Druid nerf if you can even call it that

Quest hunter rolled mage hard

I would think bumping Guff to at least 6 mana as well would have been a “safe” change.

but not other two decks. Face hunter can deal with mage but it’s still hard due to constant freeze.

Its like this.

The nerf to druid only affects their matchups against fast decks. They already before the change lost these matchups. Sure they snatched a win here and there against fast deck, which now will be even rare.

Surely the people who played aggro where not the people who were complaining about guff. They dont care about guff, they are favourites to win anyway. Before and now.

The people who complained about Druid where the people who wanted to play control or some sort of midrange deck. For these people the change to guff have done a big fat nothing. They get slammed in the face by druid doing 60 damage + with denathrius exactly the same way as before.

In all honesty nerfing guff in this meta wasnt needed (i ofcourse welcome it) but in reality in this current meta it changes nothing.

If they wanted to change something with Druid it should be through changing Denathrius.

It would let other classes play midrange and control, not only druid.

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Its still probably one of the best classes in the game since it has 2 tier 1 decks. You can see from how they handled mage and druid with the recent nerfs. Mage is always quickly nerfed while they are careful in nerfing druid or if they do nerf druid like last expansion they make sure to give it increasingly strong synergistic cards to make them OP again (widowbloom seedsman).

I don’t think the nerfs were well thought out imo… the guff nerf was laughable at best.

mage have been a plague for a long time now,i can’t remember if they got nerfed (bsm.)
b4 this expansion. but if they did they got some fancy toys as well if they didn’t get nerfed
it’s just even better for them.

Exactly the opposite
I have 4 cards on top of my mind that generate armor. 2 of them give 4, and the other 2 can give up to 10.
And obviously, one of the coolest cards ever, solid alibi
All this while throwing mana fireballs every turn
Side note: Please remove Quest Hunter from the game already, it’s literally still one of the strongest choices

Yes, armor can help you to survive, but when hunter completes the quest on turn 7 and you did nothing impactful (they have 40 health), how are you going to win?

Once the quest is complete, you should expect around 15 damage each turn.
Mage can’t heal and damage hunter at the same time, so it is at a disadvantage.

If you are saying “exactly the opposite” are you implying mage is favoured against quest hunter?

How?

It’s literally impossible to do nothing of value untill the quest is complete, those skeletons are spawned from half the cards they own.

Yes and it’s all cause of Solid Alibi

Meant 2 mana fireballs

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so what has solid alibi to do with this?

They spawn only from the location and from the 4 mana spell.
They won’t survive, because quest hunters removes then.
The 6 mana spell is useless.

The end result (from my experience) is that you get to turn 7, they finish the quest and play tavish while at 30 health.
If your starting health is 30, you are probably at 20 if you didn’t draw many minions, or 25-30 if you had skeletons+armor.

In any case it doesn’t matter because from now on you will likely lose in 3 turns, unless you manage to build a threatening board.
Skeleton mage can’t do that: to spawn skeletons you need minion, which hunter doesn’t have.
You own minions also don’t survive a turn.
Solid alibi buys a turn, but the next turn you still have nothing to do.

I don’t know about bsm (someone on this forum told me they are also unfavoured), but I am pretty confident in saying skeleton mage is not favoured against quest hunter.
The few times I won (i remember 2 games), it happened due to a denatrious kept from the mulligan or an opponent who for some reasons preferred using tavish hero instead of rexxar, so at that point I could freeze and farm skeletons.

If you are talking about the dawngrasp heropower, it’s hard if not impossible to have a 6 damage one against quest hunter.
If it’s the infuse spell, you still need to infuse it to use it effectively.
You basically do 6 damage per turn with 2 in hand while the opponent does 6 just by playing 3 random spells, thanks to the heropower.

Maybe we are talking about different quest hunters :joy:

What has 2 mana become basically imune twice while preparing one of 3 reliable finishers and 2 unreliable finishers (Apprentice)? Mhm

I’ve played mostly quest hunter, (since I’m a hunter enjoyer) before this patch because Big Beast Hunter and face hunter was literally impossible and I’ve got a negative winrate against mage. Playing in 4-10k legend.

Shoot skeleton once, shoot the 3/4 armour guy once. This is only from you
Hunter himself can spawn 4 health minions with the wildseed package.

well name the card i would say.

If mage has time to do this against quest hunter, then the hunter probably played badly.

Usually you don’t even have time to play dawngrasp, killing your own minions isn’t really the smartest idea; minions are the only thing that hunter may consider to target instead of your face.

I don’t know how you play the deck, but the quest hunter I am talking about is a faster deck that doesn’t care about what happens from turn 10+, because the game ends on 8-9

Hunter heropower does more damage in a turn than a 6 damage dawngrasp.
It aslo comes earlier and in a more reliable way.

I have zero clue about the quest hunter you play :joy: when I play mage I get bullied hard by 99% of quest hunter (pre patch, now I don’t know).

Try to just target the face with your faceable spells and trade only with minion only spells.
Use the heropower to trade only the bare minimum to survive (I’d say trade till you complete the quest, unless there is a big threat like brann).
After you complete the quest, just go face: mage can’t kill you in 3 turns (no board lol), but you can.
Hunter healings capabilities are worse than mage, so you don’t want to go for the late game. You can easily win by turn 9; against 30 health mage is basically impossible to go after turn 10 if you just target face.

Solid alibi, obviously.

The “one of the 3 reliable finishers” is an obscure sentence to me.
Quest hunter should win way before dawngrasp has a high damage heropower; way before denatrious has a high damage (even only 10 damage can turn a game in mage favour, but you need both an early denatrious and to get to 10 mana, which is unlikely)

Not to create another topic…

So which deck actually reks this guff Druid BS? I already have ptsd from hearing endless whelps and otters die to feed brann-denatrius combo, so I’m ready to sacrifice winrate vs other decks just to destroy this cancer deck regularly.

Anyone?

Faster decks such as aggro druid and imp warlock beat ramp druid. Unfortunately ramp druid is still strong since team 5’s minor nerf BS isnt enough to make the class balanced.

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you might as well say ‘’ oh hunter must win way before mage gains the upperhand’’ well do you remember tempo mage? that deck alone is an interesting one when facing face hunters before they decided to crush that deck too because people were crying about apprentice but it was perfectly fine for hunter or any other deck to go full face with almost no interaction or become OP or too good for a mage to even begin anything.

but if a mage gains the upperhand then it is almost WW3 on the forums. i am beginning to suspect favoritism amongst many players here against the mage.

also about solid alibi and i wil be honest with you but uh i dont use it much actually just barely and that is when i discover it which is not always but barely and even if i can find it all the time i use it barely so almost never.

people just want to quick speed kill someone and when a game takes too long and not going the way they want they prolly get mad. and dont lie about it because this does happen in many cases.

So the new VS is out. Ramp Druid dropped a tier. Looks like the patch did something jackass.

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How do people like you and op function?
Guff lost the gain 1 mana when played, which is quite big. But the nerf to the hero power is massive, sometimes vs aggro you couldn’t afford paying the 1 mana for the hero power since that would mean you lost the game if you did, now you have to pay 2 mana instead of 1.