"Nerf miracle 2x shadowstep, leeroy and coldblood 20+ hp in 1 turn"
Nerf force of nature/savage roar pls
They have the best cards of ALL classes, this is not debatable. Reynads and Svgz stated that druids are the easiest classes to go up the ladder because they always have the answer to whatever threat you throw in the field.
Big minions? Silence (or BGH, EVERY druid that is good runs it)
Low minions? Best taunts in game.
Combos? They can do it faster because they card draw is !@#$ing ridiculous.
Inervate and Wild Growth provide aditional advantage over tempo as well.
Shaman has bloodlust for 5 mana for one extra damage and no hero buff.
At the very least I feel it should only be applied to minions
Most classes get an easy way to stop this from happening, without going on a design or play limb much different from what you'd do to stop any rush deck.
and a well-played hunter UTH with a wolf/knife thrower can do much the same thing, or much better. (clearing out minions at the same time.)
Yes, if you lose board control you can get your butt handed to you by a druid. Or a warrior, or a shaman, or a mage, or a rogue, or a paladin.
Board control is important. Stop whining because a druid got around your ragnaros because you'd rather stock your deck with all offense and ignore defense. It's your own fault you didn't include a shieldbearer.
It's not like pyroblast where many classes have no way of avoiding the damage.
If only there were some form of counter to this stuff like strong taunts...
the fact that u think its fair cus rogue's can do insane burst is just a kiddy point of view. rogues have zero options cus of there lacking design. droods on the other hand have more freedom in what to play, how to play. i get druids are a hybrid class but giving them the enitre cake is just ridiculous.
true story me running a sunwalker at 20 hpish drood had one nubian egg and a yeti almost dead to my suprise he used naturalise not the best removal. followed by 2 innervates and the the gay 2 step combo guess what i lost. so removing a minion wich normally sticks around for atleast one turn and then giving me a lethal in the same turn is fair hmm.
Like most people have said, lots of classes have ways to deal a lot of damage in one turn.
Every class also has a downside to their combos. For example, mage combos take more cards, druid combos have to have a clear enemy board, rogue combo used to have both (now it doesn't even have a real 1 turn combo).
It's tough to say that a combo is op when all you have to have down is a sticky taunt. Or 2 Taz'Dingos.
If you still think it's really op then let's move into different territory : board clear. Don't tell me Druids have OP removal too.
If you are lucky enough to have all 5 cards in your hand (double innervate, force-of-nature, savage roar, savage roar) it pretty much becomes a OTK.
Leave 1 card on deck and you're well over 20 damage. With so many 'sticky' cards in the expansions and Druid hands already (Kel-Thuzad, Sludge Belcher, mechs, ) it's hard to remove so many cards against druid without taking immense amounts of face damage (using weapons or counter-play).
All that it needs is Force of Nature +1 or +2.
03/09/2015 12:02 PMPosted by GuruEviThe problem with Force of Nature-Savage Roar is that it's a 14 damage Charge for what amounts to 2 cards and a hero power (very cheap finisher). King Crush does 8 damage and has the same cost as the combo whereas the combo does 12 damage. King Crush + Hero Power = 10 damage for 10 where I think Blizzard should cap combo's (Pyroblast should only do 8 damage IMHO since it's a spell and thus ignores everything)
King Crush is a minion that stays on the field, so you can play it when your opponent is at 20 hp and still kill him over the next 2 turns if he doesn't deal with it. FON disappears off the field when you're done, so 20 hp, brings him down to 6 hp, but you still need something else to finish them... and druid doesn't have a 2 dmg to face hero power like hunter does.
Pyroblast has already been nerfed enough. It's fine. I rarely see it in pre-made. Sometimes a control mage will run 1 of it.
The most OP thing right now is stupid Oily rogues taking off 30 hp in 1 turn with nothing on the field.
In fact it loses 25% of effectiveness (assuming a clear druid board) by any taunt with 1 hp left.
Druid have no playable hard removal (not gonna count neutralize). Note how this further makes a single HP taunt formidable.
in lower ranked meta (where i am), the rush decks make the "play your double innvervate big taunt" total garbage by a single silence. A single 8/8 can still only kill 1 of the 5 1HP minion on other side of the board. This combo is the only thing tht makes a win possible against these decks if you can manage to survive that long and draw the cards.
05/19/2014 04:13 PMPosted by SynMost classes do not have 20+ dmg capabilities...Only mages, hunters, druids, and locks. And Druids are the only ones who have no downside, only require 2 cards that don't even need 10 mana to pull off. Their combo is beyond broken and needs a serious tuning down. If you say otherwise, then you must main a Druid.
They actually do have downsides. They need to get through taunts to do combo, and their removal is rather awful compared to other classes. Other classes have reliable ways of killing high health minions:
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