Im playing Hearthstone for about 5 years now, and i wanted to Talk about, how colossal Minions work when summoned. In wild its annoying have a priest summon them over and over. In my oppinion the little Adds should only be summend when colossal is played and Not summoned by other cards. This would Help alot. Cards are allready powerful. Its boring to create only Decks to counter this specific archetype or play against.
That's wild for you. Wild was always like that. I highly doubt Bli$$ard will address the issue in the wild format because it is irrelevant to them. Ever since Wild became a thing there were always broken decks that you see. Not fun decks but mostly broken.
I think that that would defeat the whole purpose of the Colossal keyword, right? Since the adds appear when the card hits the field, that’s what makes it different than just a Battlecry. That being said, I don’t play Wild (due to my undying hatred of Coldlight Oracle), but I have seen many similar sentiments to yours on this forum, so it does sound incredibly frustrating!
That being said, I don’t play Wild (due to my undying hatred of Coldlight Oracle), but I have seen many similar sentiments to yours on this forum, so it does sound incredibly frustrating!
Every loss is frustrating. It is equally frustrating for big priest to draw Neptulon early and automatically lose the game. Also you should totally play wild if Coldlight is your most hated card lol, at least play the format long enough to decide on a new most hated card.
To the op : no need to nerf colossals, and no need to try to build decks specifically to counter big priest, many decks are naturally able to defeat them.
If big priest ever becomes a problem for Blizzard, rest assured Neptulon won't be the card they change.
Colossal are fine in standard but I understand that one of them is particulatly anoying in wild in Priest (and possibly rogue, though that might have been nerfed). Does that make them OP? Not sure it does, but wild seems to be an abandoned format for Blizzard and it is always full of RNG highroll bull as far as I can tell (I don't play it).
If they only summoned the minions when played (as you suggest) it would just be a battlecry. There's nothing inherantly wrong with this, but I suppose the colossal tag was supposed to do something different in exactlty the situation you describe (e.g. summon from deck or resurrect a minion).
Rather than nerf individual cards specifically for wild (which is never really going to happen as it would be a lot of work), maybe a better option for Blizzard would be an automatic "popularity based ban" for cards in wild. Every month the top % of cards above a certain % of frequency of play for each class gets soft banned for a period (a month?). It would mix things up, keep wild fresh with a new "meta" every month. The next month the first ones come back, but because there will be a new round of bans there's no garuantee that the same meta decks re-emerge. The pool of cards in wild is huge, so having some banned for a month should still leave plenty viable decks.
It shouldn't be that hard to implement something like that, but presumably some people would complain....people always complain....
Rather than nerf individual cards specifically for wild (which is never really going to happen as it would be a lot of work), maybe a better option for Blizzard would be an automatic "popularity based ban" for cards in wild. Every month the top % of cards above a certain % of frequency of play for each class gets soft banned for a period (a month?). It would mix things up, keep wild fresh with a new "meta" every month. The next month the first ones come back, but because there will be a new round of bans there's no garuantee that the same meta decks re-emerge. The pool of cards in wild is huge, so having some banned for a month should still leave plenty viable decks.
It shouldn't be that hard to implement something like that, but presumably some people would complain....people always complain....
The problem with this isn't that it's hard to implement, it's that many Wild players would leave because of it, and it's already a format that suffers from population issues. But I agree temporary ban lists would be awesome. Just be aware that a minority of wild players agree.
I think the Colossal cards in general are just overtuned (mainly just too many stats).
I... didn't think the priest one specifically was much of a problem, but maybe it is.
Because the Priest one isn't a problem. The problem is entirely contained in Neptulon the Tidehunter. The rest of the Colossals are fine and don't need adjusting in either format.
That being said, I don’t play Wild (due to my undying hatred of Coldlight Oracle), but I have seen many similar sentiments to yours on this forum, so it does sound incredibly frustrating!
Every loss is frustrating. It is equally frustrating for big priest to draw Neptulon early and automatically lose the game. Also you should totally play wild if Coldlight is your most hated card lol, at least play the format long enough to decide on a new most hated card.
To the op : no need to nerf colossals, and no need to try to build decks specifically to counter big priest, many decks are naturally able to defeat them.
If big priest ever becomes a problem for Blizzard, rest assured Neptulon won't be the card they change.
if you play HS just to win, you will have a bad time.
EDIT: Sorry I didn't read properly. I thought I was replying to OP.
As frustrating as playing against a Wild big priest is, there are decks that can counter them. I handily beat one a couple days ago with a Vandarr Surprise DK of all things, for instance.
The thing is that a lot of these decks are very predictable, and a predictable meta is one you can pick decks and cards to counter. Knowing that anything he puts on the field is going to be 2 or 5 health means my counterplays are going to be manageable. In the end, I think his graveyard had at least 7 dead Neptulons and multiple of each hand, and I didn't even lose one HP.
1)Blizz already confirmed that they will be nerfing AND BUFFING some wild cards soon. Will they target the right cards is another question.
2)I've said many times that Neptulon needs to be changed to "Battlecry: Gain Rush" This stops the cheating bs. The problem with Cancer Priest in Wild is that they not only cheat Neptulon, but they're able to clear minions with the rush the same turn its pulled, limiting counter-play as you can't counter it with a board.
2)I've said many times that Neptulon needs to be changed to "Battlecry: Gain Rush" This stops the cheating bs. The problem with Cancer Priest in Wild is that they not only cheat Neptulon, but they're able to clear minions with the rush the same turn its pulled, limiting counter-play as you can't counter it with a board.
I'd be fine with this solution. Is there precedence for a card to have just that one line, unlike other like Siamat where they have multiple options?
Along with that, I've half considered they should add a Battlecry: Gain Charge for Patches, because of how dumb it feels to draw it during a mulligan and not having any upside to playing it from hand. Little things like that are likely easy to do mechanically to fix things.
2)I've said many times that Neptulon needs to be changed to "Battlecry: Gain Rush" This stops the cheating bs. The problem with Cancer Priest in Wild is that they not only cheat Neptulon, but they're able to clear minions with the rush the same turn its pulled, limiting counter-play as you can't counter it with a board.
I'd be fine with this solution. Is there precedence for a card to have just that one line, unlike other like Siamat where they have multiple options?
Along with that, I've half considered they should add a Battlecry: Gain Charge for Patches, because of how dumb it feels to draw it during a mulligan and not having any upside to playing it from hand. Little things like that are likely easy to do mechanically to fix things.
The closest cards to it are First Blade of Wrynn, Herald of Chaos, and Scaleworm. There's been no reason for a simple "Battlecry: Gain Rush" to exist since cheating out rush minions has never been a problem until now.
I'd be happy even with just Gift of Luminance and copy effects not spawning additional hands.
Let's not forget that a pre-existing Neptulon will attack with all hands on the board, including the ones from a Neptulon that has just been summoned/copied.
Copy a neptulon or resurrect it: spawn 4-5 hands x 2 attacks = 32-40 damage from any sized neptulon that survived on a board. That's totally stupid.
Having played well over 1000 games with Big Priest over the years, too much can go wrong with the deck and getting the nuts turn 4/5 Neptulon doesn't happen enough to warrant nerfing any of the Colossals. Sure it sucks when it happens, but i can think of more consistent, morale dropping maneuvers than anything Big Priest can muster.
Having played well over 1000 games with Big Priest over the years, too much can go wrong with the deck and getting the nuts turn 4/5 Neptulon doesn't happen enough to warrant nerfing any of the Colossals. Sure it sucks when it happens, but i can think of more consistent, morale dropping maneuvers than anything Big Priest can muster.
What are your thoughts on Time Warp (Quest) Mage nowadays? Because that's one I have FAR more issues with than anything Priest is kicking out. It's just too easy and consistent to complete the quest and go infinite with the bird's battlecry. Almost to the point I think that Time Warp should be changed to 4 mana so it can't be repeated forever, preventing a person from ever having a turn again. And this coming from a guy who's playing that deck now, because why not join the awfulness. :-D
Infinite Mage is way more consistent than any shenanigans Big Priest will ever pull. I thought about that very same nerf and I could see that happening, or another one I thought of is change Bird battle cry to cast a random 6+ mana spell instead. It keeps any synergy with Mask of C'Thun and other big spells but no more infinite loop.
I don't agree with this, they're pretty overtuned (even without it's effect Xhilag for example is like 9 mana in stats). But there are so many single high power impact cards that they're not even really out of line as it is, so I guess nerfing them wouldn't really solve anything with hero cards and Denathrius and so forth.
Hello everyone,
Im playing Hearthstone for about 5 years now, and i wanted to Talk about, how colossal Minions work when summoned. In wild its annoying have a priest summon them over and over. In my oppinion the little Adds should only be summend when colossal is played and Not summoned by other cards. This would Help alot. Cards are allready powerful. Its boring to create only Decks to counter this specific archetype or play against.
What you Guys Think?
Sorry for bad english :)
That's wild for you. Wild was always like that. I highly doubt Bli$$ard will address the issue in the wild format because it is irrelevant to them. Ever since Wild became a thing there were always broken decks that you see. Not fun decks but mostly broken.
I think that that would defeat the whole purpose of the Colossal keyword, right? Since the adds appear when the card hits the field, that’s what makes it different than just a Battlecry. That being said, I don’t play Wild (due to my undying hatred of Coldlight Oracle), but I have seen many similar sentiments to yours on this forum, so it does sound incredibly frustrating!
that's and old story mate. i see that card once every 50+ games. honestly!
Every loss is frustrating. It is equally frustrating for big priest to draw Neptulon early and automatically lose the game. Also you should totally play wild if Coldlight is your most hated card lol, at least play the format long enough to decide on a new most hated card.
To the op : no need to nerf colossals, and no need to try to build decks specifically to counter big priest, many decks are naturally able to defeat them.
If big priest ever becomes a problem for Blizzard, rest assured Neptulon won't be the card they change.
Colossal are fine in standard but I understand that one of them is particulatly anoying in wild in Priest (and possibly rogue, though that might have been nerfed). Does that make them OP? Not sure it does, but wild seems to be an abandoned format for Blizzard and it is always full of RNG highroll bull as far as I can tell (I don't play it).
If they only summoned the minions when played (as you suggest) it would just be a battlecry. There's nothing inherantly wrong with this, but I suppose the colossal tag was supposed to do something different in exactlty the situation you describe (e.g. summon from deck or resurrect a minion).
Rather than nerf individual cards specifically for wild (which is never really going to happen as it would be a lot of work), maybe a better option for Blizzard would be an automatic "popularity based ban" for cards in wild. Every month the top % of cards above a certain % of frequency of play for each class gets soft banned for a period (a month?). It would mix things up, keep wild fresh with a new "meta" every month. The next month the first ones come back, but because there will be a new round of bans there's no garuantee that the same meta decks re-emerge. The pool of cards in wild is huge, so having some banned for a month should still leave plenty viable decks.
It shouldn't be that hard to implement something like that, but presumably some people would complain....people always complain....
The problem with this isn't that it's hard to implement, it's that many Wild players would leave because of it, and it's already a format that suffers from population issues. But I agree temporary ban lists would be awesome. Just be aware that a minority of wild players agree.
I think the Colossal cards in general are just overtuned (mainly just too many stats).
I... didn't think the priest one specifically was much of a problem, but maybe it is.
Because the Priest one isn't a problem. The problem is entirely contained in Neptulon the Tidehunter. The rest of the Colossals are fine and don't need adjusting in either format.
The Paladin Colossal needs a buff
if you play HS just to win, you will have a bad time.
EDIT: Sorry I didn't read properly. I thought I was replying to OP.
As frustrating as playing against a Wild big priest is, there are decks that can counter them. I handily beat one a couple days ago with a Vandarr Surprise DK of all things, for instance.
https://replays.firestoneapp.com/?reviewId=0da02e82-ef74-4a17-b305-d54b8eba5a3c&turn=0&action=0
The thing is that a lot of these decks are very predictable, and a predictable meta is one you can pick decks and cards to counter. Knowing that anything he puts on the field is going to be 2 or 5 health means my counterplays are going to be manageable. In the end, I think his graveyard had at least 7 dead Neptulons and multiple of each hand, and I didn't even lose one HP.
1)Blizz already confirmed that they will be nerfing AND BUFFING some wild cards soon. Will they target the right cards is another question.
2)I've said many times that Neptulon needs to be changed to "Battlecry: Gain Rush" This stops the cheating bs. The problem with Cancer Priest in Wild is that they not only cheat Neptulon, but they're able to clear minions with the rush the same turn its pulled, limiting counter-play as you can't counter it with a board.
I'd be fine with this solution. Is there precedence for a card to have just that one line, unlike other like Siamat where they have multiple options?
Along with that, I've half considered they should add a Battlecry: Gain Charge for Patches, because of how dumb it feels to draw it during a mulligan and not having any upside to playing it from hand. Little things like that are likely easy to do mechanically to fix things.
The closest cards to it are First Blade of Wrynn, Herald of Chaos, and Scaleworm. There's been no reason for a simple "Battlecry: Gain Rush" to exist since cheating out rush minions has never been a problem until now.
I'd be happy even with just Gift of Luminance and copy effects not spawning additional hands.
Let's not forget that a pre-existing Neptulon will attack with all hands on the board, including the ones from a Neptulon that has just been summoned/copied.
Copy a neptulon or resurrect it: spawn 4-5 hands x 2 attacks = 32-40 damage from any sized neptulon that survived on a board. That's totally stupid.
My comments refer mostly to the wild format.
Having played well over 1000 games with Big Priest over the years, too much can go wrong with the deck and getting the nuts turn 4/5 Neptulon doesn't happen enough to warrant nerfing any of the Colossals. Sure it sucks when it happens, but i can think of more consistent, morale dropping maneuvers than anything Big Priest can muster.
What are your thoughts on Time Warp (Quest) Mage nowadays? Because that's one I have FAR more issues with than anything Priest is kicking out. It's just too easy and consistent to complete the quest and go infinite with the bird's battlecry. Almost to the point I think that Time Warp should be changed to 4 mana so it can't be repeated forever, preventing a person from ever having a turn again. And this coming from a guy who's playing that deck now, because why not join the awfulness. :-D
Infinite Mage is way more consistent than any shenanigans Big Priest will ever pull. I thought about that very same nerf and I could see that happening, or another one I thought of is change Bird battle cry to cast a random 6+ mana spell instead. It keeps any synergy with Mask of C'Thun and other big spells but no more infinite loop.
I don't agree with this, they're pretty overtuned (even without it's effect Xhilag for example is like 9 mana in stats). But there are so many single high power impact cards that they're not even really out of line as it is, so I guess nerfing them wouldn't really solve anything with hero cards and Denathrius and so forth.