That hero power just puts out too much pressure for a non-card source, allowing the hunter to simply play a single 2 or 3-drop per turn and put out as much pressure as decks that play two such cards per turn. The ability to deal 2 per turn no matter what means even your bad draws perform decently, and your great draws are guaranteed wins against every deck in the world.Hunter is still the most broken class in the game. Bar none.
This I agree with in part.It's a little too convoluted. What's necessary is basically the same thing they did to warlock in order to compensate for a strong hero power: weaker class cards. Instead, hunter has insanely strong class cards.
I disagree with this a bit. Sap costs the same mana (2) and lets you choose the minion. Many times the freezing trap ends up benefitting the person who triggered it by allowing them to play a useful battle cry minion again. I personally think it's about right in power. If anything, maybe reduce the resummoning penalty to 1 mana as opposed to 2, but don't eliminate it all together.I definitely could get behind removing the re-summon penalty from Freezing Trap.
It would be a more difficult thing for them to program - but how about just making the resummon penalty THAT TURN only - so it would still force a delay in efficient reuse but wouldn't modify its cost eternally.I disagree with this a bit. Sap costs the same mana (2) and lets you choose the minion. Many times the freezing trap ends up benefitting the person who triggered it by allowing them to play a useful battle cry minion again. I personally think it's about right in power. If anything, maybe reduce the resummoning penalty to 1 mana as opposed to 2, but don't eliminate it all together.
In other words, I don't think Freezing Trap is the issue with hunter. Most face/aggro hunters just play Explosive Trap anyway.
Since Loatheb exists, possibly not - just playing devil's advocate. Conceptually it should be like the creature is really tied up for a bit, then goes back to normal though - so temporary penalty fits the flavor more.That doesn't sound like it would be more difficult to program at all.
Yeah, when you think about it, what the fuck? Freeze...for all intents and purposes destroys the minion on your enemy's turn, and in many cases makes it seem unplayable for the near or total future. Especially if its an ideal minion to trigger with, like a creeper or other two drop. Who want's to spend four to re-summon that shit?Or how about, you know, making Freezing trap ACTUALLY FREEZE the minion? Why does it sap the minion in the first place? Preventing the minions damage that turn and that player's next turn--as freezing effects are wont to do--sounds like a strong enough ability to me, and doesn't fuck with your board presence. It seems like a moderate change if you're looking at making a change to freezing trap in the first place.