what if dk cards in Hearthstone were honest? music: stompin jazz night - Magnus Ringblom Production Music courtesy of Epidemic Sound: www.epidemicsound.com
again DK is a powerful class because any war cry discovers spells from any rune, the best balancing it could exist for this class would be to discover only spells from the same amount of runes in your deck build, it's extremely frustrating to face 3 runes of blood discover 3 ice runes
Well it makes it more predictable, but do you really want them to discover more patchworks and bloods and stuff? I think it would actually buff dks in a way and make them more consistend
Yeah I thought about this solution too some time ago, but it ends up making discover even stronger in their class. Maybe making them unable to discover 3 rune cards of a category if they aren't themselves 3 runes of that category is a start.
The individual cards are still op, the only thing you are doing there is give DK cards that match their sinergies and damage rainbow decks as they wont be able to disciver 3 rune cards
I be playing kangor paladin and he just freezes it 3 turns in a row like ah yes the one thing this deck gets to do I cant because my win condition is permafrozen
Its such a broken card & i cant believe it still hasn't been nerfed, especially considering the fact that they can make 4+ copies of the thing by turn 7 and then your just dead, so stupid
Firelands portal is 5 damage summon a 5 cost which on average will be a 5/5 so frostwyrms fury is just a powercrept version considering freezing your opponents board is priced at 3 mana by itself in mage
Patchwerk will always be the biggest problem to me, partially as only a single Blood card, meaning he can be flexed into Mixed variants or pure Blood, but mainly because there's nothing you can do to counter him besides your own disruptions like Theo, another Patchwerk or (before the rotation) Mutanus
So i tested every control rogue build there is against blood dk. One gameni took 12 cards from his hands with hooktusk, lost. Played 9 astalors against him in a single from 7 being them with armor gain and 2 fully upgraded... he had 30 hp when i lost. Played relic dh and went up to 22/22 minions , lost cuz he had 25 corpses to explode... yea really fun playing games for atleast 25 minutes a game just to lose cause one class has everything it needs and every card is just overtuned and stronger than any other. I hoped that rogue would be broken with new support but who cares what rogue can do when you have a combo of a 6 cost card and 2 cost card which gives you 10 hp summons 2 5/5 minions and draw a card . Ye gotta love control meta where u just play cards by the fucking alphabet and you cant lose.
Mage were always on top with it's freeze spells, but if Frostwyrm's Fury was out years before as mage card - it's cost will be 10 mana, or 9 mana at least. For comparison, the most "valuable" mage freezing spell was only about to freeze ONE enemy WITHOUT ANY DAMAGE and summon two 3/6 elementals with freeze and this spell is costs 8 MANA...
Blood Death Knight is Priest control x Hunter direct damage; Undead Death Knight is former Combo Druid x Demon Hunter; Frost Death Knight is an Aggro Freeze Mage. It's your one -stop shop for frustrating opponents to face.
Vampiric blood needs to cost 3 or 4 mana. Greater potion of healing for preist is 4 mana restore 12 health so valuing a 2 mana gain 10 health draw a card is just too much value for the cost (Yes I know you need corpses for the extra health but it's painfully easy)
The way to make vampiric blood balanced is increase the corpse consumed and get mutiple for next vampiric blood cast Example : 7 corpse for the first cast,then 14,28,56 Control blood dk can discover a ton of vampiric blood that why i hate that card because giving infinity value for 2 cost card
Blood dk is basically priest but with the ability to deal face dmg, thats is what makes it strong, im not saying its crazy op, I feel like the deck is fair, but Im sure a nerf will make it still strong but more manageable to deal it (patchwerk and vampiric blood should be nerfed)
definitely broken, i played in 2016-2018 and came back recently and this mana cheating is more awful than aggro shaman and pirate warrior. btw if you compare some cards to warrior he's literally the worst now, like developers still getting revenge for the ones who suffered from patches the pirate and flamewreathed faceless.
Ok so that’s not just me I literally feel like every dk plays the same deck. And their name is always like agsh or djdhdhs. Why and how would you use bots in hs?
@@blackfall4709 trust me they are bots.. they all have random odd names ..like dgffs stuff like that . They all play dk and they play retarded.. but I've also Played against better bots with better decks but they make very odd plays .. sometimes even destroying its own stuff or wasting cards
Maybe I’m a dick I’m not sure. I play like this demon Hunter rush/outcast hybrid thing but I feel like every time I fight a dk it’s the same set of cards in the same order. Patchwerk always shows up to ruin my fun. Thatassarian nullifies any strategy and that one taunt character infinitely comes back because it can just do that with a small loan of blood.
Dk was already super strong at release, it just did bad against massive mana cheat (except of course, frost dk who was on the same league). The fact they felt the need to give it buffs is baffling to me.
i think its mainly the spell/ card pool being too small. Discovers will get worse the more expansions we get. Unless power creep takes over again. They could try to nerf the DK cards, but then i think that could kill the class altogether. It's not a very easy situation. You could make the discovers rune specific, but that would make the spell pools of the runes even smaller, school teacher could get an almost guaranteed vampiric blood. Frost DK could get even more burst damage or even more frost wyrms fury. I think the solution is just time. Maybe nerf FrostWyrms a bit, having a board freeze, deal 5, and summon a 5/5 is a bit too strong. Maybe nerf almost every card from MOTLK. This entire year was filled with so much power creep. I would say give it until next expansion, and it this is still a problem, then dish out some nerfs.
When DK was released got A LOT of broken cards. I mean cards with HUGE straight raw value. They did that so they can compete with all the other classes wich they already had 6 expansions of cards in their collection and a lot of good decks. But now with all other classes losing a ton of cards in the rotation, DK was left with many OP cards untouched. The other classes can't compete with that atm, And that gives them a huge advantage.
For me the real dk problem is almost all the card not really asociated with corpse mechanic The way to fix it : Make all damaging spell/card with interaction example battlecry,discovery ,etc always need corpse (im looking at you frost dk) To compensate make undead class type always generate extra corpse when death
Dk alone isnt op but location was too good also they have so many ez board clear and ao op spell with almost no bad ones so that any discover cards will be so good for them
Dk is just the most unbalanced thing we’ve had since the beginning of the game. Its too polyvalent, it has too much good cards, and it’s just not fun to play against. It can counter every strategy you play.
@@qudry9251 the nerfs came pretty early, but that class had a winrate difference of ~10% with the second class. Its mechanics weren't frustrating tho, it was just op.
@@blackfall4709 I think winrate shouldnt be the way to decide if it needs nerf or not. When 3 of 4 games are the exact same class and deck, there is a serious problem. Also dh was doable with heavy controls deck.
Yesterday i reached legend for the first time in the 5 years in playing this garbage game. It felt good And i did it by playing frost dk which isn’t even the best version of dk decks but once i realized i had the best shot at it with that deck, i left the other ones and played frost dk for the rest of the day So you might be onto something here
Not really. Blood has to much healing. Frost somehow always manage to burst you for 40+ health even if they fail get an early board. Thus pulling a win from nowhere despite losing the board game. Undead never runs out of minions on the board. Rainbow is probably the most fair DK deck at the moment. However most DK decks is auto win if the game goes further than turn 7.