Firstly. Use hearthcards to make a card. Second, the effect is a bit long and complicated, third this effect should be in a legendary. But, for a first card it can be salvaged. :)
I can be a betrayer to my own kind; Stepping on those bugs is what I like; Destroying the turn 5 play; I'm kind of a shadow word, you can say; I'm the ultimate minion; Don't care about your opinion;
If you're going to nerf Giggling Inventor in some way, it has to be in arena. Just faced a rogue with four (4) of them, and just scraped it, because I had 2 defiles in hand, then followed by another rogue with three of them (3), which ended my run. I mean, come on, you can't tech for that, and it's a real game-ender. How the hell can I deal with 7 in two matches? They may have had even more, is the scary bit! To top it off, I drafted a rogue just before logging off, in which I was offered it four times. It was tempting, but I only picked two. I would've felt disgusting taking all of them. Not bucketed right, at all!
EDIT: Whopps, broke my own rules, heading to the salt mines right now.
So, how do we nerf Giggling Inventor ? Like, making it 6 mana gives Even decks a change with it, making it a 1/1 doesn't change anything :/
I don't think changing the way that Upgrades work is going to do any good. They are really intuitive: If I heal 2 and upgrade it I heal 4, If I deal 2 damage and Upgrade it I deal 3 and etc. Changing how that works is bad for new players (No memes.)
The only hero power that could ever see change is Paladin's because of how powerful it is and because it has flexibility on its design (Changing it to a 2/2 and playing around with that.)
Is it really such a problem though? It's not even THAt competitive both on all rank and Legend (see attached). Surely it should be dominant in the meta to actually be considered a problem?
I think looking at this type of data here can give us a better view:
This is the only nerf I need. This thread nerfs the hassle many of us go through with having to see constant nerf threads pop up. It's also an indirect buff to Hearthpwn.com, which is interesting to think about.
The meta should feel much nicer to play within. Nice job, Blizzard.
Just to start, I wanted to see what others think about the Rogue quest;
I don't really like the design of it, instant win against some decks. But I don't know if the quest is exactly the problem, it may be enabling the combo to be stronger but cards like Sonya, Valeera and Zola seem to be the biggest agressors of the deck.
I see a lot of calls for The Caverns Below to be nerfed, the problem is, it would be the 3rd time in a row, and it's still finding a way to help rogue be at the top of the meta. I struggle to see how that card could indeed directly be nerfed any further; the stats gain isn't hugely overpowered anymore, and the number of minions you need to play with the same name requires a decent draw, survival, and quite a decent skill level to pull off.
Equally, if Sonya Shadowdancer is nerfed, how would she be nerfed? Will mana cost really be enough?
Is this build alone enough reason to nerf a DK, that, this archetype aside, is rather weak in comparison to the mage or Warlock one? It's a toughie!
Personally, I don't think the dominance of the build will last, just like the last time round. It wasn't the nerf that killed it, it was the adapting and more aggressive meta, which killed the player before they could pull off the combo. GI seems to be the main culprit, and personally I still don't think it deserves a nerf, especially with mana cost. It'll just end up boosting even decks too.
This is my main problem with the quest's design. Making the buff 3/3 makes it almost unplayable, changing the requirement to be 6 minions doesn't change anything (It just makes the vs. Aggro matchup even harder for quest rogue).
I have tinkered with a Nerf to Sonya but I don't know if it would be a good one, changing the minion to be a 2 mana 2/2. It looses flavor with the other card that makes 1 mana 1/1 copies of something but it could be a good nerf.
Yep, 3/3 just makes it a dead card. Expand on the Sonya nerf for a sec? What other card are you talking about? Wouldn't making it a 2-cost be even worse, or have I missed something?
I was talking about making the Sonya Copy a 2 mana 2/2 making it harder to do 6 Stonetusk Boar in one turn. Sonya's effect is like Shadowcaster. So it would lose the flavor, I don't know if this is the right way to go to be honest.
Just to start, I wanted to see what others think about the Rogue quest;
I don't really like the design of it, instant win against some decks. But I don't know if the quest is exactly the problem, it may be enabling the combo to be stronger but cards like Sonya, Valeera and Zola seem to be the biggest agressors of the deck.
I see a lot of calls for The Caverns Below to be nerfed, the problem is, it would be the 3rd time in a row, and it's still finding a way to help rogue be at the top of the meta. I struggle to see how that card could indeed directly be nerfed any further; the stats gain isn't hugely overpowered anymore, and the number of minions you need to play with the same name requires a decent draw, survival, and quite a decent skill level to pull off.
Equally, if Sonya Shadowdancer is nerfed, how would she be nerfed? Will mana cost really be enough?
Is this build alone enough reason to nerf a DK, that, this archetype aside, is rather weak in comparison to the mage or Warlock one? It's a toughie!
Personally, I don't think the dominance of the build will last, just like the last time round. It wasn't the nerf that killed it, it was the adapting and more aggressive meta, which killed the player before they could pull off the combo. GI seems to be the main culprit, and personally I still don't think it deserves a nerf, especially with mana cost. It'll just end up boosting even decks too.
This is my main problem with the quest's design. Making the buff 3/3 makes it almost unplayable, changing the requirement to be 6 minions doesn't change anything (It just makes the vs. Aggro matchup even harder for quest rogue).
I have tinkered with a Nerf to Sonya but I don't know if it would be a good one, changing the minion to be a 2 mana 2/2. It looses flavor with the other card that makes 1 mana 1/1 copies of something but it could be a good nerf.
Valeera IMHO is not deserving of a nerf, the whole thing with it is the Infinite Combo with Zola and that can't be nerfed (Only changed and that change wouldn't be good IMO)
*The whole design with The Caverns Bellow is a mess that shouldn't be in the game.*
Just to start, I wanted to see what others think about the Rogue quest;
I don't really like the design of it, instant win against some decks. But I don't know if the quest is exactly the problem, it may be enabling the combo to be stronger but cards like Sonya, Valeera and Zola seem to be the biggest agressors of the deck.
0
Firstly. Use hearthcards to make a card. Second, the effect is a bit long and complicated, third this effect should be in a legendary. But, for a first card it can be salvaged. :)
Also try using artwork that isn't in the game ^^
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Let's do an easy one:
I can be a betrayer to my own kind;
Stepping on those bugs is what I like;
Destroying the turn 5 play;
I'm kind of a shadow word, you can say;
I'm the ultimate minion;
Don't care about your opinion;
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With such effect in mind I made this card:
What do you guys think?
0
Nerubian Egg?
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Quick! Make a wish and open a pack! Capitalize on this RNG!
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Just bumping this a bit, want some opinions.
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So, how do we nerf Giggling Inventor ? Like, making it 6 mana gives Even decks a change with it, making it a 1/1 doesn't change anything :/
0
So, I'm not too sure on the bonus effects. But this might be the card. (Your class appears as a tribe down in the spell.)
Classes
Thoughts?
2
I don't think changing the way that Upgrades work is going to do any good. They are really intuitive: If I heal 2 and upgrade it I heal 4, If I deal 2 damage and Upgrade it I deal 3 and etc. Changing how that works is bad for new players (No memes.)
The only hero power that could ever see change is Paladin's because of how powerful it is and because it has flexibility on its design (Changing it to a 2/2 and playing around with that.)
1
I think looking at this type of data here can give us a better view:
https://hsreplay.net/decks/7Qpb6Y8FmV0J5LEo3FuB1b/ you can find it here ^^
1
You can remove the 'Quote every message' as an option, if that's what you're talking about.
1
I was talking about making the Sonya Copy a 2 mana 2/2 making it harder to do 6 Stonetusk Boar in one turn. Sonya's effect is like Shadowcaster. So it would lose the flavor, I don't know if this is the right way to go to be honest.
1
This is my main problem with the quest's design. Making the buff 3/3 makes it almost unplayable, changing the requirement to be 6 minions doesn't change anything (It just makes the vs. Aggro matchup even harder for quest rogue).
I have tinkered with a Nerf to Sonya but I don't know if it would be a good one, changing the minion to be a 2 mana 2/2. It looses flavor with the other card that makes 1 mana 1/1 copies of something but it could be a good nerf.
Valeera IMHO is not deserving of a nerf, the whole thing with it is the Infinite Combo with Zola and that can't be nerfed (Only changed and that change wouldn't be good IMO)
*The whole design with The Caverns Bellow is a mess that shouldn't be in the game.*
2
Just to start, I wanted to see what others think about the Rogue quest;
I don't really like the design of it, instant win against some decks. But I don't know if the quest is exactly the problem, it may be enabling the combo to be stronger but cards like Sonya, Valeera and Zola seem to be the biggest agressors of the deck.
0
Say Cheese! :P