Druid's HP does feel weak nowadays yes. Even it's upgraded form never saw any play, and it does seem good on paper. Warrior uses armor as a resource and priest can heal minions so I don't think they're underpowered. Hunter could get a rework to improve slower decks.
I hadn't thought of it until now, but standard could copy duels system and offer like 3 options of hero powers when building a deck. Wouldn't be easy to balance but it could be done.
- Il'Gynoth - deal damage to enemy hero equal to health restored through lifesteal (can't damage when full HP, this change would kill the OTK deck making the card a midrange/tempo option instead, similar to E.T.C.)
Why would you kill a deck ?
Uninteractive and too fast for an OTK deck. Would settle for a nerf but I'd prefer if the card could show up in other types of decks.
The effect is worth 2 mana, why not, I guess. Not sure it would see any play as a "fair" card.
- Raise Dead - 1-mana (maybe not a good idea since it would replace Renew in Wandmaker)
Wouldn't kill the card, but I can't see a reason to nerf it.
- Apotheosis - +1/+3 (too strong with Samuro)
No.
Renew and raise dead need to be adressed to fix the priest problem. Apotheosis isn't broken but the reno effect with samuro is game winning versus aggro. Other than that losing 1 attack won't affect much a card that's played mainly for the lifesteal effect. Raise dead costing 1 would significantly nerf darkglare in wild too.
Doesn't need a nerf + not a good nerf. If anything they should just remove the corrupt thing a make it a normal battlecry that can't be duplicated by Y'shaarj.
What could I say about Tickatus that hasn't been said?
Now, as for OP...nope, I don't think any of those nerfs are needed...or any good, really. I wouldn't be surprised to see a smaller round of nerfs coming up at the end of the month or beginning of July but then again, I also wouldn't be surprised if nothing happened. Fairly curious to see if team 5 will actually do something about priest because it seems pretty clear that they will have to at some point, the only thing left to puzzle is when.
Fair enough, as I've said I don't think anything NEEDS to change, but that doesn't mean it can't be improved. And I believe most issues could be solved next expansion with a bigger, more situational spell pool for priest and mage and a new decent taunt/healing neutral minion.
It was meant to summon 2 extra clowns (5 total) but yeah that's probably an unnecessary nerf. It's just that I feel most classes are just helpless against a board full of 8/8 or 12/12 taunts from clown druid.
In all fairness though, if you're engaged in a match where your opponent is that comfortable with dropping a 10 mana 'do nothing this turn' spell (unless they have minions on board) then you probably don't have the best chances of winning the game anyways.
Well, very frequently survival of the fittest is played on turn 7 or earlier, it can affect your board immediately and be followed by one or two 10/10 strongman. Clown druid is my most played deck this year, it certainly has some bad matchups but if the meta ever slows down it could become somewhat problematic. But all things considered you're probably right.
It was meant to summon 2 extra clowns (5 total) but yeah that's probably an unnecessary nerf. It's just that I feel most classes are just helpless against a board full of 8/8 or 12/12 taunts from clown druid.
Exactly, the idea is to have as few "auto-include" cards as possible. I don't mind some amount of powercreeping (specially for high-cost cards) as long as it's not detrimental to the hero's viability. Some of the cards like the inquisitor are a little over the top when compared to legendaries like king krush, ragnaros or al'akir, and can be played 3 times in a game with N'Zoth. I was going to include lillypad lurker in the list since I don't think it needed a buff in the first place, but then I gave it a second thought and removed because classes need to do bonkers stuff for the game to be fun. As I said, I don't think the game is unbalanced, my suggestions are just here to bring classes WR closer to 50% while trying to keep the game enjoyable for everyone.
First of all I do think the game is fairly balanced, probably it doesn't even need any nerfs. My suggestions would be more to tone down the powercreeping and some of the more frustrating cards (Tickatus, Incanter's on 2). Well that and change my personal gripes.
So you know where my bias is at, I mostly play midrange/control (variations of N'Zoth and Y'Shaarj decks) and amt I hate facing priest and OTK DH. Any feedback is appreciated.
- Warsong Wrangler - give all copies +1/+1
- Piercing Shot - can't target friendly minions
- Il'Gynoth - deal damage to enemy hero equal to health restored through lifesteal (can't damage when full HP, this change would kill the OTK deck making the card a midrange/tempo option instead, similar to E.T.C.)
- Illidari Inquisitor - 7/8
- Incanter's Flow - reduce the cost of arcane spells in your deck by 1. Add a random arcane spell to your hand
- Renew - 2-mana
- Raise Dead - 1-mana (maybe not a good idea since it would replace Renew in Wandmaker)
- Apotheosis - +1/+3 (too strong with Samuro)
- Tickatus - destroy 4 cards
- Clown - corrupted form summons 4 copies of it instead of 6
- N'Zoth - 10-mana (old gods shouldn't cost less than 10!)
I'd nerf Crabrider (winfury only for a turn), Tickatus (burn 4 cards), Conviction (+2 attack) and Refreshing Springwater (5 mana or refresh 1 mana crystal), I'd rework the very highroll-y cards (Incanter's Flow and Mankrik) since that's just bad card design. On a second moment, maybe Il'Gynoth, Illidari Inquisitor, Octobot or Clown. As for buffs I'm gonna guess all 5 caravans, Death Speaker Blackthorn, Living Seed, Earth Revenant, Rancor and some Year of the Phoenix card from an unused archetype (Control DH? Deathrattle Hunter? Big Warrior/Paladin/DH?).
I think it should be seen as problematic as Vicious Fledgling. The continuous effect make it too much strong IMO. I saw a (very upvoted) message on reddit suggesting changing to: 1/4 rush, battlecry: gain windfury this turn. And I think would be the best choice right now.
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+1 to this, great idea.
0
Druid's HP does feel weak nowadays yes. Even it's upgraded form never saw any play, and it does seem good on paper. Warrior uses armor as a resource and priest can heal minions so I don't think they're underpowered. Hunter could get a rework to improve slower decks.
I hadn't thought of it until now, but standard could copy duels system and offer like 3 options of hero powers when building a deck. Wouldn't be easy to balance but it could be done.
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Exactly, would a hunter shoot his dog so the bullet could ricochet to the duck? I don't think so, not even Gul'Dan would sacrifice his dog. 😆
I'd love to see some buffs too, but my OCD still can't get over the fact that an old god costs 9 lol
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This is more of a flavor thing than proper balance.
Uninteractive and too fast for an OTK deck. Would settle for a nerf but I'd prefer if the card could show up in other types of decks.
1 to 3 less damage to the face or to kill a taunt minion could very much make a difference. Plus since I'd nerf N'Zoth I don't want to kill the card.
I just don't like the highroll-y nature of card like IF and Mankrik. I'd rather have it changed than just nerfed.
Renew and raise dead need to be adressed to fix the priest problem. Apotheosis isn't broken but the reno effect with samuro is game winning versus aggro. Other than that losing 1 attack won't affect much a card that's played mainly for the lifesteal effect. Raise dead costing 1 would significantly nerf darkglare in wild too.
What could I say about Tickatus that hasn't been said?
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Fair enough, as I've said I don't think anything NEEDS to change, but that doesn't mean it can't be improved. And I believe most issues could be solved next expansion with a bigger, more situational spell pool for priest and mage and a new decent taunt/healing neutral minion.
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Well, very frequently survival of the fittest is played on turn 7 or earlier, it can affect your board immediately and be followed by one or two 10/10 strongman. Clown druid is my most played deck this year, it certainly has some bad matchups but if the meta ever slows down it could become somewhat problematic. But all things considered you're probably right.
0
It was meant to summon 2 extra clowns (5 total) but yeah that's probably an unnecessary nerf. It's just that I feel most classes are just helpless against a board full of 8/8 or 12/12 taunts from clown druid.
0
Exactly, the idea is to have as few "auto-include" cards as possible. I don't mind some amount of powercreeping (specially for high-cost cards) as long as it's not detrimental to the hero's viability. Some of the cards like the inquisitor are a little over the top when compared to legendaries like king krush, ragnaros or al'akir, and can be played 3 times in a game with N'Zoth. I was going to include lillypad lurker in the list since I don't think it needed a buff in the first place, but then I gave it a second thought and removed because classes need to do bonkers stuff for the game to be fun. As I said, I don't think the game is unbalanced, my suggestions are just here to bring classes WR closer to 50% while trying to keep the game enjoyable for everyone.
0
First of all I do think the game is fairly balanced, probably it doesn't even need any nerfs. My suggestions would be more to tone down the powercreeping and some of the more frustrating cards (Tickatus, Incanter's on 2). Well that and change my personal gripes.
So you know where my bias is at, I mostly play midrange/control (variations of N'Zoth and Y'Shaarj decks) and amt I hate facing priest and OTK DH. Any feedback is appreciated.
- Warsong Wrangler - give all copies +1/+1
- Piercing Shot - can't target friendly minions
- Il'Gynoth - deal damage to enemy hero equal to health restored through lifesteal (can't damage when full HP, this change would kill the OTK deck making the card a midrange/tempo option instead, similar to E.T.C.)
- Illidari Inquisitor - 7/8
- Incanter's Flow - reduce the cost of arcane spells in your deck by 1. Add a random arcane spell to your hand
- Renew - 2-mana
- Raise Dead - 1-mana (maybe not a good idea since it would replace Renew in Wandmaker)
- Apotheosis - +1/+3 (too strong with Samuro)
- Tickatus - destroy 4 cards
- Clown - corrupted form summons 4 copies of it instead of 6
- N'Zoth - 10-mana (old gods shouldn't cost less than 10!)
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Source? I find it really hard to believe RSW is dodging a nerf again.
2
The Hysteria suggestion is actually pretty good.
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I'd nerf Crabrider (winfury only for a turn), Tickatus (burn 4 cards), Conviction (+2 attack) and Refreshing Springwater (5 mana or refresh 1 mana crystal), I'd rework the very highroll-y cards (Incanter's Flow and Mankrik) since that's just bad card design. On a second moment, maybe Il'Gynoth, Illidari Inquisitor, Octobot or Clown. As for buffs I'm gonna guess all 5 caravans, Death Speaker Blackthorn, Living Seed, Earth Revenant, Rancor and some Year of the Phoenix card from an unused archetype (Control DH? Deathrattle Hunter? Big Warrior/Paladin/DH?).
1
I think it should be seen as problematic as Vicious Fledgling. The continuous effect make it too much strong IMO. I saw a (very upvoted) message on reddit suggesting changing to: 1/4 rush, battlecry: gain windfury this turn. And I think would be the best choice right now.
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I think 10 dmg to distribute along minions every turn is too much already, even if it can't hit face.