That's because every second thread is a nerf thread. Nerfs are the worst things for competitive games and should only be used in the absolute worst case scenarios. Most of the time these threads are poorly worded, poorly thought out whines that need a nice plate of cheese to go with.
I will admit that I don't like nerf threads. I like the idea of coming up with cards to counter mechanics (which is what Blizzard has claimed they are trying to do before nerfing). CW armor isn't at a level where it NEEDS a counter, I just find it odd that it has no counter and I would love to see a card invented that interacted in this way.
Out of curiosity, why do you find it odd that it doesn't have a counter? Have they directly countered any of the other class mechanics? I haven't seen any "destroy all totems" or "Deal damage equal to the amount your opponent has healed this game" effects so I'm not sure why armor would be the one they single out.
I would also absolutely not agree with a card that removed all armor. To get to a reasonable amount of armor, disregarding the cost of hero power I have to spend at least 6 mana (2x Shield Block). You should not be able to remove all my armor with a 2 mana card. However when I have a lot of armor, I've likely spent at least 18 mana (2x Shield Block, 2x Shield Maiden) etc etc.
To say that just because you invested mana into getting your armor up, I shouldn't be able to reduce it for less mana is an absurd argument. I might use two healbots to bump my health up to max. By your logic, Alextrasza would be broken for bringing it all the way back down and giving a better body. Similarly, I might buff up my weapon as a rogue with deadly poison x2 and tinker's. I've spent a total of 8 mana on it and you can use ooze for 2 mana to get rid of it. That's how counter cards work. If I flood the board with 7 minions and you brawl, it was my fault for not playing around it.
Out of curiosity, why do you find it odd that it doesn't have a counter? Have they directly countered any of the other class mechanics? I haven't seen any "destroy all totems" or "Deal damage equal to the amount your opponent has healed this game" effects so I'm not sure why armor would be the one they single out.
Yep! Priest's overhealing is countered by Alex and Rogue's weapon is countered by Ooze and Harrison. I understand that there are other ways to gain health and other ways to gain weapons, but there are also other ways to gain armor (Mage --> Ice Barrier, Druid --> Hero Power). Yes they aren't overly powerful but to look at armor as just some extra health isn't sensible. Shield Slam interacts with it positively. I think something should be able to interact with it negatively. I would say the same thing for totems. Have a totem counter card!
I would also absolutely not agree with a card that removed all armor. To get to a reasonable amount of armor, disregarding the cost of hero power I have to spend at least 6 mana (2x Shield Block). You should not be able to remove all my armor with a 2 mana card. However when I have a lot of armor, I've likely spent at least 18 mana (2x Shield Block, 2x Shield Maiden) etc etc.
To say that just because you invested mana into getting your armor up, I shouldn't be able to reduce it for less mana is an absurd argument. I might use two healbots to bump my health up to max. By your logic, Alextrasza would be broken for bringing it all the way back down and giving a better body. Similarly, I might buff up my weapon as a rogue with deadly poison x2 and tinker's. I've spent a total of 8 mana on it and you can use ooze for 2 mana to get rid of it. That's how counter cards work. If I flood the board with 7 minions and you brawl, it was my fault for not playing around it.
Two healbots = 10 mana 16 life and a 6/6 body split into two. Alex = Max 15 damage/heal, 9 mana 8/8 single body.
I would call that very balanced, personally. I think you picked a bad example there.
I didn't say you shouldn't be able to reduce it for less mana. I said I'd be against a card that removed all armor instantly.
I could see a card with something like, "This card costs +1 mana per your opponents armor, up to a maximum of 8. Remove 20 armor from your opponent.'' so for example if your opponent had 1 armor, it would cost 1 mana and remove that armor etc.
I would also absolutely not agree with a card that removed all armor. To get to a reasonable amount of armor, disregarding the cost of hero power I have to spend at least 6 mana (2x Shield Block). You should not be able to remove all my armor with a 2 mana card. However when I have a lot of armor, I've likely spent at least 18 mana (2x Shield Block, 2x Shield Maiden) etc etc.
To say that just because you invested mana into getting your armor up, I shouldn't be able to reduce it for less mana is an absurd argument. I might use two healbots to bump my health up to max. By your logic, Alextrasza would be broken for bringing it all the way back down and giving a better body. Similarly, I might buff up my weapon as a rogue with deadly poison x2 and tinker's. I've spent a total of 8 mana on it and you can use ooze for 2 mana to get rid of it. That's how counter cards work. If I flood the board with 7 minions and you brawl, it was my fault for not playing around it.
Out of curiosity, why do you find it odd that it doesn't have a counter? Have they directly countered any of the other class mechanics? I haven't seen any "destroy all totems" or "Deal damage equal to the amount your opponent has healed this game" effects so I'm not sure why armor would be the one they single out.
Yep! Priest's overhealing is countered by Alex and Rogue's weapon is countered by Ooze and Harrison. I understand that there are other ways to gain health and other ways to gain weapons, but there are also other ways to gain armor (Mage --> Ice Barrier, Druid --> Hero Power). Yes they aren't overly powerful but to look at armor as just some extra health isn't sensible. Shield Slam interacts with it positively. I think something should be able to interact with it negatively. I would say the same thing for totems. Have a totem counter card!
Those things aren't really comparable though. Alexstraza doesn't counter the Priest hero power as they get utility out of it by healing their creatures. Weapon destruction doesn't counter Rogue hero power because they have already gotten value out of it 90% of the time and even if you kill they can just re-equip for 2 mana. The Rogue example is particularly bad because you are countering a 2 mana investment with your card, not a 10 or 20+ mana investment as would be the case in Warrior (you could argue that you get value by destroying a weapon with a buff on it but at that point they almost certainly already used it to hit your face or kill something)
The Warrior hero power is unique in that it has the fewest uses in the game. Aside from Shield Slam, it doesn't do anything. It doesn't affect the board, it doesn't hurt your opponent. All it does is make you hardier. That's the only thing the Warrior hero power does. I think there's a fundamental problem with idea of a card that is potentially going to make it so hero powering for 5+ turns was the same as doing nothing. There is no other interaction like that in the game, so why would they start now?
Also I really wish people would stop bringing up Frost Barrier and the Druid hero power in these discussions, since they have actual nothing to do with it. No one is going to play the proposed card - in whatever form it takes - because it sometimes does something against freeze Mage and might hit a Druid for 2. The added utility is so small as to not be worth mentioning.
That's like removing Rogue's Preparation because 4 mana for 4 cards(sprint Prep) is too strong
It's like removing Priest's Synergy with healing
Removing Hunter's Hero Power
YOu get the idea. Armor is pretty strong, but it's what keeps warrior, as a class, strong and viable in the meta. It does have a weakness in it's hero power, one which it shares with hunter and warlock , and that is that the hero power has no interaction with the board state at all. He heals 2 hp. Bah, that's not much. The cards that synergize with it are strong, and rightly so. Those card are strong enough to survive the power creep that this game has been going through. Mage and Rogue kill your minions, Pally applies pressure with the silver hand tokens, Priest gains tempo/sustainbility through heal, shaman applies utility and board prescence with the totems. Druid can heal and is more or less a 1/1 charger.
Hunter does 2 direct damage to the face. This does not help against early board control, nor does it affect the board state in any way. It just encourages you to SMOrc and go face, instead of clearing the board. That, and hunter's lack of card draw and good board clears makes the control approach for hunter a bad idea. The strong "control" stuff is just abused for aggro(mostly) like Savannah Highmane
Warlock has one of the strongest hero powers in the game. In general, the class in card games that lets you draw cards for life is almost always really good. This is no different. THe warlock hero power is flexible, and encourages a multitude of decks. You can go control by using the lowmanacosted removal spells, and you will not lose card advantage due to your hero power. You can also go aggro, spamming your hand onto the board and using your heropower to fuel the board prescence(Murklock, Zoo is sorta like it, but zoo is more of a midrange approach). You can go in as a sort of hybrid by going midrange. Warlock is oneof the good classes in the game, and you almost never see a QQ thread about it. Paladin got QQ for secretdin, EBoladin, Hunter got SmOrc hate, Rogue's comboes were hated, Everyone hated freeze mage for a while, Patron was the New Warrior SmORc. Priest, Shaman, and Warlock have not been qqed about.(OK giants are pretty dirty, imo). Shaman is too weak, Priest is too awkward. Warlock is just right.
The cards that synergize with warrior all encourage a control/slow deck, stalling the game with your armor to get time to build up your comboes or a massive chain wave of legendaries. Some have tried different approaches. Aggro warrior pooped up, trying to abuse warrior's weapons, but it paled in comparison to other aggrodecks. A recent mech warrior was also used, but it is also clanky(better than aggro though)
I'd really be surprised if they introduce a nerf to armor, or a card that counters armor, as I really can't see the point. There's no downside to armoring up? You have to use two mana to do it every turn or play cards that give you armor. That's a downside. Sure, a lot of those cards are pretty good, but you still paid 6 mana for a 5/5 or 3 mana to draw a card. If I'm doing that I sure as heck better get something else out of the deal.
Ultimately though, Warriors don't have a terrifically high win rate - not even Patron, and the issues that deck has have a lot less to do with armor than they do with other things. Why would Blizzard want to devote the time or design space to addressing something that's so rarely a problem. I have to imagine it's working the way they want. I mean sure, if Warriors ended every game with 30 armor we might have a problem, but Warriors end a decent number of their games at 0 armor, and 0 health to boot. I may be missing something, but Blizzard doesn't seem interested in printing cards that counter class mechanics, so why would they do that here?
The problem with armor is twofold.
1.: from balance perspective, it is far superior to healing as you can go above max. This limits other classes to be successful as a control class. If you give classes tools to fight that much health, other classes like priest which also supposed to have good survival skills, has no chance to compete.
2.: Warrior has already too many sources of armor and we will see more and more decks ineffective against control warrior as they simply run out of damage and die in fatigue. It is not yet a big problem, but we are getting there.
Has anyone ever actually tried to reach the cap for armor and succeeded? What is it? I'd imagine something like 99, but idk...
Edit: if nobody knows, can we change this to a "find out the armor cap thread"? Then revert back with an actual suggestion for a possible nerf of armor, after we find out it's something ridiculous?
I have an idea for a counter card for armor. A Legendary minion; Orion the Ghost Blade. This minion would cost 9, and have 2 attack and 12 health, can not be targeted by spells, and a special ability called Ghost Pierce. When Orion hits a hero with armor, he deals extra damage equal to the hero's armor divided in half (round up). If you can drop some form of protection out for him, then in 2 rounds, the Warrior's armor is at a manageable level again. As an added bonus, with him being unique, there will only be 1 in any potential deck and the player has to go through the trouble of obtaining him.
I'd really be surprised if they introduce a nerf to armor, or a card that counters armor, as I really can't see the point. There's no downside to armoring up? You have to use two mana to do it every turn or play cards that give you armor. That's a downside. Sure, a lot of those cards are pretty good, but you still paid 6 mana for a 5/5 or 3 mana to draw a card. If I'm doing that I sure as heck better get something else out of the deal.
Ultimately though, Warriors don't have a terrifically high win rate - not even Patron, and the issues that deck has have a lot less to do with armor than they do with other things. Why would Blizzard want to devote the time or design space to addressing something that's so rarely a problem. I have to imagine it's working the way they want. I mean sure, if Warriors ended every game with 30 armor we might have a problem, but Warriors end a decent number of their games at 0 armor, and 0 health to boot. I may be missing something, but Blizzard doesn't seem interested in printing cards that counter class mechanics, so why would they do that here?
The problem with armor is twofold.
1.: from balance perspective, it is far superior to healing as you can go above max. This limits other classes to be successful as a control class. If you give classes tools to fight that much health, other classes like priest which also supposed to have good survival skills, has no chance to compete.
2.: Warrior has already too many sources of armor and we will see more and more decks ineffective against control warrior as they simply run out of damage and die in fatigue. It is not yet a big problem, but we are getting there.
I don't think we're getting anywhere close to that. The only reason Patron is successful is because of Frothing Berserker OTK, not armor. Armor helps, but by itself it doesn't win games. Other than Patron, CW and DW are all Warrior has got that is half playable. Let's look at other classes for a sec:
Mage: Tempo Mage Freeze Mage Mech Mage and multiple variants of. Echo Mage
Warlock: Handlock Zoo (so maaany different variations). Mechlock Demonlock Starting to see some Dragonlocks
Paladin: Secret Mid-Range Control
Even Shaman has more decks, that are playable. They're all pretty shit, but you can still play them. I actually really like Totem Shaman with Justicar Trueheart just as a fun deck to play but that's beside the point.
Warrior has 3, 4 if you include aggro but seriously why would you? And people are seriously calling for the only thing warrior has going for it to be nerfed? C'mon guys... That's like asking for Overload on using the Shaman hero power.
I'd really be surprised if they introduce a nerf to armor, or a card that counters armor, as I really can't see the point. There's no downside to armoring up? You have to use two mana to do it every turn or play cards that give you armor. That's a downside. Sure, a lot of those cards are pretty good, but you still paid 6 mana for a 5/5 or 3 mana to draw a card. If I'm doing that I sure as heck better get something else out of the deal.
Ultimately though, Warriors don't have a terrifically high win rate - not even Patron, and the issues that deck has have a lot less to do with armor than they do with other things. Why would Blizzard want to devote the time or design space to addressing something that's so rarely a problem. I have to imagine it's working the way they want. I mean sure, if Warriors ended every game with 30 armor we might have a problem, but Warriors end a decent number of their games at 0 armor, and 0 health to boot. I may be missing something, but Blizzard doesn't seem interested in printing cards that counter class mechanics, so why would they do that here?
The problem with armor is twofold.
1.: from balance perspective, it is far superior to healing as you can go above max. This limits other classes to be successful as a control class. If you give classes tools to fight that much health, other classes like priest which also supposed to have good survival skills, has no chance to compete.
2.: Warrior has already too many sources of armor and we will see more and more decks ineffective against control warrior as they simply run out of damage and die in fatigue. It is not yet a big problem, but we are getting there.
To address your points:
1. Strictly speaking, this is true, it is superior to healing, if we're only talking about healing the hero. But the only hero power that straight up heals, Priest, also heals minions, so I fail to see how useful the comparison of armor vs healing is here. Armor is better for heroes, but healing has more utility. It allows Priests to maintain a stable board state when they otherwise might struggle. Besides, other control decks exist in Priest and Paladin (you could argue that Handlock sometimes plays the role of a control deck two but that's sort of its own thing). They aren't inferior, they just work on different principals. They don't need as much survivability because they're better at keeping the board.
2. I'm not sure I agree that they have too many, but they do have a lot. As a rule, the cards that grant armor do so at the cost of the rest of the effect being overcosted. Shieldmaiden is good, but it's still a 5/5 for six. Bash is 3 mana for 3 damage. The armor helps make the cards not terrible, it's why they're designed the way they are. To put it another way, Warrior cards that grant armor are designed in such a way because by spending the amount of mana you are for the effect you get you are likely to need the extra health to maintain, otherwise you'll just die.
I'd really be surprised if they introduce a nerf to armor, or a card that counters armor, as I really can't see the point. There's no downside to armoring up? You have to use two mana to do it every turn or play cards that give you armor. That's a downside. Sure, a lot of those cards are pretty good, but you still paid 6 mana for a 5/5 or 3 mana to draw a card. If I'm doing that I sure as heck better get something else out of the deal.
Ultimately though, Warriors don't have a terrifically high win rate - not even Patron, and the issues that deck has have a lot less to do with armor than they do with other things. Why would Blizzard want to devote the time or design space to addressing something that's so rarely a problem. I have to imagine it's working the way they want. I mean sure, if Warriors ended every game with 30 armor we might have a problem, but Warriors end a decent number of their games at 0 armor, and 0 health to boot. I may be missing something, but Blizzard doesn't seem interested in printing cards that counter class mechanics, so why would they do that here?
The problem with armor is twofold.
1.: from balance perspective, it is far superior to healing as you can go above max. This limits other classes to be successful as a control class. If you give classes tools to fight that much health, other classes like priest which also supposed to have good survival skills, has no chance to compete.
2.: Warrior has already too many sources of armor and we will see more and more decks ineffective against control warrior as they simply run out of damage and die in fatigue. It is not yet a big problem, but we are getting there.
There is no problem with armor. You may compare the warrior power with the priest power only the day that warrior would be allowed to add armor to the minions...
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Out of curiosity, why do you find it odd that it doesn't have a counter? Have they directly countered any of the other class mechanics? I haven't seen any "destroy all totems" or "Deal damage equal to the amount your opponent has healed this game" effects so I'm not sure why armor would be the one they single out.
Nothing doing, traveler.
To say that just because you invested mana into getting your armor up, I shouldn't be able to reduce it for less mana is an absurd argument. I might use two healbots to bump my health up to max. By your logic, Alextrasza would be broken for bringing it all the way back down and giving a better body. Similarly, I might buff up my weapon as a rogue with deadly poison x2 and tinker's. I've spent a total of 8 mana on it and you can use ooze for 2 mana to get rid of it. That's how counter cards work. If I flood the board with 7 minions and you brawl, it was my fault for not playing around it.
Yep! Priest's overhealing is countered by Alex and Rogue's weapon is countered by Ooze and Harrison. I understand that there are other ways to gain health and other ways to gain weapons, but there are also other ways to gain armor (Mage --> Ice Barrier, Druid --> Hero Power). Yes they aren't overly powerful but to look at armor as just some extra health isn't sensible. Shield Slam interacts with it positively. I think something should be able to interact with it negatively. I would say the same thing for totems. Have a totem counter card!
Two healbots = 10 mana 16 life and a 6/6 body split into two.
Alex = Max 15 damage/heal, 9 mana 8/8 single body.
I would call that very balanced, personally. I think you picked a bad example there.
I didn't say you shouldn't be able to reduce it for less mana. I said I'd be against a card that removed all armor instantly.
I could see a card with something like, "This card costs +1 mana per your opponents armor, up to a maximum of 8. Remove 20 armor from your opponent.'' so for example if your opponent had 1 armor, it would cost 1 mana and remove that armor etc.
Those things aren't really comparable though. Alexstraza doesn't counter the Priest hero power as they get utility out of it by healing their creatures. Weapon destruction doesn't counter Rogue hero power because they have already gotten value out of it 90% of the time and even if you kill they can just re-equip for 2 mana. The Rogue example is particularly bad because you are countering a 2 mana investment with your card, not a 10 or 20+ mana investment as would be the case in Warrior (you could argue that you get value by destroying a weapon with a buff on it but at that point they almost certainly already used it to hit your face or kill something)
The Warrior hero power is unique in that it has the fewest uses in the game. Aside from Shield Slam, it doesn't do anything. It doesn't affect the board, it doesn't hurt your opponent. All it does is make you hardier. That's the only thing the Warrior hero power does. I think there's a fundamental problem with idea of a card that is potentially going to make it so hero powering for 5+ turns was the same as doing nothing. There is no other interaction like that in the game, so why would they start now?
Also I really wish people would stop bringing up Frost Barrier and the Druid hero power in these discussions, since they have actual nothing to do with it. No one is going to play the proposed card - in whatever form it takes - because it sometimes does something against freeze Mage and might hit a Druid for 2. The added utility is so small as to not be worth mentioning.
Nothing doing, traveler.
Pyroblast, Fireball, Kill Command, Darkbomb, charge minions...
armor is ok , it give so cool possibilities to comeback from like 1 hp to 1hp + 30 armor
WE can't hit the identity.
That's like removing Rogue's Preparation because 4 mana for 4 cards(sprint Prep) is too strong
It's like removing Priest's Synergy with healing
Removing Hunter's Hero Power
YOu get the idea. Armor is pretty strong, but it's what keeps warrior, as a class, strong and viable in the meta. It does have a weakness in it's hero power, one which it shares with hunter and warlock , and that is that the hero power has no interaction with the board state at all. He heals 2 hp. Bah, that's not much. The cards that synergize with it are strong, and rightly so. Those card are strong enough to survive the power creep that this game has been going through. Mage and Rogue kill your minions, Pally applies pressure with the silver hand tokens, Priest gains tempo/sustainbility through heal, shaman applies utility and board prescence with the totems. Druid can heal and is more or less a 1/1 charger.
Hunter does 2 direct damage to the face. This does not help against early board control, nor does it affect the board state in any way. It just encourages you to SMOrc and go face, instead of clearing the board. That, and hunter's lack of card draw and good board clears makes the control approach for hunter a bad idea. The strong "control" stuff is just abused for aggro(mostly) like Savannah Highmane
Warlock has one of the strongest hero powers in the game. In general, the class in card games that lets you draw cards for life is almost always really good. This is no different. THe warlock hero power is flexible, and encourages a multitude of decks. You can go control by using the lowmanacosted removal spells, and you will not lose card advantage due to your hero power. You can also go aggro, spamming your hand onto the board and using your heropower to fuel the board prescence(Murklock, Zoo is sorta like it, but zoo is more of a midrange approach). You can go in as a sort of hybrid by going midrange. Warlock is oneof the good classes in the game, and you almost never see a QQ thread about it. Paladin got QQ for secretdin, EBoladin, Hunter got SmOrc hate, Rogue's comboes were hated, Everyone hated freeze mage for a while, Patron was the New Warrior SmORc. Priest, Shaman, and Warlock have not been qqed about.(OK giants are pretty dirty, imo). Shaman is too weak, Priest is too awkward. Warlock is just right.
The cards that synergize with warrior all encourage a control/slow deck, stalling the game with your armor to get time to build up your comboes or a massive chain wave of legendaries. Some have tried different approaches. Aggro warrior pooped up, trying to abuse warrior's weapons, but it paled in comparison to other aggrodecks. A recent mech warrior was also used, but it is also clanky(better than aggro though)
The problem with armor is twofold.
1.: from balance perspective, it is far superior to healing as you can go above max. This limits other classes to be successful as a control class. If you give classes tools to fight that much health, other classes like priest which also supposed to have good survival skills, has no chance to compete.
2.: Warrior has already too many sources of armor and we will see more and more decks ineffective against control warrior as they simply run out of damage and die in fatigue. It is not yet a big problem, but we are getting there.
https://www.youtube.com/watch?v=_Wr5KN4WgCg
Feel free to add me. zombified #1932 I hover around around rank 12 to 3 with most of the decks I make. Still trying to hit legend.
I have an idea for a counter card for armor. A Legendary minion; Orion the Ghost Blade. This minion would cost 9, and have 2 attack and 12 health, can not be targeted by spells, and a special ability called Ghost Pierce. When Orion hits a hero with armor, he deals extra damage equal to the hero's armor divided in half (round up). If you can drop some form of protection out for him, then in 2 rounds, the Warrior's armor is at a manageable level again. As an added bonus, with him being unique, there will only be 1 in any potential deck and the player has to go through the trouble of obtaining him.
I don't think we're getting anywhere close to that. The only reason Patron is successful is because of Frothing Berserker OTK, not armor. Armor helps, but by itself it doesn't win games. Other than Patron, CW and DW are all Warrior has got that is half playable. Let's look at other classes for a sec:
Mage:
Tempo Mage
Freeze Mage
Mech Mage and multiple variants of.
Echo Mage
Warlock:
Handlock
Zoo (so maaany different variations).
Mechlock
Demonlock
Starting to see some Dragonlocks
Paladin:
Secret
Mid-Range
Control
Even Shaman has more decks, that are playable. They're all pretty shit, but you can still play them. I actually really like Totem Shaman with Justicar Trueheart just as a fun deck to play but that's beside the point.
Warrior has 3, 4 if you include aggro but seriously why would you? And people are seriously calling for the only thing warrior has going for it to be nerfed? C'mon guys... That's like asking for Overload on using the Shaman hero power.
I wouldn't mind seeing a tech card VS armor. If not for anything, just for variety.
Like a 3/3 for 3 mana : Deals double damage to heros with armor.
Or a battlecry that cuts armor in half or something...
5/5 for 5 or 6 mana Battlecry : Reduce your opponents armor to half its current total.
I mean, they would be tech cards, and most likely not run, but, why not have options for people who get annoyed at armor?
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant
To address your points:
1. Strictly speaking, this is true, it is superior to healing, if we're only talking about healing the hero. But the only hero power that straight up heals, Priest, also heals minions, so I fail to see how useful the comparison of armor vs healing is here. Armor is better for heroes, but healing has more utility. It allows Priests to maintain a stable board state when they otherwise might struggle. Besides, other control decks exist in Priest and Paladin (you could argue that Handlock sometimes plays the role of a control deck two but that's sort of its own thing). They aren't inferior, they just work on different principals. They don't need as much survivability because they're better at keeping the board.
2. I'm not sure I agree that they have too many, but they do have a lot. As a rule, the cards that grant armor do so at the cost of the rest of the effect being overcosted. Shieldmaiden is good, but it's still a 5/5 for six. Bash is 3 mana for 3 damage. The armor helps make the cards not terrible, it's why they're designed the way they are. To put it another way, Warrior cards that grant armor are designed in such a way because by spending the amount of mana you are for the effect you get you are likely to need the extra health to maintain, otherwise you'll just die.
Nothing doing, traveler.
I always read complaints from s2mikey as: "nerf my opponent, he played cards and used hero powers! Aaarrghh!"
There is no problem with armor. You may compare the warrior power with the priest power only the day that warrior would be allowed to add armor to the minions...