Nerfing Brann doesn't stop Astalor abuse ... not while Gorgon Zola is around.
I can't believe people are still hoping for Ramp Druid nerfs. It's a tier 3 deck. If you can't beat it, the problem is YOU.
People don't dislike Druid because it's OP. They dislike it because the deck is uninteractive for the most part. It's just ramp, play scales, draw your combo and maybe win or lose. It's just not an enjoyable experience for the opposing player, similar to other largely uninteractive decks such as DH and Frost DK. It can also be quite frustrating having to watch someone play up to 20 mana each turn again while not interacting much.
Standard people getting bran nerfed would be horrible. Card is nothing but playable in wild.
nerfing face damage cards to only hit minions kills them, astalor not going face would murder it.
there will be a miniset soon, that will mix the meta. Which shifted a lot anyways through recent nerfs. There weren’t a lot of good burn decks in the past year, so its fine for them to have their time to shine.
I think they just need to remove this ridiculous interaction between the rogue legendary and Wildpaw gnoll discounting. You shouldn't be able to add as many stats as is currently happening with multiple gnolls and the 4/4 that gets discounted on turn 2/3. It doesn't matter if it's a high roll, you shouldn't just win the game because you hit it.
Mana discounting in general needs to be looked at. The gnoll evolve shaman plays should also be increased in mana or unable to be reduced below "x"
The legendary in Big Mage needs an increase in mana cost and an increase in stats to 6/6 to stop the 10 mana cost spells being discounted to 5.
Frost DK needs a nerf to some extent but personally I'd like to see health pools increased to 35 (renethal increases to 40) though I appreciate this won't happen and possibly not popular either. Would make face starts harder to pull off, 30 just seems too low now with this crazy power creep. The Frostwyrm needs nerfing to either be a higher mana cost or doing less damage/summoning less stats. This card is busted as hell.
Guff needs an increase in mana cost I agree.
Shockspitter I 100% agree needs a nerf if Brann isnt rotated early (he should be), this combo is stupid AF and I'm tired of half my games in even casual mode being against this deck.
I don't think you should be able to mix the same concoctions together, the word "mix" itself implies it should be a mixture of different variants.
I think aggro mage could use a tweak too but I'm not sure exactly how you'd do it yet. The 2/3 that summons 2 x 1/1's could maybe use a stat nerf to 2/2.
Something i dont see being mentioned is how Rogue now has easy access to Deadly Shot off concoctions multiple times per game, which would be cause for riot in other metas.
Rogue should never be THIS efficient at removing minions w/o damaging them, it was supposed to be part of their weaknesses (a meme at this point, but still). Randomly drawing cards, dealing dmg, summoning small stuff and grabbing cards from other classes are all things Rogue is known for, things they are supposed to be good at. But FUCKIN DEADLY SHOT?
That should be removed from the concoction pool, period. Replace it with anything mediocre, Wildpaw Knoll to 6 and bam, rogue still good but not oppressive.
I think they just need to remove this ridiculous interaction between the rogue legendary and Wildpaw gnoll discounting. You shouldn't be able to add as many stats as is currently happening with multiple gnolls and the 4/4 that gets discounted on turn 2/3. It doesn't matter if it's a high roll, you shouldn't just win the game because you hit it.
Mana discounting in general needs to be looked at. The gnoll evolve shaman plays should also be increased in mana or unable to be reduced below "x"
The legendary in Big Mage needs an increase in mana cost and an increase in stats to 6/6 to stop the 10 mana cost spells being discounted to 5.
Frost DK needs a nerf to some extent but personally I'd like to see health pools increased to 35 (renethal increases to 40) though I appreciate this won't happen and possibly not popular either. Would make face starts harder to pull off, 30 just seems too low now with this crazy power creep. The Frostwyrm needs nerfing to either be a higher mana cost or doing less damage/summoning less stats. This card is busted as hell.
Guff needs an increase in mana cost I agree.
Shockspitter I 100% agree needs a nerf if Brann isnt rotated early (he should be), this combo is stupid AF and I'm tired of half my games in even casual mode being against this deck.
I don't think you should be able to mix the same concoctions together, the word "mix" itself implies it should be a mixture of different variants.
I think aggro mage could use a tweak too but I'm not sure exactly how you'd do it yet. The 2/3 that summons 2 x 1/1's could maybe use a stat nerf to 2/2.
how does the word “mix” imply “different”
id love to hear that explanation
A mixture is combining multiple things/substances together.
Revert the rogue nerfs, and just make illusionist 5 mana (so sketchy can't pull it), and change trickster to "your next spell this turn costs (6) less" so at best you can coin the combo on turn 5. Gnoll+maestra needs to stop working, it's been nerfed and reverted three times now and changing the mana obviously isn't working, fix the core issue.
Goldshire gnoll+evolve is really dumb facing a 10 drop on turn 3. I don't really see a way of fixing it unless they overhaul how original mana costs work on cards, so you could just make it 12 mana for now until they do.
Just stop cards from hitting face. Nerf astalor and shockspitter and other cards to hit enemy minions .
But then you will have the problem that the only ways of winning feasibly are board damage from minions or possibly fatigue, which then makes the whole game become stale and less fun for everyone. Having unexpected and surprising ways to win a game is what makes the game fun and more interactive and immersive.
Everyone? Kindly speak for yourself. I love board-based battles. I'm super happy when I play a control deck and face another board-oriented control deck. I really dislike OTK decks, because then players are just playing their own single player minigames against a clock.
Just stop cards from hitting face. Nerf astalor and shockspitter and other cards to hit enemy minions .
But then you will have the problem that the only ways of winning feasibly are board damage from minions or possibly fatigue, which then makes the whole game become stale and less fun for everyone. Having unexpected and surprising ways to win a game is what makes the game fun and more interactive and immersive.
Everyone? Kindly speak for yourself. I love board-based battles. I'm super happy when I play a control deck and face another board-oriented control deck. I really dislike OTK decks, because then players are just playing their own single player minigames against a clock.
It is just a common phrase. No need to take it personally.
Just stop cards from hitting face. Nerf astalor and shockspitter and other cards to hit enemy minions .
But then you will have the problem that the only ways of winning feasibly are board damage from minions or possibly fatigue, which then makes the whole game become stale and less fun for everyone. Having unexpected and surprising ways to win a game is what makes the game fun and more interactive and immersive.
Everyone? Kindly speak for yourself. I love board-based battles. I'm super happy when I play a control deck and face another board-oriented control deck. I really dislike OTK decks, because then players are just playing their own single player minigames against a clock.
It is just a common phrase. No need to take it personally.
Just pointing out you state your opinions like facts. You say "unexpected and surprising ways to win a game make the game fun and more interactive", but OTKs like with Astalor Druid and Shockspitter Hunter aren't interactive at all. Surprising, powerful board swings can be really strong, but at least tend to be interactive, because you can fight back. There's no fighting back against a combo that just kills you outright when your opponent has finished their minigame.
I'd very much be in favor of having cards like Astalor only affect minions. That way they'd be strong, but wouldn't fuel more OTK decks.
I think they just need to remove this ridiculous interaction between the rogue legendary and Wildpaw gnoll discounting. You shouldn't be able to add as many stats as is currently happening with multiple gnolls and the 4/4 that gets discounted on turn 2/3. It doesn't matter if it's a high roll, you shouldn't just win the game because you hit it.
Mana discounting in general needs to be looked at. The gnoll evolve shaman plays should also be increased in mana or unable to be reduced below "x"
The legendary in Big Mage needs an increase in mana cost and an increase in stats to 6/6 to stop the 10 mana cost spells being discounted to 5.
Frost DK needs a nerf to some extent but personally I'd like to see health pools increased to 35 (renethal increases to 40) though I appreciate this won't happen and possibly not popular either. Would make face starts harder to pull off, 30 just seems too low now with this crazy power creep. The Frostwyrm needs nerfing to either be a higher mana cost or doing less damage/summoning less stats. This card is busted as hell.
Guff needs an increase in mana cost I agree.
Shockspitter I 100% agree needs a nerf if Brann isnt rotated early (he should be), this combo is stupid AF and I'm tired of half my games in even casual mode being against this deck.
I don't think you should be able to mix the same concoctions together, the word "mix" itself implies it should be a mixture of different variants.
I think aggro mage could use a tweak too but I'm not sure exactly how you'd do it yet. The 2/3 that summons 2 x 1/1's could maybe use a stat nerf to 2/2.
how does the word “mix” imply “different”
id love to hear that explanation
A mixture is combining multiple things/substances together.
So again I ask you how does the word “ mix” imply “different” . In this instance it says mix two concoctions together. Mixing things together to form a bigger thing does not imply those things being mixed necessarily have to be different. So if I told you to take 6 decks of red cards and mix them together would you tell me that you couldn’t do that because the cards were the same color or because they were not different colors?
A Mixture "mix" (noun) is combining two different substances to create something new. You don't mix water with more water, you combine it.
Mixing (verb) is akin to using a whisk to beat eggs. It can be two amounts of the same substance that needs to be blended/fused, or increased in quantity.
So if mixing the same concoction in game creates a new bigger version of itself (verb), that checks out.
If it doesn't, the other guy isn't crazy for saying what he said, as a mixture "mix" (noun) must be different substances by definition.
Yes, tier 3. On both Vicious Syndicate and HSReplay, Ramp Druid is listed as a tier 3 deck with a win rate below 50%.
I can't imagine why you think it's better than that. If you ever tried to use it, you'd see how bad it is.
It's not about deck tier or winrate it's about deck popularity meaning you face it more than most decks. So when you lose to the same combo over and over again at high ranks you know it's due for a change and Brann is the only card that creates the combo
What's the point of nerfing Astalors final form to 9 Mana? everyone plays it at 10 Mana anyway because of manathirst
because a hero power or more powerful mana discounted card can be played alongside. It's the same reason they nerfed Archivist Elysiana to 9 mana so a second card couldn't be consistently played with it forcing it to be kind of a dead turn
I agree instead of a mana nerf the interaction between Maestra of the Masquerade needs to be fixed. it needs to be the interaction of how many cards from another class are added as rogue and not the fake class.
Also i believe Serrated Bone Spike should be nerfed to 2 damage down from 3. that card is consistently killing too many early targets. makes it the perfect counter to the most common 2 mana minions being played right now
Instead of just nerf classes, why don't I hear anything about buffing the weakest classes? There are currently 2 classes with a 40% winrate. That's rediculous.
Yes, tier 3. On both Vicious Syndicate and HSReplay, Ramp Druid is listed as a tier 3 deck with a win rate below 50%.
I can't imagine why you think it's better than that. If you ever tried to use it, you'd see how bad it is.
"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
People don't dislike Druid because it's OP. They dislike it because the deck is uninteractive for the most part. It's just ramp, play scales, draw your combo and maybe win or lose. It's just not an enjoyable experience for the opposing player, similar to other largely uninteractive decks such as DH and Frost DK. It can also be quite frustrating having to watch someone play up to 20 mana each turn again while not interacting much.
Zola is nowhere near as abusable as Brann either.
This interaction: Astalor, the Flamebringer Corrupt the Waters Heart of Vir'naal
Standard people getting bran nerfed would be horrible. Card is nothing but playable in wild.
nerfing face damage cards to only hit minions kills them, astalor not going face would murder it.
there will be a miniset soon, that will mix the meta. Which shifted a lot anyways through recent nerfs. There weren’t a lot of good burn decks in the past year, so its fine for them to have their time to shine.
how does the word “mix” imply “different”
id love to hear that explanation
Something i dont see being mentioned is how Rogue now has easy access to Deadly Shot off concoctions multiple times per game, which would be cause for riot in other metas.
Rogue should never be THIS efficient at removing minions w/o damaging them, it was supposed to be part of their weaknesses (a meme at this point, but still). Randomly drawing cards, dealing dmg, summoning small stuff and grabbing cards from other classes are all things Rogue is known for, things they are supposed to be good at. But FUCKIN DEADLY SHOT?
That should be removed from the concoction pool, period. Replace it with anything mediocre, Wildpaw Knoll to 6 and bam, rogue still good but not oppressive.
A mixture is combining multiple things/substances together.
Revert the renathal nerf.
Revert the rogue nerfs, and just make illusionist 5 mana (so sketchy can't pull it), and change trickster to "your next spell this turn costs (6) less" so at best you can coin the combo on turn 5. Gnoll+maestra needs to stop working, it's been nerfed and reverted three times now and changing the mana obviously isn't working, fix the core issue.
Goldshire gnoll+evolve is really dumb facing a 10 drop on turn 3. I don't really see a way of fixing it unless they overhaul how original mana costs work on cards, so you could just make it 12 mana for now until they do.
Everyone? Kindly speak for yourself. I love board-based battles. I'm super happy when I play a control deck and face another board-oriented control deck. I really dislike OTK decks, because then players are just playing their own single player minigames against a clock.
It is just a common phrase. No need to take it personally.
Just pointing out you state your opinions like facts. You say "unexpected and surprising ways to win a game make the game fun and more interactive", but OTKs like with Astalor Druid and Shockspitter Hunter aren't interactive at all. Surprising, powerful board swings can be really strong, but at least tend to be interactive, because you can fight back. There's no fighting back against a combo that just kills you outright when your opponent has finished their minigame.
I'd very much be in favor of having cards like Astalor only affect minions. That way they'd be strong, but wouldn't fuel more OTK decks.
I think they just need to remove this ridiculous interaction between the rogue legendary and Wildpaw gnoll discounting. You shouldn't be able to add as many stats as is currently happening with multiple gnolls and the 4/4 that gets discounted on turn 2/3. It doesn't matter if it's a high roll, you shouldn't just win the game because you hit it.
Mana discounting in general needs to be looked at. The gnoll evolve shaman plays should also be increased in mana or unable to be reduced below "x"
The legendary in Big Mage needs an increase in mana cost and an increase in stats to 6/6 to stop the 10 mana cost spells being discounted to 5.
Frost DK needs a nerf to some extent but personally I'd like to see health pools increased to 35 (renethal increases to 40) though I appreciate this won't happen and possibly not popular either. Would make face starts harder to pull off, 30 just seems too low now with this crazy power creep. The Frostwyrm needs nerfing to either be a higher mana cost or doing less damage/summoning less stats. This card is busted as hell.
Guff needs an increase in mana cost I agree.
Shockspitter I 100% agree needs a nerf if Brann isnt rotated early (he should be), this combo is stupid AF and I'm tired of half my games in even casual mode being against this deck.
I don't think you should be able to mix the same concoctions together, the word "mix" itself implies it should be a mixture of different variants.
I think aggro mage could use a tweak too but I'm not sure exactly how you'd do it yet. The 2/3 that summons 2 x 1/1's could maybe use a stat nerf to 2/2.
how does the word “mix” imply “different”
id love to hear that explanation
A mixture is combining multiple things/substances together.
So again I ask you how does the word “ mix” imply “different” . In this instance it says mix two concoctions together. Mixing things together to form a bigger thing does not imply those things being mixed necessarily have to be different. So if I told you to take 6 decks of red cards and mix them together would you tell me that you couldn’t do that because the cards were the same color or because they were not different colors?
What's the point of nerfing Astalors final form to 9 Mana? everyone plays it at 10 Mana anyway because of manathirst
Nerfs:
Glacial Advance 4 to 3 dmg
Wildpaw Gnoll 5 to 6 mana
Shadowstep 0 to 2 mana
Unleash Fel 1 to 2 mana
Astalor Bloodsworn 2 to 3 mana
Shockspitter 3 to 4 mana
Brann Bronzebeard get the fvck out
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A Mixture "mix" (noun) is combining two different substances to create something new. You don't mix water with more water, you combine it.
Mixing (verb) is akin to using a whisk to beat eggs. It can be two amounts of the same substance that needs to be blended/fused, or increased in quantity.
So if mixing the same concoction in game creates a new bigger version of itself (verb), that checks out.
If it doesn't, the other guy isn't crazy for saying what he said, as a mixture "mix" (noun) must be different substances by definition.
It's not about deck tier or winrate it's about deck popularity meaning you face it more than most decks. So when you lose to the same combo over and over again at high ranks you know it's due for a change and Brann is the only card that creates the combo
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because a hero power or more powerful mana discounted card can be played alongside. It's the same reason they nerfed Archivist Elysiana to 9 mana so a second card couldn't be consistently played with it forcing it to be kind of a dead turn
Google search: Is Hearthstone free to play?
I agree instead of a mana nerf the interaction between Maestra of the Masquerade needs to be fixed. it needs to be the interaction of how many cards from another class are added as rogue and not the fake class.
Also i believe Serrated Bone Spike should be nerfed to 2 damage down from 3. that card is consistently killing too many early targets. makes it the perfect counter to the most common 2 mana minions being played right now
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Instead of just nerf classes, why don't I hear anything about buffing the weakest classes? There are currently 2 classes with a 40% winrate. That's rediculous.
Overlord Drakuru 9 to 8 mana Rush, Windfury, Divine Shield
Blightblood Berserker 8 to 7 mana
Light of the Phoenix 4 to 2 mana
Disruptive Spellbreaker at the end of turn choose a card to discard
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