Pillager rogue: spectral pillager be like, combo: deal 1 damage for every two cards you play this turn.
Mech paladin: mechwarper to 4 mana, galvanizer to 3 mana and radar detector to draw 3 cards.
Curse warlock: dragged below to 4 mana and immolate(toxic card) to light only 3 cards.
Big priest: illuminate to reduce the dredged spell's cost by 1.
Even shaman: splitting axe to summon a copy of a random friendly totem.
Pirate rogue: swordfish to give dredged pirate and the weapon +1 attack only.
Pirate warrior: raid the docks's each questline to play 3 pirates and juggernaut to just equip weapon and summon a pirate.
Deathrattle rogue: snowfall graveyard to your deathrattles trigger twice this turn only.
Beast hunter: starving buzzard to battlecry: draw a card for each beast you have summoned this turn.
If possible change these cards completely: immolate, secret passage, Baku the mooneater, genn greymane, kingsbane, celestial alignment, shudderwock and caverns below.
Buffs:
Leeroy Jenkins back to 4 mana
Mr. Smite back to 6 mana.
Cloak of shadows back to 3 mana.
Dragonbane shot back to 2 mana.
Mindrender illucia back to 2 mana nad not it's functionality.
Blizzard have stated on numerous occasions that they don't actively look to balance Wild, because it is intended to be wild and over-powered for the most part. That said, there have historically been the occasional nerf when a card was so out of control or broken that it had unintentional interactions with other cards or the game.
But essentially, cards and decks in wild are powerful because they can be. And they certainly are unlikely to buff wild cards at all.
Discard Warlock is the most problematic thing we've seen in a while. Every other Deck can be reasonably teched against with disruption or beaten by board clear /healing if you play control, if it's aggro vs aggro just lower their health total to 0 before they lower yours. Discard Warlock however can literally Pyroblast your face (twice) by turn 4, flood the board while doing so and shuffle more of those cards while also drawing them again... If any card deserves to be changed it's Tome Tampering.
I would say banning Soul Barrage would fix 99% of Wild's problems. There's nothing really else that is gamebreaking. The next thing I would look at is maybe nerfing a bit of DK healing.
I would say banning Soul Barrage would fix 99% of Wild's problems. There's nothing really else that is gamebreaking. The next thing I would look at is maybe nerfing a bit of DK healing.
And Tome Tampering and a few more cards before you balance discardlock. My friends believe you need to nerf and ban 3 to 6 cards to make discardlock balanced and not a tier 0 monster that broke wild.
for all those who dont play wild ..* Yes its meant to be wild* .... but its also meant to have a different 'population of achetypes' .. what we have right now is just an unhealty meta BECOUSE THERE IS LITERALLY JUST few archetypes available and disco lock is way too good now and used now.
They need to touch a little discardlock and they should on the other hand buff a little here and there to give possibilities to more archetype to be viable.
AND YES THE NERF TO WARLOCK WILL ARRIVE couse its just too common in the meta. And whats the problem if games finish at turn 5 or 10 or if you go to mill everygame.... the most important thing is to have some order even in a very high power level format like wild.
soul barrage dealing 4 damage and ... tome tempering to 4 mana. This way archetype wont be dead and you actually slow them a little....they should do some playtest and see if it slows down too little or too much...
It's "wild" for a reason; if you want nerfs etc. play standard.
this is such a dumb answer.. wild is wild for the reason of power level.. fast high synergies decks ..... having 60 % of all wild players playng discardlock doesnt mean its wild. It means it has to be touched and nerfed.
Blizzard has an interest in not letting Wild turn into the same kind of wasteland Classic is, through neglect. I don't say Wild is like Classic right now, but it's leaning a bit further in that direction with the current discolock.
Blizzard doesn't have to "balance Wild", but paying *some* attention to the format is healthy and good. It can be a lot of fun, and Blizzard should see it as a valuable showcase of their game.
Blizzard will never balance wild. Regarding all the excuses that we can give (like wild is wild, for example), the real reason is one: Money, like always. It is costly to balance wild and since this is an investment made poorly even in standard, there is no reason to believe future balances in wild. Blizz only wants money with very, very few investments. The path is always the same. Poor design, reprints, no balances. Cut costs, always, but increase costs for players (with skins, battlepass, signature cards etc..). This seems Blizzard's overall strategies.
wild got spoiled by last expansion.. just need some touch asap and that is fact.
If you play standard only ,why do you even bother to read this thread and answer .... you just dont know what are you talking about.
We need some buff/nerfs from blizzard and so many people play this mode and ofc could start to be even more popular if they find competent people to work on it.
You all really belive that blizzard is just full of greedy bastards ? I like to think they are just 'developers' , with good ideas but incompetent about top competitive play. And when they make cards they dont really know the shit they are doing.
So considering how much money they make they should hire teams of players who playtest deeply sets and cards. Its obvius that they premade expansion way in advance so they have all the time to understand if something is broken or not.
jjust need to write down all the archetype and see if cards make them broken or not and thats it......
Pillager rogue: spectral pillager be like, combo: deal 1 damage for every two cards you play this turn.
Mech paladin: mechwarper to 4 mana, galvanizer to 3 mana and radar detector to draw 3 cards.
Curse warlock: dragged below to 4 mana and immolate(toxic card) to light only 3 cards.
Big priest: illuminate to reduce the dredged spell's cost by 1.
Even shaman: splitting axe to summon a copy of a random friendly totem.
Pirate rogue: swordfish to give dredged pirate and the weapon +1 attack only.
Pirate warrior: raid the docks's each questline to play 3 pirates and juggernaut to just equip weapon and summon a pirate.
Deathrattle rogue: snowfall graveyard to your deathrattles trigger twice this turn only.
Beast hunter: starving buzzard to battlecry: draw a card for each beast you have summoned this turn.
If possible change these cards completely: immolate, secret passage, Baku the mooneater, genn greymane, kingsbane, celestial alignment, shudderwock and caverns below.
Buffs:
Leeroy Jenkins back to 4 mana
Mr. Smite back to 6 mana.
Cloak of shadows back to 3 mana.
Dragonbane shot back to 2 mana.
Mindrender illucia back to 2 mana nad not it's functionality.
They won't nerf a standard card for wild, they will ban the card from wild before they do that. So cards like Swordfish, Illuminate, & Dragged Below would have to be nerfed for standard reasons. Aleco tweeted out recently that wild is being looked at, so it's nice it got addressed and not ignored.
-Rogue will get standard nerfs which will affect wild, although Rogue still needs wild specific buffs for a proper trim, Rogue always grows back so it's very important to trim the class. -Warlock is a huge problem in wild. They can't hit tome but they can absolutely DESTROY Malcheezar's Imp, like 'at the end of your turn, if you discarded a card, draw a card' anything but the total refill it currently is. -Priest I think you can soften Big Priest at least by making Shadow Essence summon random minions from deck that cost (8) or below. -Shaman you are right that Splitting Axe has a pretty nutty effect when we get stat heavy totems like Gigantotem. Any mana nerf to Axe is devastating. -Mage Quest Mage is gross and toxic, being able to generate cards only gets easier. Maybe bump quest up even more or we can wait for rotation and they can revert Grey Sage Parrot back to 8 mana. Secret Mage? That's tough since it's power and synergy is spread out. Kabal Lackey is kinda BS.
You got it all bro. I agree with you. Malchezaar imp shouldn't even be touched if they ban tome, that way discard lock remains alive but it's not broken considering 40hp cap. What I think is broken right now its also secret mage.. In particular objection! That takes away all the possibility to tech in a secrets eater.
A deck that if they do all these changes that can become way too strong is druid, that would get anyway smashed by fast combo decks or decks that are able to disrupt their hand with dirty rat ecc...
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PRIEST
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Nerfs:
Pillager rogue: spectral pillager be like, combo: deal 1 damage for every two cards you play this turn.
Mech paladin: mechwarper to 4 mana, galvanizer to 3 mana and radar detector to draw 3 cards.
Curse warlock: dragged below to 4 mana and immolate(toxic card) to light only 3 cards.
Big priest: illuminate to reduce the dredged spell's cost by 1.
Even shaman: splitting axe to summon a copy of a random friendly totem.
Pirate rogue: swordfish to give dredged pirate and the weapon +1 attack only.
Pirate warrior: raid the docks's each questline to play 3 pirates and juggernaut to just equip weapon and summon a pirate.
Deathrattle rogue: snowfall graveyard to your deathrattles trigger twice this turn only.
Beast hunter: starving buzzard to battlecry: draw a card for each beast you have summoned this turn.
If possible change these cards completely: immolate, secret passage, Baku the mooneater, genn greymane, kingsbane, celestial alignment, shudderwock and caverns below.
Buffs:
Leeroy Jenkins back to 4 mana
Mr. Smite back to 6 mana.
Cloak of shadows back to 3 mana.
Dragonbane shot back to 2 mana.
Mindrender illucia back to 2 mana nad not it's functionality.
Blizzard have stated on numerous occasions that they don't actively look to balance Wild, because it is intended to be wild and over-powered for the most part.
That said, there have historically been the occasional nerf when a card was so out of control or broken that it had unintentional interactions with other cards or the game.
But essentially, cards and decks in wild are powerful because they can be. And they certainly are unlikely to buff wild cards at all.
They have to take this matter seriously as the above mentioned decks give you wins before turn 5 or 6 which is not healthy.
It's "wild" for a reason; if you want nerfs etc. play standard.
I can see them nerfing discardlock because its 75% of wild and the only deck with a positive winrate. Wild is currently unplayable.
Discard Warlock is the most problematic thing we've seen in a while. Every other Deck can be reasonably teched against with disruption or beaten by board clear /healing if you play control, if it's aggro vs aggro just lower their health total to 0 before they lower yours. Discard Warlock however can literally Pyroblast your face (twice) by turn 4, flood the board while doing so and shuffle more of those cards while also drawing them again... If any card deserves to be changed it's Tome Tampering.
I would say banning Soul Barrage would fix 99% of Wild's problems. There's nothing really else that is gamebreaking. The next thing I would look at is maybe nerfing a bit of DK healing.
And Tome Tampering and a few more cards before you balance discardlock. My friends believe you need to nerf and ban 3 to 6 cards to make discardlock balanced and not a tier 0 monster that broke wild.
Blizzard is nerfing & buffing almost every month in standard.
You would expect at least once in 2 years to see some balance changes in wild.
for all those who dont play wild ..* Yes its meant to be wild* .... but its also meant to have a different 'population of achetypes' .. what we have right now is just an unhealty meta BECOUSE THERE IS LITERALLY JUST few archetypes available and disco lock is way too good now and used now.
They need to touch a little discardlock and they should on the other hand buff a little here and there to give possibilities to more archetype to be viable.
AND YES THE NERF TO WARLOCK WILL ARRIVE couse its just too common in the meta. And whats the problem if games finish at turn 5 or 10 or if you go to mill everygame.... the most important thing is to have some order even in a very high power level format like wild.
PRIEST
soul barrage dealing 4 damage and ... tome tempering to 4 mana. This way archetype wont be dead and you actually slow them a little....they should do some playtest and see if it slows down too little or too much...
PRIEST
this is such a dumb answer.. wild is wild for the reason of power level.. fast high synergies decks ..... having 60 % of all wild players playng discardlock doesnt mean its wild. It means it has to be touched and nerfed.
PRIEST
Blizzard has an interest in not letting Wild turn into the same kind of wasteland Classic is, through neglect. I don't say Wild is like Classic right now, but it's leaning a bit further in that direction with the current discolock.
Blizzard doesn't have to "balance Wild", but paying *some* attention to the format is healthy and good. It can be a lot of fun, and Blizzard should see it as a valuable showcase of their game.
Blizzard will never balance wild. Regarding all the excuses that we can give (like wild is wild, for example), the real reason is one: Money, like always. It is costly to balance wild and since this is an investment made poorly even in standard, there is no reason to believe future balances in wild. Blizz only wants money with very, very few investments. The path is always the same. Poor design, reprints, no balances. Cut costs, always, but increase costs for players (with skins, battlepass, signature cards etc..). This seems Blizzard's overall strategies.
are you on crack? none of these decks is a problem, maybe, maaaaaybe big priest.
mr smite back to 6? wtf xD
Edit: touche
wild got spoiled by last expansion.. just need some touch asap and that is fact.
If you play standard only ,why do you even bother to read this thread and answer .... you just dont know what are you talking about.
We need some buff/nerfs from blizzard and so many people play this mode and ofc could start to be even more popular if they find competent people to work on it.
You all really belive that blizzard is just full of greedy bastards ? I like to think they are just 'developers' , with good ideas but incompetent about top competitive play. And when they make cards they dont really know the shit they are doing.
So considering how much money they make they should hire teams of players who playtest deeply sets and cards. Its obvius that they premade expansion way in advance so they have all the time to understand if something is broken or not.
jjust need to write down all the archetype and see if cards make them broken or not and thats it......
PRIEST
Nerfs:
Pillager rogue: spectral pillager be like, combo: deal 1 damage for every two cards you play this turn.
Mech paladin: mechwarper to 4 mana, galvanizer to 3 mana and radar detector to draw 3 cards.
Curse warlock: dragged below to 4 mana and immolate(toxic card) to light only 3 cards.
Big priest: illuminate to reduce the dredged spell's cost by 1.
Even shaman: splitting axe to summon a copy of a random friendly totem.
Pirate rogue: swordfish to give dredged pirate and the weapon +1 attack only.
Pirate warrior: raid the docks's each questline to play 3 pirates and juggernaut to just equip weapon and summon a pirate.
Deathrattle rogue: snowfall graveyard to your deathrattles trigger twice this turn only.
Beast hunter: starving buzzard to battlecry: draw a card for each beast you have summoned this turn.
If possible change these cards completely: immolate, secret passage, Baku the mooneater, genn greymane, kingsbane, celestial alignment, shudderwock and caverns below.
Buffs:
Leeroy Jenkins back to 4 mana
Mr. Smite back to 6 mana.
Cloak of shadows back to 3 mana.
Dragonbane shot back to 2 mana.
Mindrender illucia back to 2 mana nad not it's functionality.
They won't nerf a standard card for wild, they will ban the card from wild before they do that. So cards like Swordfish, Illuminate, & Dragged Below would have to be nerfed for standard reasons. Aleco tweeted out recently that wild is being looked at, so it's nice it got addressed and not ignored.
-Rogue will get standard nerfs which will affect wild, although Rogue still needs wild specific buffs for a proper trim, Rogue always grows back so it's very important to trim the class.
-Warlock is a huge problem in wild. They can't hit tome but they can absolutely DESTROY Malcheezar's Imp, like 'at the end of your turn, if you discarded a card, draw a card' anything but the total refill it currently is.
-Priest I think you can soften Big Priest at least by making Shadow Essence summon random minions from deck that cost (8) or below.
-Shaman you are right that Splitting Axe has a pretty nutty effect when we get stat heavy totems like Gigantotem. Any mana nerf to Axe is devastating.
-Mage Quest Mage is gross and toxic, being able to generate cards only gets easier. Maybe bump quest up even more or we can wait for rotation and they can revert Grey Sage Parrot back to 8 mana. Secret Mage? That's tough since it's power and synergy is spread out. Kabal Lackey is kinda BS.
Twitch: Pacific_Onion
You got it all bro. I agree with you. Malchezaar imp shouldn't even be touched if they ban tome, that way discard lock remains alive but it's not broken considering 40hp cap. What I think is broken right now its also secret mage.. In particular objection! That takes away all the possibility to tech in a secrets eater.
A deck that if they do all these changes that can become way too strong is druid, that would get anyway smashed by fast combo decks or decks that are able to disrupt their hand with dirty rat ecc...
PRIEST