They will ALWAYS prefer mana nerfs because they're the easiest changes for casual players to digest. People who post on Hearthstone message boards are a tiny, tiny fraction of the player base.
Mana cost nerfs will always be their preference because they don't confuse casual players the way functionality nerfs do. Like it or not, casual players are the VAST majority of the player base.
Aw man, the Barnes nerf hasn't made priest much weaker, but it made Spell Hunter (including my now favorite deck Deathwing Spell Hunter) is much worse :(. Sure, it somewhat deals with the problem, but they could have made the nerf different. Well, at least Big Priest is weaker now
this is the exact problem though. It doesn't address the inherent problem, it just supresses it.
It's the reason why Control Warrior always goes from god tier to garbage depending on the meta. Because either the plan of just outressourcing your opponent via removal is enough to win or it isn't because there'S a popular deck with a good enough value plan to beat you
It's a binary slugfest with no real depth. Either Warrior wins because of overpowered cards or they lose because of overpowered cards.
I remember when Control Warrior had a limited amount of removal and relied on some finisher combo (or an Elise race) to actually win games. I remember when C'thun was a thing
At some point Control Warrior just turned into a passive wall that just reacts to anything you play and wins after your hand is empty. It's broing, it's polarizing, and it's entirely the fault of cards like Boom or Brawl which give Warrior just too much efficiency in that department.
I mean they even gave us some good stuff this expansion with the taunt package. That's a good baseline for a more proactive Warrior build that allows you to beat aggressive decks while also having some sort of pressure (via big minions) against value...but there's no reason to really use it beyond just the taunt value package and shove it into the typical gameplan of being the fun police.
Warrior is basically the new Druid at this point. so many lategame strategies are completely useless because they have no chance at beating Warrior so everyone has to either go for highrolling BS like Mage or super aggression.
Was combo priest such a problem? This seems like it was totally unnecessary
It really wasn't. The deck was strong because the meta wasn't targeting it (yet) and it required quite a bit of skill to pilot correctly.
Oh well, I guess your nerf was long overdue, Anduin. How dare you have a good deck before the third expansion of the year is released.
as much as I want to agree, Priest was growing to be a real problem. It was already one of the best decks at legend and only needed some basic knowledge to pilot correctly.
The hit the wwrong card, but Priest definitely needed the nerf unless you want a retrain of Gadgetzan era Dragon Priest
Pocket Galaxy will be still playeble because of Naga Sandwitch.. Can be played on turn 5 with coin or on turn 6 as many people want to have the cost of Luna
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.
are you seriously just gonna pull a "they tested this, they know what they're doing?"
you realize yo're talking about the same people who released SNIP SNAP and didn't even consider Reckless Experimenter when it's t he first thing the community noticed when it was announced.
but hey, you'll see it yourself when Warrior's winrate drops a SOLID 0,5% after this and people will still get highrolled to death by Mage.
I've noticed a lot of comments from people complaining about the warrior nerf, saying it didn't go far enough to deal with the endless arsenal of removal that represses mid-range and value decks. It only improves the life for aggro.
But this seems to be misunderstanding how the meta works. If control warrior is suddenly losing or going 50/50 against aggro, it's overall winrate will plummet. People play control warrior today because it has the highest winrate. It won't be everywhere like it is today if it ends up with just a mediocre tier 2 winrate thanks to aggro matchups.
Even if it doesn't improve the matchup for value/mid-range vs control warrior, it will quite possibly decrease the likelihood that you run into the deck on ladder.
ah yes, this definitely solves the issue of when you can't answer a turn 4 Mountain Giant...wait
what does this even realistically do?
Any deck that previously failed to beat doubling a 12-drop still can't do anything about it. You still get game ending swing turns with Khadgar if you ever have a minion left on the board.
The explanation makes it seem like they think the problem was using two CCs on the same turn...but it's not. If I can't kill a single Mountain Giant the turn it's played what makes you think I'll be in any better of a situation if they double it the next turn for 4 instead of 3 mana?
The only situation where this matters would be some weird turn 10 combo with a 4-cost giant, any combo involving Astromancer (the one card where this wouldn't even be nearly broken with, but thanks I guess, better not fix the inherent problem of cost reducing cards and evolve effects).
CC is powerful because it duplicates are large guy and threatens to do it again on the next turn. It's not the double summon that's the problem.
I guess they'll fix it next year when they hoF Mountain Giant and pretend ilke he was the issue all along.
The card is still good though. Glad they didn't butcher it completely. Although this seems like yet another 'easy way out' nerf that doesn't really address the actual problem.
Card Nerf - Extra Arms
They could also just delete priest from stanard now.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
They will ALWAYS prefer mana nerfs because they're the easiest changes for casual players to digest. People who post on Hearthstone message boards are a tiny, tiny fraction of the player base.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Mana cost nerfs will always be their preference because they don't confuse casual players the way functionality nerfs do. Like it or not, casual players are the VAST majority of the player base.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Aw man, the Barnes nerf hasn't made priest much weaker, but it made Spell Hunter (including my now favorite deck Deathwing Spell Hunter) is much worse :(. Sure, it somewhat deals with the problem, but they could have made the nerf different. Well, at least Big Priest is weaker now
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Jaina : Bye bye 1 mana Tony, it was pleasure meeting you.
Garrosh : better late than never
Anduin : Hero power on 2. Oh not again. Whatever I still got Barnes
Rexxar : Cruel Laughter
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
why not i play Naga in Phaoris big spell mage
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
this is the exact problem though. It doesn't address the inherent problem, it just supresses it.
It's the reason why Control Warrior always goes from god tier to garbage depending on the meta. Because either the plan of just outressourcing your opponent via removal is enough to win or it isn't because there'S a popular deck with a good enough value plan to beat you
It's a binary slugfest with no real depth. Either Warrior wins because of overpowered cards or they lose because of overpowered cards.
I remember when Control Warrior had a limited amount of removal and relied on some finisher combo (or an Elise race) to actually win games. I remember when C'thun was a thing
At some point Control Warrior just turned into a passive wall that just reacts to anything you play and wins after your hand is empty. It's broing, it's polarizing, and it's entirely the fault of cards like Boom or Brawl which give Warrior just too much efficiency in that department.
I mean they even gave us some good stuff this expansion with the taunt package. That's a good baseline for a more proactive Warrior build that allows you to beat aggressive decks while also having some sort of pressure (via big minions) against value...but there's no reason to really use it beyond just the taunt value package and shove it into the typical gameplan of being the fun police.
Warrior is basically the new Druid at this point. so many lategame strategies are completely useless because they have no chance at beating Warrior so everyone has to either go for highrolling BS like Mage or super aggression.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Luna's Pocket Galaxy is now back to limb
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Dr. Boom should be OK now, I guess. You won't hero power for 7 armour as soon as you play it.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
on the flipside this would require you to run Naga Sandwitch....which you don't want to
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
All I see is 1600 free dust from Luna's Pocket Galaxy's flip flop. Me likes :)
Card Nerf - Extra Arms
as much as I want to agree, Priest was growing to be a real problem. It was already one of the best decks at legend and only needed some basic knowledge to pilot correctly.
The hit the wwrong card, but Priest definitely needed the nerf unless you want a retrain of Gadgetzan era Dragon Priest
Card Nerf - Barnes
I was afraid they will do just that - a small nerf to Barnes who is not even the part of the problem. I don't know what they thinking...
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Pocket Galaxy will be still playeble because of Naga Sandwitch.. Can be played on turn 5 with coin or on turn 6 as many people want to have the cost of Luna
Card Nerf - Luna's Pocket Galaxy
Wish there was a number between 5 and 7 so that we could see how it works if the cost is lower than the unplayable 7 but still higher than 5 op five.
Card Nerf - Dr. Boom, Mad Genius
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.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
are you seriously just gonna pull a "they tested this, they know what they're doing?"
you realize yo're talking about the same people who released SNIP SNAP and didn't even consider Reckless Experimenter when it's t he first thing the community noticed when it was announced.
but hey, you'll see it yourself when Warrior's winrate drops a SOLID 0,5% after this and people will still get highrolled to death by Mage.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
I've noticed a lot of comments from people complaining about the warrior nerf, saying it didn't go far enough to deal with the endless arsenal of removal that represses mid-range and value decks. It only improves the life for aggro.
But this seems to be misunderstanding how the meta works. If control warrior is suddenly losing or going 50/50 against aggro, it's overall winrate will plummet. People play control warrior today because it has the highest winrate. It won't be everywhere like it is today if it ends up with just a mediocre tier 2 winrate thanks to aggro matchups.
Even if it doesn't improve the matchup for value/mid-range vs control warrior, it will quite possibly decrease the likelihood that you run into the deck on ladder.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Just curious: how many games did you playtest the nerfs for before coming to this dejected conclusion?
Card Nerf - Luna's Pocket Galaxy
If it was unplayed at 7, and overpowered at 5, they could've at least tried it at 6 instead of going back to 7.
The Hearthstone Explorer's Bundle - 20 Standard Packs + 1 Uldum Legendary
Armagedillo is a great card, having a blast with it.
It just needs the right deck :)
Card Nerf - Conjurer's Calling
ah yes, this definitely solves the issue of when you can't answer a turn 4 Mountain Giant...wait
what does this even realistically do?
Any deck that previously failed to beat doubling a 12-drop still can't do anything about it. You still get game ending swing turns with Khadgar if you ever have a minion left on the board.
The explanation makes it seem like they think the problem was using two CCs on the same turn...but it's not. If I can't kill a single Mountain Giant the turn it's played what makes you think I'll be in any better of a situation if they double it the next turn for 4 instead of 3 mana?
The only situation where this matters would be some weird turn 10 combo with a 4-cost giant, any combo involving Astromancer (the one card where this wouldn't even be nearly broken with, but thanks I guess, better not fix the inherent problem of cost reducing cards and evolve effects).
CC is powerful because it duplicates are large guy and threatens to do it again on the next turn. It's not the double summon that's the problem.
I guess they'll fix it next year when they hoF Mountain Giant and pretend ilke he was the issue all along.
Card Nerf - Conjurer's Calling
Yeah this doesn't address the snowball of turn 3 Mountain Giant into turn 4 Conjurer's Calling at all lmao.
The card is still good though. Glad they didn't butcher it completely. Although this seems like yet another 'easy way out' nerf that doesn't really address the actual problem.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Mech Hunter and Control Warrior will be Tier S once more... -.-
I don't play mage, but there has to be a deck or 2 to keep Warrior in check. Mage CC nerf is ok, but PG nerf kills the class for many people. Shame..
Barnes' nerf is laughable at best.
The Great Amalgamation!
I can't believe nobodies tried Hooktusk yet literally just put in huge minions and play her