It should be +1/+1 max or +2/+0, or 3 mana and +1/+0. It’s way too powerful. Plain and simple
No, it’s not.
You need to have board control to utilize it. Clear the board, and it’s useless.
If you know aura is coming on turn 4, focus on clearing the tokens until then. He won’t play an aura with 0 or 1 minions on board, it’s just a complete waste of tempo
That deck has so many broken combos, but aura is not one of them.
Yup i know. The strategy is correct but if i don’t control the board from the beginning it takes off way too quick, and it’s very easy to not have a board state at that point in the game (turn 3 potentially). If the card is going to remain unchanged, 5 or 6 mana or something would be more fair
Well, you have to control it early against that deck
I mean, you can play a deck which loses to flood pally but beats most of the others, sure, and that’s OK
But if you’re not winning the other matchups to compensate, well then you just need to change the deck and adjust to the meta
nah i do pretty decently against most decks. Diamond is a bit challenging for me though. Doing a modified headless handbuff
The aura is fine
Prismatic beam isn’t, and combos including showdown aren’t fine, either
I guess we’ll have to agree to that you’re wrong…
… lol naw i appreciate the input. You might be right
the problem is not the aura but paladin is able to create and keep board presence to easily. also they have good tutor cards too.
Agreed the card to be nerfed is definitely the 2 mana summon 6 minions. It’s the broken combo enabler.
Yea this is definitely the case, which is what makes that aura so strong. But it’s easier to just nerf one card a bit than it is to change an entire theme for a class.
If you fail to wipe the board before it goes off its gg. I agree its too strong currently.
The 3 turn aspect of it kind of is. It’s one thing to expect a burst because you failed to control a board. It’s a bit much for that to then spiral further over the next turns passively.
Like, none of us would bat an eye at this card being solid as a 3 mana +2/+1 to the board. That’s just a better savage roar.
This thing is a potential +6/+3 to your board over 3 turns, not that it ever does that because you’ll generally win before that.
It’s not uninteractive, there’s an obvious counterplay. It just is one of those effects that many decks can’t really deal with, so if paladin is the fastest deck to the punch aggro wise, crusader aura will ensure nothing else has a chance to exist alongside it in the meta.
So what’s your point?
Warriors should be allowed to warp the meta, but paladins should not? xD
That’s what I’m reading from your replies xD
Pally is the meta, deal with it, adjust to it, if you wanna rank up.
No meta ever will allow every deck archetype to thrive. One archetype thriving by design makes at least one of the others suffer.
Of course not.
I just think that the devs need to look WAY harder at the cards that are lowering player agency.
Warriors are still doing it in rampant fashion (Brann and Odyn).
But cards like Crusader Aura also create a crazy number of non-games as well, making your matchup against paladin almost entirely determined by turns 1-3.
Power creep has basically everything in a broken state. Nerfs are just highlighting the broken thing that wasn’t nerfed yet.
And then because all blizzard does is nerf Mana costs, sometimes we just cycle back to the last broken thing.
Absolutey agreed, I just wouldn’t blame Crusader Aura for anything
We already complained about deputization aura, and then it got destroyed to the point where it’s barely playable in one niche archetype.
Do we want that mistake repeated because some players refuse to play early game cards?
Honestly, I’d like way, WAY more cards nerfed to that degree.
More niche cards, less cards that are overwhelmingly strong.
We need more careful use of cards, and almost zero cards that say “this will usually win you the game if you play it”
(This also applies to removals)
I disagree, since the game first came out, every class had one of those cards for each archetype played
You usually build around those cards and rarely touch them. If you have to touch them, it means you cornered yourself by bad design with other cards so it can’t get helped
Now, it’s all they do. They keep destroying the older cards, one by one.
“Why fix if it ain’t broken?”
That’s how I look at things. And no, just because an old card is suddenly broken for the first time, it doesn’t mean it’s correct to nerf it.
It usually means you should nerf a few different cards which enable that card to be overbroken.
For example, why nerf Molten Giant again? Literally so bad and useless of a card that it saw play in only this one deck in years and years of competitive hearthstone and SUDDENLY it’s a problem?
It is NOT! Most definitely it is not!
Real problems are cards like INFERNAL! and Mass production but hey! Those are new cards, so they refuse to nerf them, as they expect to sell more minisets by keeping them broken.
So instead of nerfing what is correct to nerf, they nerf an old card which was never problematic and will never be problematic again.
I’m absolutely against that politics and I’m against crying about balanced cards like crusader aura.
If you keep dying turn 4 from a flood pally, you should swap decks.
I have 75% winrate from 5k legend to 2k legend playing it and not ONCE did I manage to play the aura on turn 4. Not once.
It’s impossible. Players play normal meta decks and have answers to my early boards, as they should. But if I could, I wouldn’t nerf Aura. I would nerf the cards enabling me to play and utilize aura on 4. I would blame 2 mana 2x 1/1 with reborn (DK+pally’s card) or I would blame something else, but I would NOT blame crusader aura because I have an unclearable board on turn 4 which can utilize the aura.
That’s because I understand the game.
Also, if you read all of this, thank you. It seems I really got triggered on this one.
P.S. The reason WHY you don’t touch the single broken card but the cards that enable it, is because you’re just delaying the problem for future patches when those truly broken enabling cards wll find a new card to enable and make broken and on and on we go in circles.
Not really though. Like, one of the best and long lasting combos back then was force of nature + savage roar.
It dealt 14 damage without setup and didn’t pierce taunts.
Paladin’s best card was Tirion which had lots of counters.
Sure, there were some crazy Leeroy combos, but there never really was anything near “I played this so I win.”
For years I recall being able to look at cards with near 60% win rates on play and identify them as virtually guaranteed to be nerfed because of how absurd that was.
Nowadays almost every class seems to run on something like that or better.
There’s so little deck discovery options available because there’s almost no point experimenting on anything because odds are good it’s not going to beat “play this obviously OP card ASAP”
It’s frustrating.
To me different things are frustrating.
- Nerfing the old cards which were never broken because you made a mistake with a couple of newer cards. This always comes back to haunt you in the future patches when those truly broken cards find another card to enable, another harmless “victim” of lazy balancing.
- Having to learn new decks constantly, because they keep nerfing the wrong cards and destroying archetypes. Destroying a deck isn’t balancing the game. It’s changing the game, and everyone knows it. Even you said it in different words.
- Having to read people complain about wrong cards because of their lack of understanding and knowledge about the game. And it just keeps happening, no matter how patiently I write the explanations.
A month ago it was hunter, now it’s flood pally.
And the worst thing is, devs listen to those cries and nerf wrong things over and over again, and allow a single deck to dominate for 5 months in continuation (reno warrior)
Keep crying about wrong things and it’ll just cause the devs to create new wrong things to cry about. In the meantime, 40% of the playerbase are silently grinding away rank by rank with the most broken warrior deck I’ve seen since the game launch.
Crusader Aura is not too strong. It’s not even strong.
/thread
Sometimes I agree with this one. It is often the new thing that’s the problem (like when Nellie got murdered because they made mr smite).
Sometimes it’s not. Like with the current pain lock nerfs, I think it was correct that they are nerfing giant (likely back to 25) because it hitting the board too early for 0 cost is a major issue. (Although I never would have made infernal a 4 mana 6/6 taunt because that battlecry is clearly upside, not downside)
The churn is painful, yeah. That’s why the original devs gave us 1, maybe 2 balance changes per expansion, and refused to do more no matter how good/bad the meta was as a result.
They aren’t even really nerfing the wrong cards… Blizz just power crept too much and now there’s no way to fix it without giving us 2 years of meta irrelevant sets.
That’s just wrong though. It’s the second strongest card in a flood paladin by played win rate. The only thing slightly higher is Zilliax, whom is obviously an overpowered card.