Force of Nature. Just remove it. I want those treants to get the hell out of my game
Savage Roar should be nerfed instead. Force of Nature is actually the weaker card in this combo while Savage Roar just wins you the game if you have a few minions on the board.
I would change Savage Roar to cost 4 Mana or make it give +2 Attack to your minions only.
Edit: I somehow fucked up making a quote from the post above.
Force of Nature. Just remove it. I want those treants to get the hell out of my game
Savage Roar should be nerfed instead. Force of Nature is actually the weaker card in this combo while Savage Roar just wins you the game if you have a few minions on the board.
I would change Savage Roar to cost 4 Mana or make it give +2 Attack to your minions only.
You made me laugh. Both og you. That's why they won'd change any card soon. You have no club what balance is.
Rollback Post to RevisionRollBack
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Force of Nature. Just remove it. I want those treants to get the hell out of my game
Savage Roar should be nerfed instead. Force of Nature is actually the weaker card in this combo while Savage Roar just wins you the game if you have a few minions on the board.
I would change Savage Roar to cost 4 Mana or make it give +2 Attack to your minions only.
You made me laugh. Both og you. That's why they won'd change any card soon. You have no club what balance is.
Oh that's funny. Cool that you know so much about my life to say that. It's not like I was an important, contributing Alpha tester to a strategy game and even made a few of own little games. Making up custom cards and rebalancing a lot doesn't count, too, I guess? No. Only you and Blizzard can possibly know how to balance Hearthstone cards. And how dare anyone else make suggestions.
Please, at least behave like a grown up person... At least try to. Can you please stop hindering discussions by claiming stupid shit?
i know what balance is,and i know that tinker is nerfed,
but i also know that the question is what I would change,i know also that i hate rng and that kidnapper have a nice effect and i want to be playable
But wait you didn't tells us your opinion
Game is fine. No card needs to be change.
Just applying simple mathematics to some cards shows that they are strictly underpowered stats-wise. There's in fact no need to change those cards but it would be nice anyways.
[card]Starving Buzzard[/card] 3 mana 3/2 with new cardtext "when you play a beast minion draw a card" - Making it "played beast minions" and not "summoned" it limits your combo potentials alot so its hard to get more then 2-3 cards in the same turn even tho the card is now alot stronger on its own i think it's still in good balance.
Kidnapper 6 mana 1/4 with new cardtext "Combo: Take a minion from the board and put it in your hand" - It's a super strong ability now that actually is a kidnapping. It requires a combo and the minions stats is a lot weaker now, you also get the card placed in your hand so you have to pay its mana cost to play it so it is not instant value from the stolen card. BUT it is now technically an Assassinate attached to the card so it's hard to balance i think this is OK.
Tinkmaster Overspark 4 mana 1/2 with new cardtext "Battlecry: Transform target minion into a 5/5 Devilsaur or 1/1 squirrel" - It's now at Polymorphs cost with a chance of a huge drawback, and a small minion that survives heropowers and trading with the squirrel, attached to balance it out.
Wisp 0 mana 1/1 with new cardtext "Battlecry: refill one empty mana crystal" - Basically making them an extra coin
Bloodsail Corsair 1 mana 1/2 with new cardtext "whenever a weapon looses durability gain +2 attack" - Now it's like a Lightwarden but harder to grow more then +2 per turn unless you Harrison Jones a Doomhammer or something.
Captain's Parrot 2 mana 1/2 with new cardtext "your Pirates costs (1) less." - Like Mechwarper but weaker and for pirates
Tracking 3 mana with new cardtext "draw as many cards as your opponent did last turn" - Now its like following in their footsteps, they drew 6 cards last turn now you do too and catch up. If they only got their standard draw you only get 1 card as well wich is bad for the cost.
Holy Wrath 5 mana with new cardtext "Deal damage equal to the number of cards in your opponents hand" - So in control matchups it can be a Pyroblast for 5 and against aggro its really bad. Can work in some kind of paladin mill deck.
Far Sight 3 mana with new cardtext "next turn draw an additional card and both cost (3) less" -It can be allowed to discount double since the cards you draw are random and not instantly so your opponent can prepare by dropping "Loatheb" if he is scared
Young Priestess and Master Swordsmith Should be "At the start of you turn give +2" and be able to buff themselves too. - They are still weak 1 turn for your opponent to deal with them but they cant leave them up for too long!
This is a thread about what Cards people would like to change if they could. In other words, it's not a salty thread about blizzard and imbaness. Please stop your childish remarks at people and instead participate in the discussion as a grown-up adult.
Kidnapper should take an enemy minion off the board and into your hand. Nothing else fits the name. Tweak the cost and stats as you see hit, but that should be the combo effect or battlecry.
But for sure everyone agrees, 3.5 mana worth of stats for 6 mana, and a combo effect - not even a battlecry - that emulates what Sap does for 2 mana or what the two Brewmasters get as a battlecry for free? That's absolute garbage, and there's a reason why I've been playing HS since closed beta and have never once seen a Kidnapper played.
I'd change Explosive Trap and Blade Flurry to hit only minions. Warsong Commander to give charge to minions with 3 or less attack only, so that if the attack exceeds 3, the charge effect dissipates. Dr. Boom's Boom Bots should probably deal 1-3 damage, wouldn't change much though.
As for buffs, Ben Brode said time and time again that buffing cards isn't worth the effort, they'd rather create new cards to synergize with the useless old ones.
So you would change Tinkmaster Overspark to exactly what it was prenerf? Interesting :D
I do think that a lot of cards are due for a nerf but don't think we'll see that anytime soon.
A lot of cards are due for nerf. And you don't even know what balance is. That's funny.
Remhouse. I've red you comments in this thread and you are typical internet "smart"ass. Just trolling everyone, knows better then anyone, get a life, you are pathetic.
I've just recently drawn two Twisting Nethers again and I thought: "Damn, this card is garbage but its animation is beautiful af!" and I wondered what change could be applied to make it playable. Every time this card is discussed there are a few people who suggest it should also silence minions. So for 8 mana it would reset the board completely. While this would definitely make it better you will eventually fall behind again because you're left with two mana and your opponent might put out some threats again the turn after. So how about Twisting Nether would read: "Silence ALL minions then kill all non demon minions." and cost 9 mana instead.
Why silence ALL minions? If this card let the demons live I felt it would be too strong to let Voidcaller or IGB keep their effect. Why 9 mana? Since you can plan for the nether and keep stuff on the board I think you should be prevented from adding another creature on the board.
What do you think? Still garbage, less garbage, too powerful?
So you would change Tinkmaster Overspark to exactly what it was prenerf? Interesting :D
I do think that a lot of cards are due for a nerf but don't think we'll see that anytime soon.
A lot of cards are due for nerf. And you don't even know what balance is. That's funny.
Remhouse. I've red you comments in this thread and you are typical internet "smart"ass. Just trolling everyone, knows better then anyone, get a life, you are pathetic.
Notice how he is incapable of contributing to the thread himself rather than ofcourse through mocking others.. Tehlu forbid that he'd actually contribute anything of his own ;)
I just saw his profile, clicked on his comments and had a great laugh :D:D such a troll. It looks that he's here all the time (mocking others). Have a look :D
Exchange BGH and Hemet Nesingwary effects or at least make BGH 4-mana
Nat Pagle+Tinkmaster Overspark- Make them as they were pre-nerfed
DRUID
Savagery - A 2-mana spell with 'Deal your hero's attack to two random enemy minions'
HUNTER
Starving Buzzard - A 2-mana 3/2 with "Whenever you play a beast, draw a card"
MAGE
Fireball- Deal 5 damage or Deal 6 damage to a minion.
SHAMAN
Lightning Storm- Change the overload to 1 or at least deal standard 3 damage
Feral Spirit- Either change the overload to 1 or make them 2 3/3 with taunt
Frost Shock- Deal 2 damage to a character and freeze them
ROGUE
Kidnapper- Either change his stats/mana cost or change his effect into "Return an enemy minion to your opponent's hand and copy a random card from his deck"
Assassinate - A rare spell with an added "Combo: Silence it first"
Headcrack from 3 to 2 mana
WARLOCK
Imp-losion- Deal 3-4 damage to a minion and summon 2 imps
Succubus from a 4/3 to a 4/4
Felguard from a 3/5 to a 3/6 (though I'm not sure if it's op)
Pitlord- Deal 4 damage to your hero
PALADIN
Scarlet Purifier - A 4-mana 2/3 with "Silence and deal 2 damage to all deathrattle minions" (as a paladin you should be able to deal with undead properly)
WARRIOR
Frothing Berserker- Whenever a friendly minion is damaged, gain +1 attack
That's it for now. What do you think? Which of these effects do you feel it's OP?
Savage Roar should be nerfed instead. Force of Nature is actually the weaker card in this combo while Savage Roar just wins you the game if you have a few minions on the board.
I would change Savage Roar to cost 4 Mana or make it give +2 Attack to your minions only.
Edit: I somehow fucked up making a quote from the post above.
You made me laugh. Both og you. That's why they won'd change any card soon. You have no club what balance is.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Force of Nature changed to summon 3 2/2 trents.
Game is fine. No card needs to be change.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Oh that's funny. Cool that you know so much about my life to say that. It's not like I was an important, contributing Alpha tester to a strategy game and even made a few of own little games. Making up custom cards and rebalancing a lot doesn't count, too, I guess? No. Only you and Blizzard can possibly know how to balance Hearthstone cards. And how dare anyone else make suggestions.
Please, at least behave like a grown up person... At least try to. Can you please stop hindering discussions by claiming stupid shit?
Just applying simple mathematics to some cards shows that they are strictly underpowered stats-wise. There's in fact no need to change those cards but it would be nice anyways.
Flamestrike is base card because if it were rare, mages in arena would get it more
It was already changed in fact
The opposite is true.
[card]Starving Buzzard[/card] 3 mana 3/2 with new cardtext "when you play a beast minion draw a card"
- Making it "played beast minions" and not "summoned" it limits your combo potentials alot so its hard to get more then 2-3 cards in the same turn even tho the card is now alot stronger on its own i think it's still in good balance.
Kidnapper 6 mana 1/4 with new cardtext "Combo: Take a minion from the board and put it in your hand"
- It's a super strong ability now that actually is a kidnapping. It requires a combo and the minions stats is a lot weaker now, you also get the card placed in your hand so you have to pay its mana cost to play it so it is not instant value from the stolen card. BUT it is now technically an Assassinate attached to the card so it's hard to balance i think this is OK.
Tinkmaster Overspark 4 mana 1/2 with new cardtext "Battlecry: Transform target minion into a 5/5 Devilsaur or 1/1 squirrel"
- It's now at Polymorphs cost with a chance of a huge drawback, and a small minion that survives heropowers and trading with the squirrel, attached to balance it out.
Wisp 0 mana 1/1 with new cardtext "Battlecry: refill one empty mana crystal"
- Basically making them an extra coin
Bloodsail Corsair 1 mana 1/2 with new cardtext "whenever a weapon looses durability gain +2 attack"
- Now it's like a Lightwarden but harder to grow more then +2 per turn unless you Harrison Jones a Doomhammer or something.
Captain's Parrot 2 mana 1/2 with new cardtext "your Pirates costs (1) less."
- Like Mechwarper but weaker and for pirates
Tracking 3 mana with new cardtext "draw as many cards as your opponent did last turn"
- Now its like following in their footsteps, they drew 6 cards last turn now you do too and catch up. If they only got their standard draw you only get 1 card as well wich is bad for the cost.
Holy Wrath 5 mana with new cardtext "Deal damage equal to the number of cards in your opponents hand"
- So in control matchups it can be a Pyroblast for 5 and against aggro its really bad. Can work in some kind of paladin mill deck.
Far Sight 3 mana with new cardtext "next turn draw an additional card and both cost (3) less"
-It can be allowed to discount double since the cards you draw are random and not instantly so your opponent can prepare by dropping "Loatheb" if he is scared
Young Priestess and Master Swordsmith Should be "At the start of you turn give +2" and be able to buff themselves too.
- They are still weak 1 turn for your opponent to deal with them but they cant leave them up for too long!
This is a thread about what Cards people would like to change if they could. In other words, it's not a salty thread about blizzard and imbaness. Please stop your childish remarks at people and instead participate in the discussion as a grown-up adult.
Greetings traveler.
Kidnapper should take an enemy minion off the board and into your hand. Nothing else fits the name. Tweak the cost and stats as you see hit, but that should be the combo effect or battlecry.
But for sure everyone agrees, 3.5 mana worth of stats for 6 mana, and a combo effect - not even a battlecry - that emulates what Sap does for 2 mana or what the two Brewmasters get as a battlecry for free? That's absolute garbage, and there's a reason why I've been playing HS since closed beta and have never once seen a Kidnapper played.
Stop offering a 2 mana Starving Buzzard, enough of this crap. It was nerfed for a reason.
I'd change Explosive Trap and Blade Flurry to hit only minions. Warsong Commander to give charge to minions with 3 or less attack only, so that if the attack exceeds 3, the charge effect dissipates. Dr. Boom's Boom Bots should probably deal 1-3 damage, wouldn't change much though.
As for buffs, Ben Brode said time and time again that buffing cards isn't worth the effort, they'd rather create new cards to synergize with the useless old ones.
Frothing Berserker should gain attack from FRIENDLY minions only.
Yeah Druid requires a major nerf right now rather than a new archetype.
Your friends will abandon you...Your heart will explode...
-C'Thun
Ice block - You are immune to minion damage for one turn.
Muster for battle - spawn 3 recruits and a 1/2 weapon.
Grim Patron - 3/3 'when this minion takes damage summon a 3/2' with 'when this minion takes damage summon a 3/1'.
How to become ∞ at arena: - practice, practice, win, dominate, profit.
20K G's saved up every new expansion.
Remhouse. I've red you comments in this thread and you are typical internet "smart"ass. Just trolling everyone, knows better then anyone, get a life, you are pathetic.
Good and cool idea. I like it a lot.
I just saw his profile, clicked on his comments and had a great laugh :D:D such a troll. It looks that he's here all the time (mocking others). Have a look :D
Sigh.....
I would change Gahz'rilla into 0 cost with "Battlecry: Deal 69 damage to the enemy hero."
NEUTRALS
Dr. Boom from 7 to 8 mana
Nozdormu from a 9-mana 8/8 to an 8-mana 6/8
Exchange BGH and Hemet Nesingwary effects or at least make BGH 4-mana
Nat Pagle+Tinkmaster Overspark - Make them as they were pre-nerfed
DRUID
Savagery - A 2-mana spell with 'Deal your hero's attack to two random enemy minions'
HUNTER
Starving Buzzard - A 2-mana 3/2 with "Whenever you play a beast, draw a card"
MAGE
Fireball- Deal 5 damage or Deal 6 damage to a minion.
SHAMAN
Lightning Storm - Change the overload to 1 or at least deal standard 3 damage
Feral Spirit - Either change the overload to 1 or make them 2 3/3 with taunt
Frost Shock - Deal 2 damage to a character and freeze them
ROGUE
Kidnapper - Either change his stats/mana cost or change his effect into "Return an enemy minion to your opponent's hand and copy a random card from his deck"
Assassinate - A rare spell with an added "Combo: Silence it first"
Headcrack from 3 to 2 mana
WARLOCK
Imp-losion - Deal 3-4 damage to a minion and summon 2 imps
Succubus from a 4/3 to a 4/4
Felguard from a 3/5 to a 3/6 (though I'm not sure if it's op)
Pitlord - Deal 4 damage to your hero
PALADIN
Scarlet Purifier - A 4-mana 2/3 with "Silence and deal 2 damage to all deathrattle minions" (as a paladin you should be able to deal with undead properly)
WARRIOR
Frothing Berserker - Whenever a friendly minion is damaged, gain +1 attack
That's it for now. What do you think? Which of these effects do you feel it's OP?
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes