DK location need a nerf

It once of the best location 5 used of 3 damage split between everything included face.

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It truly is broken, yes.

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Epic · Minion · Core · Tradeable Battlecry: Destroy an enemy location.

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3 mana and tradeable

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That location truly punishes decks that just don’t play for the board and keep wiping their opponents boards. If you are actually playing minions you can soak the damage easily. It’s a perfectly fine location.

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Wow, I agree with something you say? I need to check and see if an asteroid is speeding toward us:)

I could not disagree more if I screamed.

Scream all you like. It’s fine the way it is. If you nuke it out of the meta you just hand more game to do nothing decks.

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If it only hit board, I would be fine with it.
Passive damage to face is a bridge too far.

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Why is that? Many classes have passive damage that goes face. In fact we have all encompassing damage that goes board and face and only the opponent at this point. Why does this location need to be limited when those cards are not limited? So it’s fair for the rest but not this one class? Clearly the design is to push as much aggression as possible.

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And when it only has one durability left the turn they play it, what good is that card exactly?

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I would argue that’s the nature of drawing from a deck of cards. Also, their have been plenty of times where druid players were leaving the spell damage locations lying around for multiple turns and no one was blowing them up much.

I’m not saying i find it easy to place more than 1 tech card in my decks and it is usually for weapon removal.

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Do the rest have the damage as a location that cannot be interacted with with the exception of one tech card that clogs up your deck?
There are better ways to give the class face damage if that is the goal.

The card in isolation is absolutely overpowered compared to other cards in isolation. BUT “one card in isolation” is not how balance is done; balance is done on DECKS so they may want to promote decks with that card or the class may have bad decks otherwise etc; they may decide later to kill that kind of deck as they had done in the past.

“Single card overpowreness” becomes more dumb when they print NEUTRAL overpowered cards; e.g. the first version of Badlands’ Reno; I understand it being used for a couple of months when Badlands was first released but having it going on and on for months after that was just dumb and the nerf they did it to it was too late.

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I think it’s great that you enjoy the card. I look at it and see yet another card that my class would never be allowed, under any circumstances.

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You’re right. We should all tech for every possible gimmick in the game. I think that means I should have like 12 tech cards every deck

Or maybe team five can just stop adding more gimmicks

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No, it’s the nature of its design.

Refreshing the location allows you to burn through most of its value before a response can be played.

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It’s another design that only some classes are allowed.

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It has too many charges for how it’s activated.

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Okay take it to 4 charges but we need to increase the cost on a couple other cards that are class specific and far more powerful.

It’s a powerful card for sure but the level of power in cards they are putting out right now places it in line with those. We cannot acknowledge and change one specific class card without changing the rest. Do we really think they are going to do that or just keep escalating the power? I’m betting on the latter so i have to live with out of control power creep.

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Nah; the card in isolation is just better than most not just Standard cards but most Perils cards; there’s no question that it’s one of the few cards that raise an eyebrow at how much damage they can do in a SINGLE round (it can help put an opponent from about half health to death in a single round when it’s not that late in the game either).

A mistake many do here is to think cards and not DECKS; it’s the most typical error gamers in this game do when they ask for nerfs; by that logic Priests should be nerfed daily since some of the Priest cards are the most devastating (in isolation).

It’s a legitimate design decision by the Devs to keep the card; that goes with the assumption they support DECKS around it; hence if it needs nerfs it might need them on cards that support it too so the total win rate isn’t too easymode.

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