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I've heard a few people suggest giving Leeroy the 'Faerie Dragon' effect (spell immune) and can understand why this would not be viable. However, what about only restricting the player who laid him down from using spells on him? For example, his card could read:
Charge. Can't be targeted by friendly Spells or Hero Powers.
I feel as if this would maintain his usage of a cheap burster while inhibiting his synergy with his deck (which as mentioned before, fits with his lore perfectly). This proposed change isn't major and will not necessarily nerf Leeroy out of viability, it will just inhibit combos that rely on buffing him. Any thoughts on this?
If this nerf isn't harsh enough, Blizzard could even go so far as include friendly minions into the restriction. This would cut away every aspect of synergy that Leeroy has with any deck, and accurately represent the image of his legacy.
Charge. Can't be affected by friendly Spells, minions, or Hero Powers.
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On June 03 2014 13:00 KnightOfNi wrote:Show nested quote +On May 23 2014 06:59 Dromar wrote: I had heard an idea to change him and make him more flavorful as well: Just add to his battlecry that he must attack immediately. I like this idea, because not only does it fit with the flavor/lore of the card, but he would still be strong as a finisher in many ways, but less extreme. It would prevent him from being buffed by Power Overwhelming or Cold Blood. Warlock could still deal 16 damage with Leeroy + PO + Faceless, which is perfectly acceptable turn 10 burst IMO, and rogue would still be able to do the usual 18 for 8, and would simply need another minion to attack with if they wanted to add Cold Blood damage.
Personally, I hope they do this if they do anything. It keeps the burst/combo potential, but weakens it slightly and/or makes the player work a bit harder for the big numbers. And really 16 to 18 damage is a reasonable "big burst" for the game. I think the problem people are really having is that if your opponent can suddenly do 27+ from the hand, it just seems like there's no way to stop it. Faceless doesn't activate battlecries, so you wouldn't be able to deal damage with him if you facelessed him. This is a cool idea though. Show nested quote +On May 30 2014 14:16 IcemanAsi wrote: People think I want Leeory nerfed to hell because of Miracle Rouge, nope. I don't like it there any more then other places but it's really not the deal. HERE is the deal:
Duplicate announced for mage - Leeory combos! Rebirth announced for shaman - Leeory combos! Anub'ar Ambusher announed for rouge - Leeory combos!
Mage: Why would any mage ever run leeroy when they have fireballs that do the same thing that leeroy does only better? Shaman: Rebirth is not remotely viable for leeroy. Rogue: The ambusher is actually a terrible card and I can't see it ever being played in a miracle deck. Tempo rogue doesn't use leeroy as a finisher.
Mage - Because you can't duplicate Fireballs, or you can have both Shaman - Hah? Why not? Leeroy + 2 X duplicate, = 18 damage turn 8 with 3 cards Anub'ar was indeed more of a joke. But you're missing the point, when a card is OP it becomes the focus of the game, So much of the discussion about the new cards is all about how they interact with Leeroy.
By the way, the whole idea of that suggestion is that you won't be able to duplicate his charge.
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The card is played in way too many decks and is pretty game breaking in a few. I'd be happy to see it suffer a small nerf so that I'm not playing against it every single game \=
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I would be glad if it was nerfed because it is played in almost every deck and I don't have it.
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Leeroy is just too easily combo'd. Maybe make him cost 1 more mana, reduce his attack by 1 or give him the immune to spell effect
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Do you guys agree?
100%
I facepalm every time someone says it's just a worse Fireball
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On June 03 2014 16:13 yx9c_xj32x2vu71xjlz wrote: I would be glad if it was nerfed because it is played in almost every deck and I don't have it.
This kindof sums it up though, Its not that bad of a card to play against, miracle rogue is a deck to play - and can be fun to play against.
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Lets be sure to consider a wide perspective here concerning Leeroy. In my opinion, I feel like shadow step is the card that needs to be looked at here. If your opponent has taken a lot of (even near fatal ) damage to the face in preparation of unleashing a nice leeroy + PO + faceless combo to finish the game, I think that's the price. A lot of times, the required cards simply do not come and you find yourself with your pants down holding on to two out of the three cards you need. Shadow step on the other hand costs nothing to play and grants you a bounce back at -2 cost. Remember the old warrior giants deck?? Same thing here. It seems to me that leeroy is fine, shadow step however should be a 2 cost card plain and simple. Same stats just two mana. this would bring the combo down to the level of similar finishers  Good post though a lot of great points have been made by a lot of you guys
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On June 03 2014 13:00 KnightOfNi wrote:Show nested quote +On May 30 2014 14:16 IcemanAsi wrote: People think I want Leeory nerfed to hell because of Miracle Rouge, nope. I don't like it there any more then other places but it's really not the deal. HERE is the deal:
Duplicate announced for mage - Leeory combos! Rebirth announced for shaman - Leeory combos! Anub'ar Ambusher announed for rouge - Leeory combos!
Mage: Why would any mage ever run leeroy when they have fireballs that do the same thing that leeroy does only better? Shaman: Rebirth is not remotely viable for leeroy. Rogue: The ambusher is actually a terrible card and I can't see it ever being played in a miracle deck. Tempo rogue doesn't use leeroy as a finisher.
Tempo Rogue uses Leeroy as a finisher I even run a single shadowstep with it, not only for leeroy but for the 3 other cards it can be useful on BGH SI and Farseer. I do have a huge problem with rebirth though, but that's another topic.
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He needs massive nerfs. I hate it that he pretty much does 10+ damage at once and its all about luck of the draw.
The damage it does should be nerfed to 5.
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Just got rogue'd. 3 times with leeroy at one turn seems pretty solid game desing.
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On June 03 2014 19:26 Ovid wrote:Show nested quote +On June 03 2014 13:00 KnightOfNi wrote:On May 30 2014 14:16 IcemanAsi wrote: People think I want Leeory nerfed to hell because of Miracle Rouge, nope. I don't like it there any more then other places but it's really not the deal. HERE is the deal:
Duplicate announced for mage - Leeory combos! Rebirth announced for shaman - Leeory combos! Anub'ar Ambusher announed for rouge - Leeory combos!
Mage: Why would any mage ever run leeroy when they have fireballs that do the same thing that leeroy does only better? Shaman: Rebirth is not remotely viable for leeroy. Rogue: The ambusher is actually a terrible card and I can't see it ever being played in a miracle deck. Tempo rogue doesn't use leeroy as a finisher. Tempo Rogue uses Leeroy as a finisher I even run a single shadowstep with it, not only for leeroy but for the 3 other cards it can be useful on BGH SI and Farseer. I do have a huge problem with rebirth though, but that's another topic.
Not every tempo rogue list runs Leeroy, primarily the most popular list from savjz does.
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You can have good board control, perfect mana spending, a good hand of cards and still lose to the OTK of Leeroy. I just lost with 27 hp on the last turn. Wasn't this the reason why they nerfed Warsong Commander?
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Giving every class a Fireball you can combo around is honestly a pretty blatant design flaw. I don't believe Leeroy is the core issue in a lot of situations (Miracle needs Auctioneer to be severely fucked if it's to be at all balanced- as well, Blizzard cannot possibly make more low-cost spells with that card in the game at all). It is, however, still an issue in some situations. I think it does need a nerf, but nearly all proposed nerfs would turn it into Tinkmaster- which is to say turn something overpowered into something completely unplayable, and I don't want to see that happen.
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Preventing Spells from targeting Leeroy, i.e. Faerie Dragon effect, seems like a good solution.
What about making Leeroy deal damage to friendlies/hero. Card could read "Charge. Battle Cry: Summon 2 1/1 Whelps and Deal 2 Damage to Yourself."
This nerf would be the least impactful, which can be a good thing, but can still make Leeroy unplayable in some situations.
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Leeroy 5/2, costs 5 mana.
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Looking at MTG a deck only working because of one card is obviously not bad design. Im still on the fence on this nerf Leeroy idea, the meta has been changing continuously since the beginning of hearthstone I'd give it a little more time before jumping the gun.
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Leeroy must be 5/2 and make 1 additional damage to a random enemy at the end of your turn.
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On June 14 2014 09:26 xuanzue wrote: Leeroy must be 5/2 and make 1 additional damage to a random enemy at the end of your turn. That wouldn't work Mainly because that doesn't fit the Leeroy Jenkins character.
On June 05 2014 11:17 BillGates wrote: Leeroy 5/2, costs 5 mana. That would make Leeroy completely basically a Reckless Rocketeer lol
This is a totally stupid ability, but I think it would be funny if it were: "Charge. At the end of your turn, destroy Leeroy Jenkins and replace him with 2 1/1 whelps on your opponent's side." Since Leeroy's suppose to just die at the end of his reckless charge anyway lol although I guess he usually doesn't stay on the board when summoned, or is just a finisher, so idk
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On June 14 2014 10:20 faythscar wrote:Show nested quote +On June 14 2014 09:26 xuanzue wrote: Leeroy must be 5/2 and make 1 additional damage to a random enemy at the end of your turn. That wouldn't work Mainly because that doesn't fit the Leeroy Jenkins character. That would make Leeroy completely basically a Reckless Rocketeer lol This is a totally stupid ability, but I think it would be funny if it were: "Charge. At the end of your turn, destroy Leeroy Jenkins and replace him with 2 1/1 whelps on your opponent's side." Since Leeroy's suppose to just die at the end of his reckless charge anyway lol although I guess he usually doesn't stay on the board when summoned, or is just a finisher, so idk
I think "Charge. After attacking, Leeroy Jenkins will be destroyed and summon two 1/1 whelps on the opponent's side" would be good. He can still be buffed to do really good damage, but you can't attack, bring him back in, and attack again. And like you said it would fit his lore as well.
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