Yeah Druid requires a major nerf right now rather than a new archetype.
Sarcasm? Druid is in a really weak spot right now. It isn't seeing any high level tournament play, nor is it even really a thing on ladder anymore. The class really suffers from a lack of options, or rather, too few cards to work with per deck. Druid has 2 archetypes right now, both of which are based around the same core. There's straight Ramp, which runs no combo, favoring Ancient of War and friends (good vs Patron, can't kill Handlocks), and then there's combo Druid (kills Handlocks, dies to Patron), which obviously runs double combo. Token doesn't exist anymore because it's bad in the current Patron/Handlock meta. The thing Druid needs most right now is a new archetype, one that can deal with both combo and control at least reasonably well.
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Hearthstone is a math game. If you think it's overpowered, do the math, compare it to other similar cards, and then if it doesn't all add up, complain about it being overpowered.
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.
Agreed. Kidnapper should be a 6 mana 5/4 with Battlecry: Return a minion to its owner's hand and Combo: Return a minion to your hand.
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
I would change grim patron so that the new patrons only came in your own turn, not opponent's turn. This would mean that they would be easier to kill with spells.
Doctor Boom: Nerfed to a 7/5. I think it's crucial to keep Boom as a viable 7 mana card because the 7 slot is so empty. And changing the boombots would make him completely unplayable. Simply nerfing his health would help I think.
Big Game Hunter: 5 mana 4/3. I think BGH severely limits design space as it stops big minions from being played unless they are insane. Making him cost more mana with a severe stat penalty solves this problem I think. This is one of those nerfs where honestly I'd rather he could just be cut from the game.
Piloted Shredder: Now a 3/4. The problem with Shredder's current distribution is that it makes him both aggressive and sticky. You can throw him into most other minions around the same cost and kill them and then he summons a two drop. The discussion around the newly revealed Savage Combatant really opened my eyes to this. Combatant is amazing value wise, but it's constructed viability is threatened due to it dying to Shredder. Shredder limits design space in a very unhealthy way. Switching its stats would open up more space for other 4 drops while still keep Shredder viable.
Grim Patron: Now a 4/3. A buff in stats, but it gets rid of the Warsong Commander combo. I've found from playing Patron Warrior that Patron is still a decent card without the combo when combined with whirlwind effect. Once you get lots of them on the board it's hard to remove anyway. So I feel that Patron would still be a viable deck.
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
Big Game Hunter: 5 mana 4/3. I think BGH severely limits design space as it stops big minions from being played unless they are insane. Making him cost more mana with a severe stat penalty solves this problem I think. This is one of those nerfs where honestly I'd rather he could just be cut from the game.
I would make big game hunter the same stats but, do 7 dmg if minion's atk is 7 or greater. less hampering on design space.
I would also change Hemet Nesingwary to have the destroy from bgh. Only a legendary neutral should have the destroy mechanic like BGH
Why would anyone play a giants removal card, which is viable only against handlock and maybe an occasional Sea Giant, outside of tournaments? No one plays Hemet Nesingwary, while beasts are more common than giants
Kidnapper is played for the combo, the Sap effect, and that means if you combo, you pay 6 for 3.5 mana body + Sap that you can use on your own minions. That might seem like a ripoff, for 6m you get 3.5m + 2m, but it's card efficiency that matters.
Piloted Shredder has a 3 mana cost body, beacuse the Deathrattle is random. I don't know if you guys get that, but random in this game is cheaper, you get 3m body + 2 drop, might be Captain's Parrot, might be Succubus for 4 mana cause it's RANDOM.
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'.
Ice Block makes it you survive a turn at 1 health, and you fellow huntard then might just hero power you, mage ping you, and there are a lot of damaging spells...
Muster for Battle - Three 1/1s card efficiently cost 2 mana, 1/4 weapon costs 1, put those two together, black magic!
Grim Patron - Your version i can kill with my 3/4, and you'd get a 3/2. When survives damage makes it so you don't get another one from just attacking it once with 3 or more damage. Sure warriors can enable it really easely but you have to look it like it's the only card in the game, to figure out the balance.
Piloted Shredder has a 3 mana cost body, beacuse the Deathrattle is random. I don't know if you guys get that, but random in this game is cheaper, you get 3m body + 2 drop, might be Captain's Parrot, might be Succubus for 4 mana cause it's RANDOM.
The main problem is though, that shredder is so sticky of a minion, that all 4 health minions are automatically deemed as bad due to this cards existence, Although I do agree it's 3 mana body should exist.
But how would one do that? 3/4 perhaps... Because at 4 mana, there are 4 damage removals and 4 attack minions, making it atleast better to counter.
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
I think it isn't fun to have to toss two cards from a deck with just 30 cards. I understand loosing cards if my hand is full but, not tossing due to a spell of my own.
should be worded thus: Look at the top 3 cards of your deck. Draw one and put the others on the bottom of you deck.
It does the loosing some cards but, without me tossing them away. I most likely wouldn't see them for the game but less unfun imo.
The point of tracking is to thin out your deck, you don't play it in a deck with high value minions.
Day 2 and our next change would be Mechwarper.
I would change its wording to this:
Your mechs cost (1) less, but not less than (1).
It would still give discounts, but no mech should cost zero. Playing out mechs from your hand for free is not balanced imo.
Sarcasm? Druid is in a really weak spot right now. It isn't seeing any high level tournament play, nor is it even really a thing on ladder anymore. The class really suffers from a lack of options, or rather, too few cards to work with per deck. Druid has 2 archetypes right now, both of which are based around the same core. There's straight Ramp, which runs no combo, favoring Ancient of War and friends (good vs Patron, can't kill Handlocks), and then there's combo Druid (kills Handlocks, dies to Patron), which obviously runs double combo. Token doesn't exist anymore because it's bad in the current Patron/Handlock meta. The thing Druid needs most right now is a new archetype, one that can deal with both combo and control at least reasonably well.
Hearthstone is a math game. If you think it's overpowered, do the math, compare it to other similar cards, and then if it doesn't all add up, complain about it being overpowered.
Agreed. Kidnapper should be a 6 mana 5/4 with Battlecry: Return a minion to its owner's hand and Combo: Return a minion to your hand.
I would change grim patron so that the new patrons only came in your own turn, not opponent's turn. This would mean that they would be easier to kill with spells.
Some other potential changes:
Doctor Boom: Nerfed to a 7/5. I think it's crucial to keep Boom as a viable 7 mana card because the 7 slot is so empty. And changing the boombots would make him completely unplayable. Simply nerfing his health would help I think.
Big Game Hunter: 5 mana 4/3. I think BGH severely limits design space as it stops big minions from being played unless they are insane. Making him cost more mana with a severe stat penalty solves this problem I think. This is one of those nerfs where honestly I'd rather he could just be cut from the game.
Piloted Shredder: Now a 3/4. The problem with Shredder's current distribution is that it makes him both aggressive and sticky. You can throw him into most other minions around the same cost and kill them and then he summons a two drop. The discussion around the newly revealed Savage Combatant really opened my eyes to this. Combatant is amazing value wise, but it's constructed viability is threatened due to it dying to Shredder. Shredder limits design space in a very unhealthy way. Switching its stats would open up more space for other 4 drops while still keep Shredder viable.
Grim Patron: Now a 4/3. A buff in stats, but it gets rid of the Warsong Commander combo. I've found from playing Patron Warrior that Patron is still a decent card without the combo when combined with whirlwind effect. Once you get lots of them on the board it's hard to remove anyway. So I feel that Patron would still be a viable deck.
Hemet Nesingwary - 6m 6/3 with "Battlecry: Your hero power becomes 'Destroy target beast.' instead."
Mrghl Mrghl!
I would make big game hunter the same stats but, do 7 dmg if minion's atk is 7 or greater. less hampering on design space.
I would also change Hemet Nesingwary to have the destroy from bgh. Only a legendary neutral should have the destroy mechanic like BGH
you realize that moving the destroy mechanic to only Hemet will make handlock extremely overpowered, 6 mana to destroy a minion with 7+ attack
you would need to lower his cost, and change his stats, prob won't be much different from bgh except u can only run 1 of him
then maybe just bgh destroy beast, then intoduce giant slayer. destroy target giant. same for other tribe types.
Destroy anything above 7 atk battlecry should only be on a legendary. imo
Why would anyone play a giants removal card, which is viable only against handlock and maybe an occasional Sea Giant, outside of tournaments? No one plays Hemet Nesingwary, while beasts are more common than giants
@Nightmus: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/53651-specialists
:D
Mrghl Mrghl!
Very cool ideas! I like the look of the bounty hunter the best.
How about making one that hunts ninjas?
The next card I would change is Warsong Commander.
The card text would be: Your minions with 3 or less attack have charge. It would stop those retarded otk beserker kills.
Thus giving you one turn to respond before being killed.
I would change blackwing tech to gain taunt in addition to its usual stuff when a dragon is in your hand.
It would be like half a sludge belcher for dragon decks.
Kidnapper is played for the combo, the Sap effect, and that means if you combo, you pay 6 for 3.5 mana body + Sap that you can use on your own minions. That might seem like a ripoff, for 6m you get 3.5m + 2m, but it's card efficiency that matters.
Piloted Shredder has a 3 mana cost body, beacuse the Deathrattle is random. I don't know if you guys get that, but random in this game is cheaper, you get 3m body + 2 drop, might be Captain's Parrot, might be Succubus for 4 mana cause it's RANDOM.
Ice Block makes it you survive a turn at 1 health, and you fellow huntard then might just hero power you, mage ping you, and there are a lot of damaging spells...
Muster for Battle - Three 1/1s card efficiently cost 2 mana, 1/4 weapon costs 1, put those two together, black magic!
Grim Patron - Your version i can kill with my 3/4, and you'd get a 3/2. When survives damage makes it so you don't get another one from just attacking it once with 3 or more damage. Sure warriors can enable it really easely but you have to look it like it's the only card in the game, to figure out the balance.
The main problem is though, that shredder is so sticky of a minion, that all 4 health minions are automatically deemed as bad due to this cards existence, Although I do agree it's 3 mana body should exist.
But how would one do that? 3/4 perhaps... Because at 4 mana, there are 4 damage removals and 4 attack minions, making it atleast better to counter.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
The point of tracking is to thin out your deck, you don't play it in a deck with high value minions.
That's a 1-mana Nourish, sure you shuffle a card in your deck but hell, you draw three cards!!!