3/2 is a huge deal because of dread corsair, and the fact that the weapon now can’t deal with 4 health minions (which means it needs to trade it more 1/1s to keep the board clear).
yOU doNt uNdertaand tHsi neErf
Dread corsair was one problem among 1738727 others. the deck steamrolls you every turn when they equip the weapon at turn 3.
stop repeating the same line, the nerf barely hurt this insanely broken deck that plat players are still facerolling it to legend and posting about it on Twitter
they still bloom weapon corsair in turn 3 (assuming you cleared board until then) and start overtaking the game with value trades, mogu and sea giant and 8182727 tools they have to flood the board and evolve EVERY SINGLE TURN.
1 attack is nothing and absolutely nothing when the deck is so ridiculous.
Let’s see :
Paladin can subdue it
Priest can shadow word death it
Shaman and mage can devolve it
Dh can silence it
Rogue can sap it
Warrior doesn’t have a 2 mana 1-card response to it, as far as I know
Neither does hunter
Warlock (if I remember well) only has that 1-mana spell which make it die 1 turn later, and I doubt it’s played. Maybe it could plague of fire if it has already minion on the board ?
Druid cries.
Point was that it adds to the pool of minions that it cannot deal with simply by attacking with the weapon. Unless they get a charge or have minions preset with health that will survive a trade, they’re leaving you a minion up.
people really needs to understand how important value thresholds is.
a good comparison to the weapon nerf would be to reduce damage for an overwatch dps character with a small amount (lets say soldier to make it simple). people will complain all the same until the realises that the nerf forces them to reload before they can kill characters they could kill with one magazine before. the damage threshold changed. in the same way boggspine thresholds changed in mulitple ways with overall damage output, corsair combo turns, and most importantly what you can and cant trade with the weapon.
There seems to be a lot of confusion on the changes made for the evolve shaman. The boggspine changes caused very little disruption in the playstyle for the shaman. I thought they would have kept the boggspine as a 4/2 but changed the mechanics to a battlecry, and combo with the quest currupt the waters, could have made an interresting deck. If they wanted to keep the weapon as a 4/2 evolve on hero attack, they could have made the boggspine legendary. Yes, stickyfingers then nullifies having the weapon, but why is having boggspine is the only weapon needed for the evolve deck? Other posts have mentioned dread corsair, now costing 1 mana with the weapon equipped, and having played evolve shaman after the “nerf”, instead of dropping 2 dread corsairs, I just play 1.
hunter has freezing trap - it’s not that classes can’t defend against an 8/8 on turn 2, it’s why should the have to, but I don’t think it happens often
This nerf is completely alright to both rogue and shaman. Edwin should have always been at least a 4 mana card for the effect that he has. On the other hand, the slight nerf to boggspine knuckles makes shaman a little less explosive specially with 2 corsairs in hand on turn 5. If you think these nerfs are a joke you’re probably just a cry baby who wants to see every winning deck disappear after every nerf, which is not the point at all. The primordial reason for nerfs are to make powerful decks more balanced and less overpowered, not to hit them to the ground and make them unplayable from one day to the other.
lt is soooo easy to spot the shaman players WOW the ones calling names to whoever calls for a just proper nerf definitely has something to hide.
nerfs were nearly not enough and nothing you can say change the fact that it is still broken. get out of here, we know you are the type to spam secret mage on wild ladder and that you are just relieved that your autopilot broken deck is still autopilot broken