Dean Ayala on Shudderwock: Revisiting the Topic Early Next Week
Dean Ayala tweeted this evening that the team is going to be looking into Shudderwock feedback early next week.
How do you feel about Shudderwock? I can definitely agree with the animations being a bit on the long side and would definitely at least appreciate a less excruciating death.
Quote from Dean AyalaWe’ll be reading more feedback over the weekend and will revisit the Shudderwock topic early next week. Checking out both animation timings and feedback on the deck playstyle itself. Let us know what you think and enjoy Witchwood!
I hope they don't nerf this card. If anything speed up the animations and maybe next expansion they print something like..
3 mana 3/4 Spawn of Nozdormu:
At the beginning of the game: both players have 3 seconds less time than their last turn until players start at rope time.
i play him mostly in wild since you more battlecries that can really help. and after some updates to my deck i ended up with deck that has no hard removal on minions but can counter other enemy actions and if that goes off with all battlecries triggered its pretty nasty. i once ended up with 90/90 charge split on 3 bodies on 1 iteration. how to nerf? 10 mana first off all to give oponent chance to do something against it since ussually i play him twice thanks to grumble worldbreaker battlecry. and maybe give him taunt as a tradeoff
Any chance this card will be "nerfed" so we can get its full dust value. What do you guys think?
So... it's Wednesday of next week. What happened to 'early next week'?
It wasn't a guarantee that it was going to be nerfed. They said they would look into it.
Considering that the deck is already being used less and less I fail to see where the nerf needs to happen, outside of the long animations.
it is now late next week, i assume "revisit" the topic meant make another statement at the very least ?
Control decks would actually have a better chance at winning if they stopped playing so defensive during the match-up and actually shifted into an aggressive strategy instead.
The same complaints were thrown at Jade Druid (ie Control supposedly had no chance, and yet look at how many control players treated the match-up like they would a control mirror, making slow and greedy attrition plays instead of dumping minions on the board for aggression and/or tempo).
Just make it's battlecry shorter, and it's gonna be fine.
The only people still complaining are those who haven't realized that the meta has moved on from day one of the expansion. You don't need to nerf this, it gets hard countered by every other deck in Hearthstone.
You are not considering that the meta probably shaped like this mostly thanks to him, and this is not great...
In one of Brian Kibler's videos this past week he showed how he pressured a Shudderwok Shaman down using 7, 8, & 9 drops... 7, 8, & 9 drops. That should say something about the weakness of this deck.
How do u rush a shaman with Healing Rain and Volcano?
By actually playing smart by playing around board clears instead of mindlessly going all in on a board you know is likely to get wiped out next turn? Cta is great for when they clear your board.
I honestly cant see what the big Deal about this is, the easy fix is to edit Saronit Chaingang to state:
Battlecry: Summon another Saronite Chaingang
And there you have it Shudderwock can no longer create a copy of itself, Saronite Chaingang keeps its effect just like it is.
No data needs to be analyzed, or Meta Considerations to take care of or anything.
Besides Hagatha is WAAAAY stronger than Shudderwock
I think it's not that easy. Your suggested fix would mess with other mechanics like Pala-Handbuffs and Keleseth.
Rats....didn't think about that.... :/
pro streamers have already said, you do not fix a card by doing this and making it so you can't print another chaingang for 2 years.
plus fixing chain gang still makes this combo viable (if slightly more janky) with faceless manipulator or the legendary that copies a friendly minon as a +3/+3
I feel like Shudder combo should be compared to combo mage when talking about balancing. Combo mage got destroyed by aggro and midrange (much like shudderwock combo) but even control decks could counter combo mage (evasion, counterspell/iceblock). However, control decks have no real answer once shudder gets dropped.
I feel like people think shudder combo is unbalanced because there are no cards that prevent battlecries and control rogue is no longer a thing since coldlight got the hall of fame stick and dirty rat is out. There is literally nothing a control deck can do to prevent shudder's battlecry.
That being said, I don't think the deck needs nerfing, just a more diverse portfolio of cards to choose from in order to counter it. If aggro couldn't stomp all over it, i would say it needs nerfing.
Personally if they made Shudderwock summon saronite chain gangs instead of copies of it self and they fixed the animation time I'd be fine with it. It should be a card you get to play once, not 11 times. That's the equivalent of playing Yogg 11 times, except better because you know whats going to happen and you always win. I'm all for more value in the card, just not a card that wins you the game the turn after you play it. And on top of all that it takes like 20 minutes to do. That's my feedback on it. I like the potenial value of the card, i don't like the combo. (This is coming from someone who loves control decks.)
I Don't think nerfing this card would be benificial, removing animations would. Shudderwock is a fun meme, it would be easier to nerf Grumble into "take one of each of your creatures to hand" iliminating the OTK but keeping fun cards ingame (or just deathrattle the bug instead ^^ ).