From 14hp to 35 hp, broken hero power with mechs having rush is worth more than 20mana and still u get it with 7 mana and get 7 armor???
time to remove the card to hall of fame, death knights are gone and so should all the hero change mechanics, this is just ruining the game for everyone real hard.
That hero power is useless if the warrior doesnt have cards left. Zuljin outvales boom late game if the hunter manages to drain resources. Zuljin fills the board and gives a lot of card advantage over warrior
The problem isn’t the hero itself, the problem is the lack of other Heroes to help counter. Not giving all classes access to new Heroes at the same time is probably the dumbest thing they’ve ever done
But I’m rocking positive win rates across all decks against boom. Dr boom doesnt solve a bad board state. Hes too late to the party if pressure is applied.
Besides, it’s not the unreliable hero power that’s stealing a game from you. Its adding rush to all mechs. It turns all the non removal into removal. You can burn out their standard removal, but the rush enables the slowdown into bomb lethal.
I get the aesthetics of having all the 7’s, but I think the armor portion of the hero power is a bit high at 7 armor. Being able to gain 7 armor and then Shield Slam for 7 for only 3 mana is pretty oppressive.
Nah, it’s bomb warrior and the support you get from a card more overpowered than the original Dr. Boom (Blastmaster Boom), and the 3/2 weapon that shuffles often 3 bombs into someone’s deck.
Boom is just solid because it helps you stall out the game long enough for your opponent to draw all the bombs.
Mad Genius was essentially useless in the prior xpac and while I understand the other DKs filtering out impacts the game some, it’s the support cards the War DK received that make it so good.
Instead of removing boom, i would like to see more hero cards available so all classes can contest him.
reliable late game cards are nessesery for the game to be fun imo, and hero cards are as fun and reliable as (late game) cards can get.
In my experience, if you’re aggressive and keep refill in hand, you stand a chance. As for every class having heroes, that would cause a repeat of KFT…
2 or 3 heroes would be better than the rest and the whole cycle would repeat itself.
I mean koft was one of the best expantions ever. All classes had something desent to do with the cards they got unlike the expantions since witchwood.
As for dks, they enabled many options for many classes that had very limited archetypes to work with.
And players hated them. Players were happy to see them rotate. Every deck that ran a death knight, (mage, warlock, hunter, druid especially) felt like a drawn out control match. Players disliked them because they wanted to play something besides “infinite value until someones luck runs out…”
I don’t have a problem with Dr. Boom or Hagatha, and I haven’t gone against Zuljin yet. We’ll see what happens but I’m fairly confident Genn/Baku were supposed to be here to make the other classes comparable to Dr. Boom, Hagatha and Zuljin.
You have to remember that this xpac released WITH Genn/Baku in mind. Granted, they came out in previous xpacs but these things are designed well in advance.
Hero cards should be like this. Either they are given passive and niche abilities to make them into support cards and not auto includes, and they should be given equally between all 9 classes. Many of the best Hero cards were ones with strictly better hero powers, a good battlecry, or hard synergy. The worst ones were high costed, little impact on battlecry, and offered an alternative hero power which worked if your deck was designed for it.
He is.
He is the ongoing example that infinite-value generators are not good for the game. I love legendary heroes on paper - I really do - and you sure can win against them BUT they are anything but healthy for the game. New players can throw almost anything against them and they’d still lose hard and the problem is even more obvious since the amount of heroes is limited to 3 classes right now.
Another problem I have specifically with Boom: He is (again) designed too versitile. Even if you don’t run Mechs but play control, you’ll just add him nonetheless.
Tbh doctor boom only have 1 hero power that is great. Which is discover a mech. The other 3 are decent and 1 is so bad. Also the turn doctor boom is played is super bad tempo. If you play this card, you will realise you so often have to decide whether to play or not? The tempo loss will last about 2 turns before the rush effect become good.
If you have a deck that can constantly challenge warrior board state and apply enough pressure on their health. They will find themselves having Boom as a dead card and using all their board clear to stay alive.
I would like to greatly challenge your point.
Yes, 2 effects are better than the others, but they are all VERY good for a 2 mana hero power you waste no ressources on. Please explain to me what hero power exactly feels so underwhelming considering you get 7 armor on top (not even 5). Please elaborate. What do you want until you’d consider this rotating power too good? One of the effects being like “revive 3 mechs that died this game”?.