Not salting, I just don't get this... or worse, even I do...
Sigil runner is a good nerf. But... with altrius still damaging all enemies and second slice not at 1 (and 3/4 weapon untouched) - DH's gonna keep roaming. 6/5 or not, priestess on turn 5 is OP. Felscreamer should've been handled for future sake as well instead of priestess.
Do warrior changes even matter? - If merc became a 1/3 would it be better than 2/2 for example? And why 6/8->5/8 - it doesn't kill what now that it didn't get nerfed to cost 9 or be 5/7? Played against maybe 5-6 warriors since rotation (and missing most epics and legs to even try), so I genuinely ask.
Is Rogue actually nerfed? Hanar at 1/4 is actually a fix (much like sac pact, it should never have been 1/5 and shouldn't deserve a refund), blackjack allows self-sap for too low a penalty alongside being 2nd sap (x2) instead of 'increase 2 up to 10', and shadowstep is still not in hof for some odd reason.
Thought process on imp looks like this - Zoolock beats DH and rogues, we can't allow that to continue. Someone retorts - it's one card. Blizz - the alternative is our pets getting hurt! Then again, maybe it's balanced, days will tell, I'll still play zoolock, it's a fun.
I don't like hunt being nerfed, but I guess the writing was on the wall. At least it still draws a card.
I really hope Pure Paladin becomes playable. I know it won't be tier 1, but just having a solid 1 drop is huge. Plus you can play a buff card on turn 2 now.
Hunter... I'm surprised. That is a good card to buff a beast but Hunter is hardly oppressive.
Without the detailed explanations from blizz, this feels like quite a lot of arbitrary tinkering - along with a couple of obvious ones like Priestess of Fury.
And I don't believe for a second that minor buffs to a few (constructed) unplayable cards is going to make "spell last turn" Shaman work. The trouble with "spell last turn" is that most spells are reactive, so unless there's a solid proactive 2 and 3 drop spell, a lot of those cute abilities aren't going to be available to trigger when you need them to.
What are you even talking about? These are all control cards. They go into a control deck. The whole point is to keep your ability to clear the board going. You clear it, they refill, you clear it again, until you get to your late game threats. Or you interweave these cards using your cheap spells.
This opens up a lot of slower shaman decks just because these cards are now pretty over-tuned.
I love pretty much all these changes. The Aldor buff is really cool. Paladin was hurting for a more proactive one drop for their buff-based decks and this is perfect.
Not really sure about the hunter nerf. Still seems like a good card, but is a pretty huge power reduction.
The Bloodsworn Mercenary nerf seems a bit harsh (could have been a 2/3), but the Bloodboil Brute nerf seems almost irrelevant. 6-5 is not a huge drop in attack damage.
Bloodsworn Mercenary was never really played for the body, but for the effect. I think it remains a very strong card. I don't have an opinion on the Shaman or Aldor buffs, little to no experience with these decks. I am sad about Scavenger's Ingenuity, it kind of kills the OTK Boar Hunter deck which was a fun meme
Compare it with Hand of A'dal which is probably the best card Paladin got in the latest expansion. Scavenger's Ingenuity had the same cost, but gave +1/+1 more and the draw was targeted....
Without the detailed explanations from blizz, this feels like quite a lot of arbitrary tinkering - along with a couple of obvious ones like Priestess of Fury.
And I don't believe for a second that minor buffs to a few (constructed) unplayable cards is going to make "spell last turn" Shaman work. The trouble with "spell last turn" is that most spells are reactive, so unless there's a solid proactive 2 and 3 drop spell, a lot of those cute abilities aren't going to be available to trigger when you need them to.
maybe they will get more spells soon, so that you play spells pretty much every turn and then maybe you King Pharao for slam.
Nerfs seem fine tbf. Myself I'm a Rogue player and I think it might diverse from Secret Gala Rogue, to Stealth/Highlander Gala Rogue (the 2nd one still running both nerfed cards).
DH got hit hard. When I think about it from my point of view, the class wasn't THAT strong to me, but the ammount of people playing it and the fact how useless your deck feels when you lowroll vs DH was for sure annoying.
Sigil runner and mercenary weren't run for the stats but just for the effect and I don't really see these nerfs affecting that whatsoever. Mercenary would still be run even if it were a 1/1, the runner is basically a novice engineer for 1 mana, still good enough and then some.
I don't foresee these changes doing much for dh and warrior. Priestess is still a massive tempo swing, it's still 12 damage a turn and it having 5 health won't deter many from playing it, I don't think. The warrior nerfs are pointless and so minor I'd hardly call them nerfs but considering that there's only one warrior archetype that works and it's the only deck with a positive wr% against dh, I don't think it should have been nerfed to begin with.
I expect paladin and shaman to still be garbage, having buffs to a couple of cards which saw little play won't magically make the rest of the class better...but I'll certainly be happy to be proven wrong, a meta with 3 classes at the top and almost all others fighting for scraps isn't ideal.
Sigil is indeed now a 1-mana Novice Engineer so a pretty strong card and a fair nerf. Everyone agreed that Priestess was OP before, the 5 health now makes it a lot easier to kill her before she can deliver 6 damage for a second turn in a row, which is pretty significant IMO. Warrior nerfs also fair (the cards were too OP), but again both cards are still very good and will continue to see play. Paladin and Shaman buffs I think are a bit ridiculous. The classes need better support from new cards. Having 1 OP card (Torrent) when nothing else works in your class is pointless, as for Aldor, a 1-mana 1/3 with a great battlecry is significantly overstatted but also pointless in the current meta. The Libram archetype needs better support, this change doesn't achieve that. And if Paladin gets a few strong Librams in future expansions people will probably be calling to re-nerf Aldor for being too OP. Rogue nerfs also fine, Hanar should have been 1/4 from day 1, Stunner is still a great card, big difference is that Rogue players will now have to think twice before using it on a Dragonqueen.......
Genuinely I think Priest will become much better after the patch. It's a very good class already and with nerfs to the majority of tempo decks, it will be much easier to control the board. Murloc Paladin can also go a bit higher, but I would rather bet on Priest.
Hunter and Priest players will be really content with those Nerfs mainly hitting main competitors Demonhunter and Rogue, as Hunter already dominates Legend rank and will continue to do so, and XiaoT's Priest deck (the one everyone is playing these days) is very close to making the Cut into Tier 1 as well.
Hanar and (my two golden) Blackjack Stunner nerfs will net me a chunky 3200 dust total, as I patiently waited for those two major Offenders to get on the list .... well turns out they did ....only about 10-15 more busted Rogue cards to cope with. :-/
Crimson Sigil Runner Nerf was completely unnecessary tho, and I feel they are generally approaching these DH Nerfs the wrong way, as the face dmg potential remains the EXACT same, regardless of Attack value of minions. e.g nobody plays Adept for their high Attack value, it could be a 2-4 and still gets played due to the overpowered Battlecry, that stacks perfectly with a 0 mana card.
Paladin: This is a very good buff. The deck had nothing to do on turn 1, and now, it's best turn 2 play was turned into a turn 1 play. There may be a world where we play paladin now.
DH: Simultaneously weakens the early game and end game. I think this is finally the nerf that brings DH back to the pack. Runner is no longer an alternative 1 drop on 1. Screamer into Priestess is no longer a turn 5 cheese.
Warrior: Pretty soft nerfs, but I think that's okay. I think the reduced tension between beating DH or beating Warrior should allow people to play better against Warrior.
Shaman: Cool buffs, but I don't think they do anything. You still have a bad early game. You still don't really have a late game. I get that they think there is some sort of Quest build, but I just don't see it.
Hunter: I think you lose the beast package in shit like Dragon Hunter and Face Hunter, but other than that, it's still a good card.
Rogue: Pretty major nerfs. I'm not sure the secret package is splashable like it used to be.
Warlock: Major nerf but a good one. Decks that have w/r's that skyrocket because of a single draw that early in the game have always been problematic, and those cards have been nerfed a lot recently (Ancharr, Apothecary, etc.)
- So overall looks like the big Winner is Priest, the other leader classes got a medium hit.
- Libram package got significant buffs, but the lack of card draw make the deck inconsistent.
- Shaman Legendary got great buff and now it could be auto include into any Shaman deck (even aggro can enjoy this tempo card) . The problem of Shaman is a poor card draw for mid-range (totem or Galakrond) decks and no end game strategy for the control types so the other card buffs are insignificant for the meta.
irrelevant buffs,warrior nerfs are a joke,secret rogue get a strong hit but not the rogue overall,most ppl caught priestess so the nerf is irrelevant too and lastly i cant understand the reason behind nerfing imp and scavenger's.
irrelevant buffs,warrior nerfs are a joke,secret rogue get a strong hit but not the rogue overall,most ppl caught priestess so the nerf is irrelevant too and lastly i cant understand the reason behind nerfing imp and scavenger's.
Imp had the highest mulligan winrate of any cards in the game.
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Standard, Wild, and Classic player.
Losing to Sire Denathrius makes me not want to play this game anymore. The Sire Denathrius nerf makes me want to play this game again. Losing to Deathrattle Rogue makes me not want to play this game anymore. The Prince Renathal nerf makes me not want to play this game anymore.
irrelevant buffs,warrior nerfs are a joke,secret rogue get a strong hit but not the rogue overall,most ppl caught priestess so the nerf is irrelevant too and lastly i cant understand the reason behind nerfing imp and scavenger's.
Imp had the highest mulligan winrate of any cards in the game.
The highest mulligan winrate in a mediocre (at least for now) deck.It has good potential to be broken, but not in this meta.
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Not salting, I just don't get this... or worse, even I do...
Sigil runner is a good nerf. But... with altrius still damaging all enemies and second slice not at 1 (and 3/4 weapon untouched) - DH's gonna keep roaming. 6/5 or not, priestess on turn 5 is OP. Felscreamer should've been handled for future sake as well instead of priestess.
Do warrior changes even matter? - If merc became a 1/3 would it be better than 2/2 for example? And why 6/8->5/8 - it doesn't kill what now that it didn't get nerfed to cost 9 or be 5/7? Played against maybe 5-6 warriors since rotation (and missing most epics and legs to even try), so I genuinely ask.
Is Rogue actually nerfed? Hanar at 1/4 is actually a fix (much like sac pact, it should never have been 1/5 and shouldn't deserve a refund), blackjack allows self-sap for too low a penalty alongside being 2nd sap (x2) instead of 'increase 2 up to 10', and shadowstep is still not in hof for some odd reason.
Thought process on imp looks like this - Zoolock beats DH and rogues, we can't allow that to continue. Someone retorts - it's one card. Blizz - the alternative is our pets getting hurt! Then again, maybe it's balanced, days will tell, I'll still play zoolock, it's a fun.
I don't like hunt being nerfed, but I guess the writing was on the wall. At least it still draws a card.
Hunter is super good, especially at high legend.
What are you even talking about? These are all control cards. They go into a control deck. The whole point is to keep your ability to clear the board going. You clear it, they refill, you clear it again, until you get to your late game threats. Or you interweave these cards using your cheap spells.
This opens up a lot of slower shaman decks just because these cards are now pretty over-tuned.
I love pretty much all these changes. The Aldor buff is really cool. Paladin was hurting for a more proactive one drop for their buff-based decks and this is perfect.
Not really sure about the hunter nerf. Still seems like a good card, but is a pretty huge power reduction.
The Bloodsworn Mercenary nerf seems a bit harsh (could have been a 2/3), but the Bloodboil Brute nerf seems almost irrelevant. 6-5 is not a huge drop in attack damage.
I'm bummed about the Hunter nerf. Stupid face hunters went and got my Leoroxx combo nerfed! It was already a bad combo.
Bloodsworn Mercenary was never really played for the body, but for the effect. I think it remains a very strong card. I don't have an opinion on the Shaman or Aldor buffs, little to no experience with these decks. I am sad about Scavenger's Ingenuity, it kind of kills the OTK Boar Hunter deck which was a fun meme
coining the spell out and playing a 5/6 phase stalker turn 2 was pretty ridiculous
Google search: Is Hearthstone free to play?
Compare it with Hand of A'dal which is probably the best card Paladin got in the latest expansion. Scavenger's Ingenuity had the same cost, but gave +1/+1 more and the draw was targeted....
maybe they will get more spells soon, so that you play spells pretty much every turn and then maybe you King Pharao for slam.
it would be nice if they touched secret mage in wild a bit. it's plain brain stupid
Nerfs seem fine tbf. Myself I'm a Rogue player and I think it might diverse from Secret Gala Rogue, to Stealth/Highlander Gala Rogue (the 2nd one still running both nerfed cards).
DH got hit hard. When I think about it from my point of view, the class wasn't THAT strong to me, but the ammount of people playing it and the fact how useless your deck feels when you lowroll vs DH was for sure annoying.
I'm not Paul George, I'm just a fan.
Sigil runner and mercenary weren't run for the stats but just for the effect and I don't really see these nerfs affecting that whatsoever. Mercenary would still be run even if it were a 1/1, the runner is basically a novice engineer for 1 mana, still good enough and then some.
I don't foresee these changes doing much for dh and warrior. Priestess is still a massive tempo swing, it's still 12 damage a turn and it having 5 health won't deter many from playing it, I don't think. The warrior nerfs are pointless and so minor I'd hardly call them nerfs but considering that there's only one warrior archetype that works and it's the only deck with a positive wr% against dh, I don't think it should have been nerfed to begin with.
I expect paladin and shaman to still be garbage, having buffs to a couple of cards which saw little play won't magically make the rest of the class better...but I'll certainly be happy to be proven wrong, a meta with 3 classes at the top and almost all others fighting for scraps isn't ideal.
Sigil is indeed now a 1-mana Novice Engineer so a pretty strong card and a fair nerf. Everyone agreed that Priestess was OP before, the 5 health now makes it a lot easier to kill her before she can deliver 6 damage for a second turn in a row, which is pretty significant IMO. Warrior nerfs also fair (the cards were too OP), but again both cards are still very good and will continue to see play. Paladin and Shaman buffs I think are a bit ridiculous. The classes need better support from new cards. Having 1 OP card (Torrent) when nothing else works in your class is pointless, as for Aldor, a 1-mana 1/3 with a great battlecry is significantly overstatted but also pointless in the current meta. The Libram archetype needs better support, this change doesn't achieve that. And if Paladin gets a few strong Librams in future expansions people will probably be calling to re-nerf Aldor for being too OP. Rogue nerfs also fine, Hanar should have been 1/4 from day 1, Stunner is still a great card, big difference is that Rogue players will now have to think twice before using it on a Dragonqueen.......
Genuinely I think Priest will become much better after the patch. It's a very good class already and with nerfs to the majority of tempo decks, it will be much easier to control the board. Murloc Paladin can also go a bit higher, but I would rather bet on Priest.
Sad day for Wild players again.
There is one Wild Demonhunter deck with actually very decent winrates but it is also a very dull deck (Odd DH).
The class is way too boring to play for long enough in Wild already.
After the nerfs it will also be super weak. The Outrunner nerf is super hard.
Just how low is the power level in standard that something needs to be nerfed so many times??
Definitely the worst expansion ever.
DH is not supposed to be strong in wild with so few cards available. Not for another year or 2 at least
Hunter and Priest players will be really content with those Nerfs mainly hitting main competitors Demonhunter and Rogue, as Hunter already dominates Legend rank and will continue to do so, and XiaoT's Priest deck (the one everyone is playing these days) is very close to making the Cut into Tier 1 as well.
Hanar and (my two golden) Blackjack Stunner nerfs will net me a chunky 3200 dust total, as I patiently waited for those two major Offenders to get on the list .... well turns out they did ....only about 10-15 more busted Rogue cards to cope with. :-/
Crimson Sigil Runner Nerf was completely unnecessary tho, and I feel they are generally approaching these DH Nerfs the wrong way, as the face dmg potential remains the EXACT same, regardless of Attack value of minions. e.g nobody plays Adept for their high Attack value, it could be a 2-4 and still gets played due to the overpowered Battlecry, that stacks perfectly with a 0 mana card.
- So overall looks like the big Winner is Priest, the other leader classes got a medium hit.
- Libram package got significant buffs, but the lack of card draw make the deck inconsistent.
- Shaman Legendary got great buff and now it could be auto include into any Shaman deck (even aggro can enjoy this tempo card) . The problem of Shaman is a poor card draw for mid-range (totem or Galakrond) decks and no end game strategy for the control types so the other card buffs are insignificant for the meta.
irrelevant buffs,warrior nerfs are a joke,secret rogue get a strong hit but not the rogue overall,most ppl caught priestess so the nerf is irrelevant too and lastly i cant understand the reason behind nerfing imp and scavenger's.
Imp had the highest mulligan winrate of any cards in the game.
Standard, Wild, and Classic player.Losing to Sire Denathrius makes me not want to play this game anymore.The Sire Denathrius nerf makes me want to play this game again.
Losing to Deathrattle Rogue makes me not want to play this game anymore.
The Prince Renathal nerf makes me not want to play this game anymore.
The highest mulligan winrate in a mediocre (at least for now) deck.It has good potential to be broken, but not in this meta.