Omega Devastator: 4 mana 4/5 dealing 10 damages to a minion starting from turn 10, add to that 4 additional damages from rush if Boom is in play, and the ability to discover more than 2 copies of it from spells or hero power. Facing this is, in one word, frustrating.
I’d ask once again if they test the game at all before releasing new cards, but I’m not going to, simply because there’s no need to test anything to realize that Omega Devastator is completely broken for all the reasons listed above.
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Wrong question, hopw can a card like Dr. Boom ever be printed?
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I’ll stick with mine, Dr. Boom is indeed unbalanced, and now that the power level of other classes has been lowered you really get how good that Hero is, but persevere adding more fuel is diabolical and masochistic for the game.
From your viewpoint it is ‘bad’ and ‘broken’, from someone else’s it is ‘orsum’ and ‘works perfectly’.
The answer to ‘how can they let x happen’ in life in general is commonly - because that is the way They want it.
You are looking at Hearthstone from a vantage point of wanting a fair, balanced and I take it skilled game.
The developers are looking at at it from the viewpoint of maximising profit and the sort of people that spend a lot of money to win a lot.
Cards like this fail your criteria yet meet the criteria of the developer/user.
A lot of things in the world make no sense unless you alter your viewpoint to that of the vested interest, then they make total sense even if they are still insane.
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Omega Devestator is fine without Dr. Boom. Yes, like all other Omega cards it is very strong when played at 10 mana. (Especially vs. decks that use one or two big minions; against aggro / zoo it does very little.) But the opponent also has 10 mana so is likely to have an answer.
Compared to for example Omega Agent, Omega Devestator is a lesser card.
It is Dr. Boom that puts this minion over the top. (Allthough I still believe that eve with Boom, Omeage Devestator is weaker than Omega Agent).
And this is not the only card. Blastmaster Boom? Very strong 7 mana card provided you did the setup. But fine in itself.
It is Dr. Boom that puts this minion over the top, because all Bombs can attack immediately, providing an almost guaranteed board clear.
I’m pretty sure there are more cards that in itself are strong but acceptable, but that become unbalanced by Dr. Boom. So the real problem is indeed Dr. Boom.
I like Dr. Boom. I don’t have it but I wish I did and I consider crafting him. The reason I like him is that the theme is very nice. I also think that the cost, armor, and hero power (especially with its randomness) are all fine and not unbalanced. The only thing that makes Boom too strong is the rush for all mechs.
I hope Blizzard changes Boom. Either by removing the rush effect completely (though that might be too much of a nerf), or by doing what I read elsewhere: restricting the rush to mechs played instead of all mechs. That would fix the Blastmaster Boom problem. (It would not fix the OP’s Omega Devestator problem, but I personally think that this problem is not as big as Blastmaster).
the card is ultimate Timmy players bane
4 mana to kill you 9 or 10 mana big flashy minion and 6 mana left to develop something else.
The card is fine
The point that it was hardly a thing before the expansion proves it, meta shifts, making some cards stronger, others weaker.
Leeroy for instance is the MVP right now in hunter and rogue decks, as for many years charge cards were nerfing and now there are exactly 3 of them. Yet Leeroy was free dust for years.
I have to agree with most others. This card, by itself, isn’t that bad. It’s the interaction for Dr. Boom that causes this…and several other warrior cards to become ridiculously strong. Omega Devastator, Dyn-o-Matic, Security Rover…these 3 cards in particular become ridiculously strong when the gain the rush mechanic from Dr. Boom…even Blasmaster Boom can be a devastating play if a full board of 1/1 bombs are summoned from his battlecry that all gain rush.
As people above have mentioned problem is doctor boom, with rush it can often kill 2 minions for just 4 mana. The main problem though is knowing you never will just face the 2 in the deck. Ive lost count of the number of games I’ve played where delivery drone and omega assembly means you will play 4 omega devastators, 4 dyn-o-matics, 3 zilliaxs. It makes for a very boring matchup if you are playing any other control deck. I actually will not run my 2 slowest decks in ranked atm because I have no fun playing against control warrior, but there are plenty of decks that are fine against warrior so it’s ok.
If omega devastator bothers you that much, wait for the nerfs, I doubt they will leave warrior untouched.
If I spend my whole turn 7 for just gaining 5 armor, and that tempo loss is not enough for the enemy to finish me off, I think I deserv some rushy rushy
I can’t speak for bomb warrior, but for control warrior a tempo loss doesn’t mean anything, especially this early on. then the armor gain might actually make a difference, much more so than putting stuff on board (save for a taunt).
the rush thing really is the ultimate control tool and I can understand that it doesn’t feel great to play against a CW with a deck that can’t deal with it.
having that said, I think the “nerf boom” parade is a little too shortsighted because it’s just dealing with symptoms. killing the rush from dr boom or any other nerf in that regard would only make people drop the now much weaker Warriors for some other deck that now has become stronger and then the complaints about that new deck start rolling in.
this endless string of complaints really doesn’t lead anywhere. it’s like complaining that they get a cold every week in winter. at some point they gotta realize that the only options are putting on a jacket or not going outside anymore.
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