Wich of the original 9 classes has lost more do to nerfs?

I have seen a good chunk of complaints thanks to the DH nerfs but I think at this point most classes had lost crads thanks to the nerf hammer, so in your opinion wich is the bigger looser thanks to nerfs though all the game’s history? and do not take into account HoF cards since they’re still playable in wild.
As the Rogue a hole that I am I feel that preparation, cold blood and blade flurry are terrible cards that would rarely make it into a ladder deck not to mention how their changes had made deadly poison, Fan of Knives and sprint very obsolete.

Druid > Rogue > Mage = Priest imo.

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Druid has changed a lot over de years but why change innervate and nourish just to rerelease those cards as different ones until they change or HoF savage roar that class will keep having some mid tier place in the game IMO.
Rogue I already said my point on that.
Mage mana wyrm really hurt the aggro enthusiastics that play the class.
Priest has kept its identity of being anoying so yay I guess, remember 8 mana mind control and 8 mana pyroblast? :rofl:

shaman is getting buffed everytime and still last spot … show some love to the shamans man… xD

Shaman has had only flamethongue changed and hex nerfed right? both still see play, shaman is a wierd class that is either broken bonkers or dead last. And can’t show love for that it really made ONIK meta almost unberable to me

Priest lost all damage from hand and all card draw. So I’m going with Priest.

Rockbiter weapon hex flametongue from basic . Even his hero power was kinda nerfed . I remember being able to get same hero power totem multiple time now u can’t . Also wild shaman agro cards were nerfed tuskar totemic a 1/3 weapon from onik . Shaman need to get rockbiter weapon back at 1 so they can do some burst .

It’s in wild perfectly playable and the class got a neat rework on standard

Since we are talking wild, considering the whole history of the classes

Hunter and druid suffered the most nerfs I think, warrior too

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I said no wild HoF rotation in the OP since those cards are not nerfed they just changed formats. Hunter oh boy!! buzzard at 2 mana was it? and unleash changed a lot but I like the current one and can’t remember the class ever being the bottom one.
Druid already talked about it .
Warrior warsong commander is realy a dead no use card just beacuse they don’t botther to program her old effect well in order that once a minion got more than 3 attack it didn’t had charge (although I think it used to give charge to everything in early builds of the game so it was giants for 0 mana smashing time, and firey "win"axe was always in their opening hand :rofl:

Hard to say.

Warrior’s Fiery Win Axe was the crux of its early game defense, and without it usually just hero powers on 2. Perhaps it’s somewhat ironic, but all those expensive wallet warrior decks don’t work anymore because this basic card is no longer worthwhile. Warsong Commander and Charge have also been changed, but that wasn’t as devastating.

Druid used to be one of the most reliable classes, and always, always had at least one playable style every expac, with more depending on expac cards. However, with Force+Savage gone, Keeper of the Grove nerfed, Ancient of Lore made worthless, and most of all Wild Growth moving up in mana, Druid lost the most amount of cards it liked to actively play. Had they not been nerfed, I imagine Ancient of Lore would still see light play even after UI’s release, Force+Savage would definitely show up, Grove would have been run in any silence-necessary metas, and Wild Growth would have been universal everywhere but aggro.

…Incidentally, the class with the most gain has been Priest. They used to be worthless in classic, with no early game minions (outside Northshire), no good board clears (the first would be Lightbomb, but it didn’t carry alone), and really not even that much end game either. The only thing they had was a bunch of ways to increase health, plus Divine Spirit+Inner Fire. Since then, they got amazing things across multiple expansions and gained several new archetypes, including its own Tempo deck in the form of Dragons at one point.

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‘’ Druid: Wild Growth was nerfed so “design space” would be open for other, more “interesting” ramping options. If these are the interesting ramping options, I’d rather just go back to a 2 mana Wild Growth and a 5 mana Nourish. At least, these cards didn’t severely limit my options when it came to deck building. I don’t see how Breath of Dreams makes the game better or feel fresh. You just make ramp-based decks even more feast or famine, where an activated Breath on 2 is more insane than Wild Growth, but not drawing an activator feels crummy. The same can be said for Overgrowth. It tilts Druid into the extremes, so the class is even more useless when it doesn’t draw ramp while feeling impossible to stop when it gets the ramp. How do you reasonably address these cards? You kinda… have to wait for them to rotate out. ‘’

-Zach (from vs)

And im posting specifically this one cause i was a druid main. I mean druid was almost unplayable in wild for a year + after the whole wild growth, nourish nerf which hit after Aviannas nerf . Now has returned but you know what, its been so long i dont really care anymore, since i ve stopped playing the class and especially when i got so many old set cards burned out cause of the nerfs.

No class has suffered more than druid in the case of nerfs

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