Blood imp, still kind of OP?

Posts: 38
Ok, I understand it was nerfed, and the immediate effect of having a buff on all minions, gone.

But, being a 0/1, in stealth, essentially means it will never break stealth via attack.

So, the only way to get rid of it is AOE (which not every class is strong in)

And if you turn 1 + coin + plop down 2 imps, they're going to be machine gun buffing, without an immediate answer, they can just keep growing in size buffing each other with no immediate answers.

most aoe is turn 3-4, doing 2 dmg?
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Posts: 370
pffff they overnerfed the poor fellow and you still complain????
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Posts: 3
So instead of an on board temporary buff, it's a perma buff that sticks with minions even after the imp dies. I consider this a buff rather than a Nerf. Espeically when combined with healing spells/minions.
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Posts: 63
yea because 0/1 and a 0/4 is what. It still can't attack nor taunted because it can't break stealth.
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01/15/2014 03:45 AMPosted by RavSX
But, being a 0/1, in stealth, essentially means it will never break stealth via attack.

Which, in and of itself, is a nerf. Many times a lock will use an Imp to ping off a minion, or suicide it to make room on the board for something else.

01/15/2014 04:00 AMPosted by Tetsamaru
Espeically when combined with healing spells/minions.


Yeah, locks run with lots of those. >.>
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01/15/2014 03:45 AMPosted by RavSX
But, being a 0/1, in stealth, essentially means it will never break stealth via attack.


It was always your choice to break stealth for attacking, so you would only do it when that was a better choice. You no longer have that choice = disadvantage.

01/15/2014 03:45 AMPosted by RavSX
And if you turn 1 + coin + plop down 2 imps, they're going to be machine gun buffing, without an immediate answer, they can just keep growing in size buffing each other with no immediate answers.


But as long as they only buff themselves they are actually pretty useless, since the only thing they do is giving this buff. Sure they will survive, but that's about it.
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Posts: 370
I foresee a new wave of bloodimp-whining

Bloodimp still OP - give it +1 attack, players do not attack with it anymore

or..

Bloodimp still OP - make it a spell
Edited by Booyah on 1/15/2014 4:33 AM PST
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Posts: 9,778
I foresee a new wave of bloodimp-whining

Buff the bloodimp - give it +1 attack


Well tbh, it was kind of stupid making it a 0/1.
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Posts: 1,526
01/15/2014 04:00 AMPosted by Tetsamaru
So instead of an on board temporary buff, it's a perma buff that sticks with minions even after the imp dies. I consider this a buff rather than a Nerf. Espeically when combined with healing spells/minions.

Considering the odd why it applied the buff I think the change is good either way.
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Posts: 370
01/15/2014 04:27 AMPosted by Bosskiller
I foresee a new wave of bloodimp-whining

Buff the bloodimp - give it +1 attack


Well tbh, it was kind of stupid making it a 0/1.


I fullheartly agree (see #2)

Was talking about the QQ communitypart, shall fix the post.
Edited by Booyah on 1/15/2014 4:32 AM PST
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Posts: 744
Having 2 imps on the board is great to make sure they dont die to aoes. Then start adding in your giants to make some fat +10 hp minions.

Blood imp has more potential now, id say its buffed.
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Posts: 85
give poor fellow a rest pleaase
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Posts: 3,692
People are still in shock of the magnitude of the nerf because they didn't quite comprehend the magnitude of how broken the unit was.
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Posts: 370
01/15/2014 04:37 AMPosted by SleepyFoX
People are still in shock of the magnitude of the nerf because they didn't quite comprehend the magnitude of how broken the unit was.


I think most of the people whined about bloodimp was being OP prolly never played that card itself .

Cuz hey: good players, good decks, when losing it is because opponent cards are broken......right?
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Posts: 796
01/15/2014 04:00 AMPosted by Tetsamaru
So instead of an on board temporary buff, it's a perma buff that sticks with minions even after the imp dies. I consider this a buff rather than a Nerf. Espeically when combined with healing spells/minions.


Do you play Warlock often?

This change is most definitely a nerf.

I'm one who wanted a change to the Blood Imp, but I just wanted the cost increased to 2 and the card to be a Rare instead of a Common, so Warlocks in Arena would be less likely to draft 3+; when it becomes truly broken.

But no, now the Imp is just a stealthed Young Priestess without the ability to attack, (which actually is a significant disadvantage).

When's the last time you heard a complaint about the Young Priestess? That's right, you haven't, because she doesn't affect the game much. The "new" Blood Imp won't very much either.
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Posts: 204
01/15/2014 04:33 AMPosted by Haboob
Having 2 imps on the board is great to make sure they dont die to aoes. Then start adding in your giants to make some fat +10 hp minions.

Blood imp has more potential now, id say its buffed.


Do you even play this game ?
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Posts: 317
The most important thing is that now you cannot exploit the way the buff used to work to absorb an AoE damage effect. That makes it much less powerful than it used to be.
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01/15/2014 03:49 AMPosted by Booyah
pffff they overnerfed the poor fellow and you still complain????

This really wasn't an over-nerf, see the Coin + 2x B.Imp opener for starters.

It does seem odd that the only difference between B.Imp and the priestess is 2 attack and stealth though. B.Imp should be at least a 1/1.
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Posts: 370
IMHO arena should hardly be the motivation for changes of cards.
Simply because it doesn't stick to the normal realm of HS play.

I can however find myself in the provided solution (make it rare and/or 2 mana, hence, even only buff minions at each side)

However, people were complaining about them mostly because of constructed.
Mostly because they refuse to put (enough) AoE's and/or taunts in their deck.

But most of all I think it is a bad omen, how and ,suposedly, why Blizz nerffs cards.
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Posts: 370
01/15/2014 05:01 AMPosted by Verdash
pffff they overnerfed the poor fellow and you still complain????

This really wasn't an over-nerf, see the Coin + 2x B.Imp opener for starters.

It does seem odd that the only difference between B.Imp and the priestess is 2 attack and stealth though. B.Imp should be at least a 1/1.


you are contradicting yourself here.
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