What? BGH needs to exist as a tech card to what? Counter big minions? What sense does that make. So should the game only have small minions then? And what about Fireball, Hex, Assassinate and other hard removal? Nerfing BGH won't make a problem arise where big minions have no counters. The problem with Big Game Hunter is that it's too powerful. Playing a big minion on turn 8 and being BGH'd next turn is too strong. It only really compares to Shadow Word: Death and that isn't even as powerful, although it can target 5+ attack.
The game isn't lost when someone plays a big minion. What kind of thought is that? Hearthstone core is (or at least was) making good trades and good use of your cards to gain control of the board, keep that control and then win. If an opponent plays a Boulderfist Ogre on turn 6, and you're going second, you play something on turn 6 that contests that board, or use your removal and then gain advantage on the board. It's simple. If he decides to go all out face, he's allowing you to make the good trades as you please and effectively gain control of the board and win the game (except for hunters). That's how the game works.
- Ace1a
- Registered User
-
Member for 8 years, 9 months, and 14 days
Last active Sun, Apr, 16 2023 21:40:41 -
- 6
- 21
- 59
- 0 Followers
- 1,578 Total Posts
- 629 Thanks
-
3
Huzzahdv posted a message on MY idea on how to nerf BGHPosted in: Card Discussion -
1
LucariosKnight posted a message on Does Dr. Boom Need to be Nerfed?Posted in: Card DiscussionFor all the people still defending Dr.Boom, either buff all OTHER 7 mana drops to be on the power level of Dr.boom or nerf Dr.boom. Very few reasons to actually play anything other than Dr.boom in the 7 mana slot because he overshadows them. Want to add Obsidian Destroyer? Dr.boom spawns with two 1/1s and guess what, they explode. Fearsome Doomguard? He can come out of the hand for free with void caller! Except he dies to one removal, Dr.boom can die but his boom bots live on to deal damage to the opponent. What about Stormwind Champion? He gives the whole board +1/+1! Except that he is a 7 mana 6/6 that needs two minions ALREADY on the board to get some value out of him. Dr.boom doesn't need a condition to be of value unlike Rend Blackhand. (I genuinely gigled when I thought about mentioning Wargolem, I'll refrain)
-
22
Liliana_Vess posted a message on Reno JacksonPosted in: Reno JacksonI love coming to this and Justicar Trueheart's page to see the comments.
Sweet aggro tears.
-
6
coolbarryo posted a message on Dr. BoomPosted in: Dr. BoomThe nerf for Boom may actually be to make it an 8-cost. Pretty fair and in line with Blizzards nerfing history.
-
3
PoeticStanziel posted a message on Hearthstone Patch 10956 - Winterveil Brawl Event + Cardback, New Ranked Cardbacks, New Brawls, Unearthed Raptor FixedPosted in: News"Dr. Boom is better than War Golem and is an example of power creep."
That's NOT what Brode said at all. He said Dr. Boom is an example of power creep because it is used extensively in the meta, replacing previously used cards from those same decks (what card Boom replaces varies from deck archetype to deck archetype). Dr. Boom is an example of power creep because it is being used extensively, not because it is better than War Golem. Anyone using War Golem as an example of Dr. Boom's power creep is wrong, because Golem was never used and you can't replace a card that nobody was using.
-
5
Posted in: Dr. Boom''Used in 43.80% of all decks''. Used more than Archmage Antonidas which is considered one of the best class legendaries in the game... That is saying something.
- To post a comment, please login or register a new account.
1
This could result in some extremely OP combos when the Emperor is played beforehand. We haven't even seen the other 100+ cards yet.
1
There's always cult master but I don't really see this guy much in constructed as is.
That's the best news. I doubt control hunter will become viable anytime soon unless we see nerfs to aggro hunter cards, especially Kill Command.
There had to be a reason they decided on Buzzard costing 5 mana. Even cult master is better and costs 1 less. Maybe if we get another spell similar to Call Pet, Buzzard might finally be viable if it can reliably be played for 3 or less mana.
Druids very rarely use Nourish when they have Ancient of Lore. Beast hunter died with the Buzzard overnerf.
1
If this giant becomes an autoinclude in control decks, well then control decks are also going to need to add a 2nd BGH unless Boom gets nerfed. I also fear it will make giants echo mage broken OP.
1
That card could be great if you can consistently play it for 3-5 mana. It's vastly inferior to Dr. Boom at 7 mana and still inferior to Sylvanas Windrunner at 6 mana. At 5 mana, it's already better than Sludge Belcher. If we get some great pirates and pirate decks turn out to be viable, this leg will be a viable finisher or at least trade 2:1 with your opponent.
1
That's great for tempo mages to play turn 2 and hope it lives a turn so they can kill your small minions. It can also be played late game to kill a 3/2 or 4/3 with two of them. Mages are going to have to remove flamecannon, frostbolt or unstable portal to make room though.
3
Why would facehunter spend 4 mana for a 2/6 when they would rather run charge minions and damage spells? Also 2 attack for 4 mana is pretty weak for *any* class. Maybe if some of the yet to be revealed cards are buff spells, this could combo well.
1
I am really curious and this thread will be a survey. I am under the impression that most of you believe your Boom dies like 90% of the time. Your math can't be right or you must be incredibly unlucky. Let me share my math based on my observations. You will probably end up agreeing with me after all or you can feel free to provide your own math.
1. Druids run BGH 95%, Boom 95% of the time
2. Paladins run BGH 90%, Boom 90% of the time
3. Warriors run BGH 80%, Boom 80% of the time
4. Warlocks run BGH 70%, Boom 90% of the time
5. Shamans run BGH 40%, Boom 80% of the time
6. Rogues run BGH 40%, Boom 60% of the time
7. Mages run BGH 30%, Boom 80% of the time
8. Priests run BGH 20%, Boom 60% of the time
9. Hunters run BGH 5%, Boom 60% of the time
Average BGH=52.2%, Boom=77.2% of decks.
This means you seldom have to worry vs. 5 classes. I have gotten BGH by a hunter maybe a handful of times this year! They just worry about killing you before your big guys even see play. Priests have so many cheap removals that BGH is redundant. Mages are quite aggro and also they have fireball, poly as removals. Rogues have their two saps and I've gotten my Boom sapped as often as BGHed. Shamans have 3 mana hex and often run mana tide totem instead of BGH. The other 4 classes often run BGH, especially Druid with no decent removal options. All classes run Boom
Let's say you play Boom on curve at turn 7, this means your opponent should have perhaps 20 cards or so left in his deck. This gives him a 33.3% chance of drawing BGH *if* he runs 1 copy of BGH. On average, I draw Boom in 60% of games and my opponent draws BGH in 31.3% of games. My quick internal calculation of my Boom dying to BGH a third of the time thus proved almost perfect. Detailed analysis based on math and stats prove Boom viable despite BGH.
As you all know, my math shows that Boom is worth 11 mana 68.7% of the time and 4 mana 31.3% of the time. Thus I get an average of near 9 mana, something no other card can achieve other than perhaps Tirion. Losing Boom to other removals does not place a 4/2 body and therefore consumes a card from my opponent while my Boom bots often each kill a minion or deal 1-4 face damage each. I estimate my Dr. "Balanced" Boom helps me win a third of games. This makes Boom the best "finisher" and "win condition" by far and goes to show how incredibly OP he is.
1
For any given minion, please arrange them in order from best to worst. The first list is unsorted and simply displays the 16 possible permutations. Explain your own math and logic for your own list. I explained mine.
8/8...8/7...8/6...8/5
7/8...7/7...7/6...7/5
6/8...6/7...6/6...6/5
5/8...5/7...5/6...5/5
My answer would be:
1. 6/8(14) The best
2. 5/8(13) More health is better
3. 6/7(13) BGH immune takes precedence
4. 8/8(16-3=13) Solid big stats
5. 5/7(12) More health is better
6. 6/6(12) Solid midrange stats
7. 7/8(15-3=12) More health is better
8. 8/7(15-3=12) Solid big stats
9. 5/6(11) More health is better
10. 6/5(11) Solid midrange stats
11. 7/7(14-3=11) Solid big stats
12. 8/6(14-3=11) A little weak
13. 5/5(10) A little weak
14. 7/6(13-3=10)Quite weak
15. 8/5(13-3=10)Very weak
16. 7/5(12-3=9)The worst
If my math is right, this should be the correct order. I assign a 3 stat penalty if it's attack is 7 or higher due to BGH being OP and restrictive. I value health more than attack. If there's a tie in stats, BGH immune then takes precedence. Big threats that aren't immune to BGH are still better than much smaller threats that are immune to BGH. That's because not every deck runs BGH and also BGH is not drawn early every game.
1
Exactly and it's an embarrassment. I believe there will be a hard, direct nerf just like we saw with Undertaker
I agree, Grim Patron isn't much use for 8 classes but my research shows Blizz is considering making him a 4/2 or 4/3. We may see 2-4 cards nerfed from Warrior class.
Frothing Berserker is also a big problem and is responsible for more OTKs than even Grim Patron.
That's a possibility as well, but it means Frothing Berserker will still need some sort of nerf, maybe from 2/4 to 3/3?
Where did you hear this? My friends say at high ranks, a third of their matches are to Grim Warrior. There's no way to counter this deck except to pray he doesn't draw a OTK combo. I get punished for playing minions and punished if I hold back and this means it needs to be nerfed or alot more people are going to quit.
1
I could imagine Tinkmaster Overspark being useful in aggro decks to turn your 1/1 or 2/1 into hopefully a 5/5. Try it after Muster for Battle or Imp-losion