All these card nerfs ignore the most OP and annoying mechanic, an opponent that passes until after you move. Moving last is a huge positional advantage that lets them avoid attacks for a turn and get 2-on-1 matchups. And it's a very common winning strategy, I'd say almost every higher ELO player tries to move last. It slows down the pace of the game, it's cheap, and it adds nothing, so why not nerf it? One suggestion for a nerf: passing causes "lost momentum," adding +1 (cumulative) to the next move card your opponent plays. This balances the positional advantage of moving last by adding more range to your opponent's moves. Pass enough times and suddenly a team walk would force you back into the game! Burft was previously the best counter to this strategy, because you didn't need to move into LOS. Removing good wizard buffs means we need another check for this too-easy positional advantage.
Card Hunter strategists have agreed on this balance problem for ages. Top result on Google for 'nerf pass op' - http://forums.cardhunter.com/threads/pass-is-op-and-needs-a-nerf.5074/ Should I merge the threads maybe?
Just reconize. if youcan have and adventage if you move, if you cant see an adventage its better dont move. The common mistake its moving trying to do sometingh but you arent sure what it is.
Well, that thread is from 2014 so it would be a bit of a necro. It's noteworthy that it keeps coming up though. Well, yeah, that's what I do because it's OP and I want to win. I definitely see the reasoning and it's a winning strategy. Wanting to win is why I use 4 searing pains and 3 iljins up until the nerf. But the nerf is to encourage people to play differently and keep the game dynamic. And here's a core mechanic that keeps everyone playing in exactly the same way: trying to move after their opponent. Wouldn't the game be better served by an equal reward for moving in and reacting, so both are a viable strategy?
@c4rnivean If you are always trying to move after your opponent then your strategy needs to be developed. Sometimes you want to be first into position. Often you will want turn priority. Passing with better cards gives your opponent with lesser cards to end turn and catch up. Without pass we would know immediately when our opponent is out of cards to play, eliminating half the strategy of the game. So no... let's not nerf pass.
If I see my opponent's passing without moving I usually assume they're playing volcano - most often I'll just pass myself so they get the hint. Sometimes though you genuinely don't want to move if you're looking for an opening to attack. If it's bugging you, get some cantrips in your deck.
Looks like it's a popular mechanic. I wish savage burst was popular too, I'd rather both play that than passing because it makes for a more exciting game. But only 1 of those is here to stay. OK, if I can't beat them, join them. I'll continue to destroy newer players by making them move first and gaining a positional advantage. And a solution to opponents who refuse to engage until they have an advantage, is to run away until you have a "one-shot combo." Macizo has posted a good example of this in deckbuilding using quickrun + aoa.
Or just move with more caution, i dont mean dont move but dont rush. Edit: "Sir, two blind rage frenzied dwarf warriors are trying to take the victory squares" -- "what you have?" -- "a reliable mail a dash, a weak strike and a powerfull bludgeon a vicious thrust and a pushback parry, and i good impaling thimgs" -- " where are your companions?"-- "they got behind at least a round... we wait for them?"-- " are you nuts!!! And just pass!?!?!? Charge on them now!!!" -- "Yes Sir". An elf last words.