Well, they need to be kneecapped somehow.
Outside of MC I'm not convinced they need to be.
Well, they need to be kneecapped somehow.
Outside of MC I'm not convinced they need to be.
The only reason MC exists is because paladin secrets are mostly shit. That would be a really backwards way of balancing things.do they really need to nerf paladin or just the secret paladin deck? I wonder if making the secrets 2 mana it's enough to nerf that shit
When that one specific thing tends to be "win the game", there might be a problem.I don't think Anyfin is quite good enough to be considered problematic. I mean as long as they do not add in more charge/buff murlocs into the game, Anyfin will be fine. I mean it is a 10 mana card that does one specific thing afterall.
The card can also get weaker if more murlocs with good stand-alone effects gets added as well, kinda like what happened with Finley, and Coldlights in mill decks.
The only reason MC exists is because paladin secrets are mostly shit. That would be a really backwards way of balancing things.
I don't think Anyfin is quite good enough to be considered problematic. I mean as long as they do not add in more charge/buff murlocs into the game, Anyfin will be fine. I mean it is a 10 mana card that does one specific thing afterall.
The card can also get weaker if more murlocs with good stand-alone effects gets added as well, kinda like what happened with Finley, and Coldlights in mill decks.
How many more bullshit class cards do they need to be handed before it's a problem? A 1 drop and a 5 drop?
Change force of nature from minions to "deal 2 damage to 4 random enemies". That would be in line with Avenging Wrath.
EDIT: I just realized that it would be funky with +spell damage modifiers. oh well.
Reason why I am not too big on nerfing Minibot and Muster is because we are just at that place where those cards happen to be the best. Later on other classes might get equivalent 2/3 drops to compete.
Stuff like Anyfin, MC and Divine Favor are problematic cards from a design point beyond being just OP cards. These cards make sure that slow decks will never be good enough on Ladder.
OH and of course beyond those cards... Force of Nature remains a problem and so do the 3 main neutral cards Dr Balanced, Mad Scientist and Shredder. I think outside of these cards the game is fine. Just nerfing MC and FoN would open up more play styles and decks.
Just give FoN the Ice howl treatment and increase the damage to 3 per charge minion. It would then become a good board control tool.
Just give FoN the Ice howl treatment and increase the damage to 3 per charge minion. It would then become a good board control tool.
Ice howl usually stays on the board after it does something.Sure Force is a class epic, but 9 more versatile charge damage would make Icehowl's 10 dmg even worse than it it is today and nobody ever plays that card.
Ice howl usually stays on the board after it does something.
Many things tend to "win the game". Getting one tick of Emperor with FoN + double SR (or just a single innervate) means you will pretty much win the next turn especially with additional minions left on the board. Getting double/single PO + Arcane Golem + Faceless means being able to do the same level of burst from hand.When that one specific thing tends to be "win the game", there might be a problem.
I don't see how any additional murlocs could weaken the card. You just exclude the ones that don't add to the burst.
I don't see how any additional murlocs could weaken the card. You just exclude the ones that don't add to the burst.
They don't need to add more murlocs to be a OTK
2 Grimscale Oracle
2 Bluegil warrior
2 Murloc warleader
1 Old Murk Eye
Gives you a total of 30 damage in 1 turn from an empty board
Why does hearthstone have such shit animations. They take forever and the cards in my hand move around like crazy so that sometimes I play the wrong card if I try to go at faster than a snail pace.
I actually think Murloc Paladin has potential to be almost as good as pre-nerf Patron Warrior in terms of win-rates against all decks.
It's not great against fast aggro, unlike Patron. Especially something like Face Hunter which doesn't really care about its board clears.
It's not great against fast aggro, unlike Patron. Especially something like Face Hunter which doesn't really care about its board clears.
Murloc Paladin is basically Midrange Paladin with the added benefit of an extra combo. Midrange Paladin already does decent against aggro.
We must be confusing lists then. The list I see as more popular these days is the one that runs stuff like Doomsayer, Pyro+Equality, Acolyte of Pain, Solemn Vigil, etc. It basically looks to stall and draw into the combo pieces rather than do midrange pally stuff.
I dunno. I guess I don't have too much experience against it with face hunter but every time I play an aggro deck against it I just kill them before they draw all their pieces.
We'd definitely be seeing a LOT more of it than we are now if it was really as good as Patron.
Something crossed my mind earlier tonight, do you think a pre-nerf Starving Buzzard would see play in this meta? The Buzzard/Unleash combo feels like it would be too slow any more. I guess it might make Hunters a somewhat viable class on ladder again, but I don't know if it would be considered OP in a meta filled with Dr. Booms, Piloted Shredders and Mysterious Challengers.
Something crossed my mind earlier tonight, do you think a pre-nerf Starving Buzzard would see play in this meta?
Just have Muster give Paladins a Cursed Blade instead!
The biggest thing with Mysterious Challenger is that there's no drawback. Even with no secrets it's a 6/6 for 6 mana. It only has upside. Other class cards are a 6/6 but they hardly have as much strength.
Not to rag on MC too much, everyone knows that card is ridiculous. The SM thing is more emblematic of how all the different effects in the game put balance all over the place. Compare Shielded Minibot to the 2 drops that Warrior has..
Shielded Minibot: A 2/2 with Divine Shield. Not the most amazing stat line, but it is immune to practically all removal, even Earth Shock which removes the more expensive Scarlet Crusader. Against a Warrior with Fiery Win Axe, it's 6 damage to the face or Slam plus two damage to the face. Also, he's a Mech, so there is synergy with all sorts of other GvG toys.
Armorsmith: A 1/4 that heals/overheals for 1 point whenever a friendly gets hit. The effect is easy to activate with the Warrior's kit, and it trades favorably with most 1 health minions. She gets put in all but the fastest Warrior decks automatically despite the awkward statline.
Cruel Taskmaster: A 2/2 with a battlecry to deal 1 damage to a minion and give it +2 attack. Cheaper and more potential for favorable trading than the basic 3-drop Ironforge Rifleman, but if used on your own minions, you make it easier for the enemy to trade, so those extra attack points better be worth it. There's a reason why he's only really put in Control Warrior and then typically used for removal.
Alexstrasza's Champion: A 2/3 that becomes a 3/3 Charge if you have a Dragon card in your hand. I've played a deck that was built around this card by putting in Faerie Dragons and Azure Drakes. Great if the battlecry is used, otherwise just a Crocolisk.. and you're never going to mulligan for them since you always want a weapon in your starting hand.
Sparring Partner: A 3/2 Taunt that gives another minion Taunt. Practically unplayable on curve, unless you are OK with being forced to make your opponent's Flame Imp into a taunter. Marginally useful if it can be played with an otherwise useless card like Eerie Statue or Ancient Watcher, but there's no compelling reason to play this over Sunfury Protector.
Not one card that is really good on its own. They all require synergy and situational awareness. Shielded Minibot can be played at any time, on curve or out of curve, and you're virtually guaranteed to get extra value.
Uh, Fiery War Axe?
I was comparing minions. There's a reason it's often called the Fiery Win Axe. If we're going to go there, though, we're going to have to address Equality.
You said "2 drops".
There's no meaningful reason to separate out the win axe here, especially since Paladins have no such luck for any worthwhile weapon in this slot.
While we are mentioning all the really good 2 drop class cards that warrior has, let's mention all the good 2 drop class cards that Paladin has besides shielded minibot.
....
Oh wait, that's right. Paladin Turn 2 was garbage as hell before shielded minibot was introduced.
Since we're bound to get Muradin next set with the hint in the game now.. I have come with the best designed card in history of hearthstone that will help make warrior great again ;_;
I tried to capture avatar form in a hearthstone card and make a board clear for non tanky warrior, say midrange/dragon/patron that don't want to play brawl! tanky warrior might be able to use this still.
taunt with cant attack heroes and mega windfury? Nobody will play this. Maybe if you make it a 8 cost 5/3 with mega windfury, it might be balance.
Keeps feeling worse and worse honestly. Increasingly, the value of minions is baked into just being played, particularly in the early game. You can remove stuff like Scarab, Peddler, Finley, Saplings, etc., but they've already accomplished what they want to. It's like wasting swings.Uh, Fiery War Axe?