Sire Denathrius needs to do damage to minions only. Needs a nerf asap!
Really bad design on this one whoever designed this card… you need to go back to heroes of the storm development team with that $hit game!
Sire Denathrius needs to do damage to minions only. Needs a nerf asap!
Really bad design on this one whoever designed this card… you need to go back to heroes of the storm development team with that $hit game!
Believe this: They wanted to make it an epic so players could run two.
Why is quest priest playing destroy the enemy hero ok but not sire?
why is a curse lock applying 30+ damage is stacking curses in a single turn ok but not sire?
Sire is the counter to decks having enough removal to remove 30+ minions of at least 5 health over 30 turns.
If your running a control deck capable of that then guess what you need to watch out for someone having sire a a counter.
Exept it’s totally awesome in implock… and spooky mage… and other NOT control decks.
The difference is that Sire penalizes the opponent for playing hearthstone. If you build a board and try to play that way, sire is an otk. That’s dumb.
It isn’t the same as the other things you listed.
why not?
One player reached a stacking or timed condition other then hero health and the opponent died?
The curse implock package has a 2nd win condition ie it is not pure aggro traditionally decks built around multiple win controls and winning games past turn 10 have been either control or mid decks.
If you don’t have hand space, curses don’t work.
Quest priest gimps themselves and has to play specific cards in a specific order. It’s a TERRIBLE deck and has always been way too slow and awkward to be particularly relevant.
Sire just sits there until you’re ready to kill people. It’s an after thought with no extra conditions. The decks that succeed with it play their normal game plan with a back up “hahahaha, gotcha! I win!!” just sitting there.
One literally just plays normal hearthstone and then otk’s the opponent. It’s bonkers stupid that this card exists and the dev that thought it was a good plan should be asked to find new employ in another field.
Nah the guy that thought of it is fine. It’s the guys testing it and the guy that had the final say should be asked to leave. Some dumb ideas can be built upon to create something not dumb. Lets not stifle the creativity but keep instead keep it in check and not let the dumb through. Sire’s initial form is letting the dumb through.
Aggro decks should not have a counter to control decks.
Because it requires a ton of set up and deck construction limits. Sire just requires that you spam tokens and draw a lot, two things decks want to do anyway.
So the solution to curse is self milling yourself? Yes I have had curse lock trickling out curses 1 at a time over 4-5 turns. but you not going to win not playing cards.
The issue is not how bad quest priest is how it wins. They draw a card and play it. The thing is what Is the difference in how they win? no difference at all.
Blizzard has given up on the trying to keep decks from having enough removal/healng to prevent players from removing every minion for 30 turns.
The neutral sire Is their attempt at a solution. you are punished for removal.
the neutral theotar is their attempt at a solution to sire.
aggro decks win condition is normally having enough draw and minions to kill the control decks before they have enough mana to play expensive removal.
Sire is pretty good in implock, and about that. Spooky Mage does not draw or generate enough minions regularly to apply Sire Consistently.
That’s the side of Sire people seem to forget. You need minions to die with him in hand. It’s minus 1 card that only works if it’s draw before you’re made to use your minion generating cards on surviving.
Here or there it will win some games by a combination of being in hand early and people playing tons of tokens, but for all it’s perceived power, it’s pretty telling that most of the meta isn’t running it; and as optimization goes, the trend is taking it off decks, not applying it on.
Yes, and Sire completely upends that balance by giving them a late-game bomb that’s fueled by their normal play style. Meaning even if control keeps the board clear, the aggro deck can pull out a win unless the control player can armor or heal up while dealing with the aggro threats. That’s why we are seeing attrition aggro making such good use of it.
Granted they won’t always get to charge it, but it happens enough to shift the meta toward these decks.
I don’t think they are going to nerf Denathrius, it’s dodged 2 nerf cycles already. My guess is they will HOF Denathrius next expansion.
from the free version of hereplay.
1 version of Quest priest is 60% Winrate, it cant be that bad…
and while several versions of imp lock run sire, almost no version of curse imp lock runs sire.
They wanted that?
You are lying.
And this is why I get negative. I don’t want to call you a liar. Or anyone else in these forums. But you lied, and now there’s going to be some people who believe you.
I wouldn’t be so negative if people just stuck with the truth.
Because priests quest reward happens 5 turns after you died to sire.
Why not? They gave control counters to combo decks (Illucia and Theotar). And no, they’re aren’t hard to use.
This is false.
They set their entire deck up to fulfill a set of conditions with multiple steps.
Priest quest has a more demanding set of reqs than any quest from that era of HS. It was and is a loooong quest. I have no issues with it having a payout equal to the time and effort to complete it.
And it’s not just the set up… they have to draw AND play the card.
This is false. There’s not a deck in existence that can do this for 30 turns.
That being said, right now one is more likely to stall via freeze effects than outright remove minions. There’s not enough effective removal. As someone who has spent some time with implock, no class can remove well enough to keep the board always clear.
You can believe that if it makes it easier to lose to it, but I don’t agree.
Cora actually tweeted a while back that Denathrius’s Battlecry and Infuse was originally on Insatiable Devourer, but it started from 1 damage and didn’t have Lifesteal.
It was changed toward the end of the design process.
Here are the tweets which were part of the AMA they did a few weeks back:
Marco, I am not making this up and you should know me by now that I don’t make crap up.
Here’s what happened. Sire was originally epic, thereby allowing players to run two. However, at the last moment, the team decided to instead revert that and make it legendary. What they actually wanted was for Devourer to be legendary and so they switched the cards’ rarity.
This can be found in one of the dev Q&As.