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

02-24-2015 , 09:04 AM
Speaking of cards that don't need to exist, unleash the hounds. If it must exist, make it so the number of dogs is predetermined.
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03-01-2015 , 06:02 AM
Bane of Doom: 5 mana, deal 2 damage to a character. If this kills it, summon a random demon.

Except you can't summon legendaries from it for some reason, so it usually results in spending 5 mana to deal 2 damage and spawn a blood imp or something worthless.

Basically the demon pool has too many low cost demons to make this card worth 5 mana.
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03-01-2015 , 10:00 PM
I'm not like explicitly upset at this card, but Piloted Shredder. A common card that basically sees play in every deck, because it is so strong. A 4/3 that gives you an average of 2+/2+ with some possible good RNG for 4 mana? Sure, why the hell not! The fact that it has mech synergy though, on top of the ridiculous stats, puts it over the top.

There are a few cards similar to shredder which just have such innate power, if you want to smooth out a curve by adding "X", you default to these cards. Obviously if this was nerfed, the "next best" alternate is basically Mech Yeti. Or normal yeti. Or senjin. But right now this is the MVP of the 4 hole, and it drives me crazy how sticky it is.

Especially when something sticky - like a Nerub egg, annoy-o-tron, minibot, etc. - drop. I think it should be changed to a 4/2. It would still see play, but it would no longer 3 for 1 2 drops.
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03-02-2015 , 03:40 AM
Quote:
Originally Posted by D104
Speaking of cards that don't need to exist, unleash the hounds. If it must exist, make it so the number of dogs is predetermined.
I think the total number of hounds should be X-Y, where X is the number of minions your opponent has and Y is the number of minions you have. So if you both have 3 minions on the board, unleash does nothing unless you trade first.

Implosion should be similar in that the number of minons it summons should be the inverse of the amount of damage it causes. 2 1/1's and 2 damage for 4 mana is pretty lame, 3 tokens and 3 damage is really good, and 4 tokens and 4 damage is ****ing insane, especially when you can add Knife Juggler to the mix. 2/3 really good outcomes is a bit too strong imo.
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03-02-2015 , 06:31 AM
Quote:
Originally Posted by Kaze13
Bane of Doom: 5 mana, deal 2 damage to a character. If this kills it, summon a random demon.

Except you can't summon legendaries from it for some reason, so it usually results in spending 5 mana to deal 2 damage and spawn a blood imp or something worthless.

Basically the demon pool has too many low cost demons to make this card worth 5 mana.
This is a card that is there to allow innovation. It sucks now but a year from now it might be awesome.

That said it should allow legendary spawns.
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03-02-2015 , 06:57 AM
Bane of Doom summons a random demon from this pool:
Blood Imp, Voidwalker, Flame Imp, Dread Infernal, Succubus and Felguard

The pool wont grow the same way the webspinner or the shredders/skygolem pools grow.

Gnomish Experimenter: the chicken should be a 0 mana 1/1
arathi weaponsmith: this is already a beast in arena

Last edited by Subterranean2; 03-02-2015 at 07:03 AM.
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03-02-2015 , 11:42 AM
speaking of webspinner, malorne maybe could use a buff

kinda of messed up when a class legendary has the biggest impact outside of its class
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03-02-2015 , 01:20 PM
Quote:
Originally Posted by Subterranean2
Bane of Doom summons a random demon from this pool:
Blood Imp, Voidwalker, Flame Imp, Dread Infernal, Succubus and Felguard

The pool wont grow the same way the webspinner or the shredders/skygolem pools grow.

Gnomish Experimenter: the chicken should be a 0 mana 1/1
arathi weaponsmith: this is already a beast in arena
Wait that's it for bane of doom? Not even a chance of doom guard? Or pit lord?

What the heck is the reasoning there? It's even worse than I thought.
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03-02-2015 , 01:46 PM
there is a huge difference between putting a random card in hand and putting one in play

the entire game would usually be determined by the tempo swing
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03-02-2015 , 01:55 PM
Quote:
Originally Posted by Kaze13
Wait that's it for bane of doom? Not even a chance of doom guard? Or pit lord?
yes you can only get 1 of the 6 demons i mentioned
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03-02-2015 , 04:37 PM
Quote:
Originally Posted by Kaze13
Bane of Doom: 5 mana, deal 2 damage to a character. If this kills it, summon a random demon.

Except you can't summon legendaries from it for some reason, so it usually results in spending 5 mana to deal 2 damage and spawn a blood imp or something worthless.

Basically the demon pool has too many low cost demons to make this card worth 5 mana.
A while back Ben Brode tweeted that they're going to be changing this card.
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03-02-2015 , 09:29 PM
and once again... HOW IS ANCIENT OF LORE EVER OKAY??
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03-03-2015 , 05:34 AM
Innervate is much worse. I have faced a boom on turn three after double innervate and coin on two from a Druid.

AOL is pretty balanced in a vacuum imo. Its just that several other classes don't have an equiv value return card (Shield Maiden is the only one that comes to mind)
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03-03-2015 , 11:31 AM
Quote:
Originally Posted by [Phill]
Innervate is much worse. I have faced a boom on turn three after double innervate and coin on two from a Druid.

AOL is pretty balanced in a vacuum imo. Its just that several other classes don't have an equiv value return card (Shield Maiden is the only one that comes to mind)
meh, I play a lot of druid and the balancing of innervate comes in the slots it takes up. yeah, turn 3 boom is great then it get's whirlwind executed or w/e and druid's hero power/passing turn 4 with 2 cards costing 5 or more and no board presence. not to mention picking up innervate on turn 11 is just the worst feeling in the world.
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03-03-2015 , 12:41 PM
To me it's not so much that any one card druid plays is unbalanced, it's that taken altogether, the class is a bit more powerful than most. There shouldn't be any one class that has literally no bad matchups at all, and yet we have druid.

Being able to make those kind of innervate plays should have a huge downside, and being able to AOL yourself back into the game after taking a huge risk is really really lame a lot of the time, as is being able to effectively ignore when your opponents board when you have an aggressive hand, then being able to switch gears pretty much instantly when you **** up and need to start playing defensively.

The "choose" mechanical is a bit overpowered, and while Keeper of the Grove was balanced pretty much perfectly pre-GVG, and is possibly a bit underpowered now, every other minion choose card is pretty much massively OP in terms of stats or the effect they give. IMO the "choose" effect should cost slightly more than it does on average, or the stats of the minions need to be a bit worse.

The only other nerf I think druid really needs is that savage roar needs to not give the hero attack. It would put the combo more in line with other two card class combos, it would make stuff like FON + Innervate + 2x Savage Roar much much less stupid, and it would eliminate losing to the stupidty that is 2x Savage roar plus pretty much any two minions on the board.
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03-03-2015 , 03:48 PM
yeah lets just kill druid alltogether, burn down his house and salt his fields!

its kind of funny though that you guys bitch about a ton of cards that are balanced fine but never mention the one stabble card in every druid deck ever.
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03-03-2015 , 08:16 PM
It's funny how much **** you talk without ever actually saying anything meaningful.
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03-04-2015 , 01:24 AM
oh wow REKT

Donjonnie complete irrel just got toasted by Rempel, arguably the top 2p2 Hearthstone streamer and consistent Legend player.

Donjonnie who?

time to visit the b u r n c e n t r e b o y s

inb4 Donjonnie tries (and fails) to reply with something relevant
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03-04-2015 , 01:45 AM
well you do have take druid rantings from a warrior player with quite a bit of pjsalt

its consistent but saying it has no bad matchups is obviously wrong. its a class with no hard removal and no AOE. most versions are really bad against mechmage/zoo/midrange hunter/paladin

Last edited by dkgojackets; 03-04-2015 at 01:51 AM.
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03-04-2015 , 02:30 AM
Saying it's *really* bad in those matchups is a pretty big stretch though. I just think it's slightly too good, and yeah a lot of it's because I face pretty awful druids on ladder a lot who get bailed out by the strength of some of the class cards.
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03-04-2015 , 09:11 AM
I'd be really curious to see win% breakdowns for druid on whether or not they had a T1/2 wild growth. The difference has to be gigantic.
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03-04-2015 , 01:38 PM
well than let me put it differently rempel.
you are simply wrong.
not that that would suprise me. i havent seen you stream in a whle but you were kind of terrible when i watched you.

oh and goose you shoud propably shut the **** up when it comes to anythng hearthstone related.
you are absolutely hopeless. compared to you rempel was actually pretty good when i watched him.


lets do it like this. i am very busy at the moment.next month should have more time though. so how about some money matches?
i mean his is a gamblingsite after all.

against goose i will be able to pretty much take unlimited action i reckon, since i will be able to sell everythng i dont want for myself a a consderable mark up.
pretty sure can sell a good chunk of action agans rempel too but wont guarantee anything.
so i guess goose minimum 100$- what ever you feel lke betting
rempel min 100$-300$ guess maybe more if i can sell action.
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03-04-2015 , 01:54 PM
that would be the best thing to happen since Goose vs Eddy Mitchels glorious HU match.

Oh wait,...
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03-04-2015 , 02:13 PM
Quote:
Originally Posted by BobboFitos
I'm not like explicitly upset at this card, but Piloted Shredder. A common card that basically sees play in every deck, because it is so strong. A 4/3 that gives you an average of 2+/2+ with some possible good RNG for 4 mana? Sure, why the hell not! The fact that it has mech synergy though, on top of the ridiculous stats, puts it over the top.

There are a few cards similar to shredder which just have such innate power, if you want to smooth out a curve by adding "X", you default to these cards. Obviously if this was nerfed, the "next best" alternate is basically Mech Yeti. Or normal yeti. Or senjin. But right now this is the MVP of the 4 hole, and it drives me crazy how sticky it is.

Especially when something sticky - like a Nerub egg, annoy-o-tron, minibot, etc. - drop. I think it should be changed to a 4/2. It would still see play, but it would no longer 3 for 1 2 drops.
Going to have to +1 this post. Been trying to build a gadgetzan druid, and the biggest hurdle I have is that I have mech yeti instead of shredder at the 4, for the spare parts. It's just an inferior minion. It might even be ok if mech yeti didn't give spare parts to both players, but that creates the separate problem of making regular yeti obsolete.

A typical result when the two meet, is they trade, and the yeti gets pinged or punched, but the shredder drops something that is 2+ health.

The deathrattle minions that drop more creatures usually have lower attack values (creeper, harvest golem). I would suggest the same for shredder (3/4 or 3/3) so that when it faces other 4 drops, the other side can't jusst get pinged and die.
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03-04-2015 , 03:05 PM
I think mad scientist needs to be reworked, being able to put a secret into play from your deck is just too much of an advantage.

For mages thats a +3 mana bonus and for hunters its +2. A 2 cost card providing either 4 or 5 mana of value is ridiculous.

They should rework it so that you either:
A. put a secret from your hand into play
B. put a secret into your hand from your deck

This is coming from someone whose favorite class is hunter.
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