PC Gamer reports that we could be seeing a nerf to Mogu Fleshshaper some time after Descent of Dragons is released.
Quote From Alec Dawson I think with Shaman currently, there's some gameplay patterns that we aren't the most happy with, I think when you do have an eight-Mana minion that you evolved [from] a Mogu Fleshshaper on turn four, that's not a healthy gameplay pattern. I think that's going to be a card going into Descent of Dragons that we're definitely going to keep an eye on.
I think when it comes to some of these effects that cheat Mana and do things like that early on, that's something that we're looking at as a team and we're making sure that these effects aren't ruining your gameplay experience. So, we are definitely aware of it, and we're definitely going to be keeping our eye on a few cards going into the next expansion to see how their power level shakes out.
Comments
That's so easy to address.
Remove the discount text and adjust mana cost to 3 (so it won't be useless). Just a good rare rush minion.
3 mana with 3 atk and 4 hp with rush and no requirment is a good rare rush minion ? seriously ? . . . . .
I hope this is sarcastic, because yes, absolutely, a 3/4 rush for 3 would be absolutely a good card. Probably too good.
While Blizzard does seem to consistently miss the mark on these mana cheat cards, it's definitely a hard problem to solve. Just look at Luna's Pocket Galaxy - barely used at 7 mana, and unstoppable at 5. I imagine Blizzard wanted Mogu Fleshshaper to be a 7-drop in part because that means you can cheat him out around the time that a 3/4 rush minion would be still be relevant/powerful, and didn't put enough thought into how the reintroduction of Evolve (and to a lesser extent Ragnaros the Firelord) would make access to an evolve effect consistent enough effect to break balance.
If all you had was Mutate to make the evolve, there'd be plenty of games where you wouldn't have both pieces at the same time, and would just get to cheat out a rush minion. You'd still have a fair number of games decided by a lucky evolve early in the game, but as long as that number goes down, the meta can probably rebalance. It's kind of the same as Murloc Paladin with Tip the Scales - powerful when it lands, but beatable otherwise.
i normally dust all the golden cards i open but i kept this one around exactly for this reason
Yeah same - some cards are obviously nerf candidates from the outset.
No shit...
I swear half the time it gets mutated to hireek. They added that other 5/5 card which does weaken it a bit.
"We're keeping an eye on it" ; )
Barnes says HI MOTHERFUCKER
It's still OP with mutate IMO after evolve gets put back into wild, I dont know what they were thinking with it, theyr should have just made it have giant cost or cost 10
Blizzard: Forced to nerf Corridor Creeper, Innervate, Wild Growth, Preparation, etc. because their mana-cheating effects were too powerful.
Also Blizzard: Who would have thought that mana-cheating is powerful?
I'm not usually one to over-simplify and poke fun, but I really don't understand how Blizz couldn't foresee a card that synergises off of board size in a class that specialises in having wide boards of small minions, and with a cheatable cost in a class with Evolve tools, and with direct board effect, would not be super powerful, especially considering their past experience.
Don't compare Corridor Creeper to evergreen cards. Nerfed for different reasons.
I won't deny this guy's a strong minion, but I think once Evolve rotates back to wild he won't be so "OP"
Also if anyone's familiar with how murloc or battlecry shaman works will know to control the board to limit this guy's value.
B-b-but there's a guy on Reddit (which definitely doesn't play Shaman, if you get what I mean) that said Mogu Fleshshaper is fine the way it is because there's a chance you can get Hir'eek, the Bat.
On a serious note, yeah it doesn't take a genius to understand that it's a minion that can lead to polarizing turn swings (even without Evolve, which is a problem by itself but it would be stupid to nerf it just because Standard got to play with it once again for a limited time).
What triggers me the most is that, during Rastakhan's Rumble, we were promised more balance changes if needed and now we're back to 1 every 4 months.
Oh well, guess I'll have to put up with being called a squishy mortal till the end of the year then...
I am not kidding you, I actually lost a game once because of a Hir'eek drop, because the opponent Bog Slosher'd (with double battlecry) and there was no way i could have dealt with a board full of 5/5s (not to mention the followup Shudderwock)
Probably the only reason where literally any other 8-drop would have been acceptable.
I don't know if I should laugh or cry.
Right now, basically any Battlecry minion (except for stuff like Ornery Tortoise) is a must kill if you're playing against Shaman
called it
thank god they're seeing it.
Probably one of the biggest "fuck you"s in the game. If they get Fleshshaper in their opening hand then any sort of tempo advantage you might have will be ruined, and if they got Mutate or highrolled a LAckey then it's just GG anyways unless you're playing Rogue
I'm running Mogu Fleshshaper in a control Shaman deck without any sort of evolving shenanigans. It still feels like a really good answer against board flood.
Regarding the nerfing policy T5 is having right now, it's a fact that SoU was a very powerful expansion overall and DoD seems to be going the same path with the cards released so far. When you add some of the most powerful cards in wild, the game feels very brutal when it comes to punishing blows.