Now we just have to hope that they actually know what to address: I really don't want these balance changes to be meaningless or, worse, to shift the meta to "insert class"-stone.
oh wow that was really fast. Goes to show how utterly out of line Shaman is if they already decided to hit it after one week.
Really liking this though, makes me think we might get regular balance patches in the future.
At this point I have decided to boycott Shaman completely...meaning that whenever I queue up into one I just concede immediately.
Now this might sound silly, but honestly, if they don't actually want to try to play the game and just go for an auto win deck that'S 50% RNG anyways then I'm not going to allow them to play the game.
I'm done with this nonsense, it's completely out of hand and ruins the entire fun of the experimentation days.
From what I can gather so far is that Galakrond Shaman without the Quest isn't that overpowered (it's really just the Invoked hero power being really strong, but I can't imagine they#d nerf it unless they just removed the Rush part)
It's really the combination with the Quest that makes it so broken because
a) you get so much more early presence via the invoke cards (all of which are battlecries)
b) even if you don't draw into your Galakrond, you still have the Quest Hero power which will win you the game by itself...until you eventually get Galakrond and blow out your opponent with the massive tempo turn of 4 8/8s....and then still have SHudderwock to do it again.
We basically have a deck that is strong at any stage of the game and becomes increasingly harder to beat the longer the game goes on.
Mind Control Tech is still broken so against board focussed decks you basicallly can't pressure them early and you lose.
Mogu punishes playing the board even further
They now have enough early pressure to threaten combo decks (or just Quest Druid in general)
The only deck that can beat them on a conceptual level is super hard aggro and super hard control (they do run out of stuff eventually).
Keep in mind, the deck isn't even refined yet and it's already massively influencing the meta game.
And then ofc there is Faceless Corruptor which is probably the most retarded card ever printed and I have no idea why they thought it was a good idea.
Shaman as a clas will be nerfed in some way, I'm just not sure it's gonna be the Quest.
Mogu Fleshshaper (which hasn't gotten any weaker) was on the watchlist
Galakrond's Battlecry might be nerfed to summon an increasing number of 4/4s (1,2,4) instead of scaling up two.
The Quest itself might be nerfed to increase the requirement given how easily it is completed. However, I'm not sure if that really changes anything (anyone remember Quest Rogue).
The rotation will do its part (without Shudderwock and LIfedrinker the deck won't nearly do as well in any given context), but overall the big tempo swings are just too much in relation to the already tempo focusseed gameplan.
Probably the card pool was so little at the time that even insane effects weren't as game deciding as they are now, but I may be wrong since I wasn't playing the game back in 2014
oh no they were definitely broken then as well, but as you say, the card pool was lower so it just didn't really stick out as much. You basically had some cards that were good and some that weren't, not enough material to really develop a scale.
There'S a reason why Dr. Boom used to be the best legendary in the game without contest while nowadays there are so many more powerful things you can do before turn 7.
it was period of experimentation and figuring out boundaries. They just threw shit at a wall to see what stuck.
Eternium Rover is all kinds of busted, mainly because premium 1-drops that fit into slower archetypes have a history of being insanely good. Here you have a 1-drop that can potentially you gain you 6 armor (or even more thanks to magnetize), which makes it the perfect anti-aggro tool in a deck that already excels at this playstyle (basically Zombie Chow without a downside, and we know how good that one was)
Cleric is a bit of a different story, mainly because Priest doesn't have access to the same control or draw tools as Warrior. The main problem about Cleric isn't so much that it snowballs, but what it snowballs into, which is usually a degenerate OTK. I've said it before and I'll say it again: the entire problem of the Priest class is their reliance on bullshit combos that have little to no counterplay and it'S alll because blizzard refused to give them any other playstyles....until now
Yeah it turns out that combo Priest made for a pretty cool midrange deck with all the healing and big health minions. The problem being, of course, that because of Divine Spirit you have a deck that can consistently shove you off the board and then just one shot you with nothing you can do about it. If they had just removed Divine Spirit we would be able to push into a more minion/buff based direction. The Quest even plays into that, but no, better just keep one of the oldest and most boring combos around forever.
Also, if they had to be nerfed, I'd rather they'd be at 2-mana instead (like Mana Wyrm) because just nerfing their health means they'll just snowball less often instead of not at all, which just increases the frustration factor due to draw RNG.
Optionally we could get some decent turn 1 removal for a change....and no, Scorp-o-matic doesn't count.
oh wow that was really fast. Goes to show how utterly out of line Shaman is if they already decided to hit it after one week.
Really liking this though, makes me think we might get regular balance patches in the future.
At this point I have decided to boycott Shaman completely...meaning that whenever I queue up into one I just concede immediately.
Now this might sound silly, but honestly, if they don't actually want to try to play the game and just go for an auto win deck that'S 50% RNG anyways then I'm not going to allow them to play the game.
I'm done with this nonsense, it's completely out of hand and ruins the entire fun of the experimentation days.
From what I can gather so far is that Galakrond Shaman without the Quest isn't that overpowered (it's really just the Invoked hero power being really strong, but I can't imagine they#d nerf it unless they just removed the Rush part)
It's really the combination with the Quest that makes it so broken because
a) you get so much more early presence via the invoke cards (all of which are battlecries)
b) even if you don't draw into your Galakrond, you still have the Quest Hero power which will win you the game by itself...until you eventually get Galakrond and blow out your opponent with the massive tempo turn of 4 8/8s....and then still have SHudderwock to do it again.
We basically have a deck that is strong at any stage of the game and becomes increasingly harder to beat the longer the game goes on.
Mind Control Tech is still broken so against board focussed decks you basicallly can't pressure them early and you lose.
Mogu punishes playing the board even further
They now have enough early pressure to threaten combo decks (or just Quest Druid in general)
The only deck that can beat them on a conceptual level is super hard aggro and super hard control (they do run out of stuff eventually).
Keep in mind, the deck isn't even refined yet and it's already massively influencing the meta game.
And then ofc there is Faceless Corruptor which is probably the most retarded card ever printed and I have no idea why they thought it was a good idea.
Shaman as a clas will be nerfed in some way, I'm just not sure it's gonna be the Quest.
Mogu Fleshshaper (which hasn't gotten any weaker) was on the watchlist
Galakrond's Battlecry might be nerfed to summon an increasing number of 4/4s (1,2,4) instead of scaling up two.
The Quest itself might be nerfed to increase the requirement given how easily it is completed. However, I'm not sure if that really changes anything (anyone remember Quest Rogue).
The rotation will do its part (without Shudderwock and LIfedrinker the deck won't nearly do as well in any given context), but overall the big tempo swings are just too much in relation to the already tempo focusseed gameplan.
oh no they were definitely broken then as well, but as you say, the card pool was lower so it just didn't really stick out as much. You basically had some cards that were good and some that weren't, not enough material to really develop a scale.
There'S a reason why Dr. Boom used to be the best legendary in the game without contest while nowadays there are so many more powerful things you can do before turn 7.
it was period of experimentation and figuring out boundaries. They just threw shit at a wall to see what stuck.
sounds reasonable honestly.
generally cards that reduce other cards' mana costs should never go lower than 1 because of OTK shenanignas.
Mechwarper is simply an outdated concept from a time where powerlevels were much lower and synergy was scarce.
how does that make any sense whatsoever?
I think it's a bit more class specific than that.
Eternium Rover is all kinds of busted, mainly because premium 1-drops that fit into slower archetypes have a history of being insanely good. Here you have a 1-drop that can potentially you gain you 6 armor (or even more thanks to magnetize), which makes it the perfect anti-aggro tool in a deck that already excels at this playstyle (basically Zombie Chow without a downside, and we know how good that one was)
Cleric is a bit of a different story, mainly because Priest doesn't have access to the same control or draw tools as Warrior. The main problem about Cleric isn't so much that it snowballs, but what it snowballs into, which is usually a degenerate OTK. I've said it before and I'll say it again: the entire problem of the Priest class is their reliance on bullshit combos that have little to no counterplay and it'S alll because blizzard refused to give them any other playstyles....until now
Yeah it turns out that combo Priest made for a pretty cool midrange deck with all the healing and big health minions. The problem being, of course, that because of Divine Spirit you have a deck that can consistently shove you off the board and then just one shot you with nothing you can do about it. If they had just removed Divine Spirit we would be able to push into a more minion/buff based direction. The Quest even plays into that, but no, better just keep one of the oldest and most boring combos around forever.
Also, if they had to be nerfed, I'd rather they'd be at 2-mana instead (like Mana Wyrm) because just nerfing their health means they'll just snowball less often instead of not at all, which just increases the frustration factor due to draw RNG.
Optionally we could get some decent turn 1 removal for a change....and no, Scorp-o-matic doesn't count.