The Way-Too-Early-Nerf Thread

Saviors of Uldum
  • Majere's Avatar
    485 180 Posts Joined 06/01/2019
    Posted 3 years, 9 months ago
    Quote From Xarkkal

    Conjurer's Calling is just a problem. Dropping a Mountain Giant on turn 4-5 then multiplying it with this card is just too frustrating to deal with for non-aggro decks. And it's a twinspell, making it doubly frustrating. Maybe the mana cost will be upped, or the twinspell mechanic removed. 

    Agreed. I was pretty astounded that there were no understatted 8-drops released for uldum, as well as there being 2 broken 10-drops introduced. Imo, this would have solved the problem of conjurer's calling being a consistently busted play, without having to meddle with the card itself.

    May all your legendaries be golden.

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  • NightCrawler's Avatar
    Lava Coil 315 159 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago

    Murloc paladin is fine.  You know what's a great spell to pull off of prismatic lens?

    Bomb Card Image

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  • DoubleSummon's Avatar
    Ancestral Recall 1580 2271 Posts Joined 03/25/2019
    Posted 3 years, 9 months ago
    Quote From NightCrawler

    Murloc paladin is fine.  You know what's a great spell to pull off of prismatic lens?

    Bomb Card Image

    Loses to any deck with more than 2 board clears as well. 

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  • RavenSunHS's Avatar
    Refreshment Vendor 875 1487 Posts Joined 03/27/2019
    Posted 3 years, 9 months ago

    If they find a smart way to nerf Dr. Boom, Mad Genius, without killing the card, they can also nerf Conjurer's Calling.

    The move would provide more room for other Control decks to emerge on par with Warrior, Mage could still play the anti-Control role, while being worse at highrolling against faster decks.

    Nobody loses too much, but the meta would be slightly less polarised.

    As a Wild player, I would also call for a nerf to Ancient Mysteries and Totemic Surge (notice Even Shaman is my main climbing deck). By (1) mana each. They'd still be very powerful in Standard, provided enough Secret/Totem support, while not being insane in Wild.

    PS: and Barnes to (6) ofc, how could i forget...

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  • FieselFitz's Avatar
    Prince Charming 1105 1355 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago

    Well , the Card that deserves a nerf the most (at least in my oppinion) is Dr. Boom, Mad Genius - i personaly am not sure how you could nerf him withouth destroying the Flavour - maybe just Remove the "Your Mechs have Rush" tag - could be enough

    Also i think Omega Devastator could see a Nerf depending what happens with Dr. Boom ...

     

    Luna's Pocket Galaxy and Conjurer's Calling could also see a Nerf but maybe only one of them.

    Challenge me ... when you're ready to duel a god!

    1
  • Gobas's Avatar
    Unicorn Reveler 410 124 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    I love what Kibler proposed for [Hearthstone Card (Dr. Boom, Mad Genius) Not Found] - Change Battlecry to: "Battlecry: Mechs in your hand and deck gain Rush" and remove +7 Armor Hero power.

    That way he still will be 7 mana 7/7. But changing into it will makes you more vulnerable (no more armour gain) and only Mechs you actually have in deck will have rush. That way all those discovered ones will not have Rush and would be much less problem. To benefit from this Battlecry you would have to actually put Mechs into deck.

    Also [Hearthstone Card (Luna's Pocket Galaxy) Not Found] and [Hearthstone Card (Conjurer's Calling) Not Found] could be nerfed by one mana.

    Luna played on 4 with coin is absurd. And 4 Mana Conjurer's Calling is much less oppressive (harder to play twinspell, no chance to be generated from Magic Trick.

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  • RavenSunHS's Avatar
    Refreshment Vendor 875 1487 Posts Joined 03/27/2019
    Posted 3 years, 9 months ago
    Quote From Gobas

    I love what Kibler proposed for Dr. Boom, Mad Genius - Change Battlecry to: "Battlecry: Mechs in your hand and deck gain Rush" and remove +7 Armor Hero power.

    That way he still will be 7 mana 7/7. But changing into it will makes you more vulnerable (no more armour gain) and only Mechs you actually have in deck will have rush. That way all those discovered ones will not have Rush and would be much less problem. To benefit from this Battlecry you would have to actually put Mechs into deck.

    Also Luna's Pocket Galaxy and Conjurer's Calling could be nerfed by one mana.

    Luna played on 4 with coin is absurd. And 4 Mana Conjurer's Calling is much less oppressive (harder to play twinspell, no chance to be generated from Magic Trick.

    The change about Rush is smart indeed, it doesn't remove reactive power entirely, it just diminishes it. However, I'm not sure they are going to remove the armor hero power. I'm not even sure it will be necessary, after basically halving the Rush power of the card.

    Either way i doubt they will touch Luna's Pocket Galaxy after recently buffing it. Also, however powerful one mana buff is, you can only lose against it if you do not put enough pressure to the Mage. With Conjuring nerfed, the mage will have much less swing power, and that should be enough to keep Mage in check, within the meta, despite Galaxy staying a strong highroll card.

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  • TyrionFordLannister's Avatar
    165 11 Posts Joined 07/03/2019
    Posted 3 years, 9 months ago

    They could fix Dr. Boom by removing the armour ability and making the mech drop random instead of a discovery effect. this would stop the constant stream of omega devastators you inevitably face late game. 

    2
  • RandomGuy's Avatar
    430 614 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago
    Quote From Gobas

    I love what Kibler proposed for Dr. Boom, Mad Genius - Change Battlecry to: "Battlecry: Mechs in your hand and deck gain Rush" and remove +7 Armor Hero power.

    That way he still will be 7 mana 7/7. But changing into it will makes you more vulnerable (no more armour gain) and only Mechs you actually have in deck will have rush. That way all those discovered ones will not have Rush and would be much less problem. To benefit from this Battlecry you would have to actually put Mechs into deck.

    Also Luna's Pocket Galaxy and Conjurer's Calling could be nerfed by one mana.

    Luna played on 4 with coin is absurd. And 4 Mana Conjurer's Calling is much less oppressive (harder to play twinspell, no chance to be generated from Magic Trick.

    As he noted though, the tricky part with that nerf is that it completely wrecks micro-squad. So in this case, not only have you nerfed the rush aspect, but you've trashed the hero power by removing the Blast Shield and effectively removing Micro-Squad.

    I hate Boom as much as anyone, but even that seems extreme to me.

    1
  • Gobas's Avatar
    Unicorn Reveler 410 124 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    You can easy change Micro-Squad to summon 3 Rush 1/1 mechs.

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  • RandomGuy's Avatar
    430 614 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago

    Right - but at that point they're virtually doing a complete redesign of the card, and that's not how they do things. They'd just HOF it instead.

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  • Rachel2702's Avatar
    Charmander 150 32 Posts Joined 03/27/2019
    Posted 3 years, 9 months ago

    I think the best counter for the mage problem are bad outcomes when you use it on Mountain Giant - a 12 Mana 3/3 would be very helpful - every mana slot has bad minions which keep random summonings in check - we need a bad 12-drop and mage is no problem anymore

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  • FieselFitz's Avatar
    Prince Charming 1105 1355 Posts Joined 05/29/2019
    Posted 3 years, 9 months ago
    Quote From Rachel2702

    I think the best counter for the mage problem are bad outcomes when you use it on Mountain Giant - a 12 Mana 3/3 would be very helpful - every mana slot has bad minions which keep random summonings in check - we need a bad 12-drop and mage is no problem anymore

    That sounds interesting - alltough i think a 12 Mana 3/3 should have at least a could battlecry or something otherwise it would be just a dead card. Could still be good if you play it for the Battlecry but if you get it from Conjurers the Cry wouldn't trigger and therefor the nerf idea with a bad 12 drop could get a chance to work!

    But i like the idea! but a simple Mana Nerf also could be enough

    Challenge me ... when you're ready to duel a god!

    1
  • hollobor's Avatar
    80 9 Posts Joined 06/14/2019
    Posted 3 years, 9 months ago
    Quote From Wiseguy

    I feel a change to the mage class, and in general. Evolve effects and conjurers calling effects should only be affected by the actual cost of the minion. 

     

    you cheat out a giant turn 4, you get 4cost minions from conjurer. You use evolve or mutate on the 7 cost rush shaman card, you get whatever it cost when played. Same as sea giant. 

    This makes it harder to cheat out and snowball on minions of this type. 

    this is a very good idea, I never understood why it doesn't work like tha

    2
  • Yusuke's Avatar
    290 187 Posts Joined 06/02/2019
    Posted 3 years, 9 months ago

    I guess Pocket Galaxy buff was a mistake by Blizzard. Compare it to the old Quest reward from Druid, it's basically the same, but it's way worse, because it's a minion and cannot be reduced easily as Pocket and second you need to fulfill the hard condition of the quest first, before you can play the reward.

    So if Pocket Galaxy buff is fine, then the old Druid quest is sh-t and deserves a buff as well. But Blizzard won't admitt that they did a mistake with their buff, because it was their first try to buff cards ... .

    To Dr. Boom Mad Genious: I disagree that Dr. Boom deserves a nerf like that, but I would like to see  that omega mech nerfed by simply changing his art and removing the mech tag, then Boom would be fine, but he would never get more than 2 omega bs cards again.

    Edit: But I could be wrong and maybe Boom feels only strong in Standard, because due to limited card pool like DK Rexxar before the rotation and his lifesteal minions, while in Wild this card is totally fine.

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  • shaveyou's Avatar
    415 198 Posts Joined 06/08/2019
    Posted 3 years, 9 months ago

    So, immediate reactive nerfs to SoU cards:

    Untapped Potential: Completion Requirement increased by 1 to 5 - Honestly, this is less about balance, and more about making the match up less damn boring. I'm not saying it's OP, but this change might force decks running it to look at a different strategy than just "don't do anything for 4 turns".

    Other than SoU cards:

    Conjurer's Calling - Cost changed to (5). - Is this a brutal nerf? Kind of, but I've been playing around with an Even mage in wild, and this is not a card you want to give it access to.

    Dr. Boom, Mad Genius - Hero Power is now Big Red Button - Press a button. - Keep everything, but blind the Hero Power, so you have no idea which one you get when you hit the button. Unlikely to be implemented because of new players, but thematic, and a nerf at the same time. This would necessitate the "deal 3 damage HP to be a random target, but I can live with that. 

    For the sake of Wild:

    Eternal Servitude: - Changed to 0 Mana - Discover a minion that died this game. Spend mana equal to its cost and summon it. (Attempting to cast this when you can't afford any minions in the pool will fizzle, like Shadow Visions if you have no spells in your deck)

     

     

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  • ArchSpike's Avatar
    530 165 Posts Joined 06/24/2019
    Posted 3 years, 9 months ago
    Quote From hollobor
    Quote From Wiseguy

    I feel a change to the mage class, and in general. Evolve effects and conjurers calling effects should only be affected by the actual cost of the minion. 

     

    you cheat out a giant turn 4, you get 4cost minions from conjurer. You use evolve or mutate on the 7 cost rush shaman card, you get whatever it cost when played. Same as sea giant. 

    This makes it harder to cheat out and snowball on minions of this type. 

    this is a very good idea, I never understood why it doesn't work like tha

    You know what is funny? I play the skelesaurus rex encounter in the LoE adventure a lot for fun and he gives both players a card each turn that is reduced to 0. If you evolve or conjurer a minion that was reduced that way, it will consider th eminion a 0-cost for that purpose, despite being on board. So the mechanic is THERE but for some reason not in the main game

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  • ArcanisDF's Avatar
    660 214 Posts Joined 08/01/2019
    Posted 3 years, 9 months ago

    I think the real problem with [Hearthstone Card ( Dr. Boom, Mad Genius) Not Found] is the 7 armour for 2 mana. If blizz remove this hero power will not kill the card.

    -1
  • targus's Avatar
    190 79 Posts Joined 07/20/2019
    Posted 3 years, 9 months ago

    Why would you nerf the Druid quest? Deck isn’t that good. Neither is Shaman. You say you chose these nerfs because the quest rewards can’t be countered, but each of these decks are hard-countered by at least two other decks (even control warrior). At this point, I’d be surprised to see a Dr. Boom, Mad Genius nerf (something for which I clamored last expansion) because Quest Pally and Highlander Hunter have kept CW in check.

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  • LyraSilvertongue's Avatar
    360 383 Posts Joined 06/01/2019
    Posted 3 years, 9 months ago
    Quote From targus

    Why would you nerf the Druid quest? Deck isn’t that good. Neither is Shaman. You say you chose these nerfs because the quest rewards can’t be countered, but each of these decks are hard-countered by at least two other decks (even control warrior). At this point, I’d be surprised to see a Dr. Boom, Mad Genius nerf (something for which I clamored last expansion) because Quest Pally and Highlander Hunter have kept CW in check.

    People overhyping cards very early on again. It's easy to forget we've had metas where certain new decks were overplayed in the early parts of a meta just for better refined/more optimized or even sleeper decks mostly kick them out of the meta down the road. When people see any deck sliding into the new temporary tier 1 status the pitchforks come out

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