Only 5 of the 6 tribes will be available each game (Pirates, Demons, Mechs, Dragons, Murlocs and Beasts)
Pirates will always have a spot in the beginning
Tribe-associated heroes won't be offered if their tribe isn't present (e.g. Demons <> Jaraxus)Professor
Putricide has been removed from the hero pool
Holy Mackerel has been removed from the minion pool
What do you think?
On first sight it doesn't seem pirates will be able to pull off end-game strategies due to the lack of real mass-buffs, but they seem to have a strong late-mid game due to high temporary stat boosts with these two:
The only way seems to have all of these, plus a few buffs and
but even then it'll pale against big stated boards.
My favorite new card is this, just for the amazing simplicity. Never a bad pick it's greatly appreciated as lvl 2 has been a bit bleak.
It's definitely interesting that 1 option will be missing. I wonder if that includes cross synergies, namely Gentle Megasaur, like even though it's a beast would it be included in murlocs?
That is a heavy nerf to mech builds tho, more so than for Murlocs. That skews long-running games even more in favor of the the other suspects.
I won't miss Professor. He was just bad at 1 mana. Why they didn't make him "give a minion" poison I don't know.
The new heroes seem interesting, but not all are very consistent.
It'll take some time to figure out when the best moment is. I'd probably say around tier 3 or 4 to make sure you place high enough to see yourself into endgame, however there might be some double-tier shenanigans or awkward turns you can straighten out with this. Needs to be playtested to say something definitive.
I assume this isn't "this turn" so after you buy 4 pirates you get the next one for free. Seems a bit slow tbh. You need to buy 2 pirates to have any kind of discount to begin with. You are also locked into pirates... if you get enough pirates, you'll have a very strong mid-game tho. Might still be too slow. Seems like a worse Kael'thas.
I'm most excited about this one. You can easily triple every minion this way, even triple Brann and whatnot. Works really well with buffer cards, so could be good in menagerie builds and that tier-1/2 beast shit.
As has been confirmed, you get a random golden minion from your Tavern tier or below after 4 uses. 4 mana to get a random golden minion from tier OR below just seems like an awful Reno Jackson. Maybe you can repeat it? Maybe you can use it more than once per turn?
Randomly excluding a tribe going to be weird but will shake things up.
What about Zoobot, which is a mech, that buffs Beast, Murloc, Dragon, hmm.
Also wonder if Lightfang would buff Pirates (dragon were added to it in the relevant patch)
I don't think Zoobot will be excluded when mech isn't available, it's a support card for murloc/beast/drake. I mean Souljuggler isn't a demon (and neither is the 1/1 who damages you), but they won't be available when Demons rotate, so the opposite will probably be true as well.
Lightfang is an interesting question. It would make sense, but somehow I assume he doesn't.
Losing Mackerel is a big hit to mid-range DS builds. Used to be able to carry them into a 1st place comp with poisonous mackerels, but now they're just not going to be able to dish out any real damage to other end game comps. That's a good thing, I think; it was too safe a strategy. And taking out that poisonous end game build makes pure stat comps like big demons more viable in the late game.
I have no idea what to make of Pirates so far. Kragg is an interesting hero for sure, though. I'm curious to see which direction ends up being optimal. He's sorta like Reno in terms of weighing whether you want to take an early game advantage or hold out for a big late game turn.
Wait a minute, I didn't even see that ANOTHER hero will be included:
Oh boy, not sure what to make of this. That's 7 gold not buying potential minions. Early and mid-game will suffer greatly, so it's best to just have it occur "naturally" and then have a strong late game. To get to that point reliably can be difficult tho as other heroes have shown.
Then again she is top-tier for tier 1/2 builds (Beasts or even Pogos). Weird.
Eudora hero power gives a random golden minion from your Tavern tier or below after 4 uses."
4 mana to get a random golden minion from tier OR below just seems like an awful Reno Jackson. Tho, you can repeat it. Not sure if it's limited to once per turn, tho. Seems like the ultimate RNG.
Anything that breaks up the monotony I'm for. Can't really evaluate pirates now, on first glance it doesn't seem like the class got enough cards, but we'll see.
The random class removal seems like a gimmick, and I think will up and take away some of the obscure lines of play a lot of the times which is unfortunate.
Holy Mackerel if they ever bring it back they need to nerf how it gets back shields. It's over the top.
Can't really evaluate the heroes, but that digging gal seems like the worst. But I prefer my bad heroes to be fun, which that one is, so I'll definitely play her. Like I do with Galakrond.
Can't really evaluate the heroes, but that digging gal seems like the worst. But I prefer my bad heroes to be fun, which that one is, so I'll definitely play her. Like I do with Galakrond.
He'll definitely be a 100% better than Gala. You need to spend 4 mana, but you get a golden minion TO YOUR HAND, so you also get the discover from the higher tier-effect which is quite valuable and should prolly make sure you survive the rest of mid-game.
Didn't realize how the hero actually worked, it's actually not bad.
Pirates are fun, not sure if they are good or not, but it's fun. That cannon thing seems a bit over the top so far. I guess the fact you can't buff it limits it's late game potential though.
After a few matches: A good pirate board seems really oppressive, almost like Juggler, but you need more key pieces tho and they do lose late-late game hard. Seems you can get consistent place 4 with that, tho. 3/4 that buffs pirates 2/2 when they attack that key piece. Has a huge power level attached to it.
The Parrot is kinda broken early game if you get a Spawn.
Patches seems very clunky and you get a RANDOM pirate... Not a fan. Pirate turns can also get very hectic with buying and re-selling, in particular with having the guy who gives you 1 or 2 gold when you buy a pirate and the one which sells for 3 gold, potentially giving you 2 gold extra.
Kragg is decent, but very boring imo. I used him on turn 5 to get a big turn.
Also, I haven't seen much of Hooktusk so far, but on first glance, the "you can get easy triples" turned out to be true. I have seen two now pull of almost all-golden murloc boards. Holy shit.
Just played my first Hooktusk game and it felt very powerful. It's a huge early game advantage if you get tokens (effectively a better version of Malygos). If you go Murlocs, she's absolutely dynamite on tier 3. You can turn your Coldlights and Felfins into Warleaders and Murk-Eyes for easy triples. And obviously downgrading unwanted T6 minions gives you a great shot at crucial Murloc comp minions.
Not sure how she synergizes with other tribes, but she definitely seems like one of the stronger Murloc heroes.
Of course... There's a crowd in this game who staunchly believe this game should never change. Of course the given time varies to when said player was "good"... They adapt a playstyle to whatever version of the game, and won a bunch. Usually, it isn't the very first adaptation they play, but the one they exited their learning curve on. They're introduced to the game, and don't win much at first (learning curve), but they put everything they have into adapting to that first "playstyle", and when it shifts, the player can't shift with it, so the next patch is automatically "bad". Problem is, a good player isn't good at any 1 patch, expansion, or rotation. A good player understands the underlying elements of the game, and forms shifting strategies... if Battlegrounds were as it was upon release, no one would play it, except these "purists"... Imagine playing "crazy eights" for hours a day, every day... Seems ridiculous right? Well that's how the idea of versions not adapting sounds to me.
I won't miss Professor. He was just bad at 1 mana. Why they didn't make him "give a minion" poison I don't know.
I believe that was Professor's ability in alpha but it was too broken. Being able to give poison to cleaves and bombs and, now, ghouls, would be too oppressive.
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A new BG patch has been announced. PIRATES!
What do you think?
On first sight it doesn't seem pirates will be able to pull off end-game strategies due to the lack of real mass-buffs, but they seem to have a strong late-mid game due to high temporary stat boosts with these two:
The only way seems to have all of these, plus a few buffs and
but even then it'll pale against big stated boards.
My favorite new card is this, just for the amazing simplicity. Never a bad pick it's greatly appreciated as lvl 2 has been a bit bleak.
Thank god Mackerel is gone
It's definitely interesting that 1 option will be missing. I wonder if that includes cross synergies, namely Gentle Megasaur, like even though it's a beast would it be included in murlocs?
Also does that include the RNG effects like Piloted Shredder
Millhouse will be tier S again, especially with that card that reduces the cost of pirates after you buy one.
That is a heavy nerf to mech builds tho, more so than for Murlocs. That skews long-running games even more in favor of the the other suspects.
I won't miss Professor. He was just bad at 1 mana. Why they didn't make him "give a minion" poison I don't know.
The new heroes seem interesting, but not all are very consistent.
It'll take some time to figure out when the best moment is. I'd probably say around tier 3 or 4 to make sure you place high enough to see yourself into endgame, however there might be some double-tier shenanigans or awkward turns you can straighten out with this. Needs to be playtested to say something definitive.
I assume this isn't "this turn" so after you buy 4 pirates you get the next one for free. Seems a bit slow tbh. You need to buy 2 pirates to have any kind of discount to begin with. You are also locked into pirates... if you get enough pirates, you'll have a very strong mid-game tho. Might still be too slow. Seems like a worse Kael'thas.
I'm most excited about this one. You can easily triple every minion this way, even triple Brann and whatnot. Works really well with buffer cards, so could be good in menagerie builds and that tier-1/2 beast shit.
As has been confirmed, you get a random golden minion from your Tavern tier or below after 4 uses. 4 mana to get a random golden minion from tier OR below just seems like an awful Reno Jackson. Maybe you can repeat it? Maybe you can use it more than once per turn?
Randomly excluding a tribe going to be weird but will shake things up.
What about Zoobot, which is a mech, that buffs Beast, Murloc, Dragon, hmm.
Also wonder if Lightfang would buff Pirates (dragon were added to it in the relevant patch)
I don't think Zoobot will be excluded when mech isn't available, it's a support card for murloc/beast/drake. I mean Souljuggler isn't a demon (and neither is the 1/1 who damages you), but they won't be available when Demons rotate, so the opposite will probably be true as well.
Lightfang is an interesting question. It would make sense, but somehow I assume he doesn't.
Losing Mackerel is a big hit to mid-range DS builds. Used to be able to carry them into a 1st place comp with poisonous mackerels, but now they're just not going to be able to dish out any real damage to other end game comps. That's a good thing, I think; it was too safe a strategy. And taking out that poisonous end game build makes pure stat comps like big demons more viable in the late game.
I have no idea what to make of Pirates so far. Kragg is an interesting hero for sure, though. I'm curious to see which direction ends up being optimal. He's sorta like Reno in terms of weighing whether you want to take an early game advantage or hold out for a big late game turn.
Wait a minute, I didn't even see that ANOTHER hero will be included:
Oh boy, not sure what to make of this. That's 7 gold not buying potential minions. Early and mid-game will suffer greatly, so it's best to just have it occur "naturally" and then have a strong late game. To get to that point reliably can be difficult tho as other heroes have shown.
Then again she is top-tier for tier 1/2 builds (Beasts or even Pogos). Weird.
Some clarification from a designer on twitter:
"Treasure Chest = summon a random golden minion.
Eudora hero power gives a random golden minion from your Tavern tier or below after 4 uses."
4 mana to get a random golden minion from tier OR below just seems like an awful Reno Jackson. Tho, you can repeat it. Not sure if it's limited to once per turn, tho. Seems like the ultimate RNG.
Lightfang Enforcer
Anything that breaks up the monotony I'm for. Can't really evaluate pirates now, on first glance it doesn't seem like the class got enough cards, but we'll see.
The random class removal seems like a gimmick, and I think will up and take away some of the obscure lines of play a lot of the times which is unfortunate.
Holy Mackerel if they ever bring it back they need to nerf how it gets back shields. It's over the top.
Can't really evaluate the heroes, but that digging gal seems like the worst. But I prefer my bad heroes to be fun, which that one is, so I'll definitely play her. Like I do with Galakrond.
He'll definitely be a 100% better than Gala. You need to spend 4 mana, but you get a golden minion TO YOUR HAND, so you also get the discover from the higher tier-effect which is quite valuable and should prolly make sure you survive the rest of mid-game.
Didn't realize how the hero actually worked, it's actually not bad.
Pirates are fun, not sure if they are good or not, but it's fun. That cannon thing seems a bit over the top so far. I guess the fact you can't buff it limits it's late game potential though.
In fact I don't think anyone could've predicted how the hero works, as I actually got to discover a 6 tier minion when I "dug" at tier 5.
After a few matches: A good pirate board seems really oppressive, almost like Juggler, but you need more key pieces tho and they do lose late-late game hard. Seems you can get consistent place 4 with that, tho. 3/4 that buffs pirates 2/2 when they attack that key piece. Has a huge power level attached to it.
The Parrot is kinda broken early game if you get a Spawn.
Patches seems very clunky and you get a RANDOM pirate... Not a fan. Pirate turns can also get very hectic with buying and re-selling, in particular with having the guy who gives you 1 or 2 gold when you buy a pirate and the one which sells for 3 gold, potentially giving you 2 gold extra.
Kragg is decent, but very boring imo. I used him on turn 5 to get a big turn.
Also, I haven't seen much of Hooktusk so far, but on first glance, the "you can get easy triples" turned out to be true. I have seen two now pull of almost all-golden murloc boards. Holy shit.
Just played my first Hooktusk game and it felt very powerful. It's a huge early game advantage if you get tokens (effectively a better version of Malygos). If you go Murlocs, she's absolutely dynamite on tier 3. You can turn your Coldlights and Felfins into Warleaders and Murk-Eyes for easy triples. And obviously downgrading unwanted T6 minions gives you a great shot at crucial Murloc comp minions.
Not sure how she synergizes with other tribes, but she definitely seems like one of the stronger Murloc heroes.
bg is getting worse with each update.
Of course... There's a crowd in this game who staunchly believe this game should never change. Of course the given time varies to when said player was "good"... They adapt a playstyle to whatever version of the game, and won a bunch. Usually, it isn't the very first adaptation they play, but the one they exited their learning curve on. They're introduced to the game, and don't win much at first (learning curve), but they put everything they have into adapting to that first "playstyle", and when it shifts, the player can't shift with it, so the next patch is automatically "bad". Problem is, a good player isn't good at any 1 patch, expansion, or rotation. A good player understands the underlying elements of the game, and forms shifting strategies... if Battlegrounds were as it was upon release, no one would play it, except these "purists"... Imagine playing "crazy eights" for hours a day, every day... Seems ridiculous right? Well that's how the idea of versions not adapting sounds to me.
I believe that was Professor's ability in alpha but it was too broken. Being able to give poison to cleaves and bombs and, now, ghouls, would be too oppressive.