That's how it should've been in the first place. Didn't make sense to have a 5 mana spell that gives you 5/5 minions but you only have to play 4 minions of the same name to get there.
Here's the part that bothers me... I get the whole set to 5/5... but when you play spells to lower attack or polymorph and stuff like that, it should cancel the effect and not make a god damn 5/5 taunt from Hex. FIX IT!
Thank god. Should have been nerfed long time before, but atleast they are nerfing it.
This is reasonably fast, compared to even worse metas (Undertaker, Mysterious Challenger, Patron Warrior).
I'm just glad they're doing it, even though I think they're being slightly dishonest about the reasons. I hope they realize it's just a bad, unfun card, and that the actual performance of the deck is only a secondary concern.
Honestly, I'd rather see the cost of Crystal Core increased instead. I was really hoping to be able to create a control deck with The Caverns Below, but now you'd need too many garbage cards to truly make it work. I did, and still do, love the concept of this card, but can't believe the devs didn't see the charge exploit of this card. Oh well....
Thank god. Should have been nerfed long time before, but atleast they are nerfing it.
This is reasonably fast, compared to even worse metas (Undertaker, Mysterious Challenger, Patron Warrior).
I'm just glad they're doing it, even though I think they're being slightly dishonest about the reasons. I hope they realize it's just a bad, unfun card, and that the actual performance of the deck is only a secondary concern.
I don't think they were being dishonest at all about it.
"Since the release of Journey to Un'Goro, Hearthstone has enjoyed a wider variety of competitively viable classes and decks than ever before. We’ve been monitoring overall gameplay, and we’ve decided that—even though everything is varied and many decks are viable—a change to The Caverns Below is still warranted.
"The Caverns Below is uniquely powerful versus several slower, control-oriented decks" - True
"and played often enough that it’s pushing those decks out of play." - True. Read, "It encourages aggro decks over others."
I think this is a significant (and correct) change. The nut hands with this deck were already not super common place (The turn 4 quests). I think the average quest is played on turns 5 or 6. This probably pushes it closer to turns 8-9, at which point, a lot of control decks have been able to stick a few big threats and beaten face.
The deck can/will still be favored against control (I bet). But that's okay. We should have counters.
Thank god. Should have been nerfed long time before, but atleast they are nerfing it.
This is reasonably fast, compared to even worse metas (Undertaker, Mysterious Challenger, Patron Warrior).
I'm just glad they're doing it, even though I think they're being slightly dishonest about the reasons. I hope they realize it's just a bad, unfun card, and that the actual performance of the deck is only a secondary concern.
I know people are up in arms about this taking 3 months, but for the most part I'm fine with that timing for the most part; similar to STB, players had time to react and build counters and Team 5 had time (I assume) to test adjustments with a refined meta in mind. It's possible it could have been a month earlier, but if each expansion is capped off with fixing "problem" cards that seems like an okay plan going forward.
I don't think they're necessarily being dishonest by not addressing the unfun portion of the card, because I think it's really just too polarized of a field of opinions; I'm actually someone who thinks it's a really sweet card and that it's genuinely a good deck to have for Rogue players, but others obviously feel basically the complete opposite from that. What everyone can agree on is probably how awful it tends to feel as even a mildly slow deck against it, which I do think this change should help; depending on how much slower this makes it, if you're at least trying to beat them down you have a little bit better of a chance than 30% I'd imagine.
Rollback Post to RevisionRollBack
Articles I suggest every player reads to improve at the game;
Here's the part that bothers me... I get the whole set to 5/5... but when you play spells to lower attack or polymorph and stuff like that, it should cancel the effect and not make a god damn 5/5 taunt from Hex. FIX IT!
Stat manipulation spells such as Humility or Hunter's Mark do work though because they are not creating new minions, it is Transform spells that re-create 5/5's with different names, types, and abilities.
https://eu.battle.net/forums/en/hearthstone/topic/17615982516
Full dust refund eh eh?
Defeat Deathwhisper!
That's how it should've been in the first place. Didn't make sense to have a 5 mana spell that gives you 5/5 minions but you only have to play 4 minions of the same name to get there.
I hope there's a full dust refund. I would like to craft the card with dust since I didnt manage to pack it.
Thank god. Should have been nerfed long time before, but atleast they are nerfing it.
Nice, now I won't die on turn 4 but on turn 5 4Head.
Here's the part that bothers me... I get the whole set to 5/5... but when you play spells to lower attack or polymorph and stuff like that, it should cancel the effect and not make a god damn 5/5 taunt from Hex. FIX IT!
Defeat Deathwhisper!
Great change, it only took 3 months, we're evolving heheheh
My magic will tear you apart!
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Mistakes were made!
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
"What have you got there,
PinocchioMalygos?"Honestly, I'd rather see the cost of Crystal Core increased instead. I was really hoping to be able to create a control deck with The Caverns Below, but now you'd need too many garbage cards to truly make it work. I did, and still do, love the concept of this card, but can't believe the devs didn't see the charge exploit of this card. Oh well....
"Since the release of Journey to Un'Goro, Hearthstone has enjoyed a wider variety of competitively viable classes and decks than ever before. We’ve been monitoring overall gameplay, and we’ve decided that—even though everything is varied and many decks are viable—a change to The Caverns Below is still warranted.
"The Caverns Below is uniquely powerful versus several slower, control-oriented decks"
- True
"and played often enough that it’s pushing those decks out of play."
- True. Read, "It encourages aggro decks over others."
I think this is a significant (and correct) change. The nut hands with this deck were already not super common place (The turn 4 quests). I think the average quest is played on turns 5 or 6. This probably pushes it closer to turns 8-9, at which point, a lot of control decks have been able to stick a few big threats and beaten face.
The deck can/will still be favored against control (I bet). But that's okay. We should have counters.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
I'm probably going to get a lot of hate for saying this, but I'm honestly not that convinced that the Quest Rouge nerf was needed.
This thread will basically tell you why: https://www.reddit.com/r/hearthstone/comments/6k2b8f/unpopular_opinion_i_dont_the_rogue_quest_needed/
Click the image to go to my custom Time Traveler class.