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

04-28-2015 , 12:01 PM
What's the card from warlock that deals damage 2-4 dmg and gives you the amount of dmg with 1/1 imps as well? That's pretty oped, I think it's for 3-4 mana. I agree, mad scientist is pretty oped too, should be at least a 3 drop mana at the minimum.
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04-28-2015 , 12:20 PM
Quote:
Originally Posted by TheStuntman
What's the card from warlock that deals damage 2-4 dmg and gives you the amount of dmg with 1/1 imps as well? That's pretty oped, I think it's for 3-4 mana. I agree, mad scientist is pretty oped too, should be at least a 3 drop mana at the minimum.
Implosion, ya it's roll value single handidly turns whole games.

As Reynad once said, RNG is fine provided the range of results makes sense. For such a low mana card the game between the low outcome and the high outcome is too much.

I heard someone purpose a change such that the number of imps should be inverse to damage done.

So like if you roll 2 damage, you get 4 imps, if you roll 4 damage, you get 2 imps, etc.
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04-28-2015 , 12:32 PM
Agree about the inverse thing with imps. Just makes the most sense. The difference between 4 damage and 4 imps and 2 damage and 2 imps is oftentimes what decides games
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04-28-2015 , 12:55 PM
Inversing the imps from dmg done is a great idea. Speaking of Implosion, Muster for battle is oped as well you basically get 7 mana for the cost of 3, 3 procs of paladin's ability and a light's hammer.
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04-28-2015 , 01:01 PM
not exactly. those 1/1s are really only 1 mana and lights hammer is 1 mana. conversely, if you think about it 1/1 tokens are really wisps that can be buffed and wisps are 1/1. i would say you get 4 mana worth of stuff for 3 mana, not 7. hero power isn't worth the same as cards. nobody plays onyxia and says each 1/1 is 2 mana. it's not correct.
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04-28-2015 , 02:37 PM
Buff: Mana Wyrms need to be reclassified as dragons so I can make a Dragon Mage deck
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04-28-2015 , 06:24 PM
Quote:
Originally Posted by Zimmer4141
I think it'd be interesting if it got nerfed to Deathrattle: Summons a random secret from your class or something like that.
How about "Deathrattle: If you have a secret in your deck, summon a random secret from any class."
- Getting random crap Paladin secrets would be a nerf on average, particularly versus getting a specific card you know is coming.
- It's totally within Blizzard's design philosophy to have stupid RNG effects. Stories will abound and Trolden videos will be made about someone getting killed with Misdirection or Eye for an Eye.
- Lastly, it would also be a buff for Paladins, and give them a reason to play a couple of crap Paladin secrets in their deck.
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04-28-2015 , 08:07 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.
nice to see our boy Mickin back around here. I totally get losing motivation in games, especially with what they did to your poor Gadgetzan, but it'd be sweet to see you back playing Oil Rogue so I could learn from the best. Watching you play Rogue was like a dream.

Quote:
Originally Posted by Zimmer4141
I think it'd be interesting if it got nerfed to Deathrattle: Summons a random secret from your class or something like that.
Yeah I was going to suggest a webspinner-like Deathrattle: Put a random secret into your hand. Would be wildly troll but also likely get 0 play. The card is OP, especially with such few secrets tech. Everyone knows this.

On the matter of Hemet, I'm sure a few saw this on r/hearthstone yesterday, but it is a pretty damn good reddit post (which is rare) on the BUFF Hemet needs...





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04-28-2015 , 09:17 PM
That's actually a nerf instead of a buff.
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04-28-2015 , 10:53 PM
Hemet is so bad that actually is a buff.
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04-29-2015 , 11:33 AM
Change it to Destroy all Beasts and it might see play.
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04-29-2015 , 12:43 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.
you better start streaming again . by far the best rogue player I've seen

sorry for the off topic post
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04-29-2015 , 02:19 PM
Quote:
Originally Posted by forthelulz60
you better start streaming again . by far the best rogue player I've seen

sorry for the off topic post
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04-29-2015 , 02:49 PM
Quote:
Originally Posted by forthelulz60
you better start streaming again . by far the best rogue player I've seen

sorry for the off topic post
rogue would have to become viable again -.-
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04-29-2015 , 02:52 PM
rogue is viable
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04-29-2015 , 02:57 PM
Let's take this to hs thread
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05-19-2015 , 08:39 AM
I really have never had a problem dealing with Dr Boom. I think it's because of the specific way I play my constructed mage, but it's often the case that I can nullify Boom.

He comes out turn 7.

I typically have a Sludge out by turn 5, and very likely a duplicate active. He drops Boom. Sheep. Bombs go into the Sludge and if they kill it, another two Sludges for me and Boom is gone.

If he drops it later, say on turn 8, I can often do Flamestrike plus flamethrower.

I have very rarely felt that I've lost a game because of Dr Boom.

Again, I can see why he might be annoying and considered OP, but I may just have the perfect build to deal with him.
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05-19-2015 , 09:12 AM
So, you're saying that because 1 deck can "draw perfectly and curve out" to A) have a belcher on board, B) duplicate it, and then C) have flamestrike and flame thrower in hand - Dr Boom isn't OP. Got it.
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05-19-2015 , 09:18 AM
No, I didn't say that.

Those are two different situations. One having Belcher on board with duplicate (extremely common situation in my build) with a sheep or fireball in hand.

The other is if boom comes out after turn 8, in which case I'll often have the strike and frost / flamethrower in hand.

There are other ways of dealing with him too.

I don't see him being any more OP than Ragneros or Archmage A.

What makes Boom so bad? Honestly, I've come up against him dozens upon dozens of times and he's never a game ender and often not even a game changer.
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05-19-2015 , 09:20 AM
I feel like the Druid has many more OP cards than Dr. Boom.
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05-19-2015 , 09:22 AM
Force of Nature / Savage Roar combo is OP in my view. So many times there's nothing you can do against that. It's abused so often in the meta, but how does one play around that?

Ancient of Lore and Keeper of the Grove are both sick too.

Last edited by LordJvK; 05-19-2015 at 09:29 AM.
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05-19-2015 , 09:50 AM
no offense, but are you around rank 15?

one of your perfect answers is using 2 cards, 9 mana, and taking 2-8 damage to clear a 7 drop
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05-19-2015 , 11:00 AM
That's obviously the lesser of the two options, but the point is that it's not completely insurmountable. It's not like Dr Boom is an instant win for whoever gets it out first.
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05-19-2015 , 11:08 AM
obviously no card is "completely insurmountable" but that's a silly standard to have
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05-19-2015 , 11:54 AM
Different grades of "OP", then I guess. Dr Boom is extraoridinarily good value yes, but that's somewhat mitigated by the fact that 90% of players run it.
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