Because if they nerf no minion Mage…what else do they have? None of their other archetypes (Spell Damage, Ping, Secret) are anywhere close to as viable as no minion. Not to mention Mage has already been nerfed once already in this expansion. Meanwhile Secret Paladin, Rush Warrior and Face Hunter are just laughing it up in tier one.
The point is, Incanter’s Flow doesn’t need to be nerfed if TEN other cards are going to be buffed, making the weaker classes more competitive. Yeah it’s annoying when Mages get discounted spells and go on a crazy ten card turn, but it’s literally the only thing they can do to survive.
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Incanter’s Flow may well be nerfed, but that does not mean that other Mage cards cannot be buffed.
It is quite conceivable that Hero Power Mage will receive a boost, and perhaps even a big one to help swallow the pill of rendering No-Minion Mage obsolete if that indeed occurs.
I personally have never liked the ability to reduce Mana costs to zero, but Blizzard has never expressly been against it, so they would only hit Incanter’s Flow if the deck retained a high play rate and public perception of power, and likely a decent win rate as well.
If anything, Refreshing Spring Water is more likely to be addressed eventually, especially given what it enables in APM Mage in Wild.
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I agree, I’d love to see them remove any and all zero cost cards from the game. But they’d need to do it for everyone, not just mages.
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But buff what?
Wildfire buff would literally turn it into the new incanter’s flow. The deck functions literally the same in the aspect of needing a key card at start.
If you buff freeze mage to playability it would literally be whined out of the game.
Runic orb to 1 could be a start but not do it alone.
If priest can have renew costing 1 it’s fair to mage have runic orb costing 1.
Wrong. Encanter’s Flow even at 3 will still be good enough to carry the archetype
The amount of mana cheat it generates through the game is just that op
Deck of Lunacy was doubled in cost and it still make it’s way to tournaments.
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It’s not really OP, people just hate it because you can go on those super big swing turns when you Spring Water twice and play a bunch of discounted cards. People get tilted when they take 2 fireballs and a Mask of C’thuun to the face in one turn.
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Nerf incanter’s flow and buff hero power spell.
I don’t think many people, even mage players, would complain about that tradeoff.
The problem with mage is that the cards are so busted in wild that they don’t have much of a choice to nerf it. Mage spell synergy gets increasingly more powerful with each expansion.
I just wish they would stop allowing cards to be discounted to 0, then they wouldn’t have to nerf newer cards as much. But because 0 cost cards discounts exist in such abundance, especially at the mage level, every mage player in standard has to pay the price.
I’d be happy if they kept incanter’s flow the way it is and just don’t allow spells to go below 1. That would slow down the wild mage problem and wouldn’t hurt the standard mage much at all.
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Like I said.
The hero power archtype is fundamentally no different in draw dependency and would end nerf in future.
Just check how wildfire influences the deck Winrate when played on curve or don’t.
It would be better to do weaker buffs on a bigger amount of cards rather than a 1 for 1 trade.
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I disagree, in this high tempo aggo meta, making Flow cost 3 will destroy the card, and the archetype. You lose a lot of tempo when you play it, with the payoff coming later when you’ve got mana to burn on the reduced spells. But if you’re going against a Hunter or a Token Druid, that loss of tempo on turn 2 can kill you before you can recover.
I would like to see a Wildfire buff tbh, maybe give it an added effect like the old Jaina upgraded hero power, if it kills a minion it summons a 2/2 Fire Elemental or something.
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I just saying that buff wildfire directly would literally make ping mage have the same play pattern that got spell mage nerf.
One card played on early game having an insane Winrate.
If anything it should go safe and do changes to damage spells.
Runic orb costing 1 , mask of c’thun costing 6 would be a decent pick.
Maybe cram session to 1 but that card would end auto include in any mage so it’s a no no.
Okay that could be true, but I don’t think people would ‘hate’ Wildfire the way they hate Incanter’s Flow right now. That’s the only reason Flow is getting nerfed (presumably), is not because it has such a high win rate, but because people hate losing to it.
Probably but as mage player I so tired of mage nerfs that I would really appreciate to not need to see nerfs again for a good amount of time.
The class literally get nuked for seeing play and by any reason possible to think about.
It’s like people wake up and sit in their desks thinking:
How I can justify another mage nerf today…
So if I could ask for something I would ask to just buff something no one have a way to whine about.
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That describes every single Mage nerf of the past seven years.
“It’s not really OP.”
I’m sure a few grandmasters would disagree with that notion based on today alone.
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That describes most nerfs, by Blizzard’s own admission.
They use the data to justify nerfs when possible in most cases, but the vast majority of them are weighted towards feelings and public perception over actual performance; and some past nerfs have almost completely disregarded the latter! (Fortunately, that is much less often the case these days.)
Mage isn’t even one of the biggest victims in that respect. Most of the nerfs were fairly well-supported by the data, even if the class did suffer more from becoming unplayable due to them than others have.
If we had to pick a class that has most often been nerfed due (almost) solely to erroneous public perception, it would definitely be Druid.
Priest actually hasn’t been nerfed very often over the course of the game’s history, but if it had been addressed more commonly, it would be a shoo-in as well.
It definitely has been the most complained about here, with Mage coming in a very close second.
One thing I’m wondering about buffs, how would Hero Power Mage be if Mordresh was buffed to be a X/X that deals X damage to all enemies, where X is the amount of damage you’ve done with your Hero Power? So for example, you can play it as a 5/5 that deals 5 to all enemies if you’ve only dealt 5 damage with your HP, which would already be better than a 10/10 that does nothing. Or, if you’ve dealt 20 damage, it becomes a 20/20 that deals 20 damage to all enemies.
Priest has certainly been complained about the most, but I don’t know if we can safely assert any such thing about Mage or another class.
I don’t believe any class has escaped incessant complaints, regardless of actual performance or other concrete factors.
The only possible deviation is Paladin, with the notable exceptions of this current expansion and Odd Paladin while it was in Standard.
In particular, Paladin is the only class to commonly fly under the radar, so to speak. I cite the facts that Even Paladin was de facto the best deck throughout the entire Year of the Raven and that Murloc Paladin was de facto the best deck throughout most of the Year of the Mammoth, yet that there was a comparative lack of complaints for either of these decks, to elucidate upon what I mean.
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Mordresh is actually too slow.
If anything it should cost around 8 mana for it be even considered as playable.
Deal 10 damage with your hero power is dificult enough to be considered paid as effect just by achieve it.
And a 8 mana 10/10 is mostly the standard for a “playable” vannila 8 drop that would not get played anyway.
So getting both in the same card maybe could work.
I’m not sure why minion based classes escape criticism.
I could imagine that there are more minion players, but I don’t know that’s true.
I honestly think it comes down to players dislike losing to spells.
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