maybe I misunderstand it, but it doesn't sound like Investigator gives cards Fleeting, rather that she has fleeting herself, meaning you have to play her once drawn or lose her.
Does paladin needs a buff though? the paladin hero power is already one of the stronger hero powers in the game.
exactly, it'd make more sense to revamp the paladin core set, which is the mmmain culprit in not giving the class any direction (half of their spells are direct damage, which hasn't been supported in ages. It's actually absurd how little token synergy is in the base set)
I get the feeling that this isn't so much about the card being actually nerfed, but rather just about bringing it more in-line with similar ones, stat wise.
Can't really talk about Wild, but I figured that this wouldn't really affect the deck's strategy in any way.
It's really weird to see them be so limp-wristed about this when in the past every nerf patch was basically scorched earth. If they thought a card was problematic they made sure it wouldn't be any more and few cards ever survived that.
I get it for Demon Hunter given that the class is new and very dependant on the few cards it has, but Kael'thas and the Wild cards? Noone actually wants those decks to be that powerful because they're not fun to face.
Honestly, the more I look at these nerfs the less I like them. They don't really seem to fix anything.
Demon HUnter got a bit of a power down (and it's possible I'm seriously underestimating how effective they'll be). Adept change is purely statistical and the card will still be in every DH deck. Same goes for Altruis, but I guess statistically he's gonna perform worse, especially early in the game. Battlefiend doesn'T really solve the problem of not being able to deal with it early if you don't have a spell for it.
The Warlock nerf is probably going to help out DH more than anything. Both Antean and Priestess are back for consideration now that you won't have to worry about them getting poofed for no cost (also no more easy Zephrys outs).
This won't be the last nerf to Demon hunter, I can guarantee that.
I also still can'T wrap my head around the Kael'thas nerf? If they wanted to nerf Combo Demon Hunter they would have targetted Twin Slice. This doesn't stop any of the miracle turns in Wild or Standard. Druid literally doesn't even care about the mana cost, they ramp up there anyways. The only thing that this essentially stops is the combo with Kayn for 10-mana, but since Skull of Gul'dan is still around there's a good chance you're gonna end up discounting either Kayn or Kael'thas in a lot of games. Not to mention they run double silence anyways, so even in the best case scenario you need at least 3 taunts to stop the DH combo.
well... with Sac Pact nerfed we lost the Jaraxxus meme, so we need something in return, and I think Zephrys suicide would be appropriate. I couldn't imagine a better way to go out.
Kael'thas nerf is utterly pointless. They only deck that's even relevant for is combo Dh, and only if you have a taunt up so they can't kayn you. Spell Druid is going to become a problem sooner or later and with all their ramp, 6- or 7-mana makes no difference whatsoever.
outside of Frenzied Felwing (which I assume they'll probably walk back on after some backlash) all the cards mentioned were free, meaning that there's no reaosn to get a refund.
I don't have a problem with Kayn, I just think he's a bit too cheap (or just overstatted). demon Hunter absolutely struggles when it comes to dealing with taunts (which is intended) so Kayn is necessary or else the class would just have to adopt a full face build with as much direct damage as possible because a single taunt just ruins their day.
If anything the problem is how hard it is to get Kayn off the board once he's there. Often times he isn't even used as a finisher but rather just a tempo play or for pressure. dealing 5 damage isn't easy if you're also trying to stay alive at the same time.
They could just nerf his stats (3/3 would be fine) and the problem solves itself.
I don't get why they would buff Libram of Justice though? It's a good card, but Paladin as a whole has issues right now, so just lowering its mana cost probably won't make a difference.
The best thing I can think of is them actually reworking it so you can get it off Liadrin as well.
Had the same idea but didn't think one could reasonably go Highlander,, but I see your arguments.
The main problem I see is that by goign Highlander as Quest Druid you're seriously getting shafted by any aggressive deck. If you don't start on coin you'Re very unlikely to hit Innervate in your mulligan so you usually won't complete the quest before turn 5. It also means that you need to be really lucky to hit your comeback tools and are very limited in what you can actually pull off at any time.
Not saying this can't work, I just don't see the point of running it over regular Quest Druid which is a pretty awful deck in the first place.
maybe I misunderstand it, but it doesn't sound like Investigator gives cards Fleeting, rather that she has fleeting herself, meaning you have to play her once drawn or lose her.
Either way the wording is really awkward.
Furry expansion confirmed
exactly, it'd make more sense to revamp the paladin core set, which is the mmmain culprit in not giving the class any direction (half of their spells are direct damage, which hasn't been supported in ages. It's actually absurd how little token synergy is in the base set)
I mean. ...he wasn't really played before Zephrys either, so I don't see why he should now.
I get the feeling that this isn't so much about the card being actually nerfed, but rather just about bringing it more in-line with similar ones, stat wise.
Out of all the frames you could have chosen, why on earth would you pick that one?
Can't really talk about Wild, but I figured that this wouldn't really affect the deck's strategy in any way.
It's really weird to see them be so limp-wristed about this when in the past every nerf patch was basically scorched earth. If they thought a card was problematic they made sure it wouldn't be any more and few cards ever survived that.
I get it for Demon Hunter given that the class is new and very dependant on the few cards it has, but Kael'thas and the Wild cards? Noone actually wants those decks to be that powerful because they're not fun to face.
Honestly, the more I look at these nerfs the less I like them. They don't really seem to fix anything.
Demon HUnter got a bit of a power down (and it's possible I'm seriously underestimating how effective they'll be). Adept change is purely statistical and the card will still be in every DH deck. Same goes for Altruis, but I guess statistically he's gonna perform worse, especially early in the game. Battlefiend doesn'T really solve the problem of not being able to deal with it early if you don't have a spell for it.
The Warlock nerf is probably going to help out DH more than anything. Both Antean and Priestess are back for consideration now that you won't have to worry about them getting poofed for no cost (also no more easy Zephrys outs).
This won't be the last nerf to Demon hunter, I can guarantee that.
I also still can'T wrap my head around the Kael'thas nerf? If they wanted to nerf Combo Demon Hunter they would have targetted Twin Slice. This doesn't stop any of the miracle turns in Wild or Standard. Druid literally doesn't even care about the mana cost, they ramp up there anyways. The only thing that this essentially stops is the combo with Kayn for 10-mana, but since Skull of Gul'dan is still around there's a good chance you're gonna end up discounting either Kayn or Kael'thas in a lot of games. Not to mention they run double silence anyways, so even in the best case scenario you need at least 3 taunts to stop the DH combo.
well... with Sac Pact nerfed we lost the Jaraxxus meme, so we need something in return, and I think Zephrys suicide would be appropriate. I couldn't imagine a better way to go out.
Better question: will Zephrys offer Sac Pact if you are Jaraxxus and the enemy has lethal on board?
If Warlock needs JAraxxus to be viable they're already completely fucked.
You're more likely to need Plot Twist than J-raxx
they already stated that they don't think Jaraxxus is weak and just meta-dependent so I doubt they'd ever change him into a legit hero card.
I mean, even if they updated him, he'd still be laughably weak at 9-mana with no immediate impact outside of a garbage weapon.
OBLIVION!!
Kael'thas nerf is utterly pointless. They only deck that's even relevant for is combo Dh, and only if you have a taunt up so they can't kayn you. Spell Druid is going to become a problem sooner or later and with all their ramp, 6- or 7-mana makes no difference whatsoever.
outside of Frenzied Felwing (which I assume they'll probably walk back on after some backlash) all the cards mentioned were free, meaning that there's no reaosn to get a refund.
you mean counters like Backstab, Sacrificial Pact, Arcane Shot, Holy Smite, Arcane Breath, Unstable Felbolt, Lightning Bolt, Sword and Board, Crystal Power, etc.?
I don't have a problem with Kayn, I just think he's a bit too cheap (or just overstatted). demon Hunter absolutely struggles when it comes to dealing with taunts (which is intended) so Kayn is necessary or else the class would just have to adopt a full face build with as much direct damage as possible because a single taunt just ruins their day.
If anything the problem is how hard it is to get Kayn off the board once he's there. Often times he isn't even used as a finisher but rather just a tempo play or for pressure. dealing 5 damage isn't easy if you're also trying to stay alive at the same time.
They could just nerf his stats (3/3 would be fine) and the problem solves itself.
which is a 9-mana play before your combo meaning you won't be doing anything else that turn
I don't get why they would buff Libram of Justice though? It's a good card, but Paladin as a whole has issues right now, so just lowering its mana cost probably won't make a difference.
The best thing I can think of is them actually reworking it so you can get it off Liadrin as well.
Had the same idea but didn't think one could reasonably go Highlander,, but I see your arguments.
The main problem I see is that by goign Highlander as Quest Druid you're seriously getting shafted by any aggressive deck. If you don't start on coin you'Re very unlikely to hit Innervate in your mulligan so you usually won't complete the quest before turn 5. It also means that you need to be really lucky to hit your comeback tools and are very limited in what you can actually pull off at any time.
Not saying this can't work, I just don't see the point of running it over regular Quest Druid which is a pretty awful deck in the first place.