Blizzard just released a balance post regarding multiple classes and also one wild card
The following cards are being nerfed on August 26th:
- The mana cost of Conjurer's Calling is going up from (3) to (4).
- The mana cost of Luna's Pocket Galaxy is going up from (5) to (7).
- The mana cost of Dr. Boom, Mad Genius is going up from (7) to (9).
- The mana cost of Extra Arms is going up from (2) to (3).
- The mana cost of Barnes is going up from (4) to (5).
Quote from BlizzardNow that Saviors of Uldum is live, new cards have been introduced and powerful decks have started to surface. To make for a better ladder experience for Hearthstone players in this new expansion, we’ve decided to make the following card adjustments in an update next week:
Mage
While Conjurer’s Calling is a powerful tool that’s found in a number of Mage decks, when used in decks focused around cards like Mountain Giant and Sea Giant, it was creating extremely powerful board states at a point in the game where opponents didn’t have effective answers.
Increasing the mana cost of this card will make using both copies of the Twinspell card in a single turn significantly more difficult, postponing these potentially overwhelming turns until later in the game when the Mage’s opponent has more available resources to react to the board.
Buffing cards with the Rise of the Mech event was a big change in philosophy for us. While we are happy with the overall outcome of the changes, Luna’s Pocket Galaxy has proven to be an exception.
An early Luna's Pocket Galaxy can often leave opponents feeling helpless if late-game minions were drawn in subsequent turns. This has occurred more often than we had intended, therefore we're reverting its mana cost back to its original value of 7, as was the case before the Rise of the Mech event.
Warrior
We’d still like Dr. Boom, Mad Genius to be a great option for control Warrior decks looking to close out games, but right now the card gets played a bit too early. Increasing the mana cost to 9 should make it more difficult to find a good turn to play Dr. Boom, giving opponents time to make powerful plays as well.
Priest
During the Rise of the Mech event, Priest was one of the weaker classes in the game. Buffing Extra Arms gave Priest a powerful spell for the early game to enable some of their board-focused strategies.
With the release of Saviors of Uldum, Priest has access to many more powerful early game minions and has seen a large jump in both popularity and winrate. Between all of Priests buff spells and heal effects, it can be hard to fight for the board against them early in the game. Increasing the mana cost of Extra Arms back to 3 should give room for other decks to challenge them early on, while leaving the powerful Priest minions and combos untouched.
Neutral
Barnes has been a hot topic in Wild format discussions for quite some time now, especially regarding how oppressive this card can feel when facing certain Priest decks.
While we’re okay with Wild having a higher power level in general, Barnes stood out as too consistently powerful early in the game. Increasing his mana cost by 1 will let opponents have an easier time reacting, but still lets Barnes retain its identity as a way to summon specific minions early in the game.
Be sure to let us know what you think of these upcoming changes on the official Hearthstone Forums. We’ll see you in the tavern!
Finally, Barnes is getting nerfed. I am a big wild player and Barnes in big priest can win the game by turn 3. Having one extra turn to develop is so key.
It really is - having to choose between Barnes and a turn 5 board clear is a big deal too.
The token from extra arms should stay at 2 mana. That would leave it feeling about right.
Blizzard has always offered refunds on card changes, I would expect your safe with these.
It's almost always just mana cost adjustments. This inevitably makes some cards unplayable after a change. I'd like to see more core design changes rather than just increasing the cost. I like Krips idea of changing transform and mana cost copy effects to consider played mana rather than actual cost. No more 0 cost giant into two more giants. It will be a 0 cost giant into two wisps.
Tbh it's pretty sad them going for boring and shitty nerfs that kill cards but don't really tackle underlaying problem (Mana cheating that is, giants and Barnes have always been a problem).
There were much better nerfs or HoF introductions.
Barnes could summon unressurectable token. Conjurer's could summon minions for cost that original minion was played. Luna's was unplayable for 7 and will be just that again, they coul have just moved it to wild where it's not even that good as it is now.
Well, I guess expecting anything more than Mana changes was way too much to ask. Just blizzard going the cheap way (in terms of both development time and creativity) while next solo adventure will be 40 euro or so again.
Dr Boom: Still good, but no more an “always keep” card
Conjurers Calling: Still good aswell. More difficult to play both at same turn and can’t get extra copies from Magic Trick
Extra Arms: OP for 2 mana, bad for 3 mana. Sadly it’s difficult to deal with this card :/
Pocket Galaxy: Maybe playable with Naga Sand Witch and Tortollan Pilgrim, but playing a 7 mana “do nothing” from hand is really bad. It will take a while to decide to dust or not
It's nerfs, so dust refund. Not Hall of Fame where you get reimbursed dust for having a copy.
Are we getting refunds like always? If so i need to craft my golden legends and get reimbursed but need confirmation
Only accounting Standard nerfs because I don’t play wild.
I’m happy about all nerfs, but I’m not sure if the Dr.Boom nerf be enough to bring control warrior down. Yes 2 mana is a veeeery high nerf and before it would kill the cards, but Dr.Boom value is still there. It will certainly drop the winrate but how much? Either it will be low tier 1 or tier 2 depending on if the 2 mana nerf is enough.
If so, then Murloc Paladin will dominate the meta. F2P player here that has no cards or synergies to beat Murloc Paladin. The only decks that are currently in the meta that I have are Mech Hunter and Zoo Warlock. Neither can beat Murloc Paladin (at least for now). That is very unsatisfying. Priest isn’t that big of a problem, but Paladin is. Murloc Paladin actually has a bigger winrate than Control Warrior (according to hsreplay). The only deck that countered it (from my knowledge) is Control Warrior which is getting nerfed.
I’m not a pro player, I’m currently rank 7 and my highest is rank 5, I don’t know if I said something stupid so don’t reply with “ur dumb”.
Or you can play Murloc Shaman instead and show the Pally guy how it’s done.
They cannot afford passing 2 rounds to play their spells. They die with a full board.
Conjurer’s Calling shouldn’t have Twinspell. Still OP at 4 mana... Small buff to Phaoris and big nerf to Magic Trick btw
Is it me or Conjurer's Calling is still strong at 4 mana
Really I think it should either be increased 5 mana, giving an additional turn before it can be played.
More interesting could be keeping it at 3 mana, but having the minions summoned cost (1) less.
I think Naga Sand Witch and Tortollan Pilgrim still make Pocket Galaxy Playable
Blizz never learns.
The sad thing is, that when they realeased boomsday, I was super hyped by Luna's Pocket Galaxy, crafted it and tried several decks - unfortunately, they weren't good enough. Disenchanted Luna's Pocket Galaxy, then crafted it again after the buff and now BOOM it's unplayable again.
For the love of God, test the cards and make some better decisions next time. What is the point of buffing a card just for 2 months? It only creates confusion and frustration.
Or just don't be impatient and don't disenchant legendaries? Like these guys are play testing every day and they have to keep everything stable every expansion. Like I get the frustation, but this is what card games like HS and Magic are all about.
what the weed? these guys ... are what
Yea, but it took them 10 months to buff the card only for two months. I mean, it's not about being impatient, it's about inconsistency in the balance they create not by the new expasions, but by their own nerf/buff decisions.
Really glad that they finally touched Barnes and Dr Boom, though I worry that these nerfs might not be enough.