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.
i think its change nothing, maybe a bit takes tempo down, but in the end 2 turn later its same, he just cant use 2 time in one turn, maybe im wrong lets see in game.
welcome to druidstone
It is someting and hopefully it will work. Tho I fear it will not and they will have to nerf it one more time.
It's getting nerfed another time, this is just a stop-gap solution until they can properly address it.
I don't know all the fuss around Snake Warlock.
It has low win rate, it takes so long to excavate just to get the snake. And it can be easily countered by Dirty Rat and Theotar.
The nerf seems decent. But I think that Naga DH, Sif and Dude Paladin need a nerf way before that snake.
That's a BS of the year. It was very unlikely to pull it out/destroy it in hand, as the deck runs too many minions. Also, lock was quite consistently playing the Snake on turn 6. And even if you - by some miracle - get rid of it, they can just excavate two more.
Then you don't put enough pressure.
And you don't rat or theotar right away.
You need to wait for the opponent to bounce and spend their resources.
I have played Snake Warlock first 2 days of the expansion. It was so slow.
Then I changed to Highlander Dragon Druid. Put in Rat, Theotar, Doomkin and one more rat with ETC. Dragon druid apply so much pressure which doesn't allow the opponent to play snake. And if it gets the snake in hand you can easily counter it.
I’ve been stomping it just with dragon Druid too, just not Highlander. Everyone complains about warlock having all the best removal, but has trouble with a board full of buffed up dragon golems on turn 5 or 6. Same story with holy buff Paladin, it’s so much faster than the snake shenanigans. The best tech against the snake is doing lethal damage first.
I've gone 34-2 with the deck and I'd say I play below average.
the two losses were mirrors btw
It's similar to The Caverns Below when it was first released. If you understand to just get on board and pummel them, and your deck is capable of such a thing, it's weak. Sure they're healing for 10, but they're also spending 6 mana for almost 0 board presence. It's healing 10 + tempo suicide, and they need to do it twice before the third one kills you. And they can't start until turn 6 at the earliest (turn 5 with coin). They need to run all these god awful bounce cards that do nothing before they have snake. It's not a good deck.
But also, it just sucks to play against. It's not interesting. You beat them up or you get farmed. It hard punishes certain kinds of decks. Caverns Below was cool and skill expressive, at least the first time it got a nerf (which it still deserved). I'm not sure anyone actually enjoys playing snake. I think it's fair it gets shot dead. Nothing of value will be lost.
Uhm, reasons of banning Shu'ma? It was good arena card.
I don't play Arena much, so I can't really tell, but I don't see why is that card problematic either...
My best quess is that, unless immediately destroyed, it gives you too much of a board advantage, making it too much of a snowball card. But I haven't really played the new Arena rotation, so don't have personal experience with it.
the best nerf to it is it does dmg to enemy hero but you do keep the health increase.
Should delay the combo at least two turns if its enough time will tell, it will without a doubt still be a power house and I still think they should have either put a limit to how low you can bring someone or reduce the health reduced by it atm its a 10 dmg lifesteal that permantly reduce the health of the opponent by 10 reducing it to 8 just has really high value still but it takes 4 plays to reduce someone too 0 or 5 if they start on 35.
Because something that is missed in all the talks is how annoying it can be in a more control deck that for sure has the time to pull off the combo very consistently, people have just been playing the more aggressive deck with it. In a more control oriented warlock it works wonders aswell and this nerf wont affect it much.
Aren't most Snakelocks built on the same core as Control Warlock?
Except it has to shoehorn in 8 excavate cards and 4 bounce cards. That’s a whole lot of removal that’s not there anymore.
Tbh its not bad but the problem is win conditions that most classes cannot counter. Warlocks clears board every round easily, plays this on turn 6 + bounces. There is 0 interaction between the opponent and this card to limit its effect other than trying to heal. This card should be dealing damage and life steal instead of stealing health directly. 2 times this gets played your opponent's max health is at 10, think about that.
You do know that you can easily counter the deck by running dirty rat and Theotar.
Plus, it takes so long to excavate 4 times and get the snake.
I would be more warry about Naga DH and Dude Paladin than Snake Warlock.
"so long" - they have it by turn 5-6 almost every game