fix Pit Lord

01/03/2014 04:35 PMPosted by Ares
Pit Lord is way better than you think it is. How many other 4 drops in the game forces hard removal ? it's a perfect way to buy another round of bashing away with your rush (and if they can't remove it you just win the game.)


virtually every in the game. u want a comparison pitlord's got 2 more health then the brewmaster which is a 5/4 which has an effect that returns a minion to your hand.
5 damage is essentially being lava blasted for free so ur paying 4 mana for a card with 2 more hp and giving your opponent 3 mana's worth of damage.
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Again, wouldn't Mind Blast be the more appropriate comparison? A large part of Lava Burst's cost (including Overload) is justified by the fact it can be used against any target, rather than only the enemy Hero.

Pit Lord also doesn't have issues regarding board state... and Two health is a lot. It's the difference between a Lava Burst being able to kill and not able to kill in this instance, or an Arcanite Reaper, Starfall, etc. It also means the Pit Lord flat out beats almost all other 4-cost and most 5-cost minions as well (and trades with the rest at worst).

That extra 2-health means it either soaks hard removal, a Fireball, or multiple cards. Again, Pit Lord is a bad card against mages, but otherwise it's okay-ish. Reduce the battlecry damage by 1-2 and it'd be a solid, powerful card.
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Yeah hehe, that card is terrible.
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flame imp -common +1/+1 per 3hp over some 2/1 standard card
Pit lord - epix +1/+1 per 5hp over 4/5 yetti
But where is 8/8 legendary per 7 mana which will hit you for 7 hp ?
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The Pit lords damage should be a battle cry and distributed over minions and hero, instead of just hitting the hero.
Also the damage must be lowered to something like 3, because a 1/1 advantage over a minion that can be played a round later and does NOT hurt you for 5 health is NOT an advantage.
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true^^ it needs fix
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Just change the card. It's exactly the same as Flame Imp, but bloody aful. Donno why you made 2 of those.
Doomguard and Felguard is just 2, sorry, sh*t cards too. There is no synergy with demons. So please change those 3. Succubus could also use a change, to many demons to the same thing and are utterly worthless.
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Just remember, Blizzard isn't in the habit of buffing cards, only nerf, They're probably going to nerf the yeti will likely get a damage nerf, and that brewmaster is gonna get a hp nerf.
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Do you guys think it would be worth it if it hit you for 3 damage like the Flame Imp? Or 4.

I liked it better when the Pit Lord was a 7/5. Maybe return it to that but keep the self-damage at 5.
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01/17/2014 09:12 AMPosted by LastAergerer
Do you guys think it would be worth it if it hit you for 3 damage like the Flame Imp? Or 4.


Yes.

I liked it better when the Pit Lord was a 7/5. Maybe return it to that but keep the self-damage at 5.


I prefer it's stats at present, personally. It was much more vulnerable with only 5 health, and while it could hit the face better, it wasn't trading better.
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01/17/2014 09:12 AMPosted by LastAergerer
Do you guys think it would be worth it if it hit you for 3 damage like the Flame Imp? Or 4.

I liked it better when the Pit Lord was a 7/5. Maybe return it to that but keep the self-damage at 5.


As long as Warlock dont get better defense or sustain, both of them shouldn't hit the Warrior at all.

even if pit lord is a 6/6, I wouldn't run him, it's nearly everytime a 1 for 1, in best cases a 2 for 1, but the Warlock has 5 HP less.

If we would run 2 flame imps and 2 Pit lord's we would've already got 16 damage, adding to 6 dmg from 2 hellfire and around 10 dmg from 5 life taps per game.

To compensate that, we have the epic useless card, Sacrificial pact (2 cards for 5 Health, 2 cards on life tapping = 4 mana and 4 health), the murderer 2 health 3 mana card that deals the same amount of dmg like Holy smite.. Drain life and the only useful card Siphon Soul.
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