And thus the meta becomes even more Druid infested. Was this Blizzard's ultimate goal?
- weirdbox
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AnonSpartan posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: News -
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user-100136764 posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsAm I the only one around here who is quite happy that Blizzard reacted quite quickly this time around?
Innervate: In my opinion, something HAD to happen with this card. It was a strong card and an auto-include in EVERY Druid deck. Aggro, Jade, Ramp. Making it a Coin is maybe not the best decision, but I agree with Blizzard that it still has an easy introduction into Druid identity for new players. Also it's no longer power creep against Counterfeit Coin (not to mention that expansion cards are supposed to be stronger than basics and classics!)
Fiery War Axe: I like the Warrior Class, but how do you explain that Warrior has a 2 mana 3/2 classic weapon while in Hunter and Paladin there are 3 mana 3/2 weapons played without using the effect? For me, this nerf was necessary. But it's surprising, though.
Hex: I didn't see this being obvious, but I also have nothing against it. The difference between Hex and Polymorph isn't worth one mana in my opinion. As Hex isn't included in all Shaman lists in the meta at the moment, I don't see this being critical for the class.
Murloc Warleader: I understand this nerf, because the Murloc early game of Paladin sometimes snowballs too much due to Warleader. If you can't remove their Vilefin Inquisitor and Rockpool Hunter, it's often gg already when they play Warleader. The card ist still more than playable, but the annoying health buffs are gone. That's fine.
Spreading Plague: I think the card design is fine and fits the Druid identity, but it covers one of the main Druid weaknesses, the lack of AoE. With 6 Mana, I think it won't be longer automatically included in every Druid deck.
Blizzard didn't nerf Jade Idol, though. Playing against Jade Druid is so annoying, because the only win condition you have is to race them down. Maybe Blizzard thinks it's not necessary to nerf Jades as the Jades rotate out at the beginning of 2018 (correct me if I'm wrong). But I think a statement concerning Jade Idol would have been good. Because I think we all know that nerfing Innervate and Spreading Plague will not make Jade Druid significantly worse. But at least, Aggro and Ramp Druid will be a little bit worse I guess.
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Asklerino posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsThe issue is that Blizzard is nerfing cards thinking only about the current state of the standard meta, one that has a Druid dominance with many deck archetypes completely under used. The only thing nerfing basic cards accomplishes is making the class overall weaker and making much harder for those unseen archetypes to be played again. Control Warrior lost an important early game board control tool, Shaman got a nerf on a card it barely even plays, Druid still can play Jade/Ramp because a 1 mana difference on Spreading Plague still gives you a boardful of 3/7 taunts with Strongshell Scavenger even with Innervate nerf because you can still ramp shamelessly into the crazy value packed Ultimate Infestation, but after rotations Druid will be left with nothing.
Nerfing Murloc Warleader makes aggro murloc deck worse, and even Quest Shaman, which already is underplayed, will definately not see any play ever, at the same time at least, it doesn't remove murloc OTK decks (namely anyfin Paladin, after all you just care about the +2 attack, the health is pointless if you're going for the win on that turn). This is probably the only reasonable nerf, but it still came around in an awkward moment.
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PanjaSoul posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsHello Darkness my old friend, I see they're buffing Jades again..
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Aether_lackey posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsThis ^
I'm baffled by some of the justifications they come up with for decisions they make. And this understanding of the player base having the intellectual capacity of a newborn baby, like when they were saying more deckslots would be too confusing... I get it, there are stupid people, but maybe don't balance your strategy game around that particular demographic. -
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WoodElf posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsI think that Ultimate Infestation need a change to get a equilibrium between profit - risk. At this moment it's only profit-profit.
I change the Ultimate Infestation to 5 armor + summon 5/5 + 5 damage + DRAW 10 CARDSI explain it: Very rarely it is played with empty hand and this way if you wanna play infestation in tempo with 3-5 cards in your hand, you will draw 10 card and do you have a profit-risk factor when discarding/burn cards that you need to close the game, and may be a big problem with empy deck.
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Fradez posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsI have to say I'm overall incredibly disappointed with these nerfs. While I understand the problem presented by cards like Fire War Axe and Innervate, the nerfs done to them just took away all of their flavor, making Innervate essentially a coin and War Axe literally a worse Eaglehorn Bow.
The changes made to Hex and Warleader I understand, and I'm not gonna argue in favor or against those, and I did like the nerf to Spreading Plague, but I can't help but feel that moving Innervate and War Axe to the Hall Of Fame, or perhaps making the Axe a 2/2, would have been a much more elegant solution, and would have kept the flavor and not ruined outright such core identity-defining class cards.
The arguments you presented against doing exactly that are also incredibly weak, or just not justified all together: "The other option we considered for Fiery War Axe was to lower its attack to 2, but that change didn’t feel intuitive enough." and "We are also trying to limit Hall of Fame changes to the start of each Hearthstone Year" Why?, why are you trying to limit Hall Of Fame changes to the start of the year? What reason is so important, you would rather completely destroy some of the most flavorful and class defining cards in the game, instead of simply sending them to wild, where they could still be played?
And last but not least, where is the nerf to Ultimate Infestation? Why are you so keen on avoiding nerfing a card, that in my humble opnion, should never have been even considered being made in the first place? The value of that card is so incredibly insane that it single-handedly changed the whole druid playstyle, to one where they absolutely abuse all of their ramp, as soon as possible, so as to cast that card, and then win from there. The single card that allows them to, in most games, not have a single care about running out of cards, where before there was a delicate balance to be held, between ramping, and running out of cards, seen for example by the tendency to hold wild growths for draw, instead of ramping after the mid game.
Not to mention the lack of nerfs for the jade druid cards, which have proven, time and time again, to be very problematic, so I'm assuming we'll be getting more and better tech cards against jades in the future, since geist, while useful, proved to not be quite good enough to stop them.
Overall, I feel you guys really missed the mark on this one, I thought your nerfing policy had improved a lot, but you clearly proved me wrong.
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OrdoMallius posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, Hex" Generally, changing the mana cost of a card is less disruptive, because you can always see the mana cost of cards in your hand"
So now we are officially balancing the game for people who don't bother reading card text. I have no words.
Who ever was responsible for even bringing up this "issue" should be immediately fired from Blizzard before his idiotic views spread to other members of the team.
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Perugius posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsWhat.The.Fuck
Nothing about jade is fixed, the nerf on Spreading plauge is a goddammit joke; DRUID IS STILL GOING TO RAMP TO 10 MANA BY TURN 5. Mana increases don't work with Druid as the class, did they even use the damned deck? I know I shouldn't have been hopeful.
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user-100150081 posted a message on Five Card Nerfs Coming in the Next Hearthstone Update - Druids, Win Axe, Murlocs, HexPosted in: NewsIs that supposed to be a compliment to blizzard? This is the sleaziest and laziest way to get by in nerfing a deck, not only that but Skulking Geist barely even gets the job done, and in most cases even when it works jade still crushes the deck running it anyway.
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Skulling Geist doesn't find a place in most decks.
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What were they smoking when they made these changes?
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You get 400
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Why does this comment have so many down votes? He's telling the truth. Replacing mortal coil and hellfire is just plain stupid.
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houndmaster???
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Death knights cards aren't spells.
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He's giving constructive criticism. No need to get triggered.
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You won 100% of your games because you are rank 14.
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He's saying that it's stupid that he opened 26 packs and never got a legendary
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...while it can counter every control deck.