Exel wrote:You guys have a very short memory if you think Direhorns and swap teams are bad now. They are nothing compared to the sickness called FFF.
Maybe but that doesn't really matter. Being less bad than FFF doesn't make them ok.
Direhorns have higher-than-normal damage and a bunch of utility on top of it. The 5.4 nerf isn't enough, as a few people have noted, and hopefully they'll address this a little further before 5.4 launches. Nether Gate/Sweep nerf is probably just about right, but Death Grip nerf is too severe.
Nivrax wrote:Damage nerf on swap abilities was needed, but I'd rather have it deal 0 damage, go first and had 100% hit on swap. Atm, it is similar to things like Kick, except you have 10% chance when using it for 'intended' purpose (switching a hardcounter to your pet rather than dealing free damage) to miss making you instantly loose in first turn.
I don't think this is the right fix, because speed is an expensive stat and there needs to be a benefit to going first (e.g. Kick, Dodge, stuns, etc.). Kick is a great comparison, because Death Grip is almost identical except it does 5 extra damage and swaps the current pet out. Clearly that's too good: reducing the damage by 10 *or* increasing the cooldown to 4 rounds would probably bring it in line. Both is probably too much: both *plus* an accuracy reduction is way too much, and very aggravating. Tactical abilities like this shouldn't have a tiny chance to miss and therefore destroy your entire strategy (imo, ofc).
Yamum wrote:Call Lightning teams seem to be gaining popularity.
Call Lightning is definitely fun in a world of Direhorns. But Call Lightning doesn't really get any buffs in 5.4, and will have the same issues that it does now: it's completely hosed by Sandstorm. This issue is going to get worse, not better, because Living Sandling is going to suddenly become very solid when it benefits from its Sandstorm shield (and has additional large advantages over a mech-based CL team).
The dragonkin racial activates at 50% with 5.4 instead of 25% as of now.
Dragons will be doing nasty damage with this change: probably the highest damage potential among any pets now. For example if Lil Deathwing hits with Cataclysm (858) on turn 1, and this brings you below 50% (pretty likely), then he hits with Tail Whip for 700 on turn 2. Infinite Whelpling will be excellent with his stacking damage/CC plus heal; Nexus Whelpling's damage will be really crazy, but locks you in for 3 turns. The only thing is that dragons won't have much flexibility, because they need to use their nuke on the turn the racial activates in order to get any benefit. So they'll be especially vulnerable to CC/avoidance, but if they hit you, it's going to really hurt.