Yes this game's combat mechanic kind of has little foresight to it so it limits what they can design a LOT. Just one stat point can often result in massive tempo / life swings. Perfect example: The other day my lightning storm left a yeti as a 4/1. It got 2 attacks. That's 8 damage and one card that I lost to that yeti's one extra HP.
In arena even a card like spider tank has huge repercussions when played. The one extra hp is such a big deal.
They really really cannot power creep early game cards ( 4 mana and under ) at this point because of how they designed the game. Zombie chow and flame imp should be the gold standard for a 1 drop. You can't really make something better stat-wise. Ability-wise? Yes maybe ( like northshire cleric ) but don't make something stupid like a 1 mana 3/3 legendary or whatever.
The undertaker nerf threads are tired and so I would imagine are the teams. Why not theory craft decks instead of posting these pointless nerf 'x' threads which produce nothing but discord?
Blizzard should've never made balance changes after release to begin with. They've now created this expectation on players, who look towards Blizzard to nerf everything to oblivion rather than countering the meta accordingly. It's a really unhealthy attitude overall.
In particular when it is possessed by a 'deck architect'.
Just think this. The hero power cost 2 but the effect value is equal to 0.5.
Some examples. You can compare rogue weapon (1/2) with light´s justice (1/4) weapon that cost 1 mana, then rogue weapon value is 0.5 mana. Mage hero power can compare with even archer, Even archer cost 1 mana, put a 1/1 (0.5 mana cost) and deal 1 damage (0.5 mana cost) Druid hero power compared with claw. Claw gives +2/+2, and cost 1 mana, Hero power gives +1/+1 and cost 0.5 mana Hunter hero power compared with Sinister strike (3dmag/1 mana) and Mind blast (5dmg/2mana). The range is 2.5-3dmg/mana. The value hunter hero power that blizzard put was 4 damage for 1 mana, (2dmg/0.5mana). Maybe one of the best hero power. Warlock hero power, for me draw a card cost 1 mana (If you compare minions stats with card draw and minion with vanilla stats). Then deals 2 dmg cost to you own hero give you -0.5 mana in next play, draw a card cost 1 mana, then 1mana - 0.5 = 0.5 mana hero power.
Then the 3 1/1 muster for battle puts are equal to 0.5 x 3 = 1.5. The light´s justice cost 1 mana, Then 1.5+1=2.5 value mana.
The undertaker nerf threads are tired and so I would imagine are the teams. Why not theory craft decks instead of posting these pointless nerf 'x' threads which produce nothing but discord?
Blizzard should've never made balance changes after release to begin with. They've now created this expectation on players, who look towards Blizzard to nerf everything to oblivion rather than countering the meta accordingly. It's a really unhealthy attitude overall.
This sounds great in theory (make it more like a paper TCG), but without rotation we would be stuck with horrible design mistakes or card bans. Without bans or balance changes since April the only decks would be 4 mana Buzzard-Unleash Hunter and Miracle. Or no one would play because those two decks were oppressive.
This sounds great in theory (make it more like a paper TCG), but without rotation we would be stuck with horrible design mistakes or card bans. Without bans or balance changes since April the only decks would be 4 mana Buzzard-Unleash Hunter and Miracle. Or no one would play because those two decks were oppressive.
You make a good point. Still, the player base has created this mentality where as soon as a set gets released, people immediately jump on the Nerf Train rather than taking their time and figuring things out. It wasn't even a week after the release of GvG before there was a thread titled "How Should We Nerf Dr. Boom" on this site, and that's just sad.
It's funny how people are crying for a TCG to be less luck based.
Evidently, it's not enough that Blizzard created the Battle.net and tournament qualifying conditions that include very high quantity of games played, such that players can grind out of any variance. But to hear some tell it, they have to make anything under 3 mana unplayable so that you get a grip of 7 cards before the first move in the game is made. Otherwise, a game that involves you drawing random cards off the top of a deck is too luck-based.
Compare to Magic the Gathering, where your entire campaign as a competitive player that year is determined by the shuffler and the pairings as experienced over a 7 round tournament one Saturday morning.
Now compare to Poker, where you can run bad over multiple days of the WSOP and still be a highly profitable and respected professional due to being cash positive on the day to day.
I don't entirely agree that Aggro's Undertaker draws are more inherently more luck-based than the draws of any other deck, but even if I did, evidence shows that you can have a game as luck based as you want, while still being a game of skill, as long as your results are only assessed after enough iterations. What no one has done to this day, however, is create a TCG without the Aggro archetype.
It may be less convoluted if it just said "At the end of your turn deal 2 damage to three random enemy characters." I like the concept though, but 4/8 would be a bit too powerful since Priest couldn't target it with either of their Power Words...maybe 5/7 or 6/5 like Iron Juggernaut.
Muster for battle is an op card mostly because of the probability of a combo with quartermaster. If the combo wasn't there it would have been fine. I play shaman, to clear muster I need a 4,5 mana spell, lightning storm, just to remove half of the card.. In my opinion muster shouldn't be nerfed but quartermaster. Playing muster turn three and coin quartermaster turn four is just gross, insta concede. Quartermaster should be 6 mana.
I don't think that quatermaster is a problem. In fact paladin was needing some kind of powerful proactive play to rely on.
However your question intrigued me. That's 11/14 worth of stats, immune to BGH and other single-target removals at that. Which other combination of two cards can achieve such board position?
It is vulnerable to some AoE, but if you don't have a solid board of your own or a flamestrike you're in a tough spot.
I don't think that quatermaster is a problem. In fact paladin was needing some kind of powerful proactive play to rely on.
However your question intrigued me. That's 11/14 worth of stats, immune to BGH and other single-target removals at that. Which other combination of two cards can achieve such board position?
It is vulnerable to some AoE, but if you don't have a solid board of your own or a flamestrike you're in a tough spot.
It's a two card combination (like Soulpriest + CoH), it costs 8 mana for the max attack stat of 3 (non of those minions will trade 1 for 1 against late game minions).
If you don't play it as a t8 combo but on curve there are two turns to remove the tokens (which are 1/1 at that point). T3/4 are usually were you either have your early board control or aggro cards out or you'll soon play your aoe removal.
t3 MfB -> t4 coin + QM is really powerful if you have still 3 tokens out but for 5 mana you also can play a tonne of other stuff.
It's a strong combo but fairly easy to combat and even if it goes through it usually isn't hard to remove.
t3 MfB -> t4 coin + QM -> t5 QM is incredible but if you let that happen without having and answer you would probably lose anyway.
Personally I think the savage roar combo is a lot more powerful, and that's not going to be nerfed so why nerf the muster combo? Sure, savage roar is just a one turn buff, but it doesn't need to last any longer than that because it boosts ALL minions and the hero too.
I would like to add another card to this list. Echo of Medivh. The potential value from this card is so insane that I think it's just a matter before people will really exploit it. (some are doing this already, but I think it will see even more play in the future if it's not nerfed.) Not sure how to nerf it, but getting an extra minion of your choice back into your hand while still having it on board can single-handedly swing a game. Maybe increase the cost, or making the cost dependent on the number of minions that you copy. Something like 3 mana + 1 mana for each minion copied. So if you have seven minions on board it will cost 10 mana, so it will still be playable and very strong, but the tempo of the card will be reduced.
Leave my midrange Echo deck alone. It's fine. Cards not OP at all, I don't consistently get 4 2-4 cost minions from it at all. Or multiple blastmages/bomb lobbers which can swing games fairly well.
Starving Buzzard should be back to a 2/1 for 2 that draws only with the word change similar to hobgoblin so it doesn't draw cards from unleash the hounds.
Yeah, Hearthstone players have been dealing with Force-Savage for a long time, and that combo is a lot harder to interact with. Your only option is to keep the board clear and your health above 14. More importantly, that combo has kept Druid as a solidly middle-tier class since release, and design would love that for every class.
Paladin now seems pretty similar to Druid, actually. Each has problems drawing cards and spells that are not efficient on mana, but make up for it with solid class minions and some decent combos.
People who think the most appropriate nerff to Undertaker is a mana increase to 2 are completely retarded, that would make Undertaker worse than all other 2 mana minions in the game as far as stat line is concerned, just changing his attack and his defense from 1/2 to 2/1 would let cards like Arcane Shot and Smite remain playable beyond T2 and prevent opponent's from playing naked T1 Undertakers for board control off of a T2 Deathrattle - that's more than enough of a balance change and increases the variety of cards played in the format.
Starving Buzzard could be a 3/2 for 4 mana instead of 5 mana, it's clear Blizzard over nerfed the card and as it stands is a class card that's worse than a neutral card when compared to Cult Master.
Dr. Boom is good, but I don't know if it's nerf good as long as the presence of BGH in the format discourages it from seeing play in every deck, I think this is just a question of the metagaming adapting to new threats.
Saying Muster for Battle is a 7 mana card in a 3 mana card is incredibly disengenuous, if you compared Muster for Battle to Implosing then at an average of 3 damage to a minion and 3 Imps then what is that worth, 2 Mana for a "Wrath" and 6 mana for Tokens so it's an 8 mana card in a 4 mana card and should be nerfed as well because they combo with Demon Fire and Felheart?
Light of the Naruu needs a nerf for being a playable card before Mad Scientist? Yeah, right ...
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Yes this game's combat mechanic kind of has little foresight to it so it limits what they can design a LOT.
Just one stat point can often result in massive tempo / life swings.
Perfect example: The other day my lightning storm left a yeti as a 4/1. It got 2 attacks. That's 8 damage and one card that I lost to that yeti's one extra HP.
In arena even a card like spider tank has huge repercussions when played. The one extra hp is such a big deal.
They really really cannot power creep early game cards ( 4 mana and under ) at this point because of how they designed the game. Zombie chow and flame imp should be the gold standard for a 1 drop. You can't really make something better stat-wise. Ability-wise? Yes maybe ( like northshire cleric ) but don't make something stupid like a 1 mana 3/3 legendary or whatever.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
In particular when it is possessed by a 'deck architect'.
Muster for Battle dont need nerf.
Just think this. The hero power cost 2 but the effect value is equal to 0.5.
Some examples.
You can compare rogue weapon (1/2) with light´s justice (1/4) weapon that cost 1 mana, then rogue weapon value is 0.5 mana.
Mage hero power can compare with even archer, Even archer cost 1 mana, put a 1/1 (0.5 mana cost) and deal 1 damage (0.5 mana cost)
Druid hero power compared with claw. Claw gives +2/+2, and cost 1 mana, Hero power gives +1/+1 and cost 0.5 mana
Hunter hero power compared with Sinister strike (3dmag/1 mana) and Mind blast (5dmg/2mana). The range is 2.5-3dmg/mana. The value hunter hero power that blizzard put was 4 damage for 1 mana, (2dmg/0.5mana). Maybe one of the best hero power.
Warlock hero power, for me draw a card cost 1 mana (If you compare minions stats with card draw and minion with vanilla stats). Then deals 2 dmg cost to you own hero give you -0.5 mana in next play, draw a card cost 1 mana, then 1mana - 0.5 = 0.5 mana hero power.
Then the 3 1/1 muster for battle puts are equal to 0.5 x 3 = 1.5. The light´s justice cost 1 mana, Then 1.5+1=2.5 value mana.
As for dr.boom, blizz should give us more playable 7 drops avaible for every class instead of nerfing it imo.
P.S i don't even have dr. boom, just look at other 7 mana non class options
P.S 2 changing dr. boom to 6/7 would make it even stronger since it would dodge bgh
This sounds great in theory (make it more like a paper TCG), but without rotation we would be stuck with horrible design mistakes or card bans. Without bans or balance changes since April the only decks would be 4 mana Buzzard-Unleash Hunter and Miracle. Or no one would play because those two decks were oppressive.
You make a good point. Still, the player base has created this mentality where as soon as a set gets released, people immediately jump on the Nerf Train rather than taking their time and figuring things out. It wasn't even a week after the release of GvG before there was a thread titled "How Should We Nerf Dr. Boom" on this site, and that's just sad.
Flame Leviathan needs a buff.
Scheduled maintenance tomorrow morning for EU, does this mean possible nerfs incoming?
It's funny how people are crying for a TCG to be less luck based.
Evidently, it's not enough that Blizzard created the Battle.net and tournament qualifying conditions that include very high quantity of games played, such that players can grind out of any variance. But to hear some tell it, they have to make anything under 3 mana unplayable so that you get a grip of 7 cards before the first move in the game is made. Otherwise, a game that involves you drawing random cards off the top of a deck is too luck-based.
Compare to Magic the Gathering, where your entire campaign as a competitive player that year is determined by the shuffler and the pairings as experienced over a 7 round tournament one Saturday morning.
Now compare to Poker, where you can run bad over multiple days of the WSOP and still be a highly profitable and respected professional due to being cash positive on the day to day.
I don't entirely agree that Aggro's Undertaker draws are more inherently more luck-based than the draws of any other deck, but even if I did, evidence shows that you can have a game as luck based as you want, while still being a game of skill, as long as your results are only assessed after enough iterations. What no one has done to this day, however, is create a TCG without the Aggro archetype.
Whiners gonna whine.
It may be less convoluted if it just said "At the end of your turn deal 2 damage to three random enemy characters." I like the concept though, but 4/8 would be a bit too powerful since Priest couldn't target it with either of their Power Words...maybe 5/7 or 6/5 like Iron Juggernaut.
How is 8 mana for 3*3/3+1*2/5 OP?
I don't think that quatermaster is a problem. In fact paladin was needing some kind of powerful proactive play to rely on.
However your question intrigued me. That's 11/14 worth of stats, immune to BGH and other single-target removals at that. Which other combination of two cards can achieve such board position?
It is vulnerable to some AoE, but if you don't have a solid board of your own or a flamestrike you're in a tough spot.
Signature !!!!
It's a two card combination (like Soulpriest + CoH), it costs 8 mana for the max attack stat of 3 (non of those minions will trade 1 for 1 against late game minions).
If you don't play it as a t8 combo but on curve there are two turns to remove the tokens (which are 1/1 at that point). T3/4 are usually were you either have your early board control or aggro cards out or you'll soon play your aoe removal.
t3 MfB -> t4 coin + QM is really powerful if you have still 3 tokens out but for 5 mana you also can play a tonne of other stuff.
It's a strong combo but fairly easy to combat and even if it goes through it usually isn't hard to remove.
t3 MfB -> t4 coin + QM -> t5 QM is incredible but if you let that happen without having and answer you would probably lose anyway.
Personally I think the savage roar combo is a lot more powerful, and that's not going to be nerfed so why nerf the muster combo? Sure, savage roar is just a one turn buff, but it doesn't need to last any longer than that because it boosts ALL minions and the hero too.
I like this change..I would definitely play this
Leave my midrange Echo deck alone. It's fine. Cards not OP at all, I don't consistently get 4 2-4 cost minions from it at all. Or multiple blastmages/bomb lobbers which can swing games fairly well.
Starving Buzzard should be back to a 2/1 for 2 that draws only with the word change similar to hobgoblin so it doesn't draw cards from unleash the hounds.
Undertaker -> 1/1 or 2/1 to at least be vuln to t1 hero powers.
Mad Scientist -> Mage class card (give pallies a version if you need to, but Hunters do NOT need access to it).
Yeah, Hearthstone players have been dealing with Force-Savage for a long time, and that combo is a lot harder to interact with. Your only option is to keep the board clear and your health above 14. More importantly, that combo has kept Druid as a solidly middle-tier class since release, and design would love that for every class.
Paladin now seems pretty similar to Druid, actually. Each has problems drawing cards and spells that are not efficient on mana, but make up for it with solid class minions and some decent combos.
People who think the most appropriate nerff to Undertaker is a mana increase to 2 are completely retarded, that would make Undertaker worse than all other 2 mana minions in the game as far as stat line is concerned, just changing his attack and his defense from 1/2 to 2/1 would let cards like Arcane Shot and Smite remain playable beyond T2 and prevent opponent's from playing naked T1 Undertakers for board control off of a T2 Deathrattle - that's more than enough of a balance change and increases the variety of cards played in the format.
Starving Buzzard could be a 3/2 for 4 mana instead of 5 mana, it's clear Blizzard over nerfed the card and as it stands is a class card that's worse than a neutral card when compared to Cult Master.
Dr. Boom is good, but I don't know if it's nerf good as long as the presence of BGH in the format discourages it from seeing play in every deck, I think this is just a question of the metagaming adapting to new threats.
Saying Muster for Battle is a 7 mana card in a 3 mana card is incredibly disengenuous, if you compared Muster for Battle to Implosing then at an average of 3 damage to a minion and 3 Imps then what is that worth, 2 Mana for a "Wrath" and 6 mana for Tokens so it's an 8 mana card in a 4 mana card and should be nerfed as well because they combo with Demon Fire and Felheart?
Light of the Naruu needs a nerf for being a playable card before Mad Scientist? Yeah, right ...