isnt warrior too op? hero power op af for example 7 armor, rush mechs for example mechanical whelp, so many armor with 1 mana card killing high hp minions, full board and he can just wipe with a single card + bombs spam, hoes who donating for packs probably getting excited af while playing with f2p player
Overpowered implies âtoo powerfulâ saying too overpowered is just wrong, conclusion, warrior is not too op, Iâm waiting for a reformulation from you, until then I suspend this topic.
Surprised you have just noticed this. I no longer play against warriors for all the reasons you have listed.
Not unless a certain level of overpoweredness is seen as acceptable. Then something could be âtoo overpoweredâ.
I definitely think Warrior is overpowered. Especially Omega Devastator and the Delivery Drone hero power.
So basicly dr boom is?
No delivery drone without him and no rush on the devestator
Your interpretation is too simple?
You could replace Delivery Drone and make Omega Devastator less good. It could give yor hero armor instead of dealing damage.
Omega devastator shouldnât have been made a mech in the first place
I wanted to sinplyfy exactly this t we o points how it is now.
I am a warrior player and i agree that the devestator shouldnt be a mech. Then the delivery drone wouldnt be that strong either imo
Hes by far the strongest target
What I would do, if I was in charge of balance, would reduce the damage of the battlecry to 6. That way you still get 10 damage if you rush the Devastator in.
Yes, turn it into a sexy demon instead!
I think the succubus art isnt used right now
Personally I would either
- Remove Boomâs rush effect from the entire game and limit it to 1 turn;
OR - Remove the mech tag from Devastator, so that it canât be discovered off of RNG effects like Drone Delivery, Omega Assembly, etc.
I just had yet another encounter with Warrior, and it is the same thing all over again - it leaves you feeling simply terrible. Make you question all of your life choices.
Iâm a casual 10-8 rank player and so far Iâve been enjoying this game but seriously, every Warrior game leaves you feeling terrible. Terrible. Do you really have to be a pro player and spend all of your focus and 30 minutes of your life to be able to MAYBE win with them?
There are couple of great ideas here, my favourite ones are âRemove mech tag from Devastatorâ and âRemove Drone Deliveryâ. This would be a blessing for players like me, because it would eliminate situation, where you play your best, you are really close to win and then he like discovers Devastator or Zilliax and youâre done.
Blizzard, please address this issue, you are really making people feeling terribly by playing your gameâŚ
Sorry guys, but all reasoning presented so far in the âWarrior too stronkâ goes into the
âIâve lost to a deck and I want it changedâ folder
do a forum search for âdeck counterâ and enlightend yourself. Cheers
p.S. None of the points of why warrior is defined as OP, or justifying nerfs on certain card, presented so far are viable in terms of actual statitics about the archtype and those cards power levels.
I didnt ask for a nerf in generell.
Where are those statistics? And where xan one read what is statisticly justified?
Do they take in the % winrate of when i get the deliverydrone and if i get the devastator from it?
Im no statistican so id like to see those so i can see not only the numbers but also what is taken into account
So far i thought its winrate by card in deck, drawn and played
The reason why I think Dr.Boom should be nerfed is because I really donât like how the stats seem to suggest that itâs right to keep a 7 drop on the mulligan in most match-ups.
So looking at the most played versions of decks on HSreplay, kept rating on the big swing cards.
Hagatha - 14.7%
ZulâJin - 16.8%
Endless Army - 19.5%
Hooktusk - 43.5%
Subject 9 - 45.6%
Lunaâs Pocket Galaxy - 74.6%
Dr.Boom - 86.2%
Now Iâm not saying all those keeps are right, but the fact theyâre in general not being punished when it isnât right, isnât something I like to see. I donât mind keeping certain high mana cards for certain match-ups (I keep Jaraxxus against specifically warrior) but when you can blanket get away with keeping it, something isnât quite right.
`https://www.reddit.com/r/hearthstone/comments/ccctd7/hsreplaynet_best_mechs_from_omega_assembly/
According to HSReplay, Omega Devastator bumps the winrate of Warrior decks up to 62.2%. Dr Boom has the highest mulligan winrate in Control Warrior despite costing 7 mana, and 3rd highest in Bomb Warrior.
These two cards are a problem, a problem that needs to be addressed. Nowadays you donât need to count your removal, you can just discover mountains of free value off of Dr Bpom.
Yup, that is in a nutshell
btw, wasnt talking to you in this case, didnt even see your posts.
So for instance - prince kele was konsidered 10% wr bump on your deck WR, whenever he is played at 2. Thats how you define the power lvl of a card. If kele is played on turn 24 its pretty much useless, so it drops.
2 stats given
- undisclosed blizz stat
- offical ones taken from player games at metastats and their likes.
you can follow how a card affects the power lvl of a deck
tldr
If any of those cards affected the wr to an extent that it was rly creating a OP lvl of plays, they would have been nerfed long ago. yes - in one game, playing any of them might swing the balance to one of the players and he wins, but in the same time 15 or 20, or 200 games are happening, where playing the exact same card would net e negative or no result. On avg, the power lvl of the card would be considered - âgood enough to not be nerfedâ
Iâm actually pretty convinced that the internal test team is doing their job pretty good. Yes, sometimes something screams - how did they printed that, but you have to consider, that even the best inhouse test team, canât go in the time their given trough milions of games to test a trend (like the odd/even decks)
And yes - some cards provide a huge tempo swing, but how consistent they do it? For instance - the upgraded hero power for pala or mage in odd decks, ment that more then 85% of all turn 2 plays were pressing the button. Negating any 2 hp minion played at 2 or 1, giving the pala/mage card advantage.
OG rogue quest was consistently developing by turn 5, providing huge power swing.
Mage quest was conisistent in providing the otk
6 mana hemmet was consistent at killing your deck, setting you uo for a mecha chtun combo, etc
both latest examples were 100% win when happen vs majority of controll decks and even they didnât got nerfed - why, because those controll decks were less then 20% of all deck population at that time.
See, my ramble here is - most nerf calls, are not well placed and reasoned, and you can often see the rant behind them.
Im well aware that a majority are not reasonable and shortsighted and the rants are sometimes that big that you cant even see the call for nerf.
But this guy is asking if it isnt that the case. So its not really the usual rant post no matter the motive behind. So we just have a discussion what we could vonsider a decent change