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

04-15-2015 , 02:14 AM
Quote:
Originally Posted by forthelulz60
it's a win more card in arena which is already a big handicap but it's not even a great one at that. you want good minions that you can play on curve because you can't rely on combos usually. I think it's horrible in everything but mage and still only average at best in mage. it only shines when youre both top decking and youre the one who plays a 3/2 every turn+draws a card and your opponent only draws a card
So wait... it's a "win more" card that's good for breaking through when you're both topdecking and the game is stalled?

Does not compute.
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04-15-2015 , 04:24 AM
Yeah Mad Scientist seems pretty broken in Face Hunter ATM.

Basically guarantees that they can get Explosive Trap by turn 3, forcing the opponent to go complete control because it's pretty rare that a Face Hunter plays any other secret.
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04-15-2015 , 08:53 AM
Yeah and in mage it's basically the old beta version of scrub where you get a 2/2 and a 2/3+ for 2. You don't even need to combo it.
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04-15-2015 , 09:12 AM
on a lighter note, know what card needs a buff? the 1/4 windfury, flying machine. it's a piece of garbage. the thing is, even if it was 2 mana - which is what it should be - it would still be unplayable. buff it!
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04-15-2015 , 09:57 AM
Quote:
Originally Posted by BobboFitos
on a lighter note, know what card needs a buff? the 1/4 windfury, flying machine. it's a piece of garbage. the thing is, even if it was 2 mana - which is what it should be - it would still be unplayable. buff it!
3/3 for 3 with charge/windfury
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04-15-2015 , 11:19 AM
I've been planning on trying to make it work in a Crazed Alchemist Power Overwhelming Facelock deck.
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04-15-2015 , 12:10 PM
Quote:
Originally Posted by starvingwriter82
So wait... it's a "win more" card that's good for breaking through when you're both topdecking and the game is stalled?

Does not compute.
how often have you been in that siutaion recently?
it basicly never happens you need to come up with some best case scenario for th epatron to have a meaningfull impact.
in the arena i want cards i can just slam down when ever and be fine with it.
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04-15-2015 , 01:52 PM
Quote:
Originally Posted by dkgojackets
lol arena

I'm not talking about throwing these cards into a standard build as random one-offs. beast druid cannot exist as a deck type simply because the "benefit" of druid fang is to get instantly killed. fel reaver could absolutely be a tempo play in aggro since the cards in your deck are completely irrelevant until fatigue. crusher shaman was another fun deck that got killed once bgh's were everywhere.
I've seen beast druid tried recently by forsen, kibler and trump, it wasn't good and I didn't see BGH hit the snake once. Having to fill your deck with sub par cards to activate it's ability is what kills the deck. If Blizzard releases a better batch of either druid or genric beasts it might have promise. Fel reaver has been an all star lately in the mech shaman decks and could probably be viable in other aggro builds despite a wide variety of decks running 1 copy of bgh.

I agree with whoever said piloted shredder's impact on the game can be outrageously high compared to it's mana cost and also think the mad scientist could stand a revisit, no 2 cost minion should force an opponent to have to completely alter their entire game plan AFTER it dies like that one does. It's basically an innervate without the card disadvantage downside that innervate has which is an absurd thing to give to just 3 classes.
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04-15-2015 , 06:51 PM
Yeah this idea that "7 attack minions are bad because they die to bgh" is really dumb. You can only run 2 bgh but you can run 30 7 attack minions. You can't kill em all for free.
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04-15-2015 , 07:20 PM
yeah but its hard to fit that many late game cards in a deck is the problem
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04-15-2015 , 07:21 PM
The tempo loss from losing a minion that costs usually 5+ mana without any trade while your opponent gets to put a minion or 2 on the board is usually too much to overcome.

Especially for druid, which finds it very difficult to play from behind.
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04-15-2015 , 08:33 PM
Quote:
Originally Posted by starvingwriter82
So wait... it's a "win more" card that's good for breaking through when you're both topdecking and the game is stalled?

Does not compute.
it's usually a win more card that is also good in the rare case when you're both top decking and your opponent doesn't have an immediate answer to a 3/3 + 3/2 at that stage of the game. I think this only accounts for a small amount of your games though and I value consistancy very highly in arena. Just compare it to a solid 5 drop like silverhand knight for example. You get a 4/4 + 2/2 for 5 mana. with grim patron you get a 3/3 + 3/2 for 7 Mana. How often do you really get to play grim patron at turn 5 and have him trade into something next turn AND survive?
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04-27-2015 , 10:01 AM
Having been away from Hearthstone for about 6 months I know I'm super late to this party but WTF, Dr. Boom is absurd.

He's so good that I have to assume Blizzard must be setting an unspoken policy where they won't nerf new OP cards for a while so people won't be afraid to bust out the credit card to buy whatever the next one is.
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04-27-2015 , 01:51 PM
Quote:
Originally Posted by IchoiBoy
Having been away from Hearthstone for about 6 months I know I'm super late to this party but WTF, Dr. Boom is absurd.

He's so good that I have to assume Blizzard must be setting an unspoken policy where they won't nerf new OP cards for a while so people won't be afraid to bust out the credit card to buy whatever the next one is.
I was away for almost a year until recently and I saw Dr. Boom played and was blown away (pun intended) on how OPed the card is.

Last edited by TheStuntman; 04-27-2015 at 01:59 PM.
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04-28-2015 , 05:10 AM
I need to reiterate that Mad Scientist is OP right now.

Out of a 2-drop, giving a tempo mage 2 damage towards board control plus a free 3-cost secret is insane value.
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04-28-2015 , 07:28 AM
A lot of the cards that call other cards are OP:

Void Caller
Mad Scientist
Bane of Doom (not as much)
Ancestor's Call (kind of when it works)

Additionally, people think very highly of Piloted Shredder but personally I think the first 2 are much worse (I don't really play Mage/Hunter though). If mad scientist just pulled a card secret to your hand, it wouldn't be that bad, in its current form it's annoying as ****.


Nobody whines about Web Spinner.
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04-28-2015 , 08:09 AM
i was thinking the same as you but then the shredder just keept on outperforming basicly every other card.
that thing is so ****ing op its not even funny anymore.
propably the ebst card in the game in constructed and the arena.
( in teh arena for sure its the most common card in 12 win decks)
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04-28-2015 , 08:36 AM
I think the dumbest thing about Mad Scientist because most decks run 1 or 2 secrets, the person who plays Mad Scientist usually knows what they're getting when it dies. So they can choose the most advantageous time to put their secret into play.

I think it'd be interesting if it got nerfed to Deathrattle: Summons a random secret from your class or something like that. But when going against Face Hunter, a 2-drop "2/2 that gives you explosive trap when it gets removed" is incredibly annoying. I also could see it as something that puts a secret from your deck into your hand. But the current form in Mage Decks of "Play a 2/2 minion and a 3-mana secret for 2 mana" is stupid.
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04-28-2015 , 08:39 AM
scientist should be a 1/2
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04-28-2015 , 09:00 AM
Quote:
Originally Posted by Zimmer4141
I think the dumbest thing about Mad Scientist because most decks run 1 or 2 secrets, the person who plays Mad Scientist usually knows what they're getting when it dies. So they can choose the most advantageous time to put their secret into play.

I think it'd be interesting if it got nerfed to Deathrattle: Summons a random secret from your class or something like that. But when going against Face Hunter, a 2-drop "2/2 that gives you explosive trap when it gets removed" is incredibly annoying. I also could see it as something that puts a secret from your deck into your hand. But the current form in Mage Decks of "Play a 2/2 minion and a 3-mana secret for 2 mana" is stupid.
It's actually even worse than that, it technically draws a card as well.
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04-28-2015 , 10:19 AM
All the blatantly OP cards have been mentioned so far, except Goblin Blastmage.

Having a mech in play is absurdly easy. A 4 mana 5/4 that does 4 damage battlecry? That's ridiculous. Make it 3 battlecry and it's still an awesome card.

Blizzard basically never buffs card and I understand bad cards are necessary for game balance, however I think there are some cards that are supposed to be good but aren't. I went through all the cards and here are teh ones that jumped out at me as bad that should be better.

1. Illidan

Creatures with high attack and low HP generally suck, 7/5 is awful, dies to BGH, dies 2 scrub minions, dies to 1 scrub minion and a hero pwoer, etc.

Fix? Changing it to 6/6 keeps the same stat budget but makes the card instantly WAY better. Doesn't die to BGH, and the 1 HP makes it way harder for your opponent to clear.

2. Eye for an Eye

I'm of the opinion no class cards should suck, they should at least all be average at worst. I've never seen anyone actually use this card. It's simply not worth it.

Fix? It needs to either reduce the damage incoming or increase the damage out going. I'd like to see it reduce damage incoming by half as well, So like if your hero was to get hit for 4 he instead takes 2, and delivers 4 to the opponent.

3. Kidnapper

Crap. Sure it's a sap or Panda, but a 5/3 body for 6 mana

Fix? Just bump it to 5/4 makes it way better

4. Twisting Nether

Fix: Should silence first, then destroy all minions. It would make it the ultimately board clear, as it's supposed to be, and would actually be a counter to all the damn deathrattle crap. It fits with the lore too. Technically the minions aren't dying, they're being sucked into another dimension or something.

5. Hemet Nessingwary

Battlecry is useless except against Hunters, and even then most Beasts are small and medium sized creatures, so destroying one isn't even that much of a swing really.

Fix? Bump his Mana cost to 6, make him a 6/5, and update his battlecry to be Destroy a Beast or Dragon.
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04-28-2015 , 10:59 AM
Cotton-

Why Illidan and not the numerous other 7+ attack minions that are easy targets to bgh (he's also not totally awful in a demon deck if you can pull him with void caller and then use a few cards)? There are so many units that would be much better at 6 attack. I think the best solution is to make BGH only target 8+, that limits it's targets to giants which it is really intended for.

The only minions that would be targets are giants, ironbark (no one plays), Malganis (would make sense), Gromm after enraging, Rend, Beast, Alex, Gruul, Majordomo, Mekengineer, Oyxnia, Fel Reaver and deathwing.

Of which only giants, alex, gromm and malganis are really played.

If they changed BGH, obviously making Dr Boom 8 attack would make sense.
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04-28-2015 , 11:02 AM
yeah, why not make bgh unplayable?

also, making a card which only costs 6 but summons a 2/1 every time a card is played harder to kill seems unwise. if illidan was re-statted it's ability would need to scale back to every time you play a spell or summon a minion or smth I would think.

if kidnapper was non-class specific and even just a 2/3 for 3 I'd play it a bunch.

Last edited by CrunkMonkey; 04-28-2015 at 11:07 AM.
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04-28-2015 , 11:05 AM
Well, Dr Boom needs to be way reworked, I'd like to see the boombots nerfed more so than Boom, make their range like 1-2 instead of 1-4.
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04-28-2015 , 11:25 AM
illidan sucks balls because he got the nerfhammer real hard back in the alpha.
he used to have a battlecry it was something like bothplayers discard 3 cards and draw 3 cards. or something op like that.
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