Needed to go harder at this card. Like, I think you might still keep this in the mulligan. That's how insane he is compared to what's available in standard.
This sucks as it messes up the "7" theme. But it is a balancing issue. Any Hero card that gives more than 5 armor, even though it was only 2 more, is ridiculous. Even Zul'jin is 10 mana. This will cut down on it's mid-range drop dramatically. However if the random buttons maintain unchanged then it is still a viable card to play.
Needed to go harder at this card. Like, I think you might still keep this in the mulligan. That's how insane he is compared to what's available in standard.
Yeah i kinda hoped they would Nerf him pretty hard and not just do a Mana Nerf - i guess it´s ok that he will show up later but i think this will not be a big problem for Warrior because of the Removal and survival tools warrior has right now this nerf realy doesn't do much!
XarkkalServant of Illidan 9101321 PostsJoined 03/29/2019
Posted 5 years, 3 months ago
Just going to copy over my 2 cents from the new article:
While nice to have 2 extra turns before he comes out, I don't think this nerf is going to do anything. Warrior has too many board clears so this nerf isn't going to effect them. The biggest problem is the "all mechs have Rush" mechanic and armor gain. This does nothing and I'm sorely disappointed that Blizz decided to try and take the easy way out by only nerfing the mana cost.
Well, rip 7 meme. But in all honesty, this is how the card should be if it is to keep its rotating hero power and, more importantly, its Battlecry as is. The thing is, I can actually see a more tempo focused Bomb Warrior as the new big Warrior archetype. Maybe even slapping the Quest for shits and giggles.
Or, with this big nerf to Control Warrior, the now existing Tempo Warrior can have its time to shine.
Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL) Wins per class (2/6/22): DH-197; Druid-996; Hunter-91«60; Mage-1056; Paladin-1126; Priest-746; Rogue-961; Shaman-1095; Warlock-871; Warrior-906
Yeah, people had many better ideas, in my opinion, on how to nerf this card, and it is disappointing to me how Blizzard just went with a boring mana nerf rather than an interesting idea. (Kibler, Kripp, people on various fourms, anyone??)
But whatever, the nerf was much needed, and thank God it happened at all.
I'll just happily pocket the 1600 dust as this card was by Boomsday freebie.
This is fair. 2 more turns to pressure with an aggro deck will do wonders. And if you're playing the control mirror you already had ways to beat it. This is what the card deserved.
This is definitely the most straightforward way to adjust the card, and it's a good change I guess, but I would have preferred some of the other options like adjusting the hero powers (I.e. Delivery Drone and/or Blast Shield), or only giving rush to mechs in hand and deck, or removing the mech tag from Omega Devastator. But on the whole I'm cool with the change.
The problem of "infinite" removals is still there though: yeah, now Aggro can SMOrc better, but... I don't know man.
I don't play Warrior, but I would still include Boom in every deck (maybe with the exception of Aggro now), which is not a really good sign.
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As someone who currently plays Control Warrior exclusively on ladder (working toward my 500 wins with the hero), I can definitely say this nerf doesn't strike me as "Oh noes...I have to remove the card from my deck." Which is a good thing and a bad thing. Good in the fact that Blizzard didn't make the card unplayable but bad in the sense that, well...Boom is pretty ridiculous. Even at 9 Mana with 5 Armor that still allows me to play him with 10 mana and be able to Shield Slam most minions for at least half their health if not all that might be left on it. I agree with others sentiment that the real issue with Boom is his ability to give all your Mechs Rush for the rest of the game.
I watched Kibler's video last week on his ideas of what to change and the ideas of making it where the Battlecry grants Mechs in your hand and deck Rush for the rest of the game was a solid option as well as removing the 7 Armor gain version of his Hero Power. Oddly enough, for me at least, it saddens me to see the 7/7 theme go away with the nerf, but I guess the total of 14 is still there with the new cost and armor.
EDIT: Just saw that the 5 Armor reduction was a mistake by Flux (its cool it happens). So now knowing that, Boom + Shield Slam is still pretty OP in that it can wipe off most minions on Turn 10 when paired together.
I think the nerf is a good one. Delaying the rush aura by 2 turns isn't something insignificant. Sure, the cost increase will hurt Dr. Boom's flavour, but is this that important in comparison to the card's gameplay? We can always remember how the previous version looked like.
The other nerf I wanted to see was the removal of Omega Devastator's mech tag, so that warriors won't be able to generate extra copies of it from Omega Assembly and Delivery Drone.
oh wait it does, it now allows aggro players to mroe successfully run down Warrior. Pretty sure that's supposed to be strong point of Ctrl Warrior, but who knows at this point. Class identity I guess.
Still means every possibly fun deck that dares to not have access to near infinite value is effectively useless.
Better not address any of the actual issues in the entire WArrior class that will end up repeating this entire scenario for years to come. Let's just go back to braindead winrate nerfs that are bandaid fixes at best.
Then at the end of the year they'll probably HoF brawl and the entire Warrior class will be a joke for the next year until they finally experiment with something broken enough to put it back into relevance
Yeah I'm honestly not sure what kind of impact this nerf is going to have for warrior. It definitely seems like the laziest way to go about nerfing cards, yet again, though...
Useless and lazy nerf. Dr. Boom is not an anti-aggro tech that saves warrior from pressure. He has plenty of other cards for that. Dr. Boom literally does nothing on the turn it's played other than gives 7 armor. It's a late game value card that destroys other control and slow midrange decks. So it doesn't really matter if this is played on turn 7 or 9. I had dozens of games where warrior played Boom on turns 10+ and won easily. Warrior deserves much harder nerf.
In control decks nothing changes, except vs very fast aggro deck where you need to survive 2 turns more before healing. This just hurt a little the midrange or tempo deck that wanted to boost their winrate against control.
I wish they would be more creative with nerfs than just cost adjustments, but I'm not sure what I would suggest. Obviously, Warsong Commander was a "creative" adjustment, but it made the card unplayable. Come to think of it, now that Rush exists, maybe they should fix Warsong with that.
Back to Boom, though, this will sometimes enable aggro decks to win against him, but it won't make much difference in control matches.
I'm interested to see just how much this affects the card. A 2-mana increase is a gigantic nerf, but the card is incredibly strong anyways, so it might still be quite good even at 9 mana.
The card will still be played for sure, the most frustrating part of warrior is the endless removal but oh well less turns of removals and more risky mulligan keep of boom is good enough I guess..
I like this nerf. I didn't want the effect of the card to change. I also don't want warrior to be so strong that it defines the meta and everything is a warrior counter.
This is a super strong nerf to the tempo of control warrior but not value, and I think that is the perfect way to nerf the deck imo. It's supposed to be a powerful late game card, having to pass an entire turn.
When you're under pressure you usually try to set up a boom + shield slam on 8 or boom + hero power on 9. This means you have to play a 9 mana heal 7 or hold a shield slam till ten and even still that is so slow. It's a lot harder to get boom up against decks that can compound pressure. Aggro decks still lose to warrior because they don't even really need boom to beat aggro anyway. Control decks still get grinded out. Combo decks are going to be stronger against warrior now because the boom tempo coming out later gives your counter pressure game a lot less time to work. Midrange decks will be stronger against control warrior because they run a top end on the deck to keep up the pressure but they won't be favored. I think this seems like a pretty good balance on paper.
I think this changes the way you build and play control warrior a bit. For one thing you aren't keeping this card in any match except the mirror now. You might not be able to play so much early game because you are going to have to stretch games out with some mid game cards before you get boom,. The way control warrior is currently built is it's a bunch of dominant early game control tools and then you let boom carry the rest of the way but now I think you'll need some other late game stuff to get you to a point where you can play boom, but i'm not sure. You might have to omega assembly before ten more now just for more board presence, lowering late game value.
I also think of the three classes that were nerfed, warrior was weakened the least and benefits the most by mage being nerfed.
unrelated but I wish all control warrior players could come together and agree to just not run Archivist. It would just make the deck better in every other matchup and the mirror wouldn't come down to RNG. I don't want to run two 9 mana cards. Archivist might get cut because of this nerf now that I think about it. but if the mirror is common it will stay in because arms race mentality.
I don't think that it makes any change for control warrior. You just play it later. So what. Combination of the battle cry and rotating hero power is the problem. Not the mana cost.
Waiting 2 extra turns isn't what the nerf is for. If you read the quote
"Increasing the mana cost to 9 should make it more difficult to find a good turn to play Dr. Boom"
the point becomes clear: at 7 mana, you could on turn 10 play Boom PLUS hero power, or Boom PLUS frightened flunky, or whatever.
If you draw the good doctor on turn 10, you now have to basically spend the whole turn on him rather than having some spare mana to do something else too, which makes him much harder to play.
Needed to go harder at this card. Like, I think you might still keep this in the mulligan. That's how insane he is compared to what's available in standard.
This sucks as it messes up the "7" theme. But it is a balancing issue. Any Hero card that gives more than 5 armor, even though it was only 2 more, is ridiculous. Even Zul'jin is 10 mana. This will cut down on it's mid-range drop dramatically. However if the random buttons maintain unchanged then it is still a viable card to play.
Yeah i kinda hoped they would Nerf him pretty hard and not just do a Mana Nerf - i guess it´s ok that he will show up later but i think this will not be a big problem for Warrior because of the Removal and survival tools warrior has right now this nerf realy doesn't do much!
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Just going to copy over my 2 cents from the new article:
While nice to have 2 extra turns before he comes out, I don't think this nerf is going to do anything. Warrior has too many board clears so this nerf isn't going to effect them. The biggest problem is the "all mechs have Rush" mechanic and armor gain. This does nothing and I'm sorely disappointed that Blizz decided to try and take the easy way out by only nerfing the mana cost.
Like I read some people, should have remove the armor hero power, or give only rush to minions on hand, not generated.
But we'll see if it affects deck so much.
Well, rip 7 meme. But in all honesty, this is how the card should be if it is to keep its rotating hero power and, more importantly, its Battlecry as is. The thing is, I can actually see a more tempo focused Bomb Warrior as the new big Warrior archetype. Maybe even slapping the Quest for shits and giggles.
Or, with this big nerf to Control Warrior, the now existing Tempo Warrior can have its time to shine.
Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
Wins per class (2/6/22): DH-197; Druid-996; Hunter-91«60; Mage-1056; Paladin-1126; Priest-746; Rogue-961; Shaman-1095; Warlock-871; Warrior-906
Yeah, people had many better ideas, in my opinion, on how to nerf this card, and it is disappointing to me how Blizzard just went with a boring mana nerf rather than an interesting idea. (Kibler, Kripp, people on various fourms, anyone??)
But whatever, the nerf was much needed, and thank God it happened at all.
I'll just happily pocket the 1600 dust as this card was by Boomsday freebie.
Dr. 7 2.0 you will be missed
... actually, mixed feeling here : good riddance!
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This is fair. 2 more turns to pressure with an aggro deck will do wonders. And if you're playing the control mirror you already had ways to beat it. This is what the card deserved.
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Not only is this not a meaningfully powerful nerf, but it also ruins their beloved 7 flavor
This is definitely the most straightforward way to adjust the card, and it's a good change I guess, but I would have preferred some of the other options like adjusting the hero powers (I.e. Delivery Drone and/or Blast Shield), or only giving rush to mechs in hand and deck, or removing the mech tag from Omega Devastator. But on the whole I'm cool with the change.
The problem of "infinite" removals is still there though: yeah, now Aggro can SMOrc better, but... I don't know man.
I don't play Warrior, but I would still include Boom in every deck (maybe with the exception of Aggro now), which is not a really good sign.
Spice Lord and self-proclaimed Meme Master.
As someone who currently plays Control Warrior exclusively on ladder (working toward my 500 wins with the hero), I can definitely say this nerf doesn't strike me as "Oh noes...I have to remove the card from my deck." Which is a good thing and a bad thing. Good in the fact that Blizzard didn't make the card unplayable but bad in the sense that, well...Boom is pretty ridiculous. Even at 9 Mana with 5 Armor that still allows me to play him with 10 mana and be able to Shield Slam most minions for at least half their health if not all that might be left on it. I agree with others sentiment that the real issue with Boom is his ability to give all your Mechs Rush for the rest of the game.
I watched Kibler's video last week on his ideas of what to change and the ideas of making it where the Battlecry grants Mechs in your hand and deck Rush for the rest of the game was a solid option as well as removing the 7 Armor gain version of his Hero Power. Oddly enough, for me at least, it saddens me to see the 7/7 theme go away with the nerf, but I guess the total of 14 is still there with the new cost and armor.
EDIT: Just saw that the 5 Armor reduction was a mistake by Flux (its cool it happens). So now knowing that, Boom + Shield Slam is still pretty OP in that it can wipe off most minions on Turn 10 when paired together.
I would have hofed all three remaining heros ...
I think the nerf is a good one. Delaying the rush aura by 2 turns isn't something insignificant. Sure, the cost increase will hurt Dr. Boom's flavour, but is this that important in comparison to the card's gameplay? We can always remember how the previous version looked like.
The other nerf I wanted to see was the removal of Omega Devastator's mech tag, so that warriors won't be able to generate extra copies of it from Omega Assembly and Delivery Drone.
Cheap nerf, not sure it's the best one...
Surely 2 turns is a lot, but do CW have any hard time at delaying the game?
The Blizzard page (link) shows Dr. Boom, Mad Genius with 7 armor. Not sure why it's 5 here.
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It's still 7. The armour on the second version isn't correct, Flux admitted it and apologized for it.
changes absolutely nothing.
oh wait it does, it now allows aggro players to mroe successfully run down Warrior. Pretty sure that's supposed to be strong point of Ctrl Warrior, but who knows at this point. Class identity I guess.
Still means every possibly fun deck that dares to not have access to near infinite value is effectively useless.
Better not address any of the actual issues in the entire WArrior class that will end up repeating this entire scenario for years to come. Let's just go back to braindead winrate nerfs that are bandaid fixes at best.
Then at the end of the year they'll probably HoF brawl and the entire Warrior class will be a joke for the next year until they finally experiment with something broken enough to put it back into relevance
I tried having fun once.
It was awful.
Yeah I'm honestly not sure what kind of impact this nerf is going to have for warrior. It definitely seems like the laziest way to go about nerfing cards, yet again, though...
Useless and lazy nerf. Dr. Boom is not an anti-aggro tech that saves warrior from pressure. He has plenty of other cards for that. Dr. Boom literally does nothing on the turn it's played other than gives 7 armor. It's a late game value card that destroys other control and slow midrange decks. So it doesn't really matter if this is played on turn 7 or 9. I had dozens of games where warrior played Boom on turns 10+ and won easily. Warrior deserves much harder nerf.
In control decks nothing changes, except vs very fast aggro deck where you need to survive 2 turns more before healing. This just hurt a little the midrange or tempo deck that wanted to boost their winrate against control.
For me this is lazy and not that usefull.
I wish they would be more creative with nerfs than just cost adjustments, but I'm not sure what I would suggest. Obviously, Warsong Commander was a "creative" adjustment, but it made the card unplayable. Come to think of it, now that Rush exists, maybe they should fix Warsong with that.
Back to Boom, though, this will sometimes enable aggro decks to win against him, but it won't make much difference in control matches.
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I'm interested to see just how much this affects the card. A 2-mana increase is a gigantic nerf, but the card is incredibly strong anyways, so it might still be quite good even at 9 mana.
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The card will still be played for sure, the most frustrating part of warrior is the endless removal but oh well less turns of removals and more risky mulligan keep of boom is good enough I guess..
Warrior main.
I like this nerf. I didn't want the effect of the card to change. I also don't want warrior to be so strong that it defines the meta and everything is a warrior counter.
This is a super strong nerf to the tempo of control warrior but not value, and I think that is the perfect way to nerf the deck imo. It's supposed to be a powerful late game card, having to pass an entire turn.
When you're under pressure you usually try to set up a boom + shield slam on 8 or boom + hero power on 9. This means you have to play a 9 mana heal 7 or hold a shield slam till ten and even still that is so slow. It's a lot harder to get boom up against decks that can compound pressure. Aggro decks still lose to warrior because they don't even really need boom to beat aggro anyway. Control decks still get grinded out. Combo decks are going to be stronger against warrior now because the boom tempo coming out later gives your counter pressure game a lot less time to work. Midrange decks will be stronger against control warrior because they run a top end on the deck to keep up the pressure but they won't be favored. I think this seems like a pretty good balance on paper.
I think this changes the way you build and play control warrior a bit. For one thing you aren't keeping this card in any match except the mirror now. You might not be able to play so much early game because you are going to have to stretch games out with some mid game cards before you get boom,. The way control warrior is currently built is it's a bunch of dominant early game control tools and then you let boom carry the rest of the way but now I think you'll need some other late game stuff to get you to a point where you can play boom, but i'm not sure. You might have to omega assembly before ten more now just for more board presence, lowering late game value.
I also think of the three classes that were nerfed, warrior was weakened the least and benefits the most by mage being nerfed.
unrelated but I wish all control warrior players could come together and agree to just not run Archivist. It would just make the deck better in every other matchup and the mirror wouldn't come down to RNG. I don't want to run two 9 mana cards. Archivist might get cut because of this nerf now that I think about it. but if the mirror is common it will stay in because arms race mentality.
Control Warrior is more than capable of waiting the 2 extra turns for Boom to drop. His new Saronite Taunt Mech dude will keep him covered x2.
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I don't think that it makes any change for control warrior. You just play it later. So what. Combination of the battle cry and rotating hero power is the problem. Not the mana cost.
I do what I must, when I must. Know this well.
Waiting 2 extra turns isn't what the nerf is for. If you read the quote
"Increasing the mana cost to 9 should make it more difficult to find a good turn to play Dr. Boom"
the point becomes clear: at 7 mana, you could on turn 10 play Boom PLUS hero power, or Boom PLUS frightened flunky, or whatever.
If you draw the good doctor on turn 10, you now have to basically spend the whole turn on him rather than having some spare mana to do something else too, which makes him much harder to play.
Noooo!!! Don't mess with my 70% winrate!!!!! :(