Rough for those players who crafted Kingsbane. But the simple rule is, be wary when crafting a deck that is "broken" in some way. Same thing for Shudderwalk here, it was obvious there was something game-breaking in the deck. And no, game-breaking doesn't mean win-rate. It means being able to do something that you generally shouldn't be able to do in Hearthstone.
Craft a game-breaking deck if you want, but know that it's likely going to be nerfed in some way, and that might mean not getting your dust back. At least here it was mainly just one legendary.
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
Tested, and nope. Kingsbane looses the lifesteal forever after the one turn.
This still lets Kingbane Rogue work... just not as efficiently. Now the player has to be more tactful about it's targets that they attack instead of just hitting anything and getting their life back for the rest of the game. It's a good change that won't destroy the deck
LET'S FUCKIGN GO. BLIZAARD I LOVE YOU. THANK YOU SO MUCH. MY MALYGOS SHAMAN HARD COUNTERS BIG PRIEST SO IMMA PLAY WILD AGAIN BOYS. FINALLY SOME GOOD FUCKING NERFS BABY!
People mad they cant heal 14+ per turn anymore using a fucking aggressive class. Solid lmao. I opened kingbane day one, played with a little, thought it was too much with the 3/1 2 drop that just pulls it back, started playing with other stuff that might actually be balanced. Unfortunate echo rogue was never really a thing.
Kingsbane Rogue was always a very beatable deck, so long as you were being aggressive. Like other sort of degenerate Rogue decks (I'm thinking Quest Rogue here), Kingsbane Rogue was very polarizing - some decks crushed it, some had no way to stop it, and it was rarely fun to play against because the goal of the deck was to bounce and slow the game down until the weapon became too big to deal with.
Because the deck was so polarizing, I'm glad to see this nerf. Leeching Poison is now an even cheaper spell in Rogue, and we've seen a number of interesting weapons released for Rogue in the last few expansions, so I can easily imagine it still seeing play as a one-of in some decks that want to use anywhere from 2 to 4 weapons.
I agree with the change and I think this particular nerf was meant for the Wild version of the deck. So it seems like Kingsbane players will have to think about how they use their Leeching Potions but makes the card not "auto-win" versus control decks. Sadly, this change alone will make Wild Big Priest Tier 0 since they nerfed its best counter.
Agreed. I just crafted both Doomerangs after having Kingsbane since KnC. I have also been collecting weapon buff cards in wild this whole time, only now to see my this deck get completely nerfed. *Sigh* Blizzard, please nerf your cards as soon as they're recognized as an issue, not until after I collect all the cards you'd put in a deck with it.
The world doesn't revolve around you, bro, neither Blizzard's decisions.
The game does revolve around its players, though. I Imagine there are a bunch of frustrated players after every major nerf, especially this one. Blizzard needs to change its policy and stop nerfing cards with such weird timings. I mean, all of these nerfs were discussed among the community even a year ago.
Those frustrated players you talk about are the ones who have been ruining the gaming experience for many others with no mercy for a very long time. Seriously, watching this nerfs being implemented...
Agreed. I just crafted both Doomerangs after having Kingsbane since KnC. I have also been collecting weapon buff cards in wild this whole time, only now to see my this deck get completely nerfed. *Sigh* Blizzard, please nerf your cards as soon as they're recognized as an issue, not until after I collect all the cards you'd put in a deck with it.
The world doesn't revolve around you, bro, neither Blizzard's decisions.
The game does revolve around its players, though. I Imagine there are a bunch of frustrated players after every major nerf, especially this one. Blizzard needs to change its policy and stop nerfing cards with such weird timings. I mean, all of these nerfs were discussed among the community even a year ago.
Those frustrated players you talk about are the ones who have been ruining the gaming experience for many others with no mercy for a very long time. Seriously, watching this nerfs being implemented...
Well, I agree with the nerfs. But the players are not the ones ruining the gaming experience, blizzard is to blame because they let the players abuse the broken mechanics for so long, even when they were aware of them. This isn't a cheap game and it's understandable to be frustrated when they suddenly decide to decrease the value of your decks.
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It's not rng if you call - Amaz
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i guess whenever you equip it, it will have lifesteal for one time. no?
nope the lifesteal doesn't re-apply when you equip it so R.I.P. Kingsbane
And now the deck is more vulnerable to Geist, probably dead.
This day become better and better.
It is a shame Blizzard take so long to make this moves.
Thank you blizzard, I think the problem is solved!
Rough for those players who crafted Kingsbane. But the simple rule is, be wary when crafting a deck that is "broken" in some way. Same thing for Shudderwalk here, it was obvious there was something game-breaking in the deck. And no, game-breaking doesn't mean win-rate. It means being able to do something that you generally shouldn't be able to do in Hearthstone.
Craft a game-breaking deck if you want, but know that it's likely going to be nerfed in some way, and that might mean not getting your dust back. At least here it was mainly just one legendary.
Tried it. It's like an aura, Kingsbane will NOT keep the Lifesteal enchantment. All hail Antique Healbot.
My friend crafted Kingsbane Friday... he’s sad
Tested, and nope. Kingsbane looses the lifesteal forever after the one turn.
Developers are so trash that don't know make mechanics works unlucky rip kingbane 100%
I'd be pretty happy with the nerf if they took Leeching down to a 0 mana card instead of 1 mana, then it could at least also activate combos.
That said, Kingsbane doesn't need Leeching Poison, it functions as a perfectly decent aggro deck.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
This still lets Kingbane Rogue work... just not as efficiently. Now the player has to be more tactful about it's targets that they attack instead of just hitting anything and getting their life back for the rest of the game. It's a good change that won't destroy the deck
How would a 1/2 Kingsbane nerf work out instead?
I was running Kingsbane Rogue very well, and very disappointed about this nerf.
There goes my ranking.
LET'S FUCKIGN GO. BLIZAARD I LOVE YOU. THANK YOU SO MUCH. MY MALYGOS SHAMAN HARD COUNTERS BIG PRIEST SO IMMA PLAY WILD AGAIN BOYS. FINALLY SOME GOOD FUCKING NERFS BABY!
I eat Kingsbane rogues for breakfast.
People mad they cant heal 14+ per turn anymore using a fucking aggressive class. Solid lmao. I opened kingbane day one, played with a little, thought it was too much with the 3/1 2 drop that just pulls it back, started playing with other stuff that might actually be balanced. Unfortunate echo rogue was never really a thing.
Fun > Meta
Here's a stroll down memory lane:
Leeching Poison Discussion
Ironic that a card the people widely panned has now been nerfed. Just goes to show what a difference a few sets can make.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Kingsbane Rogue was always a very beatable deck, so long as you were being aggressive. Like other sort of degenerate Rogue decks (I'm thinking Quest Rogue here), Kingsbane Rogue was very polarizing - some decks crushed it, some had no way to stop it, and it was rarely fun to play against because the goal of the deck was to bounce and slow the game down until the weapon became too big to deal with.
Because the deck was so polarizing, I'm glad to see this nerf. Leeching Poison is now an even cheaper spell in Rogue, and we've seen a number of interesting weapons released for Rogue in the last few expansions, so I can easily imagine it still seeing play as a one-of in some decks that want to use anywhere from 2 to 4 weapons.
I agree with the change and I think this particular nerf was meant for the Wild version of the deck.
So it seems like Kingsbane players will have to think about how they use their Leeching Potions but makes the card not "auto-win" versus control decks. Sadly, this change alone will make Wild Big Priest Tier 0 since they nerfed its best counter.
Those frustrated players you talk about are the ones who have been ruining the gaming experience for many others with no mercy for a very long time. Seriously, watching this nerfs being implemented...
Well, I agree with the nerfs. But the players are not the ones ruining the gaming experience, blizzard is to blame because they let the players abuse the broken mechanics for so long, even when they were aware of them. This isn't a cheap game and it's understandable to be frustrated when they suddenly decide to decrease the value of your decks.
It's not rng if you call - Amaz