Blizzard posted the Patch Notes for Patch 31.0.3, with Balance Changes in most game modes and more.
Quote from BlizzardPatch 31.0.3 is rolling out today with the following updates:
Hearthstone Card Changes
Dev Comments: The goal of this patch is to focus on The Great Dark Beyond. The power level of new decks and archetypes is lower than we intended it to be, and older archetypes are more dominant than we'd like. To make new decks and cards stand out more, we're weakening a number of cards (mostly from older sets) and strengthening others (all from The Great Dark Beyond).
Our long-term ambition is for the overall power level of the game to be closer to The Great Dark Beyond than the power level of the sets before it, but we think some buffs are warranted and needed to hit our immediate goal encouraging exploration in The Great Dark Beyond. Between balancing our immediate and long-term goals, plus the sheer number of changes in this patch, we expect there will be some level of follow-up adjustments that we plan to work on in the next balance patch window after we see how these changes affect the meta (coming before Winter break).
In deciding which cards to bring down in power, we looked at three major categories: 1) overly powerful cards/archetypes from older expansions; 2) cards that led to frustrating experiences, even if not overly powerful; and 3) cards that were overly hostile to new expansion cards and mechanics, like Starships.
The following cards are being adjusted to be weaker:
- Old: Battlecry: If your deck started with no duplicates, empty the enemy board and limit it to 1 space for a turn.
- New: Battlecry: If your deck started with no duplicates, remove all enemy minions from the game.
- Dev Comments: Reno has been a polarizing card since its release. He's a necessarily strong payoff to singleton decks, which many players really enjoy, but playing against him can be really frustrating—especially his next turn board limitation. It's been difficult to balance these competing player interests, and we don't make this change lightly, but we felt Reno was due for an update (to no longer hit non-minions, Dormant minions, etc.) so we could give Starships a better chance to fly.
- Old: 4/3. Battlecry: Deal 1 damage (Improved by each turn in a row you've played an Elemental).
- New: 4/4. Battlecry: If you played an Elemental last turn, deal 4 damage.
- Dev Comment: Elemental decks are designed to be tempo decks that can play for board and be aggressive. We want them to have some finishing power, but Lamplighter gave the deck more direct damage than we'd like. We think this change, instead of just making it cost more or only hit minions, better aligns with the goals for the archetype.
- Old: Deal 2 damage randomly split among all enemies.
- New: Deal 2 damage randomly split among all enemy minions.
- Old: Battlecry: Replay the last card you've played from a non-Rogue class.
- New: Battlecry: Replay the last card you've played from another class.
- Old: Battlecry: The next card you play from a non-Rogue class costs (2) less.
- New: Battlecry: The next card you play from another class costs (2) less.
- Old: [7 Mana]
- New: [8 Mana]
- Old: [6 Mana]
- New: [8 Mana]
- Dev Comment: Yeah, our bad... Every expansion we like to make a few “dreamy” cards that get players thinking about how far they can push the game. These cards aren't supposed to be the most competitively viable; the fun of them is wondering “what if.” Quasar mostly fell into that category—it certainly got the dreamers cooking and it hasn't turned out to be a competitive power outlier—but the experiences when this card does work are too sharp and end games too early, turning the dream into a nightmare to play against.
- Old: [8 Mana]
- New: [9 Mana]
- Old: Deal 1 damage to all enemies.
- New: Deal 1 damage to all enemy minions.
- Old: [5 Mana]
- New: [6 Mana]
- Old: [2 Mana]
- New: [3 Mana]
- Old: [20 Mana]
- New: [25 Mana]
- Old: [1 Mana]
- New: [2 Mana]
- Old: Miniaturize. Deathrattle: Get a copy of a random Beast in your deck. It costs (4) less.
- New: Miniaturize. Deathrattle: Get a copy of a random Beast in your deck. It costs (3) less.
- Old: Reorder your deck from highest Cost to lowest Cost.
- New: Reorder your deck from highest Cost to lowest Cost. Draw a card.
- Dev Comment: On its face, this looks like a buff, but the intent of this change is to pull back on a play pattern that is warping the Wild metagame. With the introduction of The Ceaseless Expanse, the deck got a payoff worth going all-in on in a way that made the deck faster and more consistent than ever before. This change will still allow for big plays, while skipping over the turn 5 100-damage Holy Wrath target. With this change, The Ceaseless Expanse is no longer banned in Wild.
The above cards, plus disenchantable copies of Master's Call—more on that in the Bug Fixes and Game Improvements section—will be eligible for full dust refunds for two weeks following Patch 31.0.3.
The following cards are being adjusted to be stronger:
Dev Comment: When we looked at The Great Dark Beyond data, we found some cards with room for buffs. So, we've made adjustments across a wide range of new cards, with an emphasis on promoting the expansion's marquee archetypes.
- Old: [5 Mana] 4/5
- New: [4 Mana] 4/4
- Old: Rush. Battlecry: Shuffle all 8 Crewmates into your deck. Deathrattle: Draw one.
- New: Rush. Battlecry: Shuffle all 8 Crewmates into your deck. Deathrattle: Draw two Crewmates.
- Old: 1/3
- New: 2/3
- Old: 2/3
- New: 3/2
- Old: [5 Mana] 4/3
- New: [4 Mana] 3/3
- Old: 2/3
- New: 2/4
- Old: 1/3
- New: 1/4
- Old: 4/3
- New: 5/4
- Old: Discover a Starship Piece from another class.
- New: Discover a Starship Piece from another class. It costs (1) less.
- Old: Deathrattle: Get a random Starship Piece from another class.
- New: Battlecry: Get a random Starship Piece from another class.
- Old: [8 Mana] 6/10
- New: [7 Mana] 6/8
- Dev Comment: This last change is particularly spicy. We wanted to make sure that Starships got a chance to shine, but we'll keep an eye on this one after all the changes go live to make sure we didn't push too far.
- Old: [5 Mana] 5/5
- New: [4 Mana] 4/4
- Old: [3 Mana] 3/2
- New: [2 Mana] 2/2
- Old: 1/1
- New: 1/2
Battlegrounds Updates
Dev Comments: Well met! As this season comes to a close, we primarily focused on making adjustments to cards that will be leaving at the end of the season. Specifically, we wanted to raise the power of Naga and Beasts a little bit while lowering the power of Quilboar a bit as well. We also removed or adjusted some frustrating/unpopular trinkets.
One absence this patch is to hero adjustments. We decided not to make significant changes to any heroes at this time because we expect the meta to change significantly in 31.2 and we will be able to better adjust them when Trinkets are rotated out. We are expecting to make some hero adjustments in the first major balance patch after the new season launches. We'll see you in the Tavern!
Minion Updates
- Old: 2/5. Whenever you cast a spell on a minion, give it +2/+2.
- New: 3/6. Whenever you cast a spell on a minion, give it +3/+3.
- Old: 3/6
- New: 3/10
- Old: [Tier 4] 6/6
- New: [Tier 3] 4/4
- Old: 4/8. Whenever a friendly Beast takes damage, give a friendly Beast other than it +1/+1 permanently.
- New: 3/7. Whenever a friendly Beast takes damage, give a friendly Beast other than it +2/+1 permanently.
- Old: [Tier 2] 2/3
- New: [Tier 3] 2/5
Karmic Chameleon (Golden version only)
- Old: Avenge (5): Transform into a copy of the minion to the left of this.
- New: Avenge (5): Transform into a Golden copy of the minion to the left of this.
- Old: [Tier 3] 4/5
- New: [Tier 4] 5/6
- Old: 3/3. Battlecry: Discover a plain copy of a different minion that you have exactly one of.
- New: 4/4. When you sell this, Discover a plain copy of a different minion that you have exactly one of.
- Old: 9/6. At the end of your turn, your other Demons consume a minion in the Tavern to gain its stats.
- New: 9/5. At the end of your turn, your Demons each consume a minion in the Tavern to gain its stats.
Lesser Trinket Updates
- Old: Get an 'Operatic Belcher'. Whenever a friendly minion loses Venomous, it gains +3/+3 permanently.
- New: Get an 'Operatic Belcher'. Whenever a friendly minion loses Venomous, it gains +4/+4 permanently.
- Old: Get a 'Kaboom Bot'. Your Kaboom Bots' Deathrattles deal 8 extra damage.
- New: Get a 'Kaboom Bot'. Your Kaboom Bots' Deathrattles deal 10 extra damage.
- Old: [0 Gold] Minions in the Tavern have +1/+1. Upgrades every 5 times you Refresh.
- New: [1 Gold] Minions in the Tavern have +1/+1. Upgrades every 4 times you Refresh.
- Old: [3 Gold]
- New: [4 Gold]
- Old: [1 Gold]
- New: [0 Gold]
- Old: [4 Gold]
- New: [3 Gold]
Greater Trinket Updates
- Old: Get a 'Brann Bronzebeard'. Your Brann Bronzebeards are both Murlocs and Dragons.
- New: Get a 'Brann Bronzebeard' and a random Battlecry minion. Your Brann Bronzebeards are both Murlocs and Dragons.
- Old: [8 Gold] Get a 'Nalaa the Redeemer'. Tavern spells cost (1) less.
- New: [5 Gold] Get a 'Nalaa the Redeemer'. Tavern spells cost (1) less (but not less than 1).
- Old: The Tavern no longer offers cards from Tier 1 or Tier 2.
- New: Gain 2 Gold. The Tavern no longer offers cards from Tier 1 or Tier 2.
- Old: Get an 'Operatic Belcher'. Whenever a friendly minion loses Venomous, it gains +12/+12 permanently.
- New: Get an 'Operatic Belcher'. Whenever a friendly minion loses Venomous, it gains +14/+14 permanently.
- Old: [2 Gold] Minions in the Tavern have +2/+2. Upgrades every 5 times you Refresh.
- New: [5 Gold] Minions in the Tavern have +2/+2. Upgrades every 4 times you Refresh.
- Old: [1 Gold]
- New: [4 Gold]
- Old: [2 Gold]
- New: [1 Gold]
- Old: [1 Gold]
- New: [0 Gold]
Pool Updates
- Aggem Thorncurse will stay removed from the Minion Pool.
- Primalfin Portrait, Shaman Prayer Beads, and Precious Pearl have been removed from the Trinket Pools.
- The Eye of Sargeras will be removed from the Trinket Pool if you have Souvenir Stand.
- Tickatus Sticker has been removed from the Mystery Cube.
Bug Fixes and Game Improvements
- [Hearthstone] Various Discover cards (Master's Call, Font of Power, Crystalsong Portal, Omega Assembly, Maruut Stonebinder, and some PVE cards) have been adjusted to more clearly and accurately account for cards gained through Discover versus alternative effects. We don't normally give refunds for these types of bug fixes/general rules updates, and these changes won't have any gameplay impact in most games, but we've decided to include Master's Call in this patch's refund period due to its specific changed interaction with Alien Encounters.
- [Battlegrounds] Fixed a bug where Blood Gems sometimes didn't work when you had the Training Certificate Trinket.
- [General] Fixed a bug where the “Hearthstone has been updated!” message could sometimes block players even when no update was available.
While some of these changes are a bit iffy, the change to Order in the Court is one of the most clever changes I've seen in a while. Sure, the Lorekeeper Polkelt combo still exists, but that is much more unreliable and comes out much later if luck is with you. A 100 damage Holy Wrath still a threat, but now it'll feel less like "Here we go again" and more like "He actually did it. The madman."
"One of the most clever changes", yet several of us were saying that should have been the change BEFORE Expanse was released. So, no. Gonna have to disagree that their foresight on that one was in the negative numerations.
So the how that deck performs currently, I was OTK'd by it last night in a matchup, so it's operating within acceptable parameters: If you are playing a deck that allows your opponent to get to 9 mana, and you don't have Ice Block, you may lose if they have their correct cards. Which is totally fine for Wild!
Them introducing Healthstone to Seedlocks, on the other hand, has horrifically screwed things up in the format and needs to be addressed. Who OK's printing a card that heals all damage from a self-damage deck style that was ALREADY problematic? Just terrible game design.
What is the different between another class and non-rogue card?
im guessing its for every other class if they some how end up with the rogue card it wont replay rogue cards
If a Mage class casts Tsunami then plays Conniving Conman (non-Rogue card version) then it will cast Tsunami because it is a Mage class card.
If a Mage class casts Tsunami then plays Conniving Conman (another class card version) then it will not cast Tsunami because it is a Mage class card and the player is a Mage class. The only way for Conniving Conman (another class card version) to cast Tsunami is for the player to be any class other than Mage.
For Rogue class, this change doesn't seem to do anything but if Rogue uses a hero card to switch into another class then Conniving Conman (another class card version) is able to play/cast Rogue cards where as Conniving Conman (non-Rogue card version) will not.
Who's exactly idea was that Roguestone needs to be back??????????????????
Reno was a reaction card, sort of last hope to turn a game. and will make the game even more foreseeable boring. Agree just removing the 1 space would've been fine
Same for lots of other changes that usually gave defense, clearly there is no problem with aggro while counter or defense is not ok.
Elemental mage is still way to easy and strong, same is shaman - which both have counters always to deathrattle and resurrect.
Mage Reno hero was fun, I played it a lot. That hero power made me (and my opponents') so many games.
But I don't think it was popular at all
Usually I'd be fine with the Reno nerf, but with no proper silence option, and a bunch of cards that create indestructable portals in this rotation, it hurts like hell. I'd have liked for them to just remove the 1 minion board limiter, and leave the *puff* effect alone.
Hah, there are some nice changes, which will be messed up in the mini-set.
what did warrior do to deserve this
making me play for 25 mins a game.
nothing wrong with that. fun
I got things to do
Then do them and play the game after or play games which take less time. It's up to you as an adult to manage your time.
I would appreciate it if you did not displace your frustration with control getting nerfed onto me. thank you.
Reno, Lone Ranger
Yup, people would still complain about Reno until it rotates. Lets see if the people complained before can build their imaginary board post Reno.
I will tell you what will happen, people will still play green cards then get shocked that their opponent played green cards like always.
I guess Sargeras, the Destroyer will come down undisturbed now. Now if we only to ever see him actually included in decks as its problem wasn't actually Reno
I think another format would need to be created to have the 'no copies or bounces' of every legendary. Kinda interested in that, but do we really need another format? There's already so many.
W changes overall this patch though. I think Quasar could have been 7 mana, or even 5 mana and reduce by (2) instead. But alas they nuked the prettiest and (IMO) most fun card of the set (minus the burn decks built around it obviously)
That would be too much there are legendary cards that are mean to be re-use a lot of times in order to get value.
Dear god no, Quasar was described as a nightmare to play against (by the dev themselves), which is the complete opposite of the 'most fun card', what are you going on about? Quasar was the embodiment of non-games = games without interaction and the very opposite to what the game is about at its core.
If this is what you're looking for, single player card games are probably down your alley.