Title.
It just seems so unrefined. Basically the snake and bear wild-seed maybe are a 1/5 or 2/5 star cards, basically no one in their right mind would run them even if they come out basically for free.
The stag wild-seed is like 10/5, given the mana cost, the dormat stage staggers the weapon, and the fact that the hunter gets a bow/weapon. There is zero consistency in this design, i.e. by design the wild-seed will play super janky, meaning it’s garbage if you roll only snakes and bears (except maybe situational exceptions), but as long as you roll one stag you are pretty much on track to blow out the opponent, Drek’Thar levels of blow-out.
I don’t have numbers but I would speculate if you roll only bears and snake the winrate of wild-seed hunter is probably sub 50%. If you roll stags its probably jumps by 10-15%. That’s insane.
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Most games I play Against them they get 2-3 stags as a rogue I can’t prevent the damage or out heal it it’s very strong. If they turn 2 drop and 3 drop their equipment it’s over.
There might be cards in later sets that synergize with beasts on board and spawning them from dormant protects them from removal.
Don’t bother, Hunter never gets nerfed in a meaningful way, you’ll just have to find a way to play around it.
If it helps, the deck I play can actually beat that deck, but I get my face handed to me by the Quest Hunter.
But all everyone is complaining about is Druid and Warlock, (and Skeleton Mage for some reason), so get ready to embrace our Hunter and Shaman Overlords.
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The same thing that goes into all design of Hearthstone maximum clown fiesta pushed to OP levels that make the worst case fair and middle roll broken but acceptable if its just that one card and the high roll bat crap crazy. The problem is that it’s never just the one card and the bat crap crazy high rolls are too common.
The mechanic is inherently highroll.
The 1 drop on paper is slightly worse than the neutral 4/1 dormant
The 2 drop is average
The 3 is bonkers. It’s got yeti stats AND gives you basically 4 mana weapon. Yeah it takes the longest to wake up but still it’s worth every bit.
And it isn’t like hunters don’t have a spell that makes them wake up faster (while summoning two more)
And that’s the thing. Unlike a regular dormant card, wildseed cards summon a dormant minion AND do something else. Even if that something else is not maximum tempo, it’s still a lot better than doing absolutely nothing.
Finally, for comparison, one card came to mind that had similar randomness: tuskarr totemic. Originally it could summon any totem, so summoning a basic totem usually sucks, while highrolling totemic golem or mana tide is usually very strong.
Back then (2016) totemic was nerfed because apparently that’s not a “fun type of randomness”
But in current year, we embrace it.
edit: that said, the first balance patch is expected to come in a week or two. When it comes to dormant minions, I’m reminded of antean which did had to be nerfed (along with a dozen other DH things)
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They aren’t snakes? You are referring to the 3/1 with rush right? That’s like a spirit ferret.
Edit It’s a spirit fox.
What do wild weeds do again?
the instant i saw them in play, they made think of the beast companions, so they might be some half-baked attempt of an update on the companions?? but they do seem completely random
In WoW Wild Spirits is a Hunter spell - you get it for becoming a member of the Night Fae Covenant, one of the 4 factions you can chose from. The spell itself is an AoE that empowers your damage on enemies inside, the 3 spirit shapes aren’t part of it. But you’ll find those three and other sprit animals in the Night Fae zone, they’re basically souls of nature-aligned mortals - or nature spirits, the latter have a cycle of death and rebirth, resting in wildseeds until they can go back. Team5 took QUITE some liberty with the mechanic and there’s clearly a nod to Animal Companion spells in them.
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