Can't believe people are complaining about this lol. This community can be so salty... It's good that they finally stopped creating unwanted game modes and put some love on the main client.
I'm really looking forward to the in-game report system, I think they said some time ago they'll do it!
Priest sit at 41%~ winrate and you plebs still complain? Wow.
Start getting tech or get out smorc'd by a trash tier class.
I think that nerfs shouldn't be pointed out by only winrate. They should be handled also with the fun-factor. And that combo is unfun and creates a 50-50 game experience. And it isn't only IMO, this happened a lot of times in the past.
Also, it's broken in wild. Standard is not the only game mode.
On a second note, the same deck can be tuned for a silence mill priest with clams. 3 mana for 2 7/7 is still good lol and it can auto-counter itself. What a broken card.
That’s good with existing combos (Pyro + Cleric) and fix any oppresive interaction. Lets hope they do that and not a dumb increase of mana for making unplayable a good card (classic Blizz)
I mean, I put on the comment that Big spell mage support are excellent cards. And also said Runes is insane...
My complain is not about those cards. Is about the decision to keep 3 almost useless cards and add one that isn't good. My complain is to giving support mostly to one archetype and not to the two they've just added (Nagas and Mechs). Nagas (specially that one which refreshes mana) seems to like more cheap spells than big spells.
Pyromaniac is bad man, I remember when it came out. We thought it was going to be okayish, and it turned out to be too slow and just a 3/4. The game is A LOT faster than when it got released. How is it that now is going to be good if back when the game was slower wasn't good? How is 5 mana deal 1 damage, draw a card and a 3/4 something good? Multicaster can draw twice or even three times more than this card can do, for one less mana, and can be played on tempo also. Spending 2 mana on a hero power is actually awful if you didn't actually used 2 wildfires before or are with the hero on play. Those are many conditions for such a weak payback. We'd be talking if at least drew 2 cards or if it triggered whenever you use your hero power (having then a synergy with the minion who fires hero powers). And still, Multicaster is better, because it's easily playable on turn 4 for a payback of 2 cards and way more consistent.
I hope these decisions were either an investment on next expansions. Although Conjurer is just plainly bad and a mistake, don't know how that skipped the clear lol.
I’m glad they didn’t added it. Zilliax was very toxic IMO. It would be okayish as a class card. But as a neutral it’s a must on many decks and classes.
In general I really like the core set changes done overall. But they missed the mark again with Mage cards. Although some are a pretty much BIG success (Big archetype support), there are some that are there with not that much of a purpose. If I were on charge, I'd done the following:
Snap Freeze -> Ray of Frost: WAY more useful in most of the scenarios. Snap Freeze is just a bad card.
Shooting Star -> Magic Trick: More useful for giving support to nagas or in general as a card. Shooting Star without good spell damage and Firebrand is useless.
Ethereal Conjurer -> Goblin Blastmage: It's just a very bad card. The only use it had was when an RNG Font of Power gave you REALLY bad cards. Goblin Blastmage is an OK card and very good support to mech mage.
Pyromaniac -> Snowchugger: Very slow and without Tour Guide don't think it's worth the slot. Snowchugger is direct support to mech mage and a good card in general that could fit the 2 mana slot, tempo wise.
It seems they REALLY want us to play nothing but Big Spell Mage only, because it's the only archetype which had support (and by support I mean A LOT of it). Secret Mage got also some love with Runes, but it has anything to do with the current expansion, probably will be something for the upcoming ones. Or maybe they just added that secret for control decks, since it's a very good card.
As I said, overall very good changes, but they don't seem to know what to do with Mage...
Additional thing to consider for the power level of this card:
This has a board restriction also. You won't be able to keep the effectf for an endless turn unless you start also clearing your own nagas and spending mana on doing literally nothing. Which actually doesn't seems like a good play lol.
I said it some comments ago. Dark Glare or Stealer of souls is broken because you don't need much of a deck restriction and you don't have a big RNG factor for making the combo wombo to work. You're just playing every damage card that actually does stuff and it's good for you almost every time. This does requires a whole deck building restriction, and introduces the RNG factor, since you'll always need to have one naga - one spell in hand, which won't happen 100% of the times even if half your deck are nagas and half spells.
3
So... For you a 0/1 with taunt is the same than a 4/1 with Spell Damage +2...
4
Change Annoy-o-Tron for Sir Finley, Sea Guide. Thank me later when you get almost always your quest :P
Annoy-o-Tron is a filler card, can be removed easily. The rest of the list seems solid.
3
You don’t lose the card. Why do you need a refund? 30 packs worth of gold while you also can dust any other copy… Seems good to me.
0
Actually, it's backwards. Converting to golden is more efficient and saves you dust than current approach... Did you read the patch notes?
12
Can't believe people are complaining about this lol. This community can be so salty... It's good that they finally stopped creating unwanted game modes and put some love on the main client.
I'm really looking forward to the in-game report system, I think they said some time ago they'll do it!
1
I think that nerfs shouldn't be pointed out by only winrate. They should be handled also with the fun-factor. And that combo is unfun and creates a 50-50 game experience. And it isn't only IMO, this happened a lot of times in the past.
Also, it's broken in wild. Standard is not the only game mode.
0
On a second note, the same deck can be tuned for a silence mill priest with clams. 3 mana for 2 7/7 is still good lol and it can auto-counter itself. What a broken card.
1
“Draw 2 minions that cost 3 or less”
That’s good with existing combos (Pyro + Cleric) and fix any oppresive interaction. Lets hope they do that and not a dumb increase of mana for making unplayable a good card (classic Blizz)
0
I mean, I put on the comment that Big spell mage support are excellent cards. And also said Runes is insane...
My complain is not about those cards. Is about the decision to keep 3 almost useless cards and add one that isn't good. My complain is to giving support mostly to one archetype and not to the two they've just added (Nagas and Mechs). Nagas (specially that one which refreshes mana) seems to like more cheap spells than big spells.
Pyromaniac is bad man, I remember when it came out. We thought it was going to be okayish, and it turned out to be too slow and just a 3/4. The game is A LOT faster than when it got released. How is it that now is going to be good if back when the game was slower wasn't good? How is 5 mana deal 1 damage, draw a card and a 3/4 something good? Multicaster can draw twice or even three times more than this card can do, for one less mana, and can be played on tempo also. Spending 2 mana on a hero power is actually awful if you didn't actually used 2 wildfires before or are with the hero on play. Those are many conditions for such a weak payback. We'd be talking if at least drew 2 cards or if it triggered whenever you use your hero power (having then a synergy with the minion who fires hero powers). And still, Multicaster is better, because it's easily playable on turn 4 for a payback of 2 cards and way more consistent.
I hope these decisions were either an investment on next expansions. Although Conjurer is just plainly bad and a mistake, don't know how that skipped the clear lol.
1
I’m glad they didn’t added it. Zilliax was very toxic IMO. It would be okayish as a class card. But as a neutral it’s a must on many decks and classes.
0
In general I really like the core set changes done overall. But they missed the mark again with Mage cards. Although some are a pretty much BIG success (Big archetype support), there are some that are there with not that much of a purpose. If I were on charge, I'd done the following:
It seems they REALLY want us to play nothing but Big Spell Mage only, because it's the only archetype which had support (and by support I mean A LOT of it). Secret Mage got also some love with Runes, but it has anything to do with the current expansion, probably will be something for the upcoming ones. Or maybe they just added that secret for control decks, since it's a very good card.
As I said, overall very good changes, but they don't seem to know what to do with Mage...
0
Am I the only one who didn't got his rewards?
0
Oh you guys are correct! But seems clunky to me lol. Probably Mark will do an OTK though.
0
Additional thing to consider for the power level of this card:
This has a board restriction also. You won't be able to keep the effectf for an endless turn unless you start also clearing your own nagas and spending mana on doing literally nothing. Which actually doesn't seems like a good play lol.
3
I said it some comments ago. Dark Glare or Stealer of souls is broken because you don't need much of a deck restriction and you don't have a big RNG factor for making the combo wombo to work. You're just playing every damage card that actually does stuff and it's good for you almost every time. This does requires a whole deck building restriction, and introduces the RNG factor, since you'll always need to have one naga - one spell in hand, which won't happen 100% of the times even if half your deck are nagas and half spells.