Its an ok nerf to stop the current Kingsbane decks without destroying what makes Kingsbane unique. But to make up for it I would like to have seen it work in combo with Blade Flurry Should however still work with Doomerang, so that you can heal 2 times one turn (more if you run two or have other additional copies)
I probably know the answer but what if you give kingsbane lifesteal this turn and you destroy it? ( using it's last durability), it goes back in to the deck and could it keep the lifesteal? I know it's a bad assumption but you know... it keeps enchantments
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.
I probably know the answer but what if you give kingsbane lifesteal this turn and you destroy it? ( using it's last durability), it goes back in to the deck and could it keep the lifesteal? I know it's a bad assumption but you know... it keeps enchantments
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
I'm wondering are those two statements correct. If yes then it will be just much less reliable but not dead.
Yeah, I don't think this kills the card. It does look like you get the enchantment for the first hit of every kingsbane strike. If it doesn't, that wouldn't really make sense with the "keep all enchantments" effect.
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.
Id say you could probably heal 4-6 hits over the course of the mid game with doomerang and shiny..
Obviously its alot weaker but i dont think it will kill the archetype
We'll have to see about that but if that's the case then kingsbane will be toned down but not actually dead. Which is good I guess. Will need more thinking and pulling the "heal trigger" when needed. Not "as fast as possible"
take doomerang. You hit with leeching weapon, doomerang. Heal 2 times, Next turn you can reequip and heal again,
This card aint going anywhere
We need confirmation on this, because I agree James1 if this is how it works it's still Wild viable, maybe not as high on the power tier level but viable. If not, it's real questionable. I suppose Reddit would be the quickest place to find an answer? Anyone have any idea's?
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
fantastic nerf. Kingsbane Rogue was one of the most frustratingly binary decks in the entire game. Barely any decision making, often times purely based on luck of the draw.
I am curious about the functionality though. We never had a temporary weapon buff and Kingsbane specifically states that it keeps all enchantments.
Curious about the exact mechanics though. Since this is our first temporary weapon buff (all others buffed the Hero, see Rockbiter Weapon and Claw) Since Kingsbane keeps enchantments to the weapon it would keep this, but does that mean it will heal on the turn it is reequipped, or just won't heal at all since Leeching Poison only works when the card itself is played?
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I tried having fun once. It was awful.
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Its an ok nerf to stop the current Kingsbane decks without destroying what makes Kingsbane unique.
But to make up for it I would like to have seen it work in combo with Blade Flurry
Should however still work with Doomerang, so that you can heal 2 times one turn (more if you run two or have other additional copies)
Rating no just because I believe there was a better way to weaken this arch-type (to change this spell). They gave it the Charge treatment.
Wild is saved!
I probably know the answer but what if you give kingsbane lifesteal this turn and you destroy it? ( using it's last durability), it goes back in to the deck and could it keep the lifesteal? I know it's a bad assumption but you know... it keeps enchantments
Blizzard did it as always. Hard arch-type
nerf, only 80 dust refund. Good job.Have fun queueing into Big Priests.
Not before Barnes is nerfed
¯\_(ツ)_/¯
I personally love to annoy them with Steal Preast.
Looks like Kingsbane will be back to Tier 4.
Love this nerf!!! :)
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.
gg, without aoe buff the archetype is dead.
time to return miracle....
I'm wondering are those two statements correct. If yes then it will be just much less reliable but not dead.
Each time you equip weapon have lifesteal 1 turn? then is not bad but if blizzard spaghetti code no works as normal people know then gg kingsbane
Yeah, I don't think this kills the card. It does look like you get the enchantment for the first hit of every kingsbane strike. If it doesn't, that wouldn't really make sense with the "keep all enchantments" effect.
But, it's blizzard so who knows.
We'll have to see about that but if that's the case then kingsbane will be toned down but not actually dead. Which is good I guess. Will need more thinking and pulling the "heal trigger" when needed. Not "as fast as possible"
Big priest players are cheering at the background...
We need confirmation on this, because I agree James1 if this is how it works it's still Wild viable, maybe not as high on the power tier level but viable. If not, it's real questionable. I suppose Reddit would be the quickest place to find an answer? Anyone have any idea's?
If you thought you knew what you think I know, then you'd know I knew you knew I know.
fantastic nerf. Kingsbane Rogue was one of the most frustratingly binary decks in the entire game. Barely any decision making, often times purely based on luck of the draw.
I am curious about the functionality though. We never had a temporary weapon buff and Kingsbane specifically states that it keeps all enchantments.
Curious about the exact mechanics though. Since this is our first temporary weapon buff (all others buffed the Hero, see Rockbiter Weapon and Claw) Since Kingsbane keeps enchantments to the weapon it would keep this, but does that mean it will heal on the turn it is reequipped, or just won't heal at all since Leeching Poison only works when the card itself is played?
I tried having fun once. It was awful.