The new aggro Kingsbane decks shouldn't suffer too much (or at all) from this change, and the Wild "old" version will need to adapt to this nerf. Maybe it will open up the return of our good' old friend Antique Healbot ? Will be interesting to see.
The new aggro Kingsbane decks shouldn't suffer too much (or at all) from this change, and the Wild "old" version will need to adapt to this nerf. Maybe it will open up the return of our good' old friend Antique Healbot ? Will be interesting to see.
You're bang on, and mind you this is with limited and not specific data, but on hs.replay the aggro pirate version of kinsgbane (in wild) without leeching poison is only 2 percentage points lower in overall winrate. I'm not saying this is empirical, but it's clear Kingsbane will be fine in some form.
I'm personally in favour of this nerf - although I'm assuming that the enchantment WON'T go infinite (seems to be a point of debate here).
First off I think the infinite heal aspect of Kingsbane was a big problem in terms of interactivity - I think any deck that is immune to fatigue is a problem for the game, but without the infinite heal the deck will be vulnerable to just getting overwhelmed in the late game
Secondly I think this is another elegant nerf (as was Saronite Chain Gang) - they didn't just lazily bump up the mana cost to slow the deck down, the fundamentally altered the card in a way that hurts that specific deck without losing the flavor of the card. I also like that they buffed the cost to partially offset the nerf to the power level - don't recall seeing them do that before?
Lastly I think this might push people more towards the aggressive pirate version of Kingsbane rogue, and I think that deck is much more entertaining - not least because it uses a ton of cards from the new set.
Every time u equip kingsbane it will get a life steal charge, so in the extreme late game its still infinite heal. So with shiny and the 3 mana draw card kingsbane can still heal multiple times a game. Still a big nerf tho
Why would it work that way? Kingsbane keeps enchantments, it doesn't recast them. Leeching Poison expires at the end of the turn, so there is nothing to keep.
Every time u equip kingsbane it will get a life steal charge, so in the extreme late game its still infinite heal. So with shiny and the 3 mana draw card kingsbane can still heal multiple times a game. Still a big nerf tho
Why would it work that way? Kingsbane keeps enchantments, it doesn't recast them. Leeching Poison expires at the end of the turn, so there is nothing to keep.
It will keep the enchantment, though it is going to be an EXPIRED ONE . Press F ((
If it affects the weapon it should heal every time you re-equip the weapon...though it very likely affects the hero considering blizzard and wording things has gone down the gutter recently.
If it affects the weapon then it's not a bad nerf.
If it doesn't affect the weapon and it's an aura for the hero...then I'm afraid the deck may be dead. If so, I demand a dust refund for kingsbane.
Kingsbane can have positive winrates in other decks without leeching poison, a dust refund makes no sense, it's your fault to play a card 1 dimensionally.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
If you ask me, the effect will be an aura one. So it will be like what Ilfirinor said and like our initial thought - effect for one turn.
However, if for some reason the hs spaghetti code allows this lifesteal effect to be preserved through clever plays, then I will immediately change my vote to Yes, because this nerf will reward good players for making correct plays. It won't kill the card, but it will only weaken it.
Big priest players are cheering at the background...
Reno Priest, Silence Priest and Control Priest does too in wild; because the nerf to Kingsbane-rogue help them even more than Big Priest. Still yes, Kingsbane-Rogue is now totally DEAD!
Every time u equip kingsbane it will get a life steal charge, so in the extreme late game its still infinite heal. So with shiny and the 3 mana draw card kingsbane can still heal multiple times a game. Still a big nerf tho
Is this true? If so, then this is a balanced change.
But as far I as know, this won't be the case. You'll just get the single one-off turn with Lifesteal and that kills Kingsbane for one single reason = You are a Rogue running a weapon deck with no self-healing. You'll just kill yourself using Kingsbane for anything but face. I don't think the new Leeching Poison will give Kingsbane an actual effect that it can store, just Lifesteal from the spell for that one turn and then it's gone again.
I can get Kingsbane was too strong in Wild, I do. It could get pretty crazy just in Standard. But unless the above is true, this has completely killed off Kingsbane. They should have just nerfed Kingsbane instead. Make it lose some stats when it breaks, reduce the durability, give it a cap for damage or something. Say what you want but it was a different type of deck for Rogue and I'd rather have see it get properly balanced than destroyed completely.
Kings bane retains enchantments. So when you equip it it will have life steal this turn. It also make running 2 less redundant as the second one can be used as a heal at some point.
Yes. Except, no, since one time effect is not an enchantment. This is same as calling Fireball an enchantment that deals 6 damage once.
I think it works like an aura and not a weapon buff. I hope not, but if so the Kingsbane would not keep the enchantment.
The new aggro Kingsbane decks shouldn't suffer too much (or at all) from this change, and the Wild "old" version will need to adapt to this nerf. Maybe it will open up the return of our good' old friend Antique Healbot ? Will be interesting to see.
yeah i hate this thing being nerfed before barnes, resurrect or the biggest offender: priest spell stone
You're bang on, and mind you this is with limited and not specific data, but on hs.replay the aggro pirate version of kinsgbane (in wild) without leeching poison is only 2 percentage points lower in overall winrate. I'm not saying this is empirical, but it's clear Kingsbane will be fine in some form.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
fuck
I'm personally in favour of this nerf - although I'm assuming that the enchantment WON'T go infinite (seems to be a point of debate here).
First off I think the infinite heal aspect of Kingsbane was a big problem in terms of interactivity - I think any deck that is immune to fatigue is a problem for the game, but without the infinite heal the deck will be vulnerable to just getting overwhelmed in the late game
Secondly I think this is another elegant nerf (as was Saronite Chain Gang) - they didn't just lazily bump up the mana cost to slow the deck down, the fundamentally altered the card in a way that hurts that specific deck without losing the flavor of the card. I also like that they buffed the cost to partially offset the nerf to the power level - don't recall seeing them do that before?
Lastly I think this might push people more towards the aggressive pirate version of Kingsbane rogue, and I think that deck is much more entertaining - not least because it uses a ton of cards from the new set.
You could just test it with Rockbitter tbh in a friendly game using Lorewalker Cho, should function the same thing with Leeching now.
Ah i guess the character counts as Hero and Kingsbane does not trigger.
That's what I thought. There are no single turn enchantments in the game, except the ones that kill the minion at the end of the turn.
The goal of all life is death.
Give your weapon is pretty clear it works as a weapon buff enchantment.
Why would it work that way? Kingsbane keeps enchantments, it doesn't recast them. Leeching Poison expires at the end of the turn, so there is nothing to keep.
It will keep the enchantment, though it is going to be an EXPIRED ONE . Press F ((
The goal of all life is death.
Kingsbane can have positive winrates in other decks without leeching poison, a dust refund makes no sense, it's your fault to play a card 1 dimensionally.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
If you ask me, the effect will be an aura one. So it will be like what Ilfirinor said and like our initial thought - effect for one turn.
However, if for some reason the hs spaghetti code allows this lifesteal effect to be preserved through clever plays, then I will immediately change my vote to Yes, because this nerf will reward good players for making correct plays. It won't kill the card, but it will only weaken it.
Reno Priest, Silence Priest and Control Priest does too in wild; because the nerf to Kingsbane-rogue help them even more than Big Priest. Still yes, Kingsbane-Rogue is now totally DEAD!
Straight up murdered.
Tempo Kingsbane is still a totally playable deck, however.
Ohhhh yeah boi.
Yes. Except, no, since one time effect is not an enchantment. This is same as calling Fireball an enchantment that deals 6 damage once.
--Alfi--
We'll see the "nerf big priest" threads again in .5 seconds.
Good nerf! There is now a reason to run Spectral Cutlass.
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I think the wording is clear "this turn only". If "this turn" happened 5 turns ago there is no effect no? I must admit I hope for the opposite.
The goal of all life is death.