Nerf these cards...(poll)
Poll: Which card(s) do you think need a nerf?
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Which card(s) do you think need a nerf? - Multiple Choice
- Savage roar 26.8% of Users - 152 votes
- Force of nature 14.7% of Users - 84 votes
- Quick shot 2% of Users - 11 votes
- Kill command 3.7% of Users - 21 votes
- Unstable portal 10.3% of Users - 58 votes
- Mirror Entity 1.6% of Users - 9 votes
- Flamewaker 8.2% of Users - 46 votes
- Mana wyrm 2% of Users - 11 votes
- Divine favor 25.5% of Users - 145 votes
- Muster for battle 6% of Users - 35 votes
- Murloc knight 3.2% of Users - 18 votes
- Mysterious Challenger 65.1% of Users - 368 votes
- Anyfin can happen 13.8% of Users - 79 votes
- Inner fire 1.2% of Users - 7 votes
- Thoughtsteal 1.2% of Users - 7 votes
- Velen's chosen 1.2% of Users - 7 votes
- Entomb 11.3% of Users - 65 votes
- Cabal shadow priest 1.6% of Users - 9 votes
- Blade Flurry 2.8% of Users - 16 votes
- Tinker's sharpsword oil 2.5% of Users - 14 votes
- Tunnel trogg 7.3% of Users - 41 votes
- Crackle 2.5% of Users - 14 votes
- Feral spirit 1.6% of Users - 9 votes
- Doomhammer 4.6% of Users - 26 votes
- Voidcaller 3.4% of Users - 19 votes
- Frothing berserker 0.9% of Users - 5 votes
- Knife juggler 13.1% of Users - 74 votes
- Mad scientist 21.1% of Users - 119 votes
- Big game hunter 9.2% of Users - 52 votes
- Piloted shredder 20.6% of Users - 116 votes
- Emperor Thaurissan 3.5% of Users - 20 votes
- Reno Jackson 8.7% of Users - 49 votes
- Dr. Boom 34.6% of Users - 195 votes
- Other card(s)- explain in the comments 2.5% of Users - 14 votes
- None 13.3% of Users - 75 votes
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btw entomb and dr.6 should be nerfed.. srsly the game is not fun after entomb coming in the game..
Guys seriously YES some cards might be op but they all balance out just take the game as it is you guys might use most of the cards just because their op that doesn't mean they need to be nerved FeelsBadMan
people who think force of nature needs a nerf does not understand why the combo is overpowered.
force of nature by itself is a fireball where you can split the dmg for 2 more mana... it is not an overpowered card.
I really dislike Big Game Hunter, I know that it is needed but maybe its not the card its blizzard just decides whether they want a card to have 7 attack or not.
Mad scientist seems like it gets a lot of value out in one card and feel like it should at least be 1 health so it won't be that strong.
Pilotted shredderseems like a great card that does have rng but is still great value.
I mostly just hate cards being compared, so whenver someone says well does it beat this card, and if not its bad.
Mysterious Challenger dosen't seem that OP, I mean yeah its good on turn 6, but you need board control and 2nd one I have no problems dealing with. Maybe make it a 7/5.
The only card on that entire list that has ANY chance of EVER getting nerfed is Mysterious Challenger...so I don't understand why you people com[plain and suggest changes for cards 1-2+ years old its pointless
None.
Just nerf everything and go play with your hand.
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Just make heroes with 40 hp. In this way every card is automatically nerfed. No more crying.
I understand the thought behind nerfing Divine Favor. The problem I see is finding a way to properly nerf it without obliterating what it used to be, i.e. Warsong Commander. Would it be draw until 4 cards are in hand, maybe 5 like a stronger, one time Jeeves for you, would it just be a cheap card to draw X amount, or would it be something like "Draw cards until you have 5 in hand or as many in hand as your opponent, whichever comes first." I just want to see the next card to be nerfed, done properly because I still want cards to be playable.
I think Mind Control Tech should go. Many times MCT is played you have three small to medium sized minions and one bigger one - Dr. Boom, Loatheb, Sludge Belcher or something alike. In those cases it comes down to which minion MCT steals. 25% of the time, MCT gives you a HUGE lead and 75% of the times it's underwhelming. I don't like high variance cards like this. This is not good card design and a very unhealthy kind of RNG.
Either remove it completely or change its effect. Maybe 5 mana 4/4 Battlecry: If your opponent has 3 or more minions, take control of the one with the least attack.
When I look at this pool I want to cry.This guys are trully idiots.Force of nature+savage roar op?Why not nerf 2 fireball and 1 frostbolt combo?You literally cant make a competitive druid deck without the combo(ramp druid is almost dead in this meta).Mc needs a nerf?Surely.I saw somebody complain about ice block and bgh.Are u kidding me?
Roar combo must be nerfed for sure
http://www.annaorion.com.ua/
There is a reason paladin and druid are most played classes right now, hell almost every tournament player has druid in his lineup. Dont tell me druid combo is not op.
If they nerf MC too hard all those bad paladin secrets go back to being unused again, I don't like that. The card should've been what it is, but a legendary.
I voted for 2 cards that I feel really should be nerfed for a healthier game - Savage Roar and BGH.
I play on a free account, and as such, there are only 2 cards in this game that just seem UNFAIR.
First off is of course MC there is just no way to punch through that wall of secrets and recover to have any chance of winning the game with my somewhat limited resources.
Secondly, Divine Favor. If im playing Warlock, for instance and I payed a hefty price to get my card advantage then I lose it all at ONCE to a low mana card, how is that fair? Rogue pays 7 mana for 4 cards and Paladin pays less than HALF for potentially twice the amount is just unfair.
Many of the other cards on this list are certainly unbalanced, but they can at least be dealt with for roughly the same amount of mana as they cost. Not so for MC or DF.
Nerf HEARTHSTONE PLEASE!!! ...
Can we all just agree that Target Dummy is extremely OP? When you look at Mirror Image you are essentially paying 0.5 mana per minion with the same stats as Target Dummy, so Target Dummy should cost *at least* 0.5 mana. And don't even get me started on Wisp...
Well if MC was a deathrattle, people could play around it, but then nobody would play Secret paladin anymore, so i dont think making a deathrattle is viable at all, make a limit of secret that can be pulled out of the deck was the optimal change, but even tho people would think that would fix the issues, in fact people would just run noble, avenge and redemption and make secret paladin more mid range with aldors and uldamans and maybe even quartermaster and all, it might not be as agressive as it is now but it would still be super powerfull and i believe people would still play the hell out of it since it would remain tier one even tho i dont like that very much, but divine favor tho that card need to be nerfed to the ground, that punish control and card advantage too much when they play all their hand with insane low curve and then draw 6 cards for free at most, for me if they nerf divine favor secret pally could in instance lose some of its consistency at most and make it more balanced.
But well that is what i think, im not a expert or anything so i might be wrong but i trully believe that could at least fix a little
Crackle was the only one listed, but I would change all of the following spells to include "to a minion": Crackle, Kill Command, Ice Lance, Lava Burst. Probably a couple more. Don't mind the occasional Darkbomb finisher on face, and a couple of Mage spells that are a little stronger (Fireball) need to hit face since it's essential to every archetype of the class. There should be lower cost/high damage spells to help clear minions to swing board control; the non-interactive spamming of spells to the face when the other side has five minions and 20 attack on the board is stupid.
CCGing since '98.