Most of the posts so far are pretty much : "make Cubelock unplayable".
Super productive.
That's not accurate at all, basically every post mentions paladin changescand/ or Spiteful Summoner nerfs too. Perhaps it would be productive to explain why you dislike the warlock nerfs people are mentioning (many posts are only prediticons after all) and suggest nerfs you think would be better.
I think it's fair to say the deck needs some changes, it remained dominant through a rotation and will stay that way for the next year unless either it's power level is reduced or something even more powerful gets added in an xpac and forces it out.
They mention Paladin yes. But the nerfs specific to Cubelock just make it unplayable, most of the time.
You basically just made the exact same comment disregarding my reply entirely. After complaining everyone else was being unproductive (for a totally flawed reason) you have made the exact same point twice that adds no discussion value at all.
I ask again - why do you think the changes people have proposed make warlock unplayable (6mana lackey, doomguard having rush or Battlecry: gain charge, or changing DK hero power to 2 damage being the most common comments)? What do you think would be fair and would change the deck's suffocating impact on the meta?
Most of the posts so far are pretty much : "make Cubelock unplayable".
Super productive.
That's not accurate at all, basically every post mentions paladin changescand/ or Spiteful Summoner nerfs too. Perhaps it would be productive to explain why you dislike the warlock nerfs people are mentioning (many posts are only prediticons after all) and suggest nerfs you think would be better.
I think it's fair to say the deck needs some changes, it remained dominant through a rotation and will stay that way for the next year unless either it's power level is reduced or something even more powerful gets added in an xpac and forces it out.
For my money I'd like to see nerfs to mana cheat cards the most. The way mana works is at the core of the game and being able to reliably cheat out a taunt wall or 16/16 of stats on turn 5-6 totally skews the game. Ramp (i.e. druid) is one thing, it's slow and costs card advantage, but what we have currently are cards that don't restrict your ability to interact with the early board or cost extra cards.
Changing Lackey's deathrattle to summon a random demon (maybe with a small stat boost) is a change I'd like to see, likewise on Skull of the Man'ari (since just nerfing Lackey would just bring Skull back into the game). Spiteful either needs to cost a couple mana more or be made more inconsistent somehow (e.g. summon a minion up to the cost of the revealed spell). Naga just needs changing back to how she was.
Of course nerfing cubelock means nerfing paladin hard as well (else it'd just have full rein). Call to Arms is an obvious candidate as is Sunkeeper Tarim imo. Honestly I really doubt they'd nerf divine favour instead of hall of fame-ing it plus I'm not sure it'd do enough to lower Bakudin's power level. It's hard to say what's needed there but Blessing of might and Argent Protector both seem problematic in the context of that deck.
What'd be really nice would be seeing buffs for struggling classes like shaman, warrior, and hunter (I know, not effing likely). Warrior just needs an actual win condition that's better than the quest, hunter -the aggro class- has no real ability to take the early board currently, and shaman is just a mess.
All that in mind what actually seems likely (based on nerf history) is that they'll lean towards 1 point mana increases and may throw some pretty unexpected choices in there. My expectations are we'll see something along the lines of "Call to Arms now costs 5, Spiteful Summoner now costs 7, Possessed Lackey now costs 6, Stonehill Defender is now a 4 mana 2/4, Defile now costs 3, Sword of Justice now has 1 less durability and/ or 0 attack". They'll likely disregard wild balance and Sea Witch will remain a thing.
For my money I'd like to see nerfs to mana cheat cards the most. The way mana works is at the core of the game and being able to reliably cheat out a taunt wall or 16/16 of stats on turn 5-6 totally skews the game. Ramp (i.e. druid) is one thing, it's slow and costs card advantage, but what we have currently are cards that don't restrict your ability to interact with the early board or cost extra cards.
Changing Lackey's deathrattle to summon a random demon (maybe with a small stat boost) is a change I'd like to see, likewise on Skull of the Man'ari (since just nerfing Lackey would just bring Skull back into the game). Spiteful either needs to cost a couple mana more or be made more inconsistent somehow (e.g. summon a minion up to the cost of the revealed spell). Naga just needs changing back to how she was.
Of course nerfing cubelock means nerfing paladin hard as well (else it'd just have full rein). Call to Arms is an obvious candidate as is Sunkeeper Tarim imo. Honestly I really doubt they'd nerf divine favour instead of hall of fame-ing it plus I'm not sure it'd do enough to lower Bakudin's power level. It's hard to say what's needed there but Blessing of might and Argent Protector both seem problematic in the context of that deck.
What'd be really nice would be seeing buffs for struggling classes like shaman, warrior, and hunter (I know, not effing likely). Warrior just needs an actual win condition that's better than the quest, hunter -the aggro class- has no real ability to take the early board currently, and shaman is just a mess.
All that in mind what actually seems likely (based on nerf history) is that they'll lean towards 1 point mana increases and may throw some pretty unexpected choices in there. My expectations are we'll see something along the lines of "Call to Arms now costs 5, Spiteful Summoner now costs 7, Possessed Lackey now costs 6, Stonehill Defender is now a 4 mana 2/4, Defile now costs 3, Sword of Justice now has 1 less durability and/ or 0 attack". They'll likely disregard wild balance and Sea Witch will remain a thing.