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On March 14 2016 00:16 NewSunshine wrote: BGH is apparently getting nerfed, so it might have a shot.
Is that official?
That would greatly change the evaluation of the power level of so many cards.
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On March 14 2016 00:16 NewSunshine wrote: BGH is apparently getting nerfed, so it might have a shot. Is there a source for this?
I might be unpopular here, but I would like a nerf to BGH.
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United Kingdom31255 Posts
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Nice. So happy to have BGH nerfed. We will have to see if they just reduce the tempo gain of it (pushing to 5/6 mana with same effects and decent stats for the price range) or if they makes him unplayable/completely different. That will be a hug boost to every 7 attack or more minion as well as good way to remove them: for example hex and polymorph will probably become staples again. That will change the whole meta even more than a nerf of the druid combo.
Best news ever. I am hyped for the expansion again now ^^
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Nerfs will be more interesting than the new releases imo, but I don't think a BGH nerf is needed for C'Thun to be effective. The random pings are strong enough to keep him relevant even if it gets wiped with cheaper removals. I wouldn't mind a small rework of BGH mana costs, but redefining the card entirely is bad imo.
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United Kingdom31255 Posts
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On March 13 2016 19:08 Slydie wrote: I am sorry guys, you will be sorely disappointed about c'thun! This reminds me of the fierce defenders of the OP-ness and posibilities of Aviana, Troggzor and Kel'thuzad.
A 10 mana card needs to do one of 2 things: -Win you the game -Set up for a win shortly after
C'thun does neither! 10-mana makes it so that you can't combo him with ANYTHING! If he gets a friend that lowers his mana-cost, it will help.
Also, remember that your opponent is playing too! Seeing a lot of c'thun buffers? Save 1x hard removal and flood the board, preferably with things like armorsmiths and acolytes of pain, as well as dudes with high HP dudes to negate his damage from the battlecry. He will NOT be played as a finisher in tempo decks, as 10 mana is simply too much. I really do hope you note that the reason those cards are underwhelming is that they have no immediate board impact, while C'thun is at the very least the combination of a Flamestrike and a serious lategame threat. He doesn't need to be combo'd with anything, because he combos with himself. Furthermore, playing around C'thun means you play into other effects. Strong AoE, for example, will wreck that exact kind of play, and students of the game are familiar with how to draw out or force out removal. It's definitely a possible line of play.
It really does look to me like you've internalized the generally accurate shorthand that 10 mana=bad, but haven't seriously considered why it is so. Also, incidentally, Kel'thuzad has seen some play in the past, so I don't know why you think it's bad. It's on the lower end of playability, but that's not bad. I don't see why C'thun can't enter the playable-but-not-overpowered tier of card strength.
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They announced 16 cards that can buff/interact with C'Thun.
We know 2.
It would be very unwise to comment on the playability of C'Thun before we know about every single one of those 16 cards. Because you know that's enough cards to fill more than an entire deck. What if some of them reduce C'thun mana cost ? Or give him attributes like Stealth, Charge? LOL
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United Kingdom31255 Posts
On March 14 2016 03:14 The_Masked_Shrimp wrote: They announced 16 cards that can buff/interact with C'Thun.
We know 2.
It would be very unwise to comment on the playability of C'Thun before we know about every single one of those 16 cards. Because you know that's enough cards to fill more than an entire deck. What if some of them reduce C'thun mana cost ? Or give him attributes like Stealth, Charge? LOL As others said it might not even be worth it to have Cthun played early so reduced mana cost might no be too impactful.
That said I'm fairly sure it won't just be stat increases. Maybe give Divine Shield / Windfury. Not charge though.
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United Kingdom31255 Posts
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Wow I just read that IGN Interview because it was linked. I have to agree with 2 of the comments below that Interview. Kamamura and Highjustice. Usually I don´t complain about Devs but Mike Donais seems to really have lost touch with reality a long time ago. And Dr Boom not a big problem? Is this guy living on the moon?
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I'm kind of sceptical about nerfing BGH. afaik bgh needs to be where it is to counter Mountain Giants. Does this mean, they're nerfing them too? Or is the age of handlock upon us once again?
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United Kingdom31255 Posts
4 mana 2/4
Destroy all secrets and gain +1/+1 for each
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On March 14 2016 00:54 itchiko wrote:Nice. So happy to have BGH nerfed. We will have to see if they just reduce the tempo gain of it (pushing to 5/6 mana with same effects and decent stats for the price range) or if they makes him unplayable/completely different. That will be a hug boost to every 7 attack or more minion as well as good way to remove them: for example hex and polymorph will probably become staples again. That will change the whole meta even more than a nerf of the druid combo. Best news ever. I am hyped for the expansion again now ^^ The fact that 6 attack minions can be considered stronger that 7+ attack minions is a good example that something isn't quite right.
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Netherlands0 Posts
So normally a 3/5 for 4 + destroy the secret (yes I know it says destroy all secrets)
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United Kingdom31255 Posts
People asked for a Secret Paladin nerf
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Looks like a worse version of Kezan Mystic.
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People like to hate BGH, but it's one hell of a safety valve for the game. Blizzard have made, and will continue to make, cards that let you get massive minions out for relatively cheap. Good examples include Mountain Giant, Sea Giant, Voidcaller/Mal'ganis, Unstable Portal, and Thaddeus. When that happens, and it happens mostly because of pure luck from draws or explicit RNG, the game kind of needs a way to stop it or else become (even more of a) luckfest. BGH is exactly that mechanism. It's the way that the game can balance fun ways to get big dudes out against the luck involved in that. It's too much to give hard removal to every class, but BGH is an acceptable middle ground to stop Innervate Innervate Boom from automatically ending the game.
By that token, Boom isn't as bad as a lot of people make it out to be. I used to be on the side of it being too powerful, but I've come around to the other side. It's still slightly too powerful, and the bots should definitely roll for 1-3 instead, but most of its popularity is because the 7 slot is awful.
Also, new card is, uh, a little too targeted. If Hearthstone had sideboarding, it would be a great addition to the game, but as-is this seems like a new way to get shitty Arena drafts. And I mean, are there any decks that are amazing but just struggle hard against Secret Paladin, Freeze Mage, and Face Hunter?
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Netherlands0 Posts
On March 14 2016 04:47 Drazerk wrote: People asked for a Secret Paladin nerf Depending on the rest of the cards in this expansion ofc., Secret Pally might not be a good deck anymore anyway
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United Kingdom31255 Posts
On March 14 2016 04:49 Penlievskiov wrote:Depending on the rest of the cards in this expansion ofc., Secret Pally might not be a good deck anymore anyway Its not gonna be a thing in Standard anyway since no early game for paladins
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