This month every 1 out 3 games was against soul Demonhunter. It runs very smoothly and feels like a very strong deck to play against.
They have really nice and strong plays, but I'm a little concerned about the soul fragments mechanic. Instead of a drawback there is (apart from skull of gul'dan) advantage playing a soul fragment based deck (as a DH atleast). Wouldn't it be more fair that instead of drawing, healing and draw another card you have to play a soul fragment to gain its effect?
I was just wondering how to balance their effect more and if it would affect them. As for Warlock, I think the soul fragment support is really poor and not really warlock worthy. Maybe they ll fix this in the future.
Anyways, what are your thoughts on the soul fragment mechanic? Is it well balanced or do you want it changed, and if.. How would you change it?
The heal kind of suits Warlock better, cause they tap and damage themselves more than DH Soul DH is more popular, cause their soul cards are better. As for mechanic itself - seems pretty fair (surely depends what deck you play agains soul DH)
Honestly i feel like nerfing marrowslicer to 3 mana 3/2 might help but that would push odd DH. So it has to be 2 mana 2/2 weapon. That way you reducing its opresivnes when going face marrowslicer is metamorphosis for 4 mana with upside. Turning it to 2 mana will make it less likely to draw fragments so lapidary will not trigger and in that case I would consider buffing lapidary. But it shouldn't be same patch.
Soul fragment mechanic is fair. Not broken not trash. And no, they won't support neither change this mechanic in the future. New expansion, new mechanics and forget about everything that was a staple previously. That's how blizzard politics work.
I don't think it's an unfair mechanic or it op. It is just something very RNG based and not counterable. There is no way you avoid a DH getting shards. It can be very frustrating playing as DH (instantly drawing the shards) as well against DH (they have removal and weapon damage which relies on the fragments, you can assume they have some big swing turns if they dont draw their fragments)
My suggestion would be to change it to a card you have to play or a card that can counter it (like ooze against bomb warrior)
I love this mechanic, it fits its classes perfectly, not op by any means, but those enabled by the mechabic, that's a different story.
I repeat myself from before SA in offering a neutral tech card we need - 3, 3/3(?), choose a player, remove 1-2 cards from that player's deck that didn't start there. Handles albatross, bombs, fragments, primes, portals, and some rogue stuff. So it's a "choose one", so what? We have a neutral weapon, time to open the creative envelope.
P.S. Void drinker being unplayed proves one thing - Earth Elemental's overload is beyond ridiculous.
I really like it. The texture of Soul DH is just so much nicer than earlier aggro DH. It's just a more fun and interesting and thoughtful deck, and I'm happy it exists. Maybe slightly over-tuned*, but it's a cool archetype.
I haven't looked into Warlock much. If you say the pieces aren't great, I'll trust that.
I don't think there's a problem with the automatic-ness of the Soul Fragments. The key drawback is that you *can* draw them. Mostly I feel like I don't to. The effect is small when they trigger, so it's not really too much of a problem.
* That's the DH writ large right there. They're probably slightly under-charged for some effects, since Bliz thought the set-up was more costly or harder than it really was. Certainly the case with Outcast, somewhat also with Soul Fragments.
Honestly i feel like nerfing marrowslicer to 3 mana 3/2 might help but that would push odd DH. So it has to be 2 mana 2/2 weapon. That way you reducing its opresivnes when going face marrowslicer is metamorphosis for 4 mana with upside. Turning it to 2 mana will make it less likely to draw fragments so lapidary will not trigger and in that case I would consider buffing lapidary. But it shouldn't be same patch.
Oh, I don't like any of that. Lapidary payoff can be too big, and Marrowslicer is perhaps too efficient. No reason Lapidary couldn't be a little smaller in body or effect, and no reason Marrowslicer couldn't be a 4-mana 3/2 like Wrenchcalibur, if such things needed to happen. Reshuffling mana costs seems really drastic, and really wouldn't need a corresponding buff to Lapidary.
all these c'thun, jades, galakrond-type cards/themes are just damn boring to play. just the same forced gameplay mechanic over and over again is...well, lame to say the least.
it could literally be unbeatable, i still wouldn't have any interest in ever playing it after a couple tries and being bored out of my mind with it.
I love this mechanic, it fits its classes perfectly, not op by any means, but those enabled by the mechabic, that's a different story.
I repeat myself from before SA in offering a neutral tech card we need - 3, 3/3(?), choose a player, remove 1-2 cards from that player's deck that didn't start there. Handles albatross, bombs, fragments, primes, portals, and some rogue stuff. So it's a "choose one", so what? We have a neutral weapon, time to open the creative envelope.
P.S. Void drinker being unplayed proves one thing - Earth Elemental's overload is beyond ridiculous.
That would actually be really intresting, also would be nice way to counter random mage or random priest cards you face.
The earth elemental issue is exactly what DH isn't. DH feels like how a tempo deck should be, but it's in my opinion just a little to much tempo. Without the soul shards the soul shard generators are already really good cards (marrowslicer, jailer, 2 mana 3 dmg removal) and there isnt really a drawback of not playing them. Its exactly the opposite what shaman has because they have to pay for extra stats/effect.
I dont think DH is op, it is just the best overall deck at this moment and will rise even more after the tempo mage nerf.
I really like the mechanic, but I think the effect makes more sense in warlock, where they are self damaging anyway.
Unfortunately, it seems like the cards warlock got to support the mechanic are not as good as DH - really didn't put it on the map at all.
I like that drawing soul fragments further advances the current quest warlock progress, but it has some anti-synergy with the quest reward, since if you draw a fragment for 0, you lose the discount on the following card. Sure, there's Polkelt, but that's just one card.
I would like them to do more with this mechanic in future expansions, but maybe give Warlock something cooler to do with it.
A small nerf to Marrowslicer might help to make this new DH a little less oppressive. But it's not unbeatable as it is.
All the soul fragment cards are supposed to be used in the control archetype of DH and work best if you use all of them (so you won't draw the fragments and not be able to use their combo cards + each soul fragment card boosts Soulciologist Malicia).
I think it's a great idea but the burst is a tad too much with Soulshard Lapidary. The power level is too high of this card and I would at least tone down the minion to 3/5 or 2/5 so it's more in line with traditional control minions and maybe even give +4 attack instead.
But yea, more taunt minions in your deck can kinda counter DH with all its ways to go directly face but it's tough to beat. But usually I can counter Soul DH with murloc paladin since they mostly don't run all fragment cards and can't deal with the board-reloads murloc paladin can do right now.
There is a card that Warlock got which benefits greatly from actually drawing Soul Fragments, and this is the new Flesh Giant. Maybe a great Warlock deck that takes advantage of both does not exist right now, but it can come up in a future expansion. As for DH, I only find Lapidary a bit overtuned (maybe reducing its stats to 4/4 would make it more ok) and the AoE effect of Mystic is a bit too strong at 3 mana (compare with the old Priest Dragon, Duskbreaker, that costs 4 mana)
This month every 1 out 3 games was against soul Demonhunter. It runs very smoothly and feels like a very strong deck to play against.
They have really nice and strong plays, but I'm a little concerned about the soul fragments mechanic. Instead of a drawback there is (apart from skull of gul'dan) advantage playing a soul fragment based deck (as a DH atleast). Wouldn't it be more fair that instead of drawing, healing and draw another card you have to play a soul fragment to gain its effect?
I was just wondering how to balance their effect more and if it would affect them. As for Warlock, I think the soul fragment support is really poor and not really warlock worthy. Maybe they ll fix this in the future.
Anyways, what are your thoughts on the soul fragment mechanic? Is it well balanced or do you want it changed, and if.. How would you change it?
The heal kind of suits Warlock better, cause they tap and damage themselves more than DH
Soul DH is more popular, cause their soul cards are better.
As for mechanic itself - seems pretty fair (surely depends what deck you play agains soul DH)
Honestly i feel like nerfing marrowslicer to 3 mana 3/2 might help but that would push odd DH. So it has to be 2 mana 2/2 weapon. That way you reducing its opresivnes when going face marrowslicer is metamorphosis for 4 mana with upside. Turning it to 2 mana will make it less likely to draw fragments so lapidary will not trigger and in that case I would consider buffing lapidary. But it shouldn't be same patch.
Soul fragment mechanic is fair. Not broken not trash. And no, they won't support neither change this mechanic in the future. New expansion, new mechanics and forget about everything that was a staple previously. That's how blizzard politics work.
I don't think it's an unfair mechanic or it op. It is just something very RNG based and not counterable. There is no way you avoid a DH getting shards. It can be very frustrating playing as DH (instantly drawing the shards) as well against DH (they have removal and weapon damage which relies on the fragments, you can assume they have some big swing turns if they dont draw their fragments)
My suggestion would be to change it to a card you have to play or a card that can counter it (like ooze against bomb warrior)
I love this mechanic, it fits its classes perfectly, not op by any means, but those enabled by the mechabic, that's a different story.
I repeat myself from before SA in offering a neutral tech card we need - 3, 3/3(?), choose a player, remove 1-2 cards from that player's deck that didn't start there. Handles albatross, bombs, fragments, primes, portals, and some rogue stuff. So it's a "choose one", so what? We have a neutral weapon, time to open the creative envelope.
P.S. Void drinker being unplayed proves one thing - Earth Elemental's overload is beyond ridiculous.
It’s a really good mechanic for both classes and I hope we get more cards using it in the future.
I really like it. The texture of Soul DH is just so much nicer than earlier aggro DH. It's just a more fun and interesting and thoughtful deck, and I'm happy it exists. Maybe slightly over-tuned*, but it's a cool archetype.
I haven't looked into Warlock much. If you say the pieces aren't great, I'll trust that.
I don't think there's a problem with the automatic-ness of the Soul Fragments. The key drawback is that you *can* draw them. Mostly I feel like I don't to. The effect is small when they trigger, so it's not really too much of a problem.
* That's the DH writ large right there. They're probably slightly under-charged for some effects, since Bliz thought the set-up was more costly or harder than it really was. Certainly the case with Outcast, somewhat also with Soul Fragments.
Oh, I don't like any of that. Lapidary payoff can be too big, and Marrowslicer is perhaps too efficient. No reason Lapidary couldn't be a little smaller in body or effect, and no reason Marrowslicer couldn't be a 4-mana 3/2 like Wrenchcalibur, if such things needed to happen. Reshuffling mana costs seems really drastic, and really wouldn't need a corresponding buff to Lapidary.
all these c'thun, jades, galakrond-type cards/themes are just damn boring to play. just the same forced gameplay mechanic over and over again is...well, lame to say the least.
it could literally be unbeatable, i still wouldn't have any interest in ever playing it after a couple tries and being bored out of my mind with it.
but grats if you find success with it i guess
That would actually be really intresting, also would be nice way to counter random mage or random priest cards you face.
The earth elemental issue is exactly what DH isn't. DH feels like how a tempo deck should be, but it's in my opinion just a little to much tempo. Without the soul shards the soul shard generators are already really good cards (marrowslicer, jailer, 2 mana 3 dmg removal) and there isnt really a drawback of not playing them. Its exactly the opposite what shaman has because they have to pay for extra stats/effect.
I dont think DH is op, it is just the best overall deck at this moment and will rise even more after the tempo mage nerf.
I really like the mechanic, but I think the effect makes more sense in warlock, where they are self damaging anyway.
Unfortunately, it seems like the cards warlock got to support the mechanic are not as good as DH - really didn't put it on the map at all.
I like that drawing soul fragments further advances the current quest warlock progress, but it has some anti-synergy with the quest reward, since if you draw a fragment for 0, you lose the discount on the following card. Sure, there's Polkelt, but that's just one card.
I would like them to do more with this mechanic in future expansions, but maybe give Warlock something cooler to do with it.
A small nerf to Marrowslicer might help to make this new DH a little less oppressive. But it's not unbeatable as it is.
Would it harm DH much if you tune the quantity of soul shards down? Instead of getting 2 for each you get only one? Or would it destroy the tempo?
All the soul fragment cards are supposed to be used in the control archetype of DH and work best if you use all of them (so you won't draw the fragments and not be able to use their combo cards + each soul fragment card boosts Soulciologist Malicia).
I think it's a great idea but the burst is a tad too much with Soulshard Lapidary. The power level is too high of this card and I would at least tone down the minion to 3/5 or 2/5 so it's more in line with traditional control minions and maybe even give +4 attack instead.
But yea, more taunt minions in your deck can kinda counter DH with all its ways to go directly face but it's tough to beat. But usually I can counter Soul DH with murloc paladin since they mostly don't run all fragment cards and can't deal with the board-reloads murloc paladin can do right now.
There is a card that Warlock got which benefits greatly from actually drawing Soul Fragments, and this is the new Flesh Giant. Maybe a great Warlock deck that takes advantage of both does not exist right now, but it can come up in a future expansion. As for DH, I only find Lapidary a bit overtuned (maybe reducing its stats to 4/4 would make it more ok) and the AoE effect of Mystic is a bit too strong at 3 mana (compare with the old Priest Dragon, Duskbreaker, that costs 4 mana)
Soulshard lapidary is overturned, the rest is ok i think