"Buffed by prophet velen" is a prerequisite. And a HUGE one at that. GG
the topic of the post isn't about how gameplay affects what cards can be played, the OP is complaining about the damage pyroblast does, i gave a counter arguement, which apparently u feel isn't relevent, (which, actually, it is), that does the exact same thing as the above mentioned mage spell, there are many examples of how other classes can pull a nasty combo to burn the hero HP directly, yet u feel the need to ignore them entirely for some unknown reason, once u gain some perspective, come back and argue some more, until then, do us all a favour and keep ur "battle in a bottle" mentality to urself.
You saying your argument is relevant doesn't mean it is. I explained to you why it is.
Since you are having a hard time following it, I will give you some more of my time.
For starters, Let me say: Yes, all sorts of combos across classes are "possible" that do insane damage. I play shaman. You can do all sorts of double rockbiter, flame tongue totems, combined with windfury onto charging and stealthed mobs that can come out of nowhere for a lot of burst.
Or you can use multiple divine spirits and inner fury to buff a card up to do a lot of damage as a priest. Or your ridiculously unfeasible suggestion of running mind blasts with or prophet velen to do mind blast burst.
What do all these things have in common with each other, but not with pyroblast? Multiple cards.
So, that means two things: The ability to use them in such a synergized way is very situational because it is not going to be a typical game where you have the conditions of A) having all the cards at the same time B) not having used any, or all of them, in some previous turn engagement and C) the perfect time to use them arises.
Pyroblast is just..one card. When you pull pyroblast, you essentially circumvent all the other conditions that the other classes have to jump through to replicate it's damage.
But wait, there is more.
You have to then look at and evaluate the class from a bigger perspective and look at all their available tools. How does does playing against a mage who is running pryoblast typically play out?
If we had the ability to actually rush you guys down and put pressure on you before you can start taking out 1/3 of our HP with one spell per turn, it would be an entirely different story. You guys have insane ability to control the board and stall the game with frost novas, blizzards, cone of cold, polymorphs, the flexibility of fireballs (mobs or hero), along with your own minions, which are amazing tbh. Manawyrm and water elementals are really hard to deal with on their own; let alone when being paired with your spells.
You guys hide hard hitting creatures behind mirror images as you constantly remove our new stuff placed on the board trying to "get" to your hero before the pyroblast party starts. As soon as we build the board up again to start putting pressure on your hero, it gets wiped out or freeze stalled.
And by the time, we have been able to finally get through all the freezes, AEs, polymorphs, minions, we are at sub 15 health. And now, you win with one card.
I promise you mage is not staying the way it is, and you will be hit hard by the nerf hammer coming soon. At least when that happens, you can look back to this thread to know your defense of this spell and class was very biased.