This is broken as hell ! over 80% win rate.. must be set to 1 mana hero power like it used to be
- liquidag
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Member for 7 years, 8 months, and 2 days
Last active Sat, Jan, 9 2021 10:11:59 -
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Shipmen posted a message on Possible Desired NerfsPosted in: General Discussion"Please nerf all classes except my favorite: Shaman. Could you also bust my favorite class a bit?"
This is what a read in your post.
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Legitbrit316 posted a message on The Cupcake Card Back Is Now Available In The In-Game ShopPosted in: News500 gold still. Not a good price at all but people were stupidly quick to pay that much for the nax card back blizzard saw it to be fine to charge that much from now on. OR $3!!!!! FOR A CARD BACK!
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Amrad_priest posted a message on Sugestion: The CoinPosted in: General DiscussionCard text: Gain 1 Mana Crystal this turn only. Does not count as a spell.
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brutaller_69 posted a message on Scholomance Academy Launch Day - Everything You Need To Know!Posted in: Newsguys, it's time to fix Innkeeper
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Rino posted a message on Scholomance Academy Launch Day - Everything You Need To Know!Posted in: NewsWe should also start an Arena Run since we get a free one back correct?
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Dorrian posted a message on Quest Mage In Wild Might Get Another Nerf in the FuturePosted in: NewsI think the biggest problem is the mechanic of giving extra turns is too powerful a mechanic for the game to handle (especially considering other mechanics such as discounting large minions to 0-cost). Removing the requirement for your minions to wait a turn to attack is essentially equivalent to giving all of your minions played that turn charge and we know that Blizzard considered charge to be too powerful a mechanic for HS.
Add in the fact this effect can be duplicated with Vargoth means I think the reward should be completely redesigned.
Exactly this. The reward for this quest is far, far, FAR too powerful for how easy and consistent it is to complete. The reward needs to be changed.
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Howor posted a message on New DH/Hunter Epic Card Revealed - Trueaim CrescentPosted in: NewsThe mana cost of this is to low and it has way too many charges. This should definitely get nerfed to 2 mana 1/3. It's a Light's Justice that gives rush to minions that couldn't attack, and windfury to those that did, for 4 turns. That's way to much value!
Oh wait it's a DH card i gues it's ok then...
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zura_janai posted a message on Quest Mage In Wild Might Get Another Nerf in the FuturePosted in: NewsI'm not sure if this is going to solve everything but this is one way to nerf quest mage:
Flamewaker should be given Spellburst: Deal 2 or 3 damage split amongst enemies
Mana Giant should cost 12 to 15 mana.
Mana Cyclone should cost like 3 or 4 mana. -
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XDrakkosX posted a message on Quest Mage In Wild Might Get Another Nerf in the FuturePosted in: NewsI know it’s Not the whole problem but I think vargoth should never give 3 turns
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I'm looking forward for this incoming nerf!! The Mage's quest is difficult to counter and it might improve the wild mode experience.
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Apparently, now more than ever...
Since nerfs affected the DH, now I just see mage mage and mage....all of them very aggro...how boring is that?
Can people try to play something different? I mean, there are so many archetypes...
I play 50% of games against mage, I feel like the Mage is a DH under disguise xD
Gosh
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Since twin slice has been nerfed/buffed, I did find an increase of DH in wild, and the most of them use the same archetype (Odd Demonhunter) which is annoying, cause there is no variability at all to play against. I hope the next expansion will push to an other archetype for DH.
It's not strong as before, but I find the games against DH boring.
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Broken at the moment
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This class is pretty broken...these nerfs don't stop the increasing amount of DH in this meta...