. The warrior quest deck is just to powerful. The thing that makes it so strong imo, is the ability to draw and add stuff to your hand all the time. Its almost impossible to run out of steam.
they dont need to touch any of these cards yet i think
the main thing that needs to be addressed right now is the juggernaut
I'd honestly be interested in seeing this just as an experiment, for like a month. The void would likely be immediately filled by Secret Mage (again), some Elemental or Overload Shaman deck, and heavier control decks. But I'd take that over what we have now (and for the foreseeable future).
The two most played decks on the ladder in wild at the moment are Pirate Warrior and Odd Quest Hunter. There are ways to make life hard for a quest hunter however pirates just do aggro vomit and win >70% of the time. We need more anti aggro tools and cost effective removal.
Yeah....I agree with the Op's sentiment that wild needs nerfs, but his priorities are off.
I'd be more focused on getting Pirates some much needed swings with the nerf bat, and odd quest hunter needs to be hammered. Badly.
Also if anything in Mage needs desperate work its Sorcerer's Apprentice. That card is and always will be a problem with giving players on both sides way to easy access to 0 cost cards thanks to her effect, She needs the "Can't be less than 1" adverse effect stat.
this. running out of steam for pirate warrior is no longer an option. That makes it waaaay to powerful for anything else to come close
Pirate Warrior's WR in Wild is currently around 58%, increased 3-4% over 2 days after the Druid card hot fix.
Praying for its WR to hit over 60% sooner and then Blizz might do something about it...
One mana tutor for a specific card, do 4 damage and create a 5 mana 7/7 is far too strong even if the Juggernaut didn't exist.
I've said it before, but the balance Wild needs is some means to interact with quests. The only way control will ever be seen again is if there is some kind of tech for them - battlecry, set quests back by a stage - or some such.