Mod Edit: There are two threads discussing the same topic. In order to reduce confusion and keep the discussion in a nice concise thread, this thread will be locked. Please continue the discussion here: Thoughts On the Upcoming Card Changes.
Welcome back hunters? No love for priests unfortunately, but I hope the meta shifts to slower decks and allows them more play.
Yep, I'm really happy with all that stuff, but as I always say, I think the biggest issue with mages has always been Ice Block.
Anyway, Warsong Commander and Blood Imp probably got overnerfed. The 3 damage cap on Warsong Commander may be too hard, maybe 4 (or even 5) damage could be fine. And Blood Imp zero damage... as said, feels a bit like overnerf.
Don't get Novice Engineer nerf neither, feels quite shitty right now, in my opinion. It was an useful card, but not "broken" :/
Welcome back hunters? No love for priests unfortunately, but I hope the meta shifts to slower decks and allows them more play.
Yep, I'm really happy with all that stuff, but as I always say, I think the biggest issue with mages has always been Ice Block.
Anyway, Warsong Commander and Blood Imp probably got overnerfed. The 3 damage cap on Warsong Commander may be too hard, maybe 4 (or even 5) damage could be fine. And Blood Imp zero damage... as said, feels a bit like overnerf.
Don't get Novice Engineer nerf neither, feels quite shitty right now, in my opinion. It was an useful card, but not "broken" :/
Anyway, have a nice day :3
You don't wanna know how many times I failed to draw a single Ice Block with my mage deck where it would've let me win the match, it's very RNG but somehow whenever I face a mage they have perfect cards every turn beginning with Mana Wyrm on turn 1.
As for Novice Engineer, I guess it was because it's a 1/2 for 2 AND card draw which blizzard gives high value. You'll notice that most card draw cards cost more or have worse stats than similar cards.
There are still many cards which seem unequal to me and I guess they will be buffed or nerfed sooner or later.
i was surprised there were no druid nerfs tbh ... as someone who loves mage and warlock rush, i agree with most of this ... warsong and blood imp got hit a little too hard though (warsong could be 4 or 5; blood imp needs more than one minion) ... defender of argus doesnt really seem like he loses a ton of value ... i think hunter definitely needed a boost, but i dont know if this is enough ... druid and rogue will be in the crosshairs next, though i have no idea how you slow them down, since it seems like all their main cards just need to come down a tiny bit.
It's fine, most creatures you run as a non-otk warrior are chargers. 4+ damage is usually a charger like elite kor'kron, argent commander, grommash.. Of course there are also other creatures, but you'll always have charge for them. Core hound + charge = 11 damage charger.
I know core hound is considered bad but in this situation given that it's the highest 7 mana creature that can combo will charge (as it now costs 3 mana). I'll welcome them, atleast in arena.
i was surprised there were no druid nerfs tbh ... as someone who loves mage and warlock rush, i agree with most of this ... warsong and blood imp got hit a little too hard though (warsong could be 4 or 5; blood imp needs more than one minion) ... defender of argus doesnt really seem like he loses a ton of value ... i think hunter definitely needed a boost, but i dont know if this is enough ... druid and rogue will be in the crosshairs next, though i have no idea how you slow them down, since it seems like all their main cards just need to come down a tiny bit.
Yes there is Naturalize but that card has a HUGE drawback. Also druids can and will lose to paladins if they both play a slow deck with heavy minions because paladins have natural healing andEquality/Consecration or Avenging Wrath can cripple druid hard. They can also be overwhelmed 3+ by buffed up minions if Swipe and Starfall don't pop up in time because Wrath and Claw simply won't be enough.
Control warlock decks can also be a big pain especially once the giants hit the floor.
i was surprised there were no druid nerfs tbh ... as someone who loves mage and warlock rush, i agree with most of this ... warsong and blood imp got hit a little too hard though (warsong could be 4 or 5; blood imp needs more than one minion) ... defender of argus doesnt really seem like he loses a ton of value ... i think hunter definitely needed a boost, but i dont know if this is enough ... druid and rogue will be in the crosshairs next, though i have no idea how you slow them down, since it seems like all their main cards just need to come down a tiny bit.
Yes there is Naturalize but that card has a HUGE drawback. Also druids can and will lose to paladins if they both play a slow deck with heavy minions because paladins have natural healing andEquality/Consecration or Avenging Wrath can cripple druid hard. They can also be overwhelmed 3+ by buffed up minions if Swipe and Starfall don't pop up in time because Wrath and Claw simply won't be enough.
Control warlock decks can also be a big pain especially once the giants hit the floor.
I would say that one of the most effective removals also is Mark of The Hunter :)
It's fine, most creatures you run as a non-otk warrior are chargers. 4+ damage is usually a charger like elite kor'kron, argent commander, grommash.. Of course there are also other creatures, but you'll always have charge for them. Core hound + charge = 11 damage charger.
I know core hound is considered bad but in this situation given that it's the highest 7 mana creature that can combo will charge (as it now costs 3 mana). I'll welcome them, atleast in arena.
It's fine, most creatures you run as a non-otk warrior are chargers. 4+ damage is usually a charger like elite kor'kron, argent commander, grommash.. Of course there are also other creatures, but you'll always have charge for them. Core hound + charge = 11 damage charger.
I know core hound is considered bad but in this situation given that it's the highest 7 mana creature that can combo will charge (as it now costs 3 mana). I'll welcome them, atleast in arena.
Can still do 20 in a turn with the giants.
Giants have 8/8 and won't get charge.... The only thing you could do is use a double Charge on them, which means all you need is 2 taunts or a lethal next turn and the warrior goes bye bye.
i was surprised there were no druid nerfs tbh ... as someone who loves mage and warlock rush, i agree with most of this ... warsong and blood imp got hit a little too hard though (warsong could be 4 or 5; blood imp needs more than one minion) ... defender of argus doesnt really seem like he loses a ton of value ... i think hunter definitely needed a boost, but i dont know if this is enough ... druid and rogue will be in the crosshairs next, though i have no idea how you slow them down, since it seems like all their main cards just need to come down a tiny bit.
Yes there is Naturalize but that card has a HUGE drawback. Also druids can and will lose to paladins if they both play a slow deck with heavy minions because paladins have natural healing andEquality/Consecration or Avenging Wrath can cripple druid hard. They can also be overwhelmed 3+ by buffed up minions if Swipe and Starfall don't pop up in time because Wrath and Claw simply won't be enough.
Control warlock decks can also be a big pain especially once the giants hit the floor.
I would say that one of the most effective removals also is Mark of The Hunter :)
It's fine, most creatures you run as a non-otk warrior are chargers. 4+ damage is usually a charger like elite kor'kron, argent commander, grommash.. Of course there are also other creatures, but you'll always have charge for them. Core hound + charge = 11 damage charger.
I know core hound is considered bad but in this situation given that it's the highest 7 mana creature that can combo will charge (as it now costs 3 mana). I'll welcome them, atleast in arena.
Can still do 20 in a turn with the giants.
Giants have 8/8 and won't get charge.... The only thing you could do is use a double Charge on them, which means all you need is 2 taunts or a lethal next turn and the warrior goes bye bye.
Ok. He said you can 11 with the Core Hound. I was just adding you can do 20 with the giants using charge. Great insight otherwise.
Loot Horder>Novice in almost every deck. I know you do not get the card immediately but the opponent is going to ping either of them now with an ability. If an opponent wants to waste a silence let them! The loot horder is also better bait for a removal.
Warrior decks will have to change now. The combo just became more difficult and for a smaller reward. The winner of the Swiss tournament this past weekend use a great warrior deck which had baron/gnommish in it as well as some other terrific combos. Watching him play was great as well as refreshing.
Hunters are going to be able to buff their minions much easier and now they have the most versatile AOE possible. You can use the hounds to clear minions or you can buff them to increase your board prescence. Other AOE's are stronger in terms of damage, but now these hounds can become buffed taunts to increase your board control after already clearing.
I think the Imp should still be a 1/1 with stealth and gives a minion plus one health each turn. It is basically a better version of young priestess because of the stealth.
I wonder whether or not Sylvanis still will be one of the best legendaries. What do you guys think, is one mana more really that big of a deal for such a powerful card?
I wonder whether or not Sylvanis still will be one of the best legendaries. What do you guys think, is one mana more really that big of a deal for such a powerful card?
Dude are you serious? Sylvanis is still by far the best Legendary. The 1 mana nurf doesn't do shit just make her a little less combo gimmicky with Brawl and such. Who cares? Card is op
I wonder whether or not Sylvanis still will be one of the best legendaries. What do you guys think, is one mana more really that big of a deal for such a powerful card?
She will remain a very strong card, just not a MUST HAVE in every deck.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Mod Edit: There are two threads discussing the same topic. In order to reduce confusion and keep the discussion in a nice concise thread, this thread will be locked. Please continue the discussion here: Thoughts On the Upcoming Card Changes.
http://www.hearthpwn.com/news/257-upcoming-changes-to-hearthstone-unleash-the-hounds
Hunter will be pretty beast right now with that reduced hounds. Atleast in arena ;D
Best. Patch notes. Ever.
R.I.P. OTK noob warriors (both Molten Giants and Alexstrasza).
R.I.P. Warlock rushers.
R.I.P. Pyroblast retard mages.
Welcome back hunters?
No love for priests unfortunately, but I hope the meta shifts to slower decks and allows them more play.
The only reason I haven't been playing UtH is because it was too expensive. Knife Juggler+uth+sea giant combos here we go!
Yep, I'm really happy with all that stuff, but as I always say, I think the biggest issue with mages has always been Ice Block.
Anyway, Warsong Commander and Blood Imp probably got overnerfed. The 3 damage cap on Warsong Commander may be too hard, maybe 4 (or even 5) damage could be fine. And Blood Imp zero damage... as said, feels a bit like overnerf.
Don't get Novice Engineer nerf neither, feels quite shitty right now, in my opinion. It was an useful card, but not "broken" :/
Anyway, have a nice day :3
Does this mean we'll be seeing Wild Pyromancer a lot less?
You don't wanna know how many times I failed to draw a single Ice Block with my mage deck where it would've let me win the match, it's very RNG but somehow whenever I face a mage they have perfect cards every turn beginning with Mana Wyrm on turn 1.
As for Novice Engineer, I guess it was because it's a 1/2 for 2 AND card draw which blizzard gives high value. You'll notice that most card draw cards cost more or have worse stats than similar cards.
There are still many cards which seem unequal to me and I guess they will be buffed or nerfed sooner or later.
i was surprised there were no druid nerfs tbh ... as someone who loves mage and warlock rush, i agree with most of this ... warsong and blood imp got hit a little too hard though (warsong could be 4 or 5; blood imp needs more than one minion) ... defender of argus doesnt really seem like he loses a ton of value ... i think hunter definitely needed a boost, but i dont know if this is enough ... druid and rogue will be in the crosshairs next, though i have no idea how you slow them down, since it seems like all their main cards just need to come down a tiny bit.
overall great job, love the game, keep it coming
It's fine, most creatures you run as a non-otk warrior are chargers. 4+ damage is usually a charger like elite kor'kron, argent commander, grommash.. Of course there are also other creatures, but you'll always have charge for them. Core hound + charge = 11 damage charger.
I know core hound is considered bad but in this situation given that it's the highest 7 mana creature that can combo will charge (as it now costs 3 mana). I'll welcome them, atleast in arena.
As someone who plays druid a lot I can say that it has a lot of trouble taking out big targets because there is no real removal compared to Equality,Assassinate,Polymorph, Siphon Soul,Hex, Shadow Word: Death, Execute, Hunter's Mark or Deadly Shot.
Yes there is Naturalize but that card has a HUGE drawback. Also druids can and will lose to paladins if they both play a slow deck with heavy minions because paladins have natural healing andEquality/Consecration or Avenging Wrath can cripple druid hard. They can also be overwhelmed 3+ by buffed up minions if Swipe and Starfall don't pop up in time because Wrath and Claw simply won't be enough.
Control warlock decks can also be a big pain especially once the giants hit the floor.
I would say that one of the most effective removals also is Mark of The Hunter :)
Can still do 20 in a turn with the giants.
Giants have 8/8 and won't get charge.... The only thing you could do is use a double Charge on them, which means all you need is 2 taunts or a lethal next turn and the warrior goes bye bye.
Edited.
And the winner goes to Giant Locks who still remain the best deck in the game. Just ask the #1 Legend on Europe.
Ok. He said you can 11 with the Core Hound. I was just adding you can do 20 with the giants using charge. Great insight otherwise.
My Immediate Thoughts Are:
Loot Horder>Novice in almost every deck. I know you do not get the card immediately but the opponent is going to ping either of them now with an ability. If an opponent wants to waste a silence let them! The loot horder is also better bait for a removal.
Warrior decks will have to change now. The combo just became more difficult and for a smaller reward. The winner of the Swiss tournament this past weekend use a great warrior deck which had baron/gnommish in it as well as some other terrific combos. Watching him play was great as well as refreshing.
Hunters are going to be able to buff their minions much easier and now they have the most versatile AOE possible. You can use the hounds to clear minions or you can buff them to increase your board prescence. Other AOE's are stronger in terms of damage, but now these hounds can become buffed taunts to increase your board control after already clearing.
I think the Imp should still be a 1/1 with stealth and gives a minion plus one health each turn. It is basically a better version of young priestess because of the stealth.
I wonder whether or not Sylvanis still will be one of the best legendaries. What do you guys think, is one mana more really that big of a deal for such a powerful card?
Dude are you serious? Sylvanis is still by far the best Legendary. The 1 mana nurf doesn't do shit just make her a little less combo gimmicky with Brawl and such. Who cares? Card is op
She will remain a very strong card, just not a MUST HAVE in every deck.