Blizzard just posted the Patch Notes for the upcoming Patch, due later today.
Quote from BlizzardPatch 30.4.3, launching today, brings updates to Hearthstone and Battlegrounds.
Hearthstone Updates
Dev Comments: This patch is focused on adjustments to the mini-set. We have another patch window in a few weeks, between expansion announcement and launch, where we plan to look at the meta more broadly.
The mini-set introduced a major outlier: Big Spell Mage. Although some players enjoy the play pattern, the deck causes frustration due to how prevalent it is and how early it can get its power spike. The goal of these changes is to push back the average Big Spell turn a bit and to shave a little power from the deck, while allowing it to keep its core functionality.
With one mini-set Tourist getting toned down, we wanted to give the other one some help so that players can try another fun vacation destination and make the most of what it has to offer.
- Old: [5 Mana]
- New: [6 Mana]
- Old: 5/6
- New: 4/4
The above cards will be eligible for full dust refunds for two weeks following Patch 30.4.3.
- Old: [4 Mana] 3/4
- New: [3 Mana] 3/3
Battlegrounds Updates
Dev Comments: There are a lot of Battlegrounds adjustments this patch, so we wanted to share our 3 main goals with this patch: 1) make Trinkets cheaper so players have more decisions on their turns; 2) adjust the power of outlier minion types; and 3) increase the power of underperforming heroes.
For Trinkets, first we adjusted the cost and effects of many Trinkets to bring the average cost closer to about 3 Gold. Second, we increased the discount for “pivot” Trinkets from (1) to (2). The intent there is to make more Trinkets feel like viable options for players to choose from.
For minion types, we primarily wanted to bring down the power of Demons. We're also nudging up the power of Dragons, Pirates, Murlocs, Elementals, and Naga, and adjusting a few individual cards that were over- or underperforming.
For heroes, we're focusing primarily on heroes that underperform at all ratings. We'll see how these changes play out and potentially adjust more in the future, as needed.
Finally, our (in)famous friend Leapfrogger. Leapfrogger is a very polarizing card that can be fun to play, but also frustrating to play against. We decided not to directly adjust it right now, but to instead swap out Manasaber for Kindly Grandmother to make the build more vulnerable. We're planning on removing Leapfrogger in Patch 30.6 (and swap Manasaber back in), so get your hops in now while you can!
Hero Power Changes
- Old: At end of turn, give a friendly minion +1/+1. Repeat 0 times. (Upgrades each turn!)
- New: At end of turn, give a friendly minion +2/+1. Repeat 0 times. (Upgrades each turn!)
- Old: Give a minion +1/+1. Upgrades after nine friendly minions die.
- New: Give a minion +1/+1. Upgrades after seven friendly minions die.
Ragnaros, the Firelord
- Old: Passive. After you kill 25 enemy minions, get Sulfuras.
- New: Passive. After you kill 20 enemy minions, get Sulfuras.
- Old: Give a minion +1/+1. Upgrades after you buy 4 cards.
- New: Give a minion +1/+1. Upgrades after you buy 3 cards.
- Old: Give a minion in the Tavern +2/+1. (Doubles every 3 turns!)
- New: Give a minion in the Tavern +2/+2. (Doubles every 3 turns!)
- Old: Passive. After you buy 25 Tiers' worth of cards, get a Triple Reward.
- New: Passive. After you buy 20 Tiers' worth of cards, get a Triple Reward.
- Old: Dig for a Golden minion! (5 Digs left.)
- New: Dig for a Golden minion! (4 Digs left.)
- Old: Give 2 friendly minions +1/+1. (After you upgrade the Tavern, choose an improvement!)
- New: Give 3 friendly minions +1/+1. (After you upgrade the Tavern, choose an improvement!)
- Old: Give a minion +1 Health. (Gains +1 Health each turn you don't use this!)
- New: Give a minion +2 Health. (Gains +1 Health each turn you don't use this!)
- Old: Passive. When you have space in combat, summon a 1/1 Tentacle with Taunt. (Gains +1/+1 after you sell a minion!)
- New: Passive. When you have space in combat, summon a 2/2 Tentacle with Taunt. (Gains +1/+1 after you sell a minion!)
Armor Changes
The following heroes now have less Armor:
- Pyramad: 13 Armor at high ranks, 13 Armor at lower ranks, and 10 Armor in Duos.
- C'Thun: 10 Armor at high ranks, 10 Armor at lower ranks, and 7 Armor in Duos.
- Guff Runetotem: 12 Armor at high ranks, 12 Armor at lower ranks, and 10 Armor in Duos.
- Cariel Roame: 12 Armor at high ranks, 10 Armor at lower ranks, and 10 Armor in Duos.
- The Jailer: 15 Armor at high ranks, 15 Armor at lower ranks, and 13 Armor in Duos.
- Ozumat: 15 Armor at high ranks, 7 Armor at lower ranks, and 12 Armor in Duos.
- Ragnaros the Firelord: 15 Armor at high ranks, 13 Armor at lower ranks, and 12 Armor in Duos.
- Edwin VanCleef: 15 Armor at high ranks, 15 Armor at lower ranks, and 12 Armor in Duos.
- Captain Eudora: 13 Armor at high ranks, 13 Armor at lower ranks, and 10 Armor in Duos.
- Overlord Saurfang: 15 Armor at high ranks, 15 Armor at lower ranks, and 12 Armor in Duos.
Trinket Pool Changes
- The discounted Trinkets that are not in your type (commonly called “Pivot Trinkets”) are now discounted by 2, instead of 1.
- Lesser Kodo Leather Pouch, Greater Kodo Leather Pouch, and Greater Dalaran Cheese Wheel have been returned to the Trinket pool (with changes).
- Greater Darnassus Pie and Greater Twin Sky Lanterns have been removed from the Trinket pool, their Lesser versions have been adjusted and moved into the Greater Pool.
Lesser Trinket Changes
- Old: Minions in the Tavern have +1/+1. Upgrades every 3 times you Refresh.
- New: Minions in the Tavern have +1/+1. Upgrades every 5 times you Refresh.
- Old: [Lesser Trinket, 1 Gold]
- New: [Greater Trinket, 0 Gold]
- Old: [Lesser Trinket]
- New: [Greater Trinket]
- Old: [0 Gold] Avenge (5): Your Blood Gems give an extra +1 Health this game.
- New: [1 Gold] Avenge (4): Your Blood Gems give an extra +1 Health this game.
- Old: After you play a minion, give the left-most minion in your hand +3/+3.
- New: After you play a minion, give the left-most minion in your hand +3/+2.
- Old: [5 Gold] Get an 'Operatic Belcher'. Whenever a friendly minion loses Venomous, it gains +5/+5 permanently.
- New: [3 Gold] Get an 'Operatic Belcher.' Whenever a friendly minion loses Venomous, it gains +3/+3 permanently.
- Old: [0 Gold] After you buy a card, give a random friendly minion +2/+1.
- New: [2 Gold] After you buy a card, give two random friendly minions +2/+1.
- Old: [Lesser, 7 Gold]
- New: [Greater, 4 Gold]
- Old: [6 Gold] After you sell 4 minions, get a random Elemental.
- New: [2 Gold] After you sell 5 minions, get a random Elemental.
- Old: [4 Gold] At the end of each turn, give your minions with Divine Shield +4 Attack.
- New: [2 Gold] At the end of each turn, give your minions with Divine Shield +3 Attack.
- Old: [4 Gold] Whenever you cast a spell on a minion, give it +2/+2.
- New: [1 Gold] Whenever you cast a spell on a minion, give it +2/+1.
- Old: [2 Gold]
- New: [1 Gold]
- Old: [3 Gold]
- New: [2 Gold]
- Old: [6 Gold]
- New: [5 Gold]
- Old: [4 Gold]
- New: [3 Gold]
- Old: [0 Gold] Spellcraft: Transform a minion into one from a Tier higher.
- New: [2 Gold] Spellcraft: Choose a minion. Discover a minion from a Tier higher to transform it into.
Greater Trinket Changes
- Old: [6 Gold] Minions in the Tavern have +2/+2. Upgrades every 3 times you Refresh.
- New: [2 Gold] Minions in the Tavern have +2/+2. Upgrades every 5 times you Refresh.
- Old: [7 Gold] Your Blood Gems give an extra +4/+4.
- New: [3 Gold] Your Blood Gems give an extra +2/+2.
- Old: [7 Gold] Avenge (4): Your Blood Gems give an extra +2/+2 this game.
- New: [4 Gold] Avenge (4): Your Blood Gems give an extra +2/+1 this game.
- Old: [4 Gold] After you play a minion, give the left-most minion in your hand +6/+6.
- New: [3 Gold] After you play a minion, give the left-most minion in your hand +5/+5.
- Old: [4 Gold] Get an 'Operatic Belcher'. Whenever a friendly minion loses Venomous, it gains +15/+15 permanently.
- New: [3 Gold] Get an 'Operatic Belcher'. Whenever a friendly minion loses Venomous, it gains +12/+12 permanently.
- Old: [4 Gold]
- New: [3 Gold]
- Old: [4 Gold]
- New: [3 Gold]
- Old: [0 Gold] After you buy a card, give a random friendly minion +5/+5.
- New: [2 Gold] After you buy a card, give two random friendly minions +4/+4.
- Old: [0 Gold] Get a 'Snarling Conductor'. Whenever you discard a card, play a Blood Gem on 5 friendly minions.
- New: [2 Gold] Get a 'Snarling Conductor'. Whenever you discard a card, play a Blood Gem on all your minions.
- Old: [0 Gold] Get a 'Lovesick Balladist'. At the start of each turn, get another.
- New: [3 Gold] Get a 'Lovesick Balladist'. At the start of each turn, get another. Your Lovesick Balladists also give Attack.
- Old: [9 Gold]
- New: [6 Gold]
- Old: [3 Gold]
- New: [4 Gold]
- Old: [5 Gold]
- New: [4 Gold]
- Old: Gain 3 Gold. Increase your max Gold by 3.
- New: Gain 4 Gold. Increase your max Gold by 4.
- Old: [5 Gold]
- New: [4 Gold]
- Old: [4 Gold] Your left-most minion has +20 Attack in combat.
- New: [3 Gold] Your left-most minion has +15 Attack in combat.
- Old: [9 Gold] Start of Combat: Summon a copy of your 2 left-most minions.
- New: [5 Gold] Start of Combat: Summon a copy of your left-most minion.
- Old: [7 Gold]
- New: [5 Gold]
Minion Pool Changes
- Manasaber has been removed from the minion pool.
- Kindly Grandmother and Slitherspear, Lord of Gains have been added to the minion pool.
Minion Changes
- Old: 3/2
- New: 3/3
- Old: 5/2
- New: 5/3
- Old: 2/2. Whenever this gains stats, add +2/+2 to that amount (wherever this is).
- New: 3/2. Whenever this gains stats, add +3/+2 to that amount (wherever this is).
- Old: 6/6. After you play a Murloc, give a friendly minion and a minion in your hand +6/+6.
- New: 8/8. After you play a Murloc, give a friendly minion and a minion in your hand +4/+4.
- Old: 4/1
- New: 5/1
- Old: 3/3
- New: 4/4
- Old: 4/4
- New: 6/6
- Old: [Tier 4] 3/4
- New: [Tier 5] 3/5
- Old: [Tier 3] 4/3
- New: [Tier 4] 5/4
- Old: 8/5. At the end of your turn, your Demons consume a minion in the Tavern to gain its stats.
- New: 9/6. At the end of your turn, your other Demons consume a minion in the Tavern to gain its stats.
- Old: 1/3
- New: 1/4
- Old: [Tier 5] 7/7. Start of Combat: Give another friendly Dragon +7/+7 and Divine Shield.
- New: [Tier 4] 5/5. Start of Combat: Give another friendly Dragon +5/+5 and Divine Shield.
- Old: [Tier 4] 3/5. Whenever this gains Attack, give your minions +1 Health.
- New: [Tier 5] 4/6. Whenever this gains Attack, give your minions +2 Health.
- Old: [Tier 4] 3/4
- New: [Tier 5] 4/5
- Old: 1/4. After a friendly minion loses Divine Shield, give it +1/+1 permanently.
- New: 2/5. After a friendly minion loses Divine Shield, give it +2/+1 permanently.
- Old: [Tier 5] 2/2
- New: [Tier 4] 3/3
- Old: [Tier 5] 3/5
- New: [Tier 4] 2/5
- Old: 3/3
- New: 4/4
- Old: [Tier 6] 6/8. Whenever you cast a spell, give four friendly Naga +1/+1.
- New: [Tier 5] 2/7. Whenever you cast a spell, give three friendly Naga +1/+1.
- Old: 3/6. Whenever you summon a minion in combat, give it +3/+2. If there's no space, gain +3/+2 permanently.
- New: 2/6. Whenever you summon a minion in combat, give it +3/+3. If there's no space, gain +3/+3 permanently.
- Old: 8/6. At the end of your turn, give a friendly minion of each type +4/+3.
- New: 8/8. At the end of your turn, give a friendly minion of each type +4/+4.
Tavern Spell Changes
- Old: [Tier 5, 2 Gold]
- New: [Tier 4, 3 Gold]
- Old: [2 Gold]
- New: [1 Gold]
- Old: [4 Gold]
- New: [3 Gold]
Twist Schedule Update
Twist is returning in December with Patch 31.2, the first major content patch after the next expansion launch. It will return for three consecutive seasons based on the Wonders format, so that anyone who missed it the first time will have another chance to experience the twists. More information about the specific rules of each individual season will be shared closer to launch.
Bug Fixes and Game Improvements
- [Hearthstone] Fixed a bug where Travelmaster Dungar could sometimes summon two minions from the Core Set.
- [Battlegrounds] Fixed a bug where various Hero Powers, Buddies, and Tavern Spells didn't work correctly with the Bob-blehead Trinket.
Completely useless patch. Nerf back tsunami
7 games 7 mages the patch did nothing as expected.
they struggle balancing normal standard cards, and then they come up with the tourist idea of dual class cards... and give 2 to mage.. wtf?
correct me if I'm wrong but Runic Empowerment, Sharpen Blades, For the Horde! are not passive hero powers, I'm assuming they didn't touch the activation cost (whatever it is) and that's why they appear like that in the post?
I honestly don't think that the Felbat will be a big deal, considering you can use Felbat as Leeroy/Bramblewitch bait
Just won't be playing double Felbat as often as Felbat+Drakkari Enchanter just like Slitherspear, Lord of Gains
I don't understand why waiting for "patch windows" is something that needs to be adhered to by the devs... They have previously nerfed cards within a week of identifying that they were problematic, so why wait for certain 'windows' of opportunity to make adjustments?
Excuse my ignorance regarding how patching works, but can they not just hotfix nerfs like they have done in the past? We don't need the glorious teasers and reveal images--just fast fixes before the meta gets stagnant.
Really tone deaf from the devs to not respond to the playerbase, instead just working in accordance with their (unnecessary?) schedule of patch rollouts.
Unless the situation is dire (like Azurite Snake) they seem to follow a protocol of waiting a minimum of time before making any adjustments for cards. In this case, they didn’t consider BSM to be egregious enough to warrant a hot fix.
They could have just admitted their mistake on changing Tsunami to 10 mana with 4 elementals. The card became more toxic in its power level when cheated out, and more unplayable as a standalone card. This is the EXACT OPPOSITE of what you want to do when considering the enjoyment for players.
If Tsunami was still 8 for 3 elementals, the "big spell cheat" would only be mana cheating the card by 3 turns, and 3 elementals is a LOT more manageable. Heck, it'd even make the followup Conniving Conman something you could feasibly deal with (although that card is pretty silly).
IMO, (and probably contrary to general belief - standby for the downvotes) Tsunami post buff is less of an issue than the mana cheat that plays it early and then repeats it at a low cost. The big, cumbersome 10-drop is very slow without the tools that are abused to play it early and repeatedly. Playing it in Wild for example shows how little it effects the play of the game, as there are many more options to deal with the Elementals. Yet exploiting the same mana-cheat tools with other cards (such as Galactic Orb, Puzzlebox of Yogg and Lunas Pocket Galaxy) proves how game affecting (and broken) they are.
This all seems pointless... Is it just me? It truly didn't change anything. It wasn't the cost or stats it was the effects...
100% useless nerfs. takes 1 more turn for me to die.
Edit: I thought they would put on the manacap of the spell drawn or something... like the next spell that cost (8) or lower will be cast... anything that made any difference.
Edit2: Starting to get really done with this game.
Yup. Another lazy nerf by Blizzard. They wanna look like they're doing something for constructed, so they post a nerf change to stats to make it look like a change. The company doesn't realized players don't use Surfalopod for his stats, it was his effect that makes him broken.
Heck, most of the matches I've seen the card used have him killed the turn after he's played thanks to either trading or removal. Surfalopod's body isn't the problem, it's the water elementals he summons or the missile blasts he burns opponents with depending on the draw.
Making him a 4/4 instead does nothing. It's glorified "lip service".
"The goal of these changes is to push back the average Big Spell turn a bit and to shave a little power from the deck, while allowing it to keep its core functionality."
They acutally know what the problem is but adds two changes that changes basiclly nothing of it, All my games against mage the last couple of weeks I can count on one hand the games where Skyla was apart of the power spike mostly its Surfaloped followed by either lucky draw or Watarcooler Artist. And almost every time a big offender is Metal Detector lets them contest the board at the same time as the gain resources to mana cheat.
And Surfaloped nobody cares that the body is 4/4 its not a slow down its merely a little weaker board presence but since you will have 4x3/6 elementals beating you down next turn often on turn 5 you dont really care that your body is abit weaker.
Turn 3 Metal Detector, Turn 4 coin+surfaloped, turn 5 Watercooler Artist boom and than it just spirals out of control. Thats like 9/10 games against big spell mage. And guess how many of those games that will be affected by these two changes non.
They spend the time and resources to "balance" standard and this is the shit we get? I feel sorry for people who spend real money on this game.
I think they're too busy diverting resources and passion to battlegrounds instead. You can tell by these Blizzard posts. They love doing thought out and planned nerfs/balancing changes for Battlegrounds up the wazoo but constructed gets TWO nerfs. TWO.
If I didn't know any better, I'd think they gave up on caring on constructed and just haven't shut it down yet because people still spend real cash on it.
I've reached legend casually using BSM deck this season.
Tourist nerf is ok-ish, but Surfalopod nerf is a joke:
1. Turn 3 play discounts 2 mana card
2. Turn 4 play Surfalopod. Who cares about the body?
3. Turn 5 draw frost spell using elemental.
That's. It. IMHO The nerf should be mana 7 stats 6/6.
One of the easiest decks to reach legend since i started to play HS. I was at D5 when i thought i will give the deck a try. I didnt even plan to go for legend, but hey, since it was so easy. It took me around 2 hours.
I dont even remember, was it 5 stars each rank in the beginning? I only remember it took me around 100+ games to get to legend from D5 and every time i lost 3 in row, i stopped and played on another time:)
Achieving something easy isn’t achieving anything.
This is seriously depressing, you acknowledge the issue of BSM but resolve pretty much nothing? 🤯
Talk about tone-deaf behavior.. 😒
Metal detector and Sea Shill still make it possible to burst by turn 5 and don't get me started on Coinman.
A change of stats to surfalopod doesn't matter whatsoever, Tsunami hitting face IS the problem.
Guess I'm gonna take a break from HS again.
the best and classic +1 mana