It's not an issue of power levels, it's an issue of bad game design.
Shaman hero ability is cancer and is the main reason (in addition to tons of crappy overload cards) that Shaman is not playable. It could have been pick a totem baseline and still it would not make the class playable.
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Yeah Paladin only get a 1/1 with no extra abilities, but they also have no overload cards.
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You're mulligans are really important. You almost always want to keep Flaming War Axe, Slam, Shield Block and maybe Taskmaster. Other than that, you can hang on to Death's bite for control and Armorsmith/Taskmaster for aggro.
Acolyte of Pain should only be played when you can get some value out of it. Don't be afraid to use a Slam on it even, to ensure you get two cards (but only if you're already a bit ahead). If you've got no choice, then play it but often it's better to just armor up on turn 3 if you don't have Shield Block or something else.
Don't be afraid to just armor up sometimes. Especially against other control decks, often the first few turns will just be stacking on the armor. No need to be hasty and reveal what you've got before they make a move.
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I think instead of being able to choose which totem you summon, Justicar should make totems summon as 1/3. Still random, just 1/3 instead of 0/2.
I think that change would make Shaman a lot better. I always find that if my totem had at least a point of attack, I could've turned things around in certain situations much, much more than being able to pick which totem I want.
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Your power comes back on after a blackout with a cry of "I HAVE THE POOOWWWEEER!"
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It also really depends on how long it takes you to grasp the differences between HS and many other CCG's. Took me a while to get used to the idea of not being able to interrupt the other players turn for example.
Also the concept of value, I've found, is wildly different in Hearthstone than in games like MTG for example and it even differs quite heavily between Ladder and Arena. There are cards that are absolutely worthless on the ladder, but great in arena and vice versa.
I think you need to have a decent understanding of how Hearthstone values cards, before trying to go competitive and I think you really only get that understanding through playing a buttload of games. I can explain to you why something like Piloted Shredder is a valuable card, but without you playing it and seeing it's value for yourself, I don't think that'll translate well to building a competitive deck.
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Take out the Counter Spell and Effigy and replace with Mirror Entities.
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You get drunk and instead of spending your money on a poor life choice tattoo you spend 2/3 of your bank balance on hearthstone cards you already have.
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It does have a direct counter. Literally any sort of damage. Potentially if you're expecting to face Control Warrior, you should tech in higher value minions/weapons and direct damage spells. The problem, like any deck, is that if you tech against armor you're gonna make yourself vulnerable to aggro.
I would not be opposed to certain tech cards that limit armor gain or penetrate armor to a limited extent but I don't really get this 'armor has no counter' argument.
I would also absolutely not agree with a card that removed all armor. To get to a reasonable amount of armor, disregarding the cost of hero power I have to spend at least 6 mana (2x Shield Block). You should not be able to remove all my armor with a 2 mana card. However when I have a lot of armor, I've likely spent at least 18 mana (2x Shield Block, 2x Shield Maiden) etc etc.
Even with Armorsmith, I still have to invest the two mana, then the subsequent mana in other creatures and then even more mana to damage all those creatures with a Whirlwind or Death's Bite to generate that large armor amount.
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That's because every second thread is a nerf thread. Nerfs are the worst things for competitive games and should only be used in the absolute worst case scenarios. Most of the time these threads are poorly worded, poorly thought out whines that need a nice plate of cheese to go with.
There is no issue with Warriors and armor. I play CW often and I play an armor heavy build (2x Shield Blocks, 2x Maidens, 1x Bash, 1x Armorsmith) and still get whooped regularly. People need to think more about their own play styles and what they can do to counter before coming in and yelling for nerfs.
Aggro destroy's me if I don't get the right draws. Handlock destroys me unless I get perfect draws. Dragon Priest is 50/50 depending on who gets the best draws late game. Secret Pally is 50/50 depending on when MC comes out.