I will say no, instead, give other win conditions for druid and see if new archetypes can emerge, beacue with exeption of Mill Druid, all druid decks are basicly the same deck.More deck variety for Druid would be nice.
Rephrase it to "Summon 3 2/2 Treants" would work? Who knows, you could even stick a taunt or more stats to them. That would still make it work as a defensive tool.
I like the idea of making 7 mana. Reducing the attack power only saves 3 damage, which wouldn't do much. The extra mana pushes + to 10, and eliminates double almost entirely.
I would definitely change Savage Roar to 4 mana. Reasons: it's a free card, so less trouble with disenchanting what you so costly crafted, makes combo a 10-mana thing that deals 14 damage if you have a clear board and punishes the adversary for a lot if they left you with something on the board, prevents double combo with innervate, which in turn prevents the 22 damage with a clear board, which is the reason why everyone that plays against druids is nervous about getting close to 22 health even though they have a clear superior board but the druid has 3 cards on hand, threatening drawing that last piece of double combo. It will also make combo druids choose more sticky minions so they can make better use of the combo if they run through it. So sludge Belcher, piloted shredder, mounted raptor etc. It wouldn't effectively kill combo druid but would make it less of a deck that's too "cheesy and easy" to play.
6-mana. Choose one - Summon Three 2/2 Trent; or Summon Two 3/3 Trent with Charge that die at the end of the turn.
how about change it to summon two 2/2 treants that die at the end of the turn?
The best balance idea to me is "Summon a 6/6 Treant with Charge that died at the end of turn." or "Summon two 3/3 Treants with Charge that died at the end of turn.".
Yes, the combo should be nerfed. Because you shouldn't have an epic card (thus, rare) which is almost essential for a class to be viable. I mean, look at the usage stat on 's page: it's in over 40% of all druid decks on this site. I'm willing to bet that that's one of the highest percentages for any epic*, though it's hard to find that information through the web browser (I could do it with direct access to the Hearthhead database, but... ;-) )As to how it should be nerfed...that's harder. The problem is that, individually, the cards are fine; it's the synergy between them that is overpowering.Increasing the cost of makes it less balanced by itself--it's already 6 mana for 6 damage, which is pretty bad when compared to something like or the new , especially since it provides the damage in the form of minions, who can be blocked by taunts. Making it more expensive--or the minions weaker--just makes it rather underwhelming. is actually the one I'd focus on, since even outside of the combo, it's capable of providing ridiculous value. On an empty board, it's 2 damage for 3 mana, which sucks, but with even two minions, it's right up there with ; three or more minions, and it's just nuts--a full board gives you 16 damage for 3 mana, which I'd say is so unbalanced that it's broken. So I'd suggest doing something similar to in reverse--have cost 2 mana plus one for every minion you control. It's still good value--an empty board gives you 2 damage for 2 mana; a full board is 16 damage for 9.Of course, this makes the combo cost 11 mana (on an empty board), so it'd require or , which is not great--we want things to remain playable--but with the modification to , it'd probably be fine to drop the cost of down to 5. So the combo would still be playable, but it could be countered (by leaving weak minions on your opponent's board), which would make for some interesting strategic decisions.* Ancient of Lore is used in more druid decks, but it's a utility card rather than a finisher, so I'm ok with that.
I'd focus on . The only reason people are not complaining about is because Shaman lacks class-specific charge minionsThe Hearthstone team obviously want to add charge creatures to druid. They have , and , so without touching charge, needs to be completely reworked.Maybe make it akin to . Two/Three mana spell: Gain +1 attack and armor for each friendly minion on the board. This way having a lot on the board is still rewarded, but it'll never be beyond a single gorehowl swing. It'd be an ideal tool for a token-druid to relatively safely remove a big taunt that's in the way.
The combo is fine as is. Druids don't have a lot of win conditions, and FoN on its own is almost useless (6 mana for 6 damage! Yay! A much worse fireball...). Compare it to Pyroblast: 9 mana and 2 cards for 14 damage (tauntable), 10 mana and 1 card for 10 damage (unpreventable). Pyroblast is much better, unless they have a counterspell, at which point both fail anyway.
What about any fin can happen ? It is not fun for me to lose only because I reached 10 mana
No thanks. Please nerf first.This is a 6/6/6 that worths 11 mana, up to 5 deck thinning and more.
I fully agree the wombo combo should be nerfed. But as the article stated, you can play thaurissan and still get the effect as intended. So even if Force of Nature was like 7-9 mana it would take thaurissan and some other tech cards were nerfed. I'm no expert, however from what i've seen in Ladder and just casual play If you can't kill before they have combo you're done. The only logical explanation I can see working is to just completely destroy the card or to place a penalty on it. Like a overload effect of some kind. On the same notion, If Force of Nature+Savage roar was taken out of the druid class they would be a wet noodle. I'm somewhat indifferent about the subject If you take it out then the druid loses it's appeal. Leave it in the amount of changes would have to be astronomical not to mention the new way to play with the druid class. but that's just my thoughts.
You kidding right? Better nerf this card when Face Hunter kills you when you have like 6-7 mana? For 7 mana Force of Nature is more than enough as a nerf! Better do something with those charge minions on hunter because it's winrate is like 99,9%. Increase his hero power cost to 3 or i don't know. The game is unplayable when you see your enemy is a Hunter and he is probably Face because why not. Please do something with that sh*t.
if it cost 8 mana, i want to be "Summon 4 1/1 Treants" :)
The problem is the charge mechanic, really. That's why they nerfed Patron Warrior by nerfing and not the patron itself. It was the charge that allowed crazy things to happen from an empty board. There's no time for the opponent to react to the threat before it kills him and that's also what makes it so annoying to die to it.If we assume there is a problem with the combo, the problem is the charge, not the buff. So I agree with the posters who say change Force of Nature to just summon treants without the charge and without the "die at the end of your turn". It gives the opponent a chance to deal with them but is still a powerful set up for Savage Roar on the next turn. Since removing three 2/2's probably isn't that difficult, another idea is you could cause it to summon three 2/2 treants with a deathrattle of summon two 1/1 treants. That makes it hard to clear the board to prevent the next turn combo but, at least gives the opponent a chance!