01/31/2014 01:20 AMHunters can do 10 damage with there 6th mana crystal with kill command, priests can do 10 damage on there fourth crystal with mind blast...
Posted by Kainaq
Wow, that statement is all the proof I need to confirm that you don't know what you're talking about. In order for a Hunter to do 10 damage in one turn; they not only need to use TWO Kill Command spells but they MUST have a beast summoned and alive. In other words, they can be prevented from even doing that damage because those early-game Beasts are killed off frequently and easily. The fact that you're completely ignoring this obstacle for the Hunter makes you unworthy for conversation.
How about you actually go learn how the abilities are played before commenting on them and having these ridiculous oversights in your comparisons? The Kill Command is in no way equal to Fireball or Pyroblast. Allow me to reiterate, the maximum damage a single Kill Command can do is FIVE damage and that requires a Beast! If you only have a total of 6 mana crystals, then chances are your weak and low-health beast is already dead by the time you even get a chance to even cast Kill Command on the opposing player for full effect. It's not even worth using it on players because you need those spells for killing enemy minions. Meanwhile the Mage has enough damage and AOE utility to both nuke their opponent and still kill or freeze their opponent's minions during one turn by mid-game.
Not to mention the obvious fact that the Mage is dealing 6 damage with absolutely no prerequisites other than 4 mana crystals while the Hunter is only doing 5 maximum if he's lucky enough to have a Beast summoned at the time, which in most cases does not happen during the match because they those spells get spent trying to survive early in a match, especially against a Mage or Priest.
01/31/2014 01:20 AMHealing is a direct hard counter, healing spells tend to be alot more mana efficient then raw damage spells, sure not every class has them but in this case it works both ways, mages have no heals either and hunters can do insane burst with oth combos
Posted by Kainaq
Mages have no heal? Again you're conveniently ignoring the Ice Barrier, which most Mages have in their deck. Are you trying to make the poor arguement that +8 armor isn't as good as a heal? Once again you're ignoring the fact that it's the Hunters and Rogues that have no way to recover from damage. But since you don't seem to know much about this stuff, I will break it down for you:
1. Healing Touch restores 8 health
2. Ancient of Lore restores 5 health.
3. Claw adds 2 armor.
4. Bite adds 4 armor.
5. Hero ability adds 1 armor
1. Lay on Hands restores 8 health
2.Touch of Light restores 6 health.
3. Truesilver Champion restores 2 health per attack for 2 attacks.
1. Holy Fire restores 5 health and deal 5 damage
2. Hero ability heals any target for 2 health
1. Siphon Soul restores 3 health and destroys a minion
2. Sacrificial Pact restores 5 health and destroys a demon
3. Drain Life restores 2 health and deals 2 damage
1. Ice Barrior adds 8 armor when attacked
1. Gain 5 armor and draw a card
2. Hero ability adds 2 armor
The only two classes that have absolutely ZERO health or armor boosts are the Rogue and Hunter. And your ridiculous comment about Hunter's having "insane burst" damage is beyond unrealistic because most of their spell damage can only be used on minions in the first place, not the opposing champion. Do you even know what burst damage is? Because that's what the Mage has against the other classes, especially against the Hunter since they have NO health restore ability or armor boost and have NO way to block or counter the overpowered damage of Mage spells.
You haven't made a single valid point on here. Half of what you're saying doesn't even make sense. Mages aren't sitting and waiting with the board completely idle before they deal their crazy burst damage. They are rolling out minions and attacking like anyone else does. The difference is that they can deal triple the damage directly to your opposing champion during the mid-to-final phase of the match regardless of what you do. The Hunter in particular has no way to recover from 2 Fireballs and a Pyroblast once the damage has been done. Don't even get me started on the Freeze spells. Like I said, even when I'm playing everything perfectly, nothing can change the fact that the Mage can nuke at any given moment wants my health is in the 12 range. I didn't even mention their added advantage of being able to freeze their opponent AND their minions AND do a ton of damage all at the same time.
The bottomline line is that Mage abilities like Arcane Missle, Frostbolt, Ice Lance, Frost Nova, Fireblast, Pyroblast, and Blizzard need a higher mana cost instead of players being able to spam these game-changing abilities without any skill at all.