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Cards that need a buff/nerf Cards that need a buff/nerf

02-21-2015 , 12:02 PM
Far sight: Shaman, 3 mana, draw a card it costs 3 less. I have seen this used once. It kills tempo to use it early and its probably irrelevant if used late. Draw 2 cards they cost 2 less might make it see play.

Gnomish Experimenter: Neutral, 3 mana, 3/2 draw a card if it's a minion turn it into a 1/1 chicken.
Never seen it played. 2 mana stats for 3 mana with a probable down side. I have seen people argue that it could see use in spell heavy decks but if you only have a few minions in your deck they're probably really important and you cant risk turning them into chickens. No idea how you make this playable but making it a 3/3 would take it from terrible to merely bad.

Dr Boom: Neutral, 7 mana, 7/7 summon two 1/1 boom bots.
Seen it loads clearly people rushed to craft it. Dr Boom isn't the problem its those damned boom bots make them hit random minions instead of random enemy minions and it becomes much more situational and much less of an auto include.
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02-21-2015 , 12:13 PM
Far sight is seen in the OTK shaman deck. idea is far sighting into EITHER the ancestors call/drake/malygod, or lava burst etc.

its a super niche card and really cool, i think even if it was buffed it wouldn't see play in the mainstream, but would make it the otk a little more relevant.

agree w/ the experimenter. forgot who suggested them in rogue a few weeks ago, but i tried them, and they were clearly inferior to alternatives (inventor, earthern ring, whatever) the one small nice thing is the 1 mana chicken actually helps combo things well

dr balanced is obv most unfair card in the game. if it could hit any minion it would be better/balanced as a comeback card rather than a complete "youre ****ed if youre losing and its played" card.

for warrior, here are my thoughts on small buffs:
-warbot. mech warrior sucks. the enrage should be +2, not +1. since then a turn 1 warbot/turn 2 taskmaster actually threatens relevant damage + ability to trade up, rather than expending a lot of resources (like a turn 2 whirlwind) for a stupid 3/2. clearly worse than cogmaster
-the warmaul. total joke card, maybe worst card of gvg. make it relevant for face warrior by making it a 5 attack, rather than 4, and maybe people would use it.
-arathi weaponsmith. love this card. 3/3 body too weak. should be a 3/4
-siege engine. make it +2 attack with every armor up, rather than 1. it's a super slow card and wouldn't be playable then, but at least "the dream" of not being BGHed and then on your turn powering it up to be able to trade up or deliver a big blow is possible.
-crush. should be 1 less mana. assassinate is 5, crush "can" be 3 (best case scenario) but it should be base 6.
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02-21-2015 , 02:38 PM
the gnomish could find some use in a hunter deck just to get a beast out
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02-22-2015 , 01:30 AM
Ancient of lore, how is that card ever okay?
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02-22-2015 , 01:38 AM
Nerfs:

Innervate + Wild Growth can seem pretty broken at times too.

Mad Scientist seems like it might be a little too strong. You just get so much tempo from a 2 mana card getting a free secret from your deck, which in turn thins your deck.

Buffs: For sure Illidan, this dual wielding bad ass from Black Temple should be strong, not some weakling!
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02-22-2015 , 01:54 AM
Ya illidan needs a buff.
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02-22-2015 , 07:25 AM
GOOSE'S OFFICIAL NERF LIST FEBRUARY 2015

Shield Block
Shieldmaiden

Goblin Blastmage
Mirror Entity

I'm sure there's more but I actually haven't really been all that salty about various cards lately.
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02-22-2015 , 10:33 AM
Quote:
Originally Posted by BobboFitos
Ya illidan needs a buff.
Ilidan was the first legendary I got, very disappointing. It would be better if they changed it to any time a card is played summon a Flame.
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02-22-2015 , 11:39 PM
Kidnapper: This is a really cool card, and one that should be buffed so that it sees competitive play. But as is, the stats are just stupid bad. 3 health is too low, it trades down with 2 drops. Not exactly sure what it should be, 4/5 perhaps?

Totemic might: Completely useless as constructed. Perhaps change it to a shadowform-esque card that gives all future totems +1/1?

All ogre cards: This 50/50 mechanic just didn't work out. Scrap it.
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02-23-2015 , 12:20 PM
ice barrier need to trigger when taking any damage.
pretty tilting to die to a ping and/or freeze mage combo and have it there iddle.
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02-23-2015 , 12:29 PM
that wouldnt be OP at all
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02-23-2015 , 01:03 PM
if it's take any damage at all, it ceases to be a secret really, it's a beefed up shield block without the card draw
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02-23-2015 , 02:52 PM
Quote:
Originally Posted by D104
if it's take any damage at all, it ceases to be a secret really, it's a beefed up shield block without the card draw
Except that it's still retrieved by Mad Scientist, still can't have two at once, still free with Kor Mage, still pumps Arcanist.

I know you mean to say "no longer has the play-around-me bluffing interaction that secrets are designed and intended to have", but what you actually said isn't true at all. There's nothing inherently verboten about putting an always-good effect onto a secret-class card. You're assuming a design choice/constraint that could be broken at any time.
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02-23-2015 , 03:12 PM
Quote:
Originally Posted by D104

Totemic might: Completely useless as constructed. Perhaps change it to a shadowform-esque card that gives all future totems +1/1?
Yeah I have never seen anyone play Totemic might. +1/1 ad infinitum for 0 mana is clearly ridicules though and there might be Totems that make it worthwhile in the future.

Quote:
Originally Posted by D104
All ogre cards: This 50/50 mechanic just didn't work out. Scrap it.
Do you mean its not a true fifty fifty chance, or you just don't like the mechanic? I have heard or read other people questioning whether other cards like Brawl work as worded and are truly random. If there is a problem with any RNG cards that's just a bug and needs to be fixed.
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02-23-2015 , 03:23 PM
Quote:
Originally Posted by AJW
Yeah I have never seen anyone play Totemic might. +1/1 ad infinitum for 0 mana is clearly ridicules though and there might be Totems that make it worthwhile in the future.



Do you mean its not a true fifty fifty chance, or you just don't like the mechanic? I have heard or read other people questioning whether other cards like Brawl work as worded and are truly random. If there is a problem with any RNG cards that's just a bug and needs to be fixed.
Yeah, didnt mean that the card should stay 0 mana, that would be insanely OP.

Not questioning the RNG, just saying that these 50% chance of success cards dont really see play outside of the arena. I guess Blizzard thought it would add some fun/RNG to the game, but the cards with that mechanic are just not being played.
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02-23-2015 , 04:57 PM
Making Totemic Might be a permanent effect (and just health, the power would be OP) actually seems reasonable. Totem deck with 2 mana tides, 2 flametongues, and 2 vitality, new meta!
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02-23-2015 , 05:39 PM
Quote:
Originally Posted by D104
Kidnapper: This is a really cool card, and one that should be buffed so that it sees competitive play. But as is, the stats are just stupid bad. 3 health is too low, it trades down with 2 drops. Not exactly sure what it should be, 4/5 perhaps?

Totemic might: Completely useless as constructed. Perhaps change it to a shadowform-esque card that gives all future totems +1/1?

All ogre cards: This 50/50 mechanic just didn't work out. Scrap it.
What if all hero's had a card that would buff their hero ability in some way?

Such as:

Druid - Gain +2 Attack and +1 Armor this turn
Hunter - Deal 3 damage to enemy hero
Mage - Deal 2 damage
Paladin - Summon a 2/1 Silver Hand Recruit
Priest - Restore 3 health
Rogue - Equip a 1/3 dagger
Shaman - Summon a Random Totem with +1 attack
Warlock - Draw a card and take 1 damage
Warrior - Gain 3 armor

Would a card that would buff abilities like that see play? What would the mana costs have to be for such a card to be viable?



I think Dr. Boom should be 8 mana and otherwise left as is.

I think Mad Scientist should either be 3 mana as is, or debuffed to a 2/1 and left at 2 mana.

Ogre Warmaul is just a dumb card that seems to be trying to fill a gap that wasn't there to begin with. Part of me thinks it should be dropped to 2 mana since the RNG aspect is a detriment, but that doesn't make sense because of Fiery War Axe being 2 mana. What if it was kept exactly as is but had a battlecry of "Gain 2 armor"? Or "50% chance to attack the wrong enemy. When the wrong enemy is attacked, gain 2 armor."?
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02-23-2015 , 08:16 PM
of the hero buffs, the hunter one would be insane. its already far and away the best hero ability, if they were clocking for 3 damage on 2 mana a turn, imagine the cancer fest?
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02-23-2015 , 09:21 PM
Quote:
Originally Posted by BobboFitos
of the hero buffs, the hunter one would be insane. its already far and away the best hero ability, if they were clocking for 3 damage on 2 mana a turn, imagine the cancer fest?
Yep. But what if the card that buffed the hunter hero ability cost 6(+) mana? I would think there would be an appropriate mana cost (specific for each class), where the buff card would tip from being OP to being unplayable.

Let's say that such a card existed for each class as I described above but it cost 10 mana in all cases. I would assume it would be unplayable since it would take 10 turns to be able to play it (not factoring in cards that reduce spell cost), and it would consume the entire turn to do so, and by turn 10 A) you don't want to waste an entire turn on a minor hero ability buff, and B) your buffed hero ability may be irrelevant by the time turn 10 comes around, (assuming the match even makes it to turn 10).

So then it's a matter of determining where the mana cost is where you're like "man, I like the buff, but I hate that it costs so much...but I like the buff...so I guess I'll play it." You want to make the mana cost hurt, but not so much that it's unplayable.


One other buff I think is that "Recycle" needs to be reduced from 6 mana down to something like 4 or 5 mana.

Since it's not rare for games to go to fatigue, Recycle becomes more like a glorified Sap (2 mana). It costs more than assassinate but still gives the opponent the opportunity to draw and play the minion again, so I don't get why it was put at 6 mana.

Last edited by JustASpectator; 02-23-2015 at 09:29 PM.
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02-23-2015 , 09:31 PM
I don't understand Recycle at all either.
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02-23-2015 , 10:16 PM
I think its supposed to be better than assasinate because you dont trigger any deathrattles. i think thats how it works because I have never seen this card actually played.
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02-23-2015 , 10:29 PM
Quote:
Originally Posted by SirGaribaldi
I think its supposed to be better than assasinate because you dont trigger any deathrattles. i think thats how it works because I have never seen this card actually played.
Very good point, I forgot about that part of it.

Tinkertown Technician - With mech's being such a big part of the current meta, a fairly consistent 3 mana 4/4 + free spare part seems OP. It wouldn't surprise me if this was nerfed to a base 2/3 but otherwise kept the same. Or if it was kept 3/3 with a wording of "Battlecry: If you have a mech, gain +1/+1. Deathrattle: If you have a mech, add a spare part to your hand." That way, there are times you could get the buff but not the spare part, or you could get the spare part but not the buff, or you could get both or you could get neither.
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02-23-2015 , 10:42 PM
Cobra Shot (Hunter): 5 Mana spell, Deal 3 damage to a minion and the enemy hero. Why this card costs 5 mana is beyond me. It's basically a non-freezing Frost Bolt + Sinister strike in one card, which combined cost 3 mana, and this costs 5, albeit in one card. This should cost 4 mana IMO, and even then it's unlikely to get played much in arena, since face damage is pretty easy to come by as a hunter.
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02-23-2015 , 11:06 PM
Yah, because hunters need stronger ways to kill you.
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02-24-2015 , 12:49 AM
Quote:
Originally Posted by BobboFitos
Yah, because hunters need stronger ways to kill you.
LOL...yeah. In reality it is a card that probably doesn't need to exist at all. I don't think I've ever seen anyone play it.
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