Don't unnerf the Reckless experimenter, it will allow for OTK with SNIP SNAP to return with just 2 card for 5 mana (having any mech surviving on the board). You can add a mass dispell or any silence cards to easily get through taunts. Also Raza priest was OP in wild before it got nerfed. This will be OP again for sure.
Tbh, the adventures should've just given more packs. Like 5 packs per expansion, then you'd lose out on 200g instead of 400g like it was before. Right now we lose 700g. That's even worse!
I think you're really underestimating this card. It's almost as good as pre-nerfed auctionneer. Maybe even better since the cards don't have to be spells. You can also use this before turn 5 if you have coins in your hand since it doesn't need to be played first. Having this + auctionneer will give miracle rogues enough reliability to consistently get a cycle bot.
On second thought, it's not as good as I thought since auctionneer can feed itself through the cycle while this is a one-time effect so you need all the low cost cards in your hand already... Still, it's a nice add on for any miracle rogue deck.
yeha that's kind of the problem with nerfs. People would just go on to the next highest winrate deck. I think that open access to winrates in itself is the biggest problem, though.
Hunter sucks against aggro. You can only win with hunter if you have the tempo yourself. This deck already runs every AOE option you have and there aren't really good taunts that you can add.
I wish the Hearthstone would be willing to "Rework" cards instead of changing the numbers and taking the rest of the day off. You know, giving a card a nerf, plus a slight buff to compensate, and resulting in a playable but far less meta defining card. It'd be at least more interesting and satisfying than "Hey look this is barely weaker. Have 40 dust".
Changing cards too much would make them less recognizable for returning players. I like the simple stats changes as long as they're still viable. For example making Sludge Slurper 2 mana would make the card trash. As a 1/1 for 1 it's still pretty good. Slight nerfs are perfect for the game because they can have a huge influence in winrate (-4% winrate is a huge difference!) All these cards were commonely played and will still be commonly played in Shaman decks. The winrate will just be a bit more fair. Opponents will be more likely to survive long enough to beat them.
JoshoPrime, a lot of the legendaries feel powerful (which is what Blizzard aims for), but won't see play after 2 weeks. Don't rush into buying them. I know most of us can't help it, though.
Side quests are not supposed to be difficult to achieve. Most of them will be achieved naturally without paying attention. The thing about sidequest is that the effect is delayed until X happens. Depending on your deck or playstyle, X will be completed quickly or more slowly. You want these effects to happen as soon as possible.
I guess it's just near impossible to kill them at once, so you'll almost certainly have to play it multiple times rather than just get lucky from the first run and never play it again. It would also allow for dedicated players to try and beat it in a single run as a personal achievement (I hope there's a way to reset their HP to full).
-1
Don't unnerf the Reckless experimenter, it will allow for OTK with SNIP SNAP to return with just 2 card for 5 mana (having any mech surviving on the board). You can add a mass dispell or any silence cards to easily get through taunts. Also Raza priest was OP in wild before it got nerfed. This will be OP again for sure.
2
Tbh, the adventures should've just given more packs. Like 5 packs per expansion, then you'd lose out on 200g instead of 400g like it was before. Right now we lose 700g. That's even worse!
2
Some of the cards previewed earlier are pretty good. Also I want to experiment with the shadow sculptor + auctionneer miracle rogue decks.
0
I think you're really underestimating this card. It's almost as good as pre-nerfed auctionneer. Maybe even better since the cards don't have to be spells. You can also use this before turn 5 if you have coins in your hand since it doesn't need to be played first. Having this + auctionneer will give miracle rogues enough reliability to consistently get a cycle bot.
On second thought, it's not as good as I thought since auctionneer can feed itself through the cycle while this is a one-time effect so you need all the low cost cards in your hand already... Still, it's a nice add on for any miracle rogue deck.
0
Obilisk quest reward should give +2/+2 instead of +3/+3. It would still be very strong, just not as suffocating after jsut one turn.
0
Adventure cards? Where have you been last few years? They stopped doing that a while ago.
0
yeha that's kind of the problem with nerfs. People would just go on to the next highest winrate deck. I think that open access to winrates in itself is the biggest problem, though.
0
You can throw in a control warrior.
Hunter sucks against aggro. You can only win with hunter if you have the tempo yourself. This deck already runs every AOE option you have and there aren't really good taunts that you can add.
-1
Changing cards too much would make them less recognizable for returning players. I like the simple stats changes as long as they're still viable. For example making Sludge Slurper 2 mana would make the card trash. As a 1/1 for 1 it's still pretty good. Slight nerfs are perfect for the game because they can have a huge influence in winrate (-4% winrate is a huge difference!) All these cards were commonely played and will still be commonly played in Shaman decks. The winrate will just be a bit more fair. Opponents will be more likely to survive long enough to beat them.
1
in before tundra HOF'd
5
It means the Chinese government doesn't know what card you picked. Just kidding. They do.
0
JoshoPrime, a lot of the legendaries feel powerful (which is what Blizzard aims for), but won't see play after 2 weeks. Don't rush into buying them. I know most of us can't help it, though.
1
It's not a quest, it's a side quest.
Side quests are not supposed to be difficult to achieve. Most of them will be achieved naturally without paying attention. The thing about sidequest is that the effect is delayed until X happens. Depending on your deck or playstyle, X will be completed quickly or more slowly. You want these effects to happen as soon as possible.
0
I think it'll be an additional Hero portrait you get for free when completing the requirement.
3
I guess it's just near impossible to kill them at once, so you'll almost certainly have to play it multiple times rather than just get lucky from the first run and never play it again. It would also allow for dedicated players to try and beat it in a single run as a personal achievement (I hope there's a way to reset their HP to full).