Blizzard just published patch notes for a server-sided patch featuring a temporary adjustment to Azerite Snake as well as other changes to a variety of modes & more.
Quote from BlizzardPatch 28.0.2 is a server-side patch rolling out today with the following updates and bug fixes:
Hearthstone Updates
Dev Comment: It’s been a fun few days since the launch of Showdown in the Badlands. We’ve heard a lot of yeehaws, but we’ve also seen one clear sentiment outlier for players: there’s a snake in their boots! It’s still early, so we’re not at our balance window for the set yet, but we know we want to adjust this negative play experience regardless of where the power lands, so we’ve decided to do a temporary adjustment now, ahead of our scheduled balance patch, coming soon.
However, there are limits to what we can do a server-side hotfix. First, we can only adjust the “big numbers” like stats and cost. Stats are not the problem on this card, so we’re increasing the cost here. This is NOT the change we plan to eventually land on. When we get to our balance patch, our plan is to revert this mana cost change and make a different adjustment that still meets our goals, but is more cohesive with the set overall. Second, server-side adjustments mean that cards have different versions between the client and the server. That means the card will appear as it currently does in places like your Collection, but then will have the red “adjusted stats” when you try to play it in-game. We know this will cause some confusion—which is part of why we don’t often make balance changes in server patches—but we think it’s worth it for the overall enjoyment of the launch period. Finally, we’ll do things like dust refunds with that balance patch, so keep that in mind when making your collection decisions.
Azerite Snake (the Warlock Excavate Treasure)
Old: 4 Mana
New: 6 Mana
Magister Dawngrasp
- Temporarily banned in all Modes.
Dev Comment: We found a bug with Magister Dawngrasp’s hero power that is causing disconnects. The problem is particularly bad because it’s a hero power, so it can cause a disconnect every turn. We have a fix coming, but it requires a different type of patch, so we’re temporarily banning Dawngrasp until we can get that bug fix in.
Battlegrounds Updates
The following Anomalies will now appear more frequently:
The following Anomalies will now appear less frequently:
No Place Like Holmes (lower-MMR lobbies only)
Eleventh Hour (lower-MMR lobbies only)
The following Anomalies have been removed from the Anomaly pool:
The following bans will now apply to the following Anomalies:
Arena Updates
Draft appearance rates were reduced for several cards in Death Knight and Warrior. Draft appearance rates were increased for several cards in Rogue, Warlock, and Priest. Additionally, the following cards have been banned from drafting:
Bug Fixes and Game Improvements
[Hearthstone] Purified Dragon Nest will no longer be able to Discover Rheastrasza. We will no longer have to ask which came first: the dragon or the egg?
[Hearthstone] Fixed a bug where certain cards could break Reno, Lone Ranger’s effect. This also fixes Reno, Lone Ranger breaking Anachronos’s effect.
[Hearthstone] Fixed a bug where Spurfang’s effect would sometimes cause a visually blank board slot.
[Hearthstone] Fixed a bug where Reliquary Researcher could roll a Secret you already controlled, resulting in you getting less than its full effect.
[Hearthstone] Fixed a bug where discarded Barrel of Sludge would not have Lifesteal while Pop'gar the Putrid was in play.
[Hearthstone] Fixed a bug where Bartend-O-Bot would activate the Quickdraw effects of all cards in your hand.
[Hearthstone] Fixed a bug where Disciple of Eonar’s effect wouldn’t be “spent” on Choose One transforming minions.
[Hearthstone] Fixed a bug where Colossal minions couldn’t be created by Wishing Well.
[Hearthstone] Fixed a bug where Glaciate and The Azerite Ox could summon Colossal minions directly into play.
[Hearthstone] Fixed a bug where Pile of Bones didn’t maintain its premium (Golden or Signature) when resummoned.
[Hearthstone] Fixed a bug where Mes'Adune the Fractured didn’t maintain the premium (Golden or Signature) of the Elemental it split.
[Battlegrounds][ Fixed a bug where Eonar's Overgrown Arena and Nomi, Kitchen Nightmare could cause extra stat adjustments.
[Collection] Fixed a bug where certain Signature cards (Sheriff Barrelbrim, C'Thun, and Lor'themar Theron) weren’t included in “Random Signature” pools, like certain bundles.
Usual indie company jokes aside, this whole Azerite Snake thing was a massive fuck up. In a game with so much bounce, how did they not expect this card to be a problem? The only thing they could have fucked up worse with this would be to have given it to rogue.
They even added extra powercrept bounce like Saloon Brewmaster to the game. It clearly was their intention to make the excavate cards bouncable
Magister Dawngrasp
how many days does this monkeys need to fix this ?
Wheter or not this nerf was deserved is left in the middle. The only thing they really accomplished was make the same three classes as the previous expansions viable, with barely any change in cards. Paladin, Hunter and Druid, Druid having changed the most. Should have just waited for the big balance patch, rather than completely killing another class and leaving the same ones untouched, making the game very stale.
This nerf means changed almost nothing.
We need warlocks control decks to recieve a nerf or another nerf to this card, try to kill a warlock before turn 9 who just aims to stay alive its quite impossible Warlock got so many amazing tools for staying alive. There are just no counter play once they start reducing your health one turn at a time.
There should be a real reliable counter when your at 10 health and you know they have the bloody worm. No other uninteractable kill condition goes live as early as the worm does. This card just aint fun to play against. 10 dmg/reduce your health 10/10 lifesteal is just way to much value in a 6 mana minion.
The nerf should have been to change the battlecry to reduce your oppnents maximum health to 15/20 or deal that 10 lifesteal dmg but not reduce the maximum health so you could counter it with life steal/heals of different types. Most decks have no counter for the card they just need to kill them before they kill you and as I said Warlock has such an amazing toolkit for just staying alive its really hard to kill them early on.
This is a server-side hotfix change. They can not change the effect - just "The big numbers" - Stats and Cost.
It will receive a different nerf aimed at actually addressing the problematic aspects of this card, the cost increase is a stop-gap solution until they can get around to actually doing that.
Ain't fun? Wait till you go again Ogre Rogue that mana cheats 20 mana of card a turn and they say this deck is cheap lol
"Fixed a bug where Glaciate and The Azerite Ox could summon Colossal minions directly into play."
What makes that a bug?
Colossals are specifically supposed to be impossible to just randomly summon. Some groups of cards are like this, like Titans.
Buff for The Azerite Ox imo. The only colossal you can get is Ozumat and since it's instantly summoned, it's basically a dead option for the first discover as if you pick it, it fills your board with 1/3s and you don't get the second.
The deck is struggling not being able to play 2 snakes in the same turn, from the few games I played. Good fix !
But pretty often after getting first Snake you know you have like 3 turns to do something, or most likely you're dead. I'm not sure will this fix the problem. But I also understand the attempt to nerf, but still keep it in play instead of nerf too much and destroy it.
It wasn't a super high win rate deck and slowing it down a little so it can't be bounced so early will definitely allow faster decks to farm easy wins off the deck. Meaning even if you play control decks you won't be up against the card nearly as often.
That being said, if you are playing a slower deck that plays for attrition and run into this matchup, the counter-play measures are still too limited.
It should have stayed at 4 mana and been changed to lifesteal, deal 10 damage to the enemy hero. This would keep the decks losing matchups against aggro where they are, but help opposing control decks by allowing the ability to prevent leathals though healing or armor.
Keep in mind: This is a hotfix change. They can only change things such as the Cost or Stats. Touching the effect is off the table until the next client update, which is 2 weeks after launch at least. They very well may change it to "LIfesteal, deal 10 damage to the enemy hero" but that's outside the scope of changes they can do right now.
I mean, that's what makes it a good card though. Having 2000 Armor Druid last patch, even if it wasn't good, still felt shitty to lose to.
I feel like a viable fix for the snake (seeing as how the devs seem to want to keep the health stealing effect) would be to make it similar to the Rogue Mining Reward where mining 4 extra times matters. It could steal 5 health baseline but you excavate 8 times to have it steal 10 instead. That way the snake can still be strong enough to be worth working towards, but it also means mining warlocks have to keep playing the game since that’s not strong enough to bounce constantly. It’s just a more creative solution if they don’t go the damage and lifesteal route
Maybe. But the reason why The Azerite Scorpion has that condition, is because of how and how much the Rogue cards are able to Excavate, specifically Drilly the Kid and Rogue's access to bounce effects. In Warlock, excavating 8 would essentially require having played and gotten the Excavate effect off of every accessible Excavate card they can have in their deck, which seems like a pretty harsh condition for The Azerite Snake to be good in my eyes.
Rogue is turning out weak this expansion - wishing well is too random, you are long dead before excavating 8 times and ogre gang can't fight toe to toe Vs aggro paladin and elemental shaman or miracle Naga DH. Maybe the nerf to warlock will allow control decks to arrive and counter these oppressive aggro decks so Rogue can actually have time to summon and bounce the ogres
still overpowered but this will do for now