Sorcerer's apprentice: Your spells cost 1 less, but not LESS than 1
Ignite: Deal two damage. Shuffle an extra ignite into your deck (eliminating the power increase every time it gets shuffled)
Flamewaker: Missiles hit random MINION targets only
Wildpaw Knoll: health/attack stats reduced by 1 point each.
On a side note, I'd even suggest hitting Incanters Flow again so that the spell can't reduce spells less than 1 either like apprentice, but something tells me either one card or the other is getting hit, not both. But I'd throw a fiesta if they did. =)
if no ban to questline hunter in wild then make Aimed Shot 2 mana and hit minions only ( ͡° ͜ʖ ͡°)
As someone who plays some control hunter builds in Wild? Give :P Particularly as I use the Qline primarily for board control, or a permanent reduction on build-a-beast workshop in some longer games, so I'd rather that stayed. Heck, I don't always end up playing the reward! 4 mana Aimed is also an option.
I wonder if Smite losing the pirate tag would work. Wouldn't stop the edwin shenanigans, but would heavily weaken the card - stops stupid juggernaut into free smite RNGs, as well as, you know, just toning down the PW burst slightly.
TFW the entire thread is complaining about Mage and Hunter when Mage barely makes it to T3 and Hunter is only good because it counters Rogue.
Rogue is going to get destroyed, and the next most powerful decks are Druid, Pally, Lock, and Quest Sham.
For the suggestions in this thread:
Warrior is not getting hit. It's a low skillcap deck and is not even slightly a problem at high ranks.
Ignite is probably not going to be changed as there's no way to change it without destroying the card completely.
Double Agent might be put to 2/3 or 3/2.
Lol@ Cariel mana nerf as that really wouldn't make any difference. Real fix would be to make the weapon "lower damage by 2 but no less than 1"
Flamewaker is Wild so I have no idea why someone is talking about it in General. Same with Sorc Apprentice. The game is not balanced around Wild, we have this discussion every month.
Gnoll probably will get bonked a bit. Likely to 4/4.
TFW the entire thread is complaining about Mage and Hunter when Mage barely makes it to T3 and Hunter is only good because it counters Rogue.
Rogue is going to get destroyed, and the next most powerful decks are Druid, Pally, Lock, and Quest Sham.
For the suggestions in this thread:
Warrior is not getting hit. It's a low skillcap deck and is not even slightly a problem at high ranks.
Ignite is probably not going to be changed as there's no way to change it without destroying the card completely.
Double Agent might be put to 2/3 or 3/2.
Lol@ Cariel mana nerf as that really wouldn't make any difference. Real fix would be to make the weapon "lower damage by 2 but no less than 1"
Flamewaker is Wild so I have no idea why someone is talking about it in General. Same with Sorc Apprentice. The game is not balanced around Wild, we have this discussion every month.
Gnoll probably will get bonked a bit. Likely to 4/4.
And every month, some Standard player makes the same snide little point: "Blizzard doesn't balance around Wild." A point which is demonstrably false. Blizzard simply has a higher threshold for Wild balances. And the reason that people are talking about the balance changes for Wild is because, you know, BLIZZARD SAID THERE'S GOING TO BE A BALANCE CHANGE FOR WILD. Crazy, I know.
As for the "I have no idea why someone is talking about it in General," that might be because the General forum is for ALL things HS-related. (As stated on the forum page, "Talk about anything and everything Hearthstone.") If you don't want to see discussions of Wild, go to the "Standard" forum.
The arrogance of some Standard players is breathtaking.
People are talking about Mage and Hunter because there are a number of WILD balance changes coming. Read the blue posts. This is a General forum. Not “Standard”. How dare people talk about the upcoming Wild balance changes in the general HS section. Lol
For Wild Quest Hunter, buffing Aimed Shot to 2 mana would funnily enough be an incredible nerf and it would be really funny if they did that. Because the Wild variant only works because it's an odd deck.
If they don’t ban hunter quest they will nerf rapid fire to 2. Mana deal 2. It’s the by far best card in the deck
Yeah, this would be better than banning the quest. There are too many interesting possibilities *cough*Majordomo Executus*cough* for hunter built around a quest shell to remove it completely from wild.
Changing Rapid Fire to 2-mana dealing 2 damage would hurt Odd Quest Hunter a lot in the short term (it is by far the best card in the deck), but in the long run, the deck will always be a threat to break wild as more odd-costed Hunter spells are printed in the future. But still it would be an adequate solution for the next 5-6 months at least and an elegant one too as it doesn't require any bans or nerfs to cards currently in standard.
As for expected nerfs:
Standard: Gnoll, Scabbs, probably also Cloak of Shadows, hopefully Incanter's Flow (I expect mana cost increases, but for Scabbs in particular I would be very fine with scaling down his battlecry and/or hero power as well) Wild: Apprentice gets gutted, hopefully Odd Hunter gets dialed back by adjusting some of its popular cards (like Rapid Fire discussed above), no idea about Warrior as it's hard to nerf without touching standard cards as well and I the deck is not that broken for the quest to deserve a ban
- Apprentice effect to not reduce mana cost lower than 1 is the best nerf.. Changing its stats or cost doesn't do anything long-term because they will print more mana reduction costs in the future anyway.
- Warrior quest should be banned in Wild as they will print more powerful Pirate cards in the future; it is for long-term health sake of Wild mode. Banning is good because Warrior quest is no longer that strong in Standard, so they most likely wouldn't nerf any Pirate cards (except for that Defias Cannoneer)
- Hunter quest: same deal as Warrior quest. Banning them is the easiest, simplest solution so they won't have to ever worry about Wild balance so often... It seems like they only have time for Wild balances once or twice a year anyway...
- Apprentice effect to not reduce mana cost lower than 1 is the best nerf.. Changing its stats or cost doesn't do anything long-term because they will print more mana reduction costs in the future anyway.
- Warrior quest should be banned in Wild as they will print more powerful Pirate cards in the future; it is for long-term health sake of Wild mode. Banning is good because Warrior quest is no longer that strong in Standard, so they most likely wouldn't nerf any Pirate cards (except for that Defias Cannoneer)
- Hunter quest: same deal as Warrior quest. Banning them is the easiest, simplest solution so they won't have to ever worry about Wild balance so often... It seems like they only have time for Wild balances once or twice a year anyway...
I've mentioned this in previous posts, and was curious as to other's thoughts on it: Would it be fair that once cards move into Wild (or, inversely, out of Standard) that any card changes wouldn't be subject to dust refunds? If that high-bar was removed, and they could more fluidly make changes that only affected the Wild biome, which we'd all agree only matters to those of us that enjoy Wild?
I, for one, would be totally okay with this. There's no real reason that cards that aren't current should have dust refunds attached to them, potentially preventing any changes because of significant economy issues for the game as a whole.
For standard, instead of nerfing Wildpaw Gnoll, they could nerf Maestra, making the class disguise effect to be considered only visual, which means mechanically it woundn't neither give discounts to Gnoll nor enable Double Agent, I know that would potentially kill Burgle Rogue but the focus here is to stop Poison Rogue to abuse from a mechanic that wasn't supposed to work in a non-burgle deck
other nerfs woud probably be warrior, with more buffs revert and quest nerf slowing it down to play 3 pirates in all steps
For wild I think both hunter and warrior quests should be banned, dunno other nerfs to do, maybe for mage hitting apprentice to make spells don't cost less than 1
So which nerfs are you expecting with the next patch?
I am guessing
Aimed Shot
Wildpaw Gnoll
Defias Cannoneer
Oracle of Elune
Other than Gnoll, none of the cards on your list will probably get hit. My prediction is:
Gnoll +1 Mana
Scabbs +1 Mana
Sorcerer's Apprentice +1 Mana OR Ignite not going infinite anymore
Hunter Quest banned fom wild OR reward +2 mana
Warrior Quest banned from wild OR reward +2 mana
I hope I'm wrong but given Blizzards past history I think whatever nerfs they do
will be insignificant and pretty much useless
For instance,they do the old increase the mana cost by one but increase the stats of the card they Nerf.
Totally ignoring the true problem that the card causes.
Wildpaw Gnoll
Double Agent
Shadowcrafter Scabbs
Defias Cannoneer
Harbor Scamp
Sorcerer's Apprentice
Quest hunter will prolly be banned in wild
Wildpaw Gnoll should be "Costs (1) less for every card in your hand from another class". Scabbs and Cariel probably to 8 mana.
That's all I feel confident about.
I like quest hunter being banned, good idea.
Sorcerer's apprentice: Your spells cost 1 less, but not LESS than 1
Ignite: Deal two damage. Shuffle an extra ignite into your deck (eliminating the power increase every time it gets shuffled)
Flamewaker: Missiles hit random MINION targets only
Wildpaw Knoll: health/attack stats reduced by 1 point each.
On a side note, I'd even suggest hitting Incanters Flow again so that the spell can't reduce spells less than 1 either like apprentice, but something tells me either one card or the other is getting hit, not both. But I'd throw a fiesta if they did. =)
But you don't need to ban. If Aimed Shot goes to 4 mana, it will be a huge blow
if no ban to questline hunter in wild then make Aimed Shot 2 mana and hit minions only ( ͡° ͜ʖ ͡°)
If they don’t ban hunter quest they will nerf rapid fire to 2. Mana deal 2. It’s the by far best card in the deck
As someone who plays some control hunter builds in Wild? Give :P Particularly as I use the Qline primarily for board control, or a permanent reduction on build-a-beast workshop in some longer games, so I'd rather that stayed. Heck, I don't always end up playing the reward! 4 mana Aimed is also an option.
I wonder if Smite losing the pirate tag would work. Wouldn't stop the edwin shenanigans, but would heavily weaken the card - stops stupid juggernaut into free smite RNGs, as well as, you know, just toning down the PW burst slightly.
TFW the entire thread is complaining about Mage and Hunter when Mage barely makes it to T3 and Hunter is only good because it counters Rogue.
Rogue is going to get destroyed, and the next most powerful decks are Druid, Pally, Lock, and Quest Sham.
For the suggestions in this thread:
Warrior is not getting hit. It's a low skillcap deck and is not even slightly a problem at high ranks.
Ignite is probably not going to be changed as there's no way to change it without destroying the card completely.
Double Agent might be put to 2/3 or 3/2.
Lol@ Cariel mana nerf as that really wouldn't make any difference. Real fix would be to make the weapon "lower damage by 2 but no less than 1"
Flamewaker is Wild so I have no idea why someone is talking about it in General. Same with Sorc Apprentice. The game is not balanced around Wild, we have this discussion every month.
Gnoll probably will get bonked a bit. Likely to 4/4.
And every month, some Standard player makes the same snide little point: "Blizzard doesn't balance around Wild." A point which is demonstrably false. Blizzard simply has a higher threshold for Wild balances. And the reason that people are talking about the balance changes for Wild is because, you know, BLIZZARD SAID THERE'S GOING TO BE A BALANCE CHANGE FOR WILD. Crazy, I know.
As for the "I have no idea why someone is talking about it in General," that might be because the General forum is for ALL things HS-related. (As stated on the forum page, "Talk about anything and everything Hearthstone.") If you don't want to see discussions of Wild, go to the "Standard" forum.
The arrogance of some Standard players is breathtaking.
People are talking about Mage and Hunter because there are a number of WILD balance changes coming. Read the blue posts. This is a General forum. Not “Standard”. How dare people talk about the upcoming Wild balance changes in the general HS section. Lol
For Wild Quest Hunter, buffing Aimed Shot to 2 mana would funnily enough be an incredible nerf and it would be really funny if they did that. Because the Wild variant only works because it's an odd deck.
Yeah, this would be better than banning the quest. There are too many interesting possibilities *cough*Majordomo Executus*cough* for hunter built around a quest shell to remove it completely from wild.
Changing Rapid Fire to 2-mana dealing 2 damage would hurt Odd Quest Hunter a lot in the short term (it is by far the best card in the deck), but in the long run, the deck will always be a threat to break wild as more odd-costed Hunter spells are printed in the future. But still it would be an adequate solution for the next 5-6 months at least and an elegant one too as it doesn't require any bans or nerfs to cards currently in standard.
As for expected nerfs:
Standard: Gnoll, Scabbs, probably also Cloak of Shadows, hopefully Incanter's Flow (I expect mana cost increases, but for Scabbs in particular I would be very fine with scaling down his battlecry and/or hero power as well)
Wild: Apprentice gets gutted, hopefully Odd Hunter gets dialed back by adjusting some of its popular cards (like Rapid Fire discussed above), no idea about Warrior as it's hard to nerf without touching standard cards as well and I the deck is not that broken for the quest to deserve a ban
For Wild:
- Apprentice effect to not reduce mana cost lower than 1 is the best nerf.. Changing its stats or cost doesn't do anything long-term because they will print more mana reduction costs in the future anyway.
- Warrior quest should be banned in Wild as they will print more powerful Pirate cards in the future; it is for long-term health sake of Wild mode. Banning is good because Warrior quest is no longer that strong in Standard, so they most likely wouldn't nerf any Pirate cards (except for that Defias Cannoneer)
- Hunter quest: same deal as Warrior quest. Banning them is the easiest, simplest solution so they won't have to ever worry about Wild balance so often... It seems like they only have time for Wild balances once or twice a year anyway...
I've mentioned this in previous posts, and was curious as to other's thoughts on it: Would it be fair that once cards move into Wild (or, inversely, out of Standard) that any card changes wouldn't be subject to dust refunds? If that high-bar was removed, and they could more fluidly make changes that only affected the Wild biome, which we'd all agree only matters to those of us that enjoy Wild?
I, for one, would be totally okay with this. There's no real reason that cards that aren't current should have dust refunds attached to them, potentially preventing any changes because of significant economy issues for the game as a whole.
For standard, instead of nerfing Wildpaw Gnoll, they could nerf Maestra, making the class disguise effect to be considered only visual, which means mechanically it woundn't neither give discounts to Gnoll nor enable Double Agent, I know that would potentially kill Burgle Rogue but the focus here is to stop Poison Rogue to abuse from a mechanic that wasn't supposed to work in a non-burgle deck
other nerfs woud probably be warrior, with more buffs revert and quest nerf slowing it down to play 3 pirates in all steps
For wild I think both hunter and warrior quests should be banned, dunno other nerfs to do, maybe for mage hitting apprentice to make spells don't cost less than 1
i find it odd that people are suggesting nerfs to support cards to the quests rather than the absurdly broken quests themselves