Wow, this patch is not making me optimistic for the future of Heathstone. Most of these changes were kneejerk and huge.
Unleash the Hounds: Halving the mana cost is far too big of a change to make in one patch. UtH was a pretty decent card that was very useful in many combos and hunter was actually doing alright as a class. This change will push UtH over the top and make hunter very hard to deal with in certain situations.
Pyroblast: WAY overkill. I think pyro was not even close to the problem with mage, but nerfing it to 10 mana cost will make it virtually extinct. MAYBE mages will run one copy in giants decks. The problem with mage was iceblock and ice lance, not pyro T-T
Blood Imp: Not sure about this one, it'll still be at least ok, but this was a MASSIVE nerf. This was a big kneejerk, but hopefully it won't make the card unplayable.
Dark Iron Dwarf: I kinda like this change, but I think it may have been too much.
Defender of Argus: A nerf long in the making. Surprised it's a 2-3 and not a 3-2 though.
Novice Engineer: I don't like this change, nobody will run this card anymore. Having 2 HP was the only reason anybody used it. I thought it was overrated to begin with. As of right now, there iv virtually no reason to run it. It is flat out worse than paladin hero power.
Sylvanus: Really happy with this change, this is what I've been suggesting. I still fear it will be too strong, but at least it's a start. 1 HP may need to be shaved off later.
Wow, this patch is not making me optimistic for the future of Heathstone. Most of these changes were kneejerk and huge.
Unleash the Hounds: Halving the mana cost is far too big of a change to make in one patch. UtH was a pretty decent card that was very useful in many combos and hunter was actually doing alright as a class. This change will push UtH over the top and make hunter very hard to deal with in certain situations.
Pyroblast: WAY overkill. I think pyro was not even close to the problem with mage, but nerfing it to 10 mana cost will make it virtually extinct. MAYBE mages will run one copy in giants decks. The problem with mage was iceblock and ice lance, not pyro T-T
Blood Imp: Not sure about this one, it'll still be at least ok, but this was a MASSIVE nerf. This was a big kneejerk, but hopefully it won't make the card unplayable.
Dark Iron Dwarf: I kinda like this change, but I think it may have been too much.
Defender of Argus: A nerf long in the making. Surprised it's a 2-3 and not a 3-2 though.
Novice Engineer: I don't like this change, nobody will run this card anymore. Having 2 HP was the only reason anybody used it. I thought it was overrated to begin with. As of right now, there iv virtually no reason to run it. It is flat out worse than paladin hero power.
Sylvanus: Really happy with this change, this is what I've been suggesting. I still fear it will be too strong, but at least it's a start. 1 HP may need to be shaved off later.
Nerf stick used to many times becomes very liberal, which is what many of us warned people about..
You dont want Sly to lose HP (faster she is able to die makes it worse for you), if anything and this sounds cra cra but raise the hp and you hurt the effect card, with the +1mana they cant drop any stat really because on silence it would be subpar - I am ok with the change too, I have Sly but didnt always run her anyway as the synergy I use but I love her! My Elf Role Model =)
Dark Iron and Sgt nerfs = anti rush meta (large effect)
Defender of Argus: Blizzard wanted this concept but they always saw it as a way to help new players defend aggro metas, think for 2mana you get a double shield and for 2 more mana you gain +1/+1 which in VP makes sense, so they used their magic sauce formula to lower his VP by making him more defense which is clearly what they saw him as all along (no effect on use, but on power obviously)
Novice Eng: anti aggro meta nerf (all classes have a 1 and draw or 1 hp ping spell/power)
Pyro: meh... silently ok with it, but it doesnt change the class it changes the annoying aggro mage, which wasnt broken but RNG based on how good it could face roll you
Slyvanus: 1 mana is the best thing, she becomes un-useful to a few, if you used her as a one drop wonder not much changed, but now you pay more and the game to do that (not bad , fair)
Unleash the Pwn err Hound: yea... this card is like the rollar coaster of good/bad, enjoy it while it lasts expect this to land at 3mana next wave (but man never dust this card! wait till it keeps changing)
just quick point of reference, was agreeing with Foo... wasnt a call out just used quotes to point out that not all complaints can be fixed without breaking other things... not a individual card issue but over reaching problem with the "nerf nerf nerf" culture =))
I'm a little tired of these, I don't see how the Warlock Giants deck wasn't touched, if they're going to use the "anti-fun" to nerf down the Warrior OTK deck why wouldn't that some thought be valid VS Ice Block and Molten Giant. The community is more than capable of overturning "OP" combos by altering playstyle, I get the need to tune because of new player anxiety being pretty high with this game, but a few minutes of research and you can usually find a good work around to beat most strategies. It just seems like they miss the mark on a solid few of them.
I disagree with the Pyroblast nerf (We all know it's IB not Pyro), the game should have things like that, aggro mage is as valid as any other aggro deck and killing it's big class specific finisher is just going to force every aggro deck to be run out of the same class VS a few very flavorful differences. I'm a fan of the UtH buff just because it'll open up the use of Sea Giant and I've been sitting on 2x Golds of that card for a while that I'd like to use for funzies - however I think in a few weeks after the change some creative deckbuilder is going to produce another OTK hunter deck again, and then we reset the cycle. Dark Iron Dwarf and Abusive Sergeant is alright, actually that one makes sense, I'm a little sad you can't creatively use it to murder others though, or maybe you can I just sorta skimmed that buff/nerf. The biggest nerf has to be the Blood Imp that is going to outright shift the "Ladder" meta in a day, being able to board clear T4/5 with most classes will stop the rush cold and require smarter playing from Locks which is a good thing, I'm not even sure if the Imp will make it into decks considering the Young Priestess does nearly the same thing with a better stat line, it does keep stealth though so that'll give it a turn or two to be around. Defender of Argus will still be auto include in most rush decks, and most midrange decks too so it's not going anywhere. Novice Engineer is another huge one, it won't be a favorable match up vs Mages/Rogues anymore and that's good.
Thank GOD pyro is getting nerfed. You have no idea how frustrating it has been playing mages who cluelessly just doubleclick cards and end up winning because they don't even have to think for second about their actions.
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
I wouldn't care if the imp got his 1 attack back, it's fairly insignificant as he rarely attacked. On occasion though you would use it to finish something off though, either a creature or opponent, so it's essentially another means to nerf the warlock rush. Warlock rush is so strong, that it needed a huge nerf, so I say it needs played out before we call it too strong. Also, on a side note the change in a way is a buff, as he can now give more than +1 health to a minion. So as long as you aren't swarming the shit out of the board, then he is just as good as before, if not better!
The novice engineer is merely a victim of the current meta. Draw cards ASAP, drop legendary cards, draw more cards, drop more legendary cards. So blizzard decided he needed a nerf, because he was literally in like every deck! I kind of agree regardless though! His purpose should be to cycle through your deck, and to have a board presence. Now he can be taken out with hero powers.
The warsong commander nerf seems a bit severe! Honestly, the issue was with the molten giants, and not the warsong commander. Warlock giants are still going to be outrageous!
The novice engineer is merely a victim of the current meta. Draw cards ASAP, drop legendary cards, draw more cards, drop more legendary cards. So blizzard decided he needed a nerf, because he was literally in like every deck! I kind of agree regardless though! His purpose should be to cycle through your deck, and to have a board presence. Now he can be taken out with hero powers.
Novice engineer was basically a really strong hero power. You played a 1-2 for 2 mana (but not a card). This basically gave you a slightly better alternative to using a hero power in most cases. Now that she is only as good as paladin hero power, she will completely cease to be seen. Legendaries very little to do with it. The only way to make novice balanced, but no OP would be to remove the neutral buff cards. She would have seen far less play if shattered sun cleric, dark iron dwarf and defender of argus didn't exist. However, that is unreasonable for a card.
There is no meta would novice engineer wouldn't have been popular, because she worked great in slow and fast decks. Blizzard had the choice of leaving her OP, making her a worse version of loothoarder (making it a deathrattle), or making her terrible. They chose the latest.
The novice engineer is merely a victim of the current meta. Draw cards ASAP, drop legendary cards, draw more cards, drop more legendary cards. So blizzard decided he needed a nerf, because he was literally in like every deck! I kind of agree regardless though! His purpose should be to cycle through your deck, and to have a board presence. Now he can be taken out with hero powers.
Novice engineer was basically a really strong hero power. You played a 1-2 for 2 mana (but not a card). This basically gave you a slightly better alternative to using a hero power in most cases. Now that she is only as good as paladin hero power, she will completely cease to be seen. Legendaries very little to do with it. The only way to make novice balanced, but no OP would be to remove the neutral buff cards. She would have seen far less play if shattered sun cleric, dark iron dwarf and defender of argus didn't exist. However, that is unreasonable for a card.
There is no meta would novice engineer wouldn't have been popular, because she worked great in slow and fast decks. Blizzard had the choice of leaving her OP, making her a worse version of loothoarder (making it a deathrattle), or making her terrible. They chose the latest.
Not just legendary cards, but cycling through your deck is so important! The added 1 damage was a good bonus, and that still isn't gone, nor is it's ability to trade with buffs. Not everyone has a means, nor always have the mana to ping it after all!
You are silly if you think it's terrible! Loot hoarder has had one Hp, and seen plenty of use! Expect to keep seeing this card, though loot hoarder might get more play.
You are silly if you think it's terrible! Loot hoarder has had one Hp, and seen plenty of use! Expect to keep seeing this card, though loot hoarder might get more play.
Yes, but Loot hoarder has 2 attack. That means it kills 3-2's, which are INCREDIBLY common. Loot hoarder forces your opponent to use his hero power rather than a 3-2 without using a card. Novice as a 1-1 is just a silverhand recruit now, there really isn't much reason to use her. The difference between 1 and 2 health is huge, and the difference between 2 and 1 attack is even bigger. Hero powers not being able to kill novice was the only reason people use it.
I think Nat Pagle will gain popularity replacing novice engineers and probably Gnomish Inventor will also increase his popularity due to the novice nerf and the black iron dwarf nerf which will make 2 drops being replaced for stronger drops like Amani Berserker or the young brewmaster and the dwarf being replaced in many decks for the card-drawing gnomish inventor.
Also, Azure Drakes popularity will increase even more for the people who don't want to use Gnomish Inventor as Azure drake is a strong 5 drop safe from priest's shadow words with good ability.
the changes should have a good effect in terms of making more classes more viable at high ranks, especially priest. when the game is pay-to-win and players don't have access to all the cards, class balance is kind of important. (warrior might be too weak though. it might be too early to say)
the card balance is still not so great, but cards nobody wants to use don't really hurt constructed too much. it's inconvenient to have to buy packs or grind more to get good cards, but it's not the end of the world
the changes should have a good effect in terms of making more classes more viable at high ranks, especially priest. when the game is pay-to-win and players don't have access to all the cards, class balance is kind of important. (warrior might be too weak though. it might be too early to say)
the card balance is still not so great, but cards nobody wants to use don't really hurt constructed too much. it's inconvenient to have to buy packs or grind more to get good cards, but it's not the end of the world
Warrior will be fine.. it just hurts the OTK warriors, control warriors were growing on popularity and do pretty well in high ranks. Main problem may be warlocks but they got nerfed making low hp creatures way more vulnerable than before.
Wow, this patch is not making me optimistic for the future of Heathstone. Most of these changes were kneejerk and huge.
Unleash the Hounds: Halving the mana cost is far too big of a change to make in one patch. UtH was a pretty decent card that was very useful in many combos and hunter was actually doing alright as a class. This change will push UtH over the top and make hunter very hard to deal with in certain situations.
Pyroblast: WAY overkill. I think pyro was not even close to the problem with mage, but nerfing it to 10 mana cost will make it virtually extinct. MAYBE mages will run one copy in giants decks. The problem with mage was iceblock and ice lance, not pyro T-T
Blood Imp: Not sure about this one, it'll still be at least ok, but this was a MASSIVE nerf. This was a big kneejerk, but hopefully it won't make the card unplayable.
Dark Iron Dwarf: I kinda like this change, but I think it may have been too much.
Defender of Argus: A nerf long in the making. Surprised it's a 2-3 and not a 3-2 though.
Novice Engineer: I don't like this change, nobody will run this card anymore. Having 2 HP was the only reason anybody used it. I thought it was overrated to begin with. As of right now, there iv virtually no reason to run it. It is flat out worse than paladin hero power.
Sylvanus: Really happy with this change, this is what I've been suggesting. I still fear it will be too strong, but at least it's a start. 1 HP may need to be shaved off later.
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Enjoy your gimmicky UTKx2 + Hyena + Tundra Rhyno Combo hahah
The Pyroblast nerf makes me a happy man today.
I probably would have nerfed it like:
8 cost: Deals 10 damage to a minion and 8 damage to a hero.
Nerf stick used to many times becomes very liberal, which is what many of us warned people about..
You dont want Sly to lose HP (faster she is able to die makes it worse for you), if anything and this sounds cra cra but raise the hp and you hurt the effect card, with the +1mana they cant drop any stat really because on silence it would be subpar - I am ok with the change too, I have Sly but didnt always run her anyway as the synergy I use but I love her! My Elf Role Model =)
Dark Iron and Sgt nerfs = anti rush meta (large effect)
Defender of Argus: Blizzard wanted this concept but they always saw it as a way to help new players defend aggro metas, think for 2mana you get a double shield and for 2 more mana you gain +1/+1 which in VP makes sense, so they used their magic sauce formula to lower his VP by making him more defense which is clearly what they saw him as all along (no effect on use, but on power obviously)
Novice Eng: anti aggro meta nerf (all classes have a 1 and draw or 1 hp ping spell/power)
Pyro: meh... silently ok with it, but it doesnt change the class it changes the annoying aggro mage, which wasnt broken but RNG based on how good it could face roll you
Slyvanus: 1 mana is the best thing, she becomes un-useful to a few, if you used her as a one drop wonder not much changed, but now you pay more and the game to do that (not bad , fair)
Unleash the Pwn err Hound: yea... this card is like the rollar coaster of good/bad, enjoy it while it lasts expect this to land at 3mana next wave (but man never dust this card! wait till it keeps changing)
just quick point of reference, was agreeing with Foo... wasnt a call out just used quotes to point out that not all complaints can be fixed without breaking other things... not a individual card issue but over reaching problem with the "nerf nerf nerf" culture =))
I'm a little tired of these, I don't see how the Warlock Giants deck wasn't touched, if they're going to use the "anti-fun" to nerf down the Warrior OTK deck why wouldn't that some thought be valid VS Ice Block and Molten Giant. The community is more than capable of overturning "OP" combos by altering playstyle, I get the need to tune because of new player anxiety being pretty high with this game, but a few minutes of research and you can usually find a good work around to beat most strategies. It just seems like they miss the mark on a solid few of them.
I disagree with the Pyroblast nerf (We all know it's IB not Pyro), the game should have things like that, aggro mage is as valid as any other aggro deck and killing it's big class specific finisher is just going to force every aggro deck to be run out of the same class VS a few very flavorful differences. I'm a fan of the UtH buff just because it'll open up the use of Sea Giant and I've been sitting on 2x Golds of that card for a while that I'd like to use for funzies - however I think in a few weeks after the change some creative deckbuilder is going to produce another OTK hunter deck again, and then we reset the cycle. Dark Iron Dwarf and Abusive Sergeant is alright, actually that one makes sense, I'm a little sad you can't creatively use it to murder others though, or maybe you can I just sorta skimmed that buff/nerf.
The biggest nerf has to be the Blood Imp that is going to outright shift the "Ladder" meta in a day, being able to board clear T4/5 with most classes will stop the rush cold and require smarter playing from Locks which is a good thing, I'm not even sure if the Imp will make it into decks considering the Young Priestess does nearly the same thing with a better stat line, it does keep stealth though so that'll give it a turn or two to be around. Defender of Argus will still be auto include in most rush decks, and most midrange decks too so it's not going anywhere. Novice Engineer is another huge one, it won't be a favorable match up vs Mages/Rogues anymore and that's good.
Thank GOD pyro is getting nerfed. You have no idea how frustrating it has been playing mages who cluelessly just doubleclick cards and end up winning because they don't even have to think for second about their actions.
So, when is this patch going to hit?
I wouldn't care if the imp got his 1 attack back, it's fairly insignificant as he rarely attacked. On occasion though you would use it to finish something off though, either a creature or opponent, so it's essentially another means to nerf the warlock rush. Warlock rush is so strong, that it needed a huge nerf, so I say it needs played out before we call it too strong. Also, on a side note the change in a way is a buff, as he can now give more than +1 health to a minion. So as long as you aren't swarming the shit out of the board, then he is just as good as before, if not better!
The novice engineer is merely a victim of the current meta. Draw cards ASAP, drop legendary cards, draw more cards, drop more legendary cards. So blizzard decided he needed a nerf, because he was literally in like every deck! I kind of agree regardless though! His purpose should be to cycle through your deck, and to have a board presence. Now he can be taken out with hero powers.
The warsong commander nerf seems a bit severe! Honestly, the issue was with the molten giants, and not the warsong commander. Warlock giants are still going to be outrageous!
Well, that is kind of the whole point of Warlock. The only warlocks that don't swarm the shit out of the board are the ones that don't use blood imp.
Novice engineer was basically a really strong hero power. You played a 1-2 for 2 mana (but not a card). This basically gave you a slightly better alternative to using a hero power in most cases. Now that she is only as good as paladin hero power, she will completely cease to be seen. Legendaries very little to do with it. The only way to make novice balanced, but no OP would be to remove the neutral buff cards. She would have seen far less play if shattered sun cleric, dark iron dwarf and defender of argus didn't exist. However, that is unreasonable for a card.
There is no meta would novice engineer wouldn't have been popular, because she worked great in slow and fast decks. Blizzard had the choice of leaving her OP, making her a worse version of loothoarder (making it a deathrattle), or making her terrible. They chose the latest.
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Not just legendary cards, but cycling through your deck is so important! The added 1 damage was a good bonus, and that still isn't gone, nor is it's ability to trade with buffs. Not everyone has a means, nor always have the mana to ping it after all!
You are silly if you think it's terrible! Loot hoarder has had one Hp, and seen plenty of use! Expect to keep seeing this card, though loot hoarder might get more play.
How does this nerf the Mirey OTK Warrior build? It doesn't even use Warsong Commander.
Yes, but Loot hoarder has 2 attack. That means it kills 3-2's, which are INCREDIBLY common. Loot hoarder forces your opponent to use his hero power rather than a 3-2 without using a card. Novice as a 1-1 is just a silverhand recruit now, there really isn't much reason to use her. The difference between 1 and 2 health is huge, and the difference between 2 and 1 attack is even bigger. Hero powers not being able to kill novice was the only reason people use it.
Charge is now a 3 cost spell, so Alextraza OTK doesn't work either.
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Charge, the card, was a huge part of the Mirey deck I saw. Though, it might have been altered.
Wow, I missed the Charge nerf. Derp.
I think Nat Pagle will gain popularity replacing novice engineers and probably Gnomish Inventor will also increase his popularity due to the novice nerf and the black iron dwarf nerf which will make 2 drops being replaced for stronger drops like Amani Berserker or the young brewmaster and the dwarf being replaced in many decks for the card-drawing gnomish inventor.
Also, Azure Drakes popularity will increase even more for the people who don't want to use Gnomish Inventor as Azure drake is a strong 5 drop safe from priest's shadow words with good ability.
the changes should have a good effect in terms of making more classes more viable at high ranks, especially priest. when the game is pay-to-win and players don't have access to all the cards, class balance is kind of important. (warrior might be too weak though. it might be too early to say)
the card balance is still not so great, but cards nobody wants to use don't really hurt constructed too much. it's inconvenient to have to buy packs or grind more to get good cards, but it's not the end of the world
Warrior will be fine.. it just hurts the OTK warriors, control warriors were growing on popularity and do pretty well in high ranks. Main problem may be warlocks but they got nerfed making low hp creatures way more vulnerable than before.