Obviously Druid is going to have to be nerfed a lot. Whomever decided it was a good idea to make druid the class that can armour up most easily should be fucking fired. That is its biggest issue, they can stall for so long and while the stalling is annoying, the fact that they're armouring up to double their starting health is the most busted part. So either nerf their ability to stall out games for that long, but leave them with the ability to armour up or vice versa.
Nerf either Naturalise to cost 2 man, Spreading Plague Scarabs to be 1/4s (2 mana 1/5 taunts don't make any sense) to slow down their stalling factor
Or nerf their armour gain. While I think 4 mana heal for 12 is perfectly along the rules of previous cards printed, gaining armour is just better in every possible way. That's why one of the "branching paths" should be changed to heal for 6, since Druid used to be all about healing, not armouring up and this way they can't just easily go above their starting health.
That being said, I hope they nerf some of the aggro cards as well because if Druid gets destroyed, cancer aggro decks are going to jsut dominate instead of cancer combo druids. Cards that come to mind are Dire Mole, that 3/3 that gains +1/+1 after your hero attacks and basically all the cards that give even paladin any power, that shit deck has been around for too long, literally one of the most boring, broken possible decks one could play.
Sonya should also be nerfed to cost 5 mana, getting 1/1s that cheap is just busted.
Everyone is talking about nerfs to druid and quest rogue but what about warlock? 2 top tier decks, will def be the best ones after nerfs, imo they should look at this class too
Obviously Druid is going to have to be nerfed a lot. Whomever decided it was a good idea to make druid the class that can armour up most easily should be fucking fired. That is its biggest issue, they can stall for so long and while the stalling is annoying, the fact that they're armouring up to double their starting health is the most busted part. So either nerf their ability to stall out games for that long, but leave them with the ability to armour up or vice versa.
Nerf either Naturalise to cost 2 man, Spreading Plague Scarabs to be 1/4s (2 mana 1/5 taunts don't make any sense) to slow down their stalling factor
Or nerf their armour gain. While I think 4 mana heal for 12 is perfectly along the rules of previous cards printed, gaining armour is just better in every possible way. That's why one of the "branching paths" should be changed to heal for 6, since Druid used to be all about healing, not armouring up and this way they can't just easily go above their starting health.
That being said, I hope they nerf some of the aggro cards as well because if Druid gets destroyed, cancer aggro decks are going to jsut dominate instead of cancer combo druids. Cards that come to mind are Dire Mole, that 3/3 that gains +1/+1 after your hero attacks and basically all the cards that give even paladin any power, that shit deck has been around for too long, literally one of the most boring, broken possible decks one could play.
Sonya should also be nerfed to cost 5 mana, getting 1/1s that cheap is just busted.
that branching for healing actually a great idea! but for 5 mana noone would play sonya
Obviously Druid is going to have to be nerfed a lot. Whomever decided it was a good idea to make druid the class that can armour up most easily should be fucking fired. That is its biggest issue, they can stall for so long and while the stalling is annoying, the fact that they're armouring up to double their starting health is the most busted part. So either nerf their ability to stall out games for that long, but leave them with the ability to armour up or vice versa.
Nerf either Naturalise to cost 2 man, Spreading Plague Scarabs to be 1/4s (2 mana 1/5 taunts don't make any sense) to slow down their stalling factor
Or nerf their armour gain. While I think 4 mana heal for 12 is perfectly along the rules of previous cards printed, gaining armour is just better in every possible way. That's why one of the "branching paths" should be changed to heal for 6, since Druid used to be all about healing, not armouring up and this way they can't just easily go above their starting health.
That being said, I hope they nerf some of the aggro cards as well because if Druid gets destroyed, cancer aggro decks are going to jsut dominate instead of cancer combo druids. Cards that come to mind are Dire Mole, that 3/3 that gains +1/+1 after your hero attacks and basically all the cards that give even paladin any power, that shit deck has been around for too long, literally one of the most boring, broken possible decks one could play.
Sonya should also be nerfed to cost 5 mana, getting 1/1s that cheap is just busted.
that branching for healing actually a great idea! but for 5 mana noone would play sonya
My wish: buff Sonya! It's so annoying everybody kills this card after it's played...
2 Mana, copy itself, 4/8, charge, lifesteal, omega-windfury, taunt if I wish, duplicates any minions while ignoring 10card-cap even after she was removed which shouldnt be case too often... Man this ideas, Team5 I am coming, I've got a lot more, let's make rogue great again
They will probably touch a few decks. I see three classes seeing a lot of play (some would say too much), Druid, Warlock and Hunter. I think that they might just touch all three.
The only issue is warlock is hard to touch, because it's hero power has always been strong and I rarely see even warlock and I think it is a good place, the nerf should hit zoolock. Biggest nerf that would be good here is Keleseth.
Then when it comes to Hunter: We have deathrattle hunter, secret hunter, midrange hunter, spell hunter. All of which are t1/t2. Keleseth will be a very soft nerf to deathrattle hunter (the only of the four that runs it I think). Honestly, the only real change I could see here is maybe a nerf to Rexxar? Perhaps a slight change in % of minions? A "soft" nerf, as it were.
Druid will be the one hardest to hit, because so many of their cards are good. As has been pointed out many times, having many decks t1/t2 with very few card changes to make different archetypes is not good. I like changing branching paths to decrease armor gain (would hurt the sustain for combo which is nice. Bring it down to 4 armor instead of 6 (5 could be okay, but I still see it a bit high...) I also like spreading plague, but I think that this will be fine as long as they nerf branching paths. Of course something needs to be done about Aviana + kun + psychmelon... But that is a complicated situation. Even then I feel like something else needs to be done about ramp for Druid. Most people cite wild growth, but I feel like nourish is a good candidate. Change to 2 empty mana crystals or 1 more mana? Dunno.
Then there are two decks that are mood killers. One is quest rogue. (I like setting it to me all minions in hand and deck get +3/+3 (bounced effects don't receive the buff).
The final deck to talk about is odd warrior. It isn't OP, but I think if we nerf druid too much, it may run too rampant? Also it is just too good vs certain matchups... This is a hard choice, because a good nerf may just be to nerf reckless flurry to 4 mana? I know that this might very well kill the card/deck, but it would really make it quite a bit worse to flood.
AND I didn't forget to nerf Giggling, I would love to say making this a 1/1 that summons 2 1/2 divine shield would be nice... And it might (if Quest rogue is nerfed), but... let's say 6 mana to be safe (Which is sad becuase I think we need some more good defensive 5 drops.
I'd revise Preparation. Change it to "The next spell you cast with a mana cost of [3? 4?] or less is free." Three is the easy cut off point, but this being a nerf, perhaps a minor buff to 4 mana would be in order. You wouldn't be able to Preparation to ramp out big spells like Crystal Core or Vanish, but it'd still be a potent tempo tool. This would also improve Rogue design space going forward.
Vanish might even need to be 7 mana. It's one of the most powerful board clears, and 6 might be too cheap.
I feel like it'd be a better idea to nerf cards around The Caverns Below rather than the card itself. It won't be in standard much longer, and it'd be better, I think, to just rotate it early.
For Giggling Inventor, 6 mana seems the more likely change, but I think changing it to summon only one Annoy-O-Tron while the inventor itself has a 3/3 body would please me more. Same total stats, but fewer bodies and less taunt and divine shield.
For Warrior, I don't think it would be bad if the Baku/Justicar TrueheartTank Up! was 3 armor instead of 4, like how the upgraded Hunter Hero Power is 3 damage rather than doubling the normal hero power's 2 up to 4. Bliz correctly saw that a full double on the Hunter Hero Power would have been too strong. Meanwhile, this is something I mused about Justicar Trueheart back in the day. 4 armor is simply very, very strong.
Currently Druid is too powerful, because it can do everything at one: stall, ramp and draw/tutoring. Normally ramping has a cost: losing tempo and sacrificing cards. But right now both costs are neglected, because of the stalling and card draw abilities.
Oh yeah, Druid. Branching Paths shouldn't let you make the same choice twice. {6 armor and a card}, {a card and +1 attack}, or {+1 attack and 6 armor}. *edit* the healing instead of armor suggestion on Branching Paths would also be quite good.
With Druid Ramp, Hall of Fame Nourish. Ideally, the classic set would rotate more, and cards would come in and out, and maybe we'd have a Wild Growth, Mire Keeper, Lunar Visions set of ramp cards for a year, and then we'd have a Biology Project, Darnassus Aspirant, Nourish group for the year after that. The game would be more interesting if Ramp and Card Draw in Druid wasn't always the same.
they shouldn't nerf anything... they had the balls to release them...have some balls to stand by your decision and tell all the complainers that they should go cry in a corner somewhere else and are taking their game too seriously
That is the only nerf i can foresee with reasonable clarity (the card stays still insanely powerful for a Ramping Combo deck, but at least at (6) it clashes with Spreading Plague, and chances are you draw at least a Combo piece before casting the Melon).
After that i would not know exactly, even tho i have my own ideas on the matter (mainly Wild stuff tho).
How is increasing the cost to 6 a nerf? I've never seen the cost matter. Most Druids have 8-9 mana when they play it. Sure, some play it on 4, but only because they don't curve into ramping better. Play it on turn 9 and it's still just as lethal. It's got to draw fewer cards OR they need to change Aviana.
they shouldn't nerf anything... they had the balls to release them...have some balls to stand by your decision and tell all the complainers that they should go cry in a corner somewhere else and are taking their game too seriously
Have you ever heard of the Law of Unintended Consequences? With respect, I think it takes balls to admit you put out something that isn't working as well as intended and to do something about it.
And for the record, I'm not whining, crying or taking the game too seriously. I'm just disagreeing with you :)
Obviously Druid is going to have to be nerfed a lot. Whomever decided it was a good idea to make druid the class that can armour up most easily should be fucking fired. That is its biggest issue, they can stall for so long and while the stalling is annoying, the fact that they're armouring up to double their starting health is the most busted part. So either nerf their ability to stall out games for that long, but leave them with the ability to armour up or vice versa.
Nerf either Naturalise to cost 2 man, Spreading Plague Scarabs to be 1/4s (2 mana 1/5 taunts don't make any sense) to slow down their stalling factor
Or nerf their armour gain. While I think 4 mana heal for 12 is perfectly along the rules of previous cards printed, gaining armour is just better in every possible way. That's why one of the "branching paths" should be changed to heal for 6, since Druid used to be all about healing, not armouring up and this way they can't just easily go above their starting health.
That being said, I hope they nerf some of the aggro cards as well because if Druid gets destroyed, cancer aggro decks are going to jsut dominate instead of cancer combo druids. Cards that come to mind are Dire Mole, that 3/3 that gains +1/+1 after your hero attacks and basically all the cards that give even paladin any power, that shit deck has been around for too long, literally one of the most boring, broken possible decks one could play.
Sonya should also be nerfed to cost 5 mana, getting 1/1s that cheap is just busted.
Everyone is talking about nerfs to druid and quest rogue but what about warlock? 2 top tier decks, will def be the best ones after nerfs, imo they should look at this class too
that branching for healing actually a great idea! but for 5 mana noone would play sonya
My wish: buff Sonya! It's so annoying everybody kills this card after it's played...
2 Mana, copy itself, 4/8, charge, lifesteal, omega-windfury, taunt if I wish, duplicates any minions while ignoring 10card-cap even after she was removed which shouldnt be case too often... Man this ideas, Team5 I am coming, I've got a lot more, let's make rogue great again
They will probably touch a few decks. I see three classes seeing a lot of play (some would say too much), Druid, Warlock and Hunter. I think that they might just touch all three.
The only issue is warlock is hard to touch, because it's hero power has always been strong and I rarely see even warlock and I think it is a good place, the nerf should hit zoolock. Biggest nerf that would be good here is Keleseth.
Then when it comes to Hunter: We have deathrattle hunter, secret hunter, midrange hunter, spell hunter. All of which are t1/t2. Keleseth will be a very soft nerf to deathrattle hunter (the only of the four that runs it I think). Honestly, the only real change I could see here is maybe a nerf to Rexxar? Perhaps a slight change in % of minions? A "soft" nerf, as it were.
Druid will be the one hardest to hit, because so many of their cards are good. As has been pointed out many times, having many decks t1/t2 with very few card changes to make different archetypes is not good. I like changing branching paths to decrease armor gain (would hurt the sustain for combo which is nice. Bring it down to 4 armor instead of 6 (5 could be okay, but I still see it a bit high...) I also like spreading plague, but I think that this will be fine as long as they nerf branching paths. Of course something needs to be done about Aviana + kun + psychmelon... But that is a complicated situation. Even then I feel like something else needs to be done about ramp for Druid. Most people cite wild growth, but I feel like nourish is a good candidate. Change to 2 empty mana crystals or 1 more mana? Dunno.
Then there are two decks that are mood killers. One is quest rogue. (I like setting it to me all minions in hand and deck get +3/+3 (bounced effects don't receive the buff).
The final deck to talk about is odd warrior. It isn't OP, but I think if we nerf druid too much, it may run too rampant? Also it is just too good vs certain matchups... This is a hard choice, because a good nerf may just be to nerf reckless flurry to 4 mana? I know that this might very well kill the card/deck, but it would really make it quite a bit worse to flood.
AND I didn't forget to nerf Giggling, I would love to say making this a 1/1 that summons 2 1/2 divine shield would be nice... And it might (if Quest rogue is nerfed), but... let's say 6 mana to be safe (Which is sad becuase I think we need some more good defensive 5 drops.
So nerf's I predict:
Prince Keleseth,
Nourish,
Giggling Inventor,
Deathstalker Rexxar
Reckless Flurry,
Branching Paths,
The Caverns Below
I'd revise Preparation. Change it to "The next spell you cast with a mana cost of [3? 4?] or less is free." Three is the easy cut off point, but this being a nerf, perhaps a minor buff to 4 mana would be in order. You wouldn't be able to Preparation to ramp out big spells like Crystal Core or Vanish, but it'd still be a potent tempo tool. This would also improve Rogue design space going forward.
Vanish might even need to be 7 mana. It's one of the most powerful board clears, and 6 might be too cheap.
I feel like it'd be a better idea to nerf cards around The Caverns Below rather than the card itself. It won't be in standard much longer, and it'd be better, I think, to just rotate it early.
For Giggling Inventor, 6 mana seems the more likely change, but I think changing it to summon only one Annoy-O-Tron while the inventor itself has a 3/3 body would please me more. Same total stats, but fewer bodies and less taunt and divine shield.
For Warrior, I don't think it would be bad if the Baku/Justicar Trueheart Tank Up! was 3 armor instead of 4, like how the upgraded Hunter Hero Power is 3 damage rather than doubling the normal hero power's 2 up to 4. Bliz correctly saw that a full double on the Hunter Hero Power would have been too strong. Meanwhile, this is something I mused about Justicar Trueheart back in the day. 4 armor is simply very, very strong.
I like this, too.
Currently Druid is too powerful, because it can do everything at one: stall, ramp and draw/tutoring. Normally ramping has a cost: losing tempo and sacrificing cards. But right now both costs are neglected, because of the stalling and card draw abilities.
Oh yeah, Druid. Branching Paths shouldn't let you make the same choice twice. {6 armor and a card}, {a card and +1 attack}, or {+1 attack and 6 armor}. *edit* the healing instead of armor suggestion on Branching Paths would also be quite good.
With Druid Ramp, Hall of Fame Nourish. Ideally, the classic set would rotate more, and cards would come in and out, and maybe we'd have a Wild Growth, Mire Keeper, Lunar Visions set of ramp cards for a year, and then we'd have a Biology Project, Darnassus Aspirant, Nourish group for the year after that. The game would be more interesting if Ramp and Card Draw in Druid wasn't always the same.
they shouldn't nerf anything... they had the balls to release them...have some balls to stand by your decision and tell all the complainers that they should go cry in a corner somewhere else and are taking their game too seriously
How is increasing the cost to 6 a nerf? I've never seen the cost matter. Most Druids have 8-9 mana when they play it. Sure, some play it on 4, but only because they don't curve into ramping better. Play it on turn 9 and it's still just as lethal. It's got to draw fewer cards OR they need to change Aviana.
Have you ever heard of the Law of Unintended Consequences? With respect, I think it takes balls to admit you put out something that isn't working as well as intended and to do something about it.
And for the record, I'm not whining, crying or taking the game too seriously. I'm just disagreeing with you :)
The announcement is live!
giggling 5->7 mana
mana wyrm 1->2 mana
aviana 9->10 mana
Lmao fuck these "balance changes". Is this fucking for real?
Internet Bad Ass alert
There is a thing called an uninstall button. Nobody cares that you are quitting Heathstone
https://playhearthstone.com/en-us/blog/22549775?linkId=100000003759965
https://outof.cards
Unless i see an link i wont believe what someone say.
Finally, no more Mana Wyrm on one
Arena experiences:
https://playhearthstone.com/en-us/blog/22549775/upcoming-balance-update-october-2018
Not what I predicted. I feel like the giggling is a very hard nerf? But maybe its because playtesting showed it was a problem in even decks?
Mana wyrm was... unpredictable.
Aviana is good. Still allows broken stuff with kun BUT needs to have coin or innervate, which is good.
Standard Druid and Odd Rogue got off way too easy.
I kinda called that they were gonna do something to Mana Wyrm, although I thought they were just gonna rotate it instead. But this is fine.
Agreed.
Losing GI does hurt Odd Rogue a little, though.