The Yogg nerf doesn't make sense based on Hearthstone rules. Battlecries happen before a minion enters play. I would've rather they changed the card instead of breaking the rules of the game.
I am actually shocked that blizz decided to nerf some problematic cards. Usually we just get some bullshit speech from the cancer himself that we dont understand some cards or that we are just to dumb to find some op unicorn decks ;) or the most recent bullshit about why randomness is great in hs. However, I apploud them this time. This is a step in the right direction after a very long time.
After they don't touch in Dr.7 and MC I think they don't care for opinions of the players and I don't expect this nerfs, glad to see this is changing, better later than never...
I agree that all those cards (plus others) needed some kind of adjustment. And I'm glad we are seeing some balance changes.
I think they could have fixed Rockbiter differently though. The main problem was the interaction with Windfury and the high amounts of possible damage to the face when combined with Doomhammer, Al'Akir, or any other Windfury dynamic. They could/should have just restricted any minion or weapon from attacking face when buffed with Rockbiter. They already introduced this limitation with Fool's Bane (which essentially has Mega-Windfury), and also included the limitation in the nerf to Charge.
The change to Charge is interesting - it obviously kills the OTK Worgen deck, but I forsee it being included now in many more Warrior decks. For just 5 total mana, you can attach Charge to Bloodhoof Brave to clear a small minion and auto-trigger the Enrage, or to Magnataur Alpha for a one-minion wrecking crew. For 8 mana, you can attach it to Malkorok and clear most minions off the board plus have a weapon. I think this actually strengthens the Warrior class.
The Yogg nerf doesn't make sense based on Hearthstone rules. Battlecries happen before a minion enters play. I would've rather they changed the card instead of breaking the rules of the game.
I think most of the nerfs are fine. I just don't think Rockbiter should be nerfed. Maybe Doomhammer instead.
And I hate the fact that Execute is getting nerfed instead of Shield Slam. Execute is the only clean removal for big creatures that a more tempo-oriented warrior deck can get. Blizzard should help decks like Tempo Warrior to rise, not incentivize a single boring control archetype. I wanna play Varian Wrynn again!
Wait I just realized something while I was just about to say silencing a battle cry makes no sense then I realized it say during his battle cry? But if I recall corrctly in hearthstone mechanics battle cry occurs before the minion hits the board so why the fuck can yogg cast spells on himself?
It's.. messy. For example, if I use C'thun and kill Sylvanas then technically C'thun would be not on the board. And since 'results' of an action pause the action then technically the deathrattle would fire off before C'thun can land. But Sylvanas can steal C'thun. In the same vein, Leeroy summons whelps before he 'lands' but Juggler can still hit him.
Given that I think that though I'm not sure how battlecry 'fits' properly generally the effects of battlecries can affect the minion. As to interruption..well.. we've never had a card that actually does multiple things so there's no president. Yogg effectively is setting that standard. Well actually he did in a way given that if Sylvanas stole Yogg mid-cry that the rest of the spells are now for your opponent. This just keeps that mindset of "where Yogg goes, so goes the spells."
I was initially throwing my phone across the room at the Warrior changes. I've invested solely on Warrior decks.
Fortunately I'd recently dusted enough to make a reasonable dragon Warrior deck which is not reliant on charge and is actually a lot more fun to play anyway.
Lets Face it, it's the big one turn plays that make us the most salty as it changes the play too drastically and too quickly therefore seems unfair (even though it isn't).
If I lose with what feels a fighting chance I want to carry on playing, if I lose to a very lucky yogg-sarron draw or a ridiculous otk I'm gonna get too pissed off and quit. I think they have started to address the right area but there's still a lot to do.
Call of the wild gets me salty, 8 mana to have a 5 charge, a taunt, 3 new minions on the field just seems pretty harsh. When 7 mana for the curator only gets 3 cards in the hand and 1 minion with taunt and no charge...
I just saw all the nerfs, and I absolutely love them!! They are all well thought-out, and answers to a lot of complains here in the forums. Especially for Tuskarr, there was a lot of whining regarding his RNG.
So overall these nerfs are totally justified, and I think Blizzard did a great job here. That'll be the end of Worgen OTK, but the new charge mechanic might bring some new types of decks. So happy to see Yogg like that, I think they nailed it because it will greatly reduce it's use and effectiveness. Interesting drawback regarding the overload, can't wait to see that in play also.
So yeah, great announcement here, thank you Blizzard :)
I hope, they nerf every Card, most of those salty ... are complaining about. Then finally, there are no excuses anymore and People will see, that its only their lack of skill and no evil op Cards that make this game sucky 4 them.
I just saw all the nerfs, and I absolutely love them!! They are all well thought-out, and answers to a lot of complains here in the forums. Especially for Tuskarr, there was a lot of whining regarding his RNG.
So overall these nerfs are totally justified, and I think Blizzard did a great job here. That'll be the end of Worgen OTK, but the new charge mechanic might bring some new types of decks. So happy to see Yogg like that, I think they nailed it because it will greatly reduce it's use and effectiveness. Interesting drawback regarding the overload, can't wait to see that in play also.
So yeah, great announcement here, thank you Blizzard :)
I'm still worried about Yogg but well, I've been wrong before...many times. And the pros all feel it was enough.
The goal seems to be less about removing his raw power and more about making him JUST unstable enough to be unpalatable to tournament players who prefer stability. The fear of dropping a yogg only to have it fireball itself and literally wasting your turn or clearing the board with Elemental Destruction, leaving your opponent with Tempo for 2 turns (turn 1 after your clear, turn 2 due to you being at 5 mana afterwards) might be enough to convince most pro players to leave Yogg alone.
We'll see. OTOH they were right about C'thun not being as powerful as he first seems. OTOOH, I do remember them declaring hunter dead after the buzzard nerf (anyone remember how long it took for that to be redacted? :P)/
I feel like Rockbiter and Tuskarr were maybe overnerfed. With Rockbiter I agree it needed a nerf, and I can't come up with a better nerf myself, so I'm kind of accepting of it. With Tuskarr I also agree it needed a nerf, but I can think of a better nerf (Battlecry: Summon a basic Totem of your choice) so that one bothers me, and I think there is a good argument against the change.
I think the Execute and Yogg-Saron nerfs are perfect.
The Charge change bothers me because Rogue is still crap (outside of Arena) and with Charge gone Conceal is the game's last flexible combo enabler. I'll gladly hop onto the "what, no Blade Flurry buff?" bandwagon.
Also, Charge is already removed from Arena, so where would it see any play with its new text? I seriously think (0) for the exact same effect would be fair and allow it to see some Ranked play. So I don't think the archetype needed nerfing, AND I think the nerf itself was poor design. Salty.
I have no strong opinion yet on Call of the Wild. I didn't think it was deck archetype which needed nerfing, but the card itself was too omnipresent in Hunter lists... so I'm pro-nerf on Call, isolated, but anti-nerf on Hunter generally. I guess I'll wait and see how it plays out.
Overall: 2 good (Yogg, Execute), 2 bad (Charge, Tuskarr), 2 ambivalent (Rockbiter, Call). Although Tuskarr did need nerf, just not the one it got.
With Tuskarr I also agree it needed a nerf, but I can think of a better nerf (Battlecry: Summon a basic Totem of your choice) so that one bothers me, and I think there is a good argument against the change.
I overall agree with the nerfs and I think they were really well done. I'm a bit sad over the Charge nerf though, r.i.p one of the few viable decks that took a bit of skill to play... :/
The Yogg nerf doesn't make sense based on Hearthstone rules. Battlecries happen before a minion enters play. I would've rather they changed the card instead of breaking the rules of the game.
You are not prepared!
Are the changes coming soon?!
where the ptr for card testing before Nerf. Every time just simply Nerf to make card unplayable.
I think control paladin will become tier 1. Dust all the Nerf card and craft control paladin
Something is wrong when EVERYONE brings Yogg to high level tournaments and FInals are decided by Yogg!!
I agree that all those cards (plus others) needed some kind of adjustment. And I'm glad we are seeing some balance changes.
I think they could have fixed Rockbiter differently though. The main problem was the interaction with Windfury and the high amounts of possible damage to the face when combined with Doomhammer, Al'Akir, or any other Windfury dynamic. They could/should have just restricted any minion or weapon from attacking face when buffed with Rockbiter. They already introduced this limitation with Fool's Bane (which essentially has Mega-Windfury), and also included the limitation in the nerf to Charge.
The change to Charge is interesting - it obviously kills the OTK Worgen deck, but I forsee it being included now in many more Warrior decks. For just 5 total mana, you can attach Charge to Bloodhoof Brave to clear a small minion and auto-trigger the Enrage, or to Magnataur Alpha for a one-minion wrecking crew. For 8 mana, you can attach it to Malkorok and clear most minions off the board plus have a weapon. I think this actually strengthens the Warrior class.
Galavant Animation
I think most of the nerfs are fine. I just don't think Rockbiter should be nerfed. Maybe Doomhammer instead.
And I hate the fact that Execute is getting nerfed instead of Shield Slam. Execute is the only clean removal for big creatures that a more tempo-oriented warrior deck can get. Blizzard should help decks like Tempo Warrior to rise, not incentivize a single boring control archetype. I wanna play Varian Wrynn again!
It's.. messy. For example, if I use C'thun and kill Sylvanas then technically C'thun would be not on the board. And since 'results' of an action pause the action then technically the deathrattle would fire off before C'thun can land. But Sylvanas can steal C'thun. In the same vein, Leeroy summons whelps before he 'lands' but Juggler can still hit him.
Given that I think that though I'm not sure how battlecry 'fits' properly generally the effects of battlecries can affect the minion. As to interruption..well.. we've never had a card that actually does multiple things so there's no president. Yogg effectively is setting that standard. Well actually he did in a way given that if Sylvanas stole Yogg mid-cry that the rest of the spells are now for your opponent. This just keeps that mindset of "where Yogg goes, so goes the spells."
One does not simply walk into Mordor,
unless they want to be the best they can be.
The execute change is great - hurts tempo decks but doesn't affect control decks.
I was initially throwing my phone across the room at the Warrior changes. I've invested solely on Warrior decks.
Fortunately I'd recently dusted enough to make a reasonable dragon Warrior deck which is not reliant on charge and is actually a lot more fun to play anyway.
Lets Face it, it's the big one turn plays that make us the most salty as it changes the play too drastically and too quickly therefore seems unfair (even though it isn't).
If I lose with what feels a fighting chance I want to carry on playing, if I lose to a very lucky yogg-sarron draw or a ridiculous otk I'm gonna get too pissed off and quit. I think they have started to address the right area but there's still a lot to do.
Call of the wild gets me salty, 8 mana to have a 5 charge, a taunt, 3 new minions on the field just seems pretty harsh. When 7 mana for the curator only gets 3 cards in the hand and 1 minion with taunt and no charge...
I just saw all the nerfs, and I absolutely love them!! They are all well thought-out, and answers to a lot of complains here in the forums. Especially for Tuskarr, there was a lot of whining regarding his RNG.
So overall these nerfs are totally justified, and I think Blizzard did a great job here. That'll be the end of Worgen OTK, but the new charge mechanic might bring some new types of decks. So happy to see Yogg like that, I think they nailed it because it will greatly reduce it's use and effectiveness. Interesting drawback regarding the overload, can't wait to see that in play also.
So yeah, great announcement here, thank you Blizzard :)
I like all the nerfs, but ven if I wouldn't like them I just welcome change to this stale meta.. and the fact you can't randomly win games you lost.
I hope, they nerf every Card, most of those salty ... are complaining about. Then finally, there are no excuses anymore and People will see, that its only their lack of skill and no evil op Cards that make this game sucky 4 them.
One does not simply walk into Mordor,
unless they want to be the best they can be.
I feel like Rockbiter and Tuskarr were maybe overnerfed. With Rockbiter I agree it needed a nerf, and I can't come up with a better nerf myself, so I'm kind of accepting of it. With Tuskarr I also agree it needed a nerf, but I can think of a better nerf (Battlecry: Summon a basic Totem of your choice) so that one bothers me, and I think there is a good argument against the change.
I think the Execute and Yogg-Saron nerfs are perfect.
The Charge change bothers me because Rogue is still crap (outside of Arena) and with Charge gone Conceal is the game's last flexible combo enabler. I'll gladly hop onto the "what, no Blade Flurry buff?" bandwagon.
Also, Charge is already removed from Arena, so where would it see any play with its new text? I seriously think (0) for the exact same effect would be fair and allow it to see some Ranked play. So I don't think the archetype needed nerfing, AND I think the nerf itself was poor design. Salty.
I have no strong opinion yet on Call of the Wild. I didn't think it was deck archetype which needed nerfing, but the card itself was too omnipresent in Hunter lists... so I'm pro-nerf on Call, isolated, but anti-nerf on Hunter generally. I guess I'll wait and see how it plays out.
Overall: 2 good (Yogg, Execute), 2 bad (Charge, Tuskarr), 2 ambivalent (Rockbiter, Call). Although Tuskarr did need nerf, just not the one it got.
I don't know who Blizzard listened too, but it doesn't matter, good job listening in the first place guys! :)
that would make Spirit Claws decks too strong
I overall agree with the nerfs and I think they were really well done. I'm a bit sad over the Charge nerf though, r.i.p one of the few viable decks that took a bit of skill to play... :/
Totally expected Tuskar and CotW nerfs but For Yogg I am a bit disappointed as it usually dies so quickly already.