The patchnotes for a server side hotfix patch that will address some Battlegrounds changes and many Bug Fixes.
Quote from BlizzardPatch 27.0.2 is a server-side hotfix patch, rolling out now, with the following updates and bug fixes.
Battlegrounds Updates
Quest Changes
The following Quests are more difficult to complete:
- Find the Murder Weapon
- Dust for Prints
The following Quests are easier to complete:
- Burn the Evidence
- Pressure the Authorities
- Track the Footprints
- Reenact the Murder
Quest Reward Changes
The following Quest Rewards are harder to earn (the requirements on the Quest they’re paired with are harder):
- Turbulent Tombs
- Cooked Book
The following Quest Rewards are easier to earn (the requirements on the Quest they’re paired with are easier):
- Bloodsoaked Tome
- Snicker Snacks
- The Golden Hammer
- Scepter of Guidance
- Timeline Acceleration
- Wondrous Wisdomball
- Soul Pact
- Ritual Dagger
- Map of the Unknown
Armor Changes
The following heroes now have more Armor:
- Shudderwock now has 7 Armor at higher ranks, still has 10 Armor at lower ranks
- Deathwing now has 10 Armor
- Mutanus and Sire Denathrius now have 11 Armor
- Vol’jin now has 11 Armor at higher ranks, still has 15 at lower ranks
- Sir Finley Mrrgglton now has 12 Armor
- Overlord Saurfang now has 14 Armor
- Kurtrus now has 15 Armor
- Maiev Shadowsong now has 15 Armor at higher ranks, still has 18 Armor at lower ranks
- Guff Runetotem, Mr. Bigglesworth, and Reno Jackson now have 16 Armor
- Galakrond, Tess Greymane, and Zephrys the Great now have 17 Armor
- Captain Eudora now has 19 Armor
The following heroes now have less Armor:
- Cookie the Cook, Dancin’ Deryl, and Drek’Thar now have 7 Armor
- Ini Stormcoil now has 8 Armor at higher ranks and 6 Armor at lower ranks
- Cap’n Hoggarr now has 10 Armor
- Millificent Manastorm now has 10 Armor at higher ranks and 6 Armor at lower ranks
- Rock Master Voone now has 10 Armor at higher ranks, still has 15 Armor at lower ranks
- Tickatus now has 12 Armor
- Enhance-o Mechano and Nozdormu now have 13 Armor
- Sindragosa now has 16 Armor
Bug Fixes and Game Improvements
- [Hearthstone] Fixed a bug where Overkilling a hero with a minion buffed by Always a Bigger Jormungar resulted in only the Overkill being dealt, not the total damage.
- [Hearthstone] Fixed a bug where Aman'Thul’s “Vision of Heroes” ability could summon Colossal minions.
- [Hearthstone] Fixed a bug where Mimiron’s Cloakfield (generated by Mimiron, the Mastermind) did not grant attack if used on a minion that already had Stealth.
- [Hearthstone] Fixed a bug where your opponent was also able to see cards revealed in Algalon’s Vision.
- [Hearthstone] Fixed a bug where Magatha, Bane of Music gave away Cast When Drawn spells (like the Death Knight Plagues).
- [Hearthstone] Fixed a bug where Signature cards from the TITANS Reward Track were able to be disenchanted. After this fix, there will remain some user interface that looks like you can disenchant these cards, but it won’t be functional. This misleading interface will be cleaned up in a later patch.
- [Battlegrounds] Cariel Roame and Edwin VanCleef’s Hero Powers have been removed from Master Nguyen’s Hero Power pool.
- [Duels] The Outlander Hero Power will now check for Outcast cards that were played this turn when you didn’t have the Hero Power (such as, if you cast Metamorphosis, played an Outcast card, and then used your last Metamorphosis charge to flip back to the Outlander Hero Power).
- [Duels] Beckoning Bicorn will now shuffle a Patches the Pirate into your deck, instead of putting it on top.
- [Duels] Fixed a bug where Pit Stop didn’t trigger Staking a Claim.
- [Duels] Fixed a bug where Tempest’s Fury could still activate if there were no enemy characters present (because the attack killed the enemy hero).
- [Duels] Fixed a bug where Herald of the Scaled Ones always gave Legendary Dragons.
- [Progression] Fixed a bug where the “Express Order Argunite” Achievement could not be progressed.
TITANS Card List & Expansion Guide
Learn more and see all the cards in our dedicated Card List.
There's still a bug where tapping a dormant Titan makes you lose the mana cost of the card.
Theres always a bug
we need to nerf titns, the opponent literally playing it on curve, to take control the board and no come back, just lost on turn 8 every game when they play
Can we nerf hunter and rogue in standard yet? Like holy shit..
Nerf Shaman and Mage while you're at it. I hate dying from hand so consistently.
At least they give you the illusion of having a chance and need some setup for it to work, so it's not always consistent. Rogue and Hunter just steamroll you all game.
Hunter in particular is baffling to me simply because of how broken it already was before the expansion (literal 75% winrate), and it only got stronger. Someone at Blizzard must really love going face with hunter.
Why would this be a bug? It says "minions" and Colossal minions are minions and unlike Titans you can randomly generate, Discover, etc. them. Or did they change that? I guess it's just one card: Crabatoa. I still don't like this direction of "you can't randomly generate the cool stuff" direction they're going. I love the randomness and don't even want to bother swapping stuff out all the time. Not to mention you wouldn't even be able to like put Crabatoa into a Priest deck for example. For some cross-class combinations it also would be really broken of course. So it's good you can't consistently do all of it. But getting it randomly? That's the most fun I have in this game. Well... I guess the only thing I can do is not supporting the game with money anymore. I still like stuff like Yogg and the "allowed" random card generation, etc., but this... is really... just sad. The game could be so much fun, but no it has to be like "competitive" and whatnot. Well, maybe I'm reading too much into it, but this seemed such an unwarranted "bug fix". Seriously. I don't get it.
It's a bug because Colossals are excluded from random summon pools, such as Evolve and Jungle Jammer. You can still Discover/randomly generate them to your hand from cards like The Countess or Aman'Thul's Discover.
DatMageDoe is correct. That said, I agree it's not very intuitive that they add all these hidden rules in the background. But it's probably a lesser evil, given how disruptive Colossal minions can be otherwise.
Yes, it's because Colossal minions also summon their additional parts when they enter the field, which would be extremely disruptive to have in the random summon/evolve pool especially given that there are colossals at different mana costs.
Ah yes, I can see now. Yet another different pool for random summons instead generating cards. But yeah, it's not very intuitive. And what I don't really understand is the "disruptive" part. Or do you just mean "OP"? Because that ability could also just get you a 1/1 so it just can be rather annoying getting such an extreme. So for the "competitive" part of the game I have to admit this "fix" is good. But as someone that just plays for fun this is yet another cool possibility denied. I don't care about winning. Seeing crazy stuff like exactly that is what I love so much about this game. And lately or even for quite a while now I'd say they seem to push this "competitive" aspect of the game more. Well... I probably won't get many people to agree with me on a site like this, but I know there are "casual" people out there that just play for this kind of fun like me. At least they unnerfed Yogg and continue to make cool new RNG/Discover cards. So it's not as bad, but it's still sad to see all this potential wasted. That's all what I wanted to say.