Team 5 has just announced upcoming balance changes that will impact all the popular game modes - Standard, Wild, and Battlegrounds! Dive in to see what's being changed!
Quote from BlizzardPatch 31.2.2 is releasing today with the following updates:
Hearthstone Updates
Dev Comment: This is our last round of changes before the holiday break, so we're aiming to keep this patch smaller and lower risk. The mini-set is also coming in the not too distant future, and we expect it to do a good job of shaking things up in its own right. Our goal with this patch was to hit the biggest outliers (per usual, considering both play experience and balance).
The following cards are being adjusted to be weaker:
- Old: After you play a 1-Cost card, get a copy of it that costs (0).
- New: After you play a 1-Cost minion, get a copy of it that costs (0).
- Dev Comment: We've seen this happen many times before—a rogue card or deck that isn't overly powerful outside of very high level play, but which is a problem for top legend. Sonya has been a focal point in rogue for a while and the recent play patterns have leaned more into frustrating than fun. This change maintains the spirit of the card while removing a lot of its more potent combo potential.
Zilliax Deluxe 3000 (Pylon Module)
- Old: Your other minions have +1/+1.
- New: Your other minions have +1 Attack.
- Dev Comment: Congratulations, Zilliax Deluxe 3000 is the most-nerfed card in history! (To be fair, it's also a bunch of cards in one.) (But to be real, we might need to nerf it again at some point.) This change should still let Pylon Module remain a relevant piece for aggressive decks, but make it easier to get back into a game against an early Zilliax Deluxe 3000 board.
- Old: At the start of your next turn, summon three 1/1 Pirates with Charge.
- New: At the start of your next turn, summon two 1/1 Pirates with Charge.
- Dev Comment: Aggressive decks are getting toned down across the board with Zilliax Deluxe 3000, but Shaman is a particular stand out that we wanted to further adjust. This change tones down both its burst potential and its ability to build big boards early in the game (both of which Shaman is better at using this card to do than Demon Hunter is, even though it is a Demon Hunter card). We adjusted this card, instead of a Shaman-only card, because it's the best individual target to accomplish our goals across a swath of Shaman decks.
- Old: [6 Mana]
- New: [7 Mana]
- Dev Comment: Druid has received a variety of ways to ramp in recent sets, because that's a core part of its class identity. But this card allows Druid to ramp to Travelmaster Dungar faster and more consistently than we'd like. We're adjusting this card instead of Dungar directly because this is an overperforming card in the deck even outside of Dungar, and this change will have a slightly larger impact on the deck as a whole than increasing Dungar's mana to 10 would.
- Old: After your hero takes damage, refresh a Mana Crystal.
- New: Battlecry: If your hero took damage this turn, refresh 3 Mana Crystals.
- Old: 10 damage per Questline stage.
- New: 12 damage per Questline stage.
- Dev Comment: The Demon Seed has had its ups and downs in Wild since its release. Our balance philosophy for Wild is that we generally step in when a deck is too powerful, too strong, and too frustrating to play against. Questline Warlock is currently the most popular deck in the format and has one of the highest winrates—it has always been one of the most polarizing cards in the game. So we're double tapping it here. Darkglare is the most egregious part of the deck, allowing for huge boards and consistent quest completion earlier than we'd like, so it is getting hit hardest. We're also ramping up the Questline requirements to adjust the non-Darkglare versions of the deck.
The above disenchantable cards will be eligible for full dust refunds for two weeks following Patch 31.2.2.
The following card is being adjusted to be stronger:
- Old: [4 Mana] 4/4
- New: [3 Mana] 3/3
- Dev Comment: With the mini-set in the not too distant future, we weren't looking to make many buffs this patch. However, Talgath has been an especially underwhelming card since launch and with Rogue getting hit in this patch, we thought this was a fine time to give it a bit of a boost as well.
Battlegrounds Updates
Dev Comment: We hope you are enjoying the new cards in the Tavern. Since this is the first balance patch of the season, we wanted to focus primarily on pulling down some of the early overperformers to make room for other strategies to shine. Specifically, we wanted to pull back the power of Quillboar and Dragons as a whole, plus some other individual card outliers. We also wanted to bump up Naga, Undead, Murlocs, Demons and Menagerie a little to help them compete.
We also adjusted some underperforming heroes in this patch. These are primarily high-confidence buffs that we know will improve their winrates without significant risk of unintended consequences. We're evaluate how all these changes shake out after the new year and are expecting to make more changes once we have more time and data. Happy holidays and we'll see you in the Tavern!
Hero Changes
The Jailer – Runic Empowerment
- Old: Give a minion +1/+1. Upgrades after seven friendly minions die.
- New: Give a minion +1/+1. Upgrades after five friendly minions die.
- Old: [Passive] After 10 friendly minions die, get a random mech.
- New: [Passive] After 9 friendly minions die, get a random mech.
Millificent Manastorm – Tinker
- Old: [Passive] Whenever you summon a Mech, give it +2 Attack.
- New: [Passive] Whenever you summon a Mech, give it +3 Attack.
- Old: Freeze a card in the Tavern. Passive: At the end of your turn, Frozen minions get +2/+1.
- New: Freeze a card in the Tavern. Passive: At the end of your turn, Frozen minions get +2/+2.
- Old: [Passive] After you kill 20 enemy minions, get Sulfuras.
- New: [Passive] After you kill 16 enemy minions, get Sulfuras.
Queen Azshara – Azshara's Ambition
- Old: [Passive] When your warband reaches 25 total Attack, begin your Naga Conquest.
- New: [Passive] When your warband reaches 30 total Attack, begin your Naga Conquest.
- Old: Start of Combat: Deal 2 damage to your target. (Doubles every 3 turns!)
- New: Start of Combat: Deal 3 damage to your target. (Doubles every 3 turns!)
Sylvanas Windrunner – Reclaimed Souls
- Old: Give +2/+1 to your minions that died last combat.
- New: Give +3/+1 to your minions that died last combat.
Edwin VanCleef – Sharpen Blades
- Old: Give a minion +1/+1. Upgrades after you buy 3 cards.
- New: Give a minion +2/+2. Upgrades after you buy 5 cards.
- Dev Comment: Sharpen Blades now get +2/+2 sharper when they upgrade.
Armor Changes
The following heroes now have less Armor:
- Forest Warden Omu: 6 at higher ranks, 6 at lower ranks, 5 in Duos.
- Galewing: 6 at higher ranks, 6 at lower ranks, 2 in Duos.
- Silas Darkmoon: 8 at higher ranks, 8 at lower ranks, 5 in Duos.
- The Rat King: 8 at higher ranks, 8 at lower ranks, 5 in Duos.
- Elise Starseeker: 12 at higher ranks, 12 at lower ranks, 10 in Duos.
- Kurtrus Ashfallen: 10 at higher ranks, 10 at lower ranks, 7 in Duos.
- Galakrond: 14 at higher ranks, 14 at lower ranks, 11 in Duos.
- Guff Runetotem: 10 at higher ranks, 10 at lower ranks, 8 in Duos.
- Patches the Pirate: 14 at higher ranks, 5 at lower ranks, 11 in Duos.
- Heistbaron Togwaggle: 11 at higher ranks, 11 at lower ranks, 8 in Duos.
- Infinite Toki: 10 at higher ranks, 10 at lower ranks, 7 in Duos.
- Ambassador Faelin: 11 at higher ranks, 11 at lower ranks, 9 in Duos.
- Chenvaala: 10 at higher ranks, 7 at lower ranks, 7 in Duos.
- Captain Eudora: 10 at higher ranks, 10 at lower ranks, 7 in Duos.
- Rock Master Voone: 10 at higher ranks, 15 at lower ranks, 7 in Duos.
- Snake Eyes: 5 at higher ranks, 5 at lower ranks, 2 in Duos.
- Marin the Manager: 7 at higher ranks, 7 at lower ranks, 5 in Duos.
The following heroes now have more Armor:
- Mutanus the Devourer: 18 at higher ranks, 18 at lower ranks, 15 in Duos.
- Scabbs Cutterbutter: 13 at higher ranks, 13 at lower ranks, 10 in Duos.
- Vanndar Stormpike: 18 at higher ranks, 18 at lower ranks, 15 in Duos.
- Pyramad: 17 at higher ranks, 17 at lower ranks, 14 in Duos.
- George the Fallen: 20 at higher ranks, 20 at lower ranks, 18 in Duos.
- Lady Vashj: 16 at higher ranks, 16 at lower ranks, 13 in Duos.
- C'Thun: 18 at higher ranks, 7 at lower ranks, 15 in Duos.
- Rokara: 17 at higher ranks, 17 at lower ranks, 15 in Duos.
- Ini Stormcoil: 15 at higher ranks, 6 at lower ranks, 13 in Duos.
- Lich Baz'hial: 18 at higher ranks, 18 at lower ranks, 15 in Duos.
- Millificent Manastorm: 19 at higher ranks, 5 at lower ranks, 15 in Duos.
- Drek'Thar: 15 at higher ranks, 15 at lower ranks, 12 in Duos.
- Enhance-o Mechano: 18 at higher ranks, 18 at lower ranks, 15 in Duos.
- Y'Shaarj: 18 at higher ranks, 18 at lower ranks, 16 in Duos.
- Sneed: 20 at higher ranks, 20 at lower ranks, 17 in Duos.
- Onyxia: 20 at higher ranks, 20 at lower ranks, 18 in Duos.
- Bru'kan: 17 at higher ranks, 17 at lower ranks, 14 in Duos.
- Edwin VanCleef: 18 at higher ranks, 18 at lower ranks, 15 in Duos.
- Illidan Stormrage: 17 at higher ranks, 17 at lower ranks, 15 in Duos.
- Death Speaker Blackthorn: 14 at higher ranks, 14 at lower ranks, 11 in Duos.
- Overlord Saurfang: 18 at higher ranks, 18 at lower ranks, 15 in Duos.
- Aranna Starseeker: 15 at higher ranks, 15 at lower ranks, 12 in Duos.
- E.T.C., Band Manager: 10 at higher ranks, 10 at lower ranks, 7 in Duos.
- Exarch Othaar: 15 at higher ranks, 15 at lower ranks, 12 in Duos.
- Zerek, Master Cloner: 17 at higher ranks, 17 at lower ranks, 14 in Duos.
Card Pool Changes
- Briarback Bookie, Menagerie Jug, Sore Loser, Dozy Whelp, Party Elemental, and Bazaar Dealer have been returned to the minion pool.
- Bristling Buffoon and Upbeat Frontdrake were removed from the minion pool.
Card Changes
- Old: 3/2. Stealth. Whenever a friendly minion loses a Bonus Keyword, gain +1/+1 permanently.
- New: 4/3. Stealth. Whenever a friendly minion loses a Bonus Keyword in combat, gain +1/+1 permanently.
- Dev Comment: This update is primarily intended as a bug fix. With this change, Implant Subject has been unbanned from the minion pool.
- Old: [Tier 5] 4/6. Whenever this gains Attack, give your minions +2 Health.
- New: [Tier 4] 3/5. Whenever this gains Attack, give your minions +1 Health.
- Old: [Tier 4] Start of Combat: Give your other Dragons +3/+3.
- New: [Tier 5] Start of Combat: Give your other Dragons +5/+4.
- Old: [Tier 2] 2/2.
- New: [Tier 3] 3/4.
- Old: 3/1
- New: 3/3
- Old: [Tier 3] 3/3
- New: [Tier 4] 4/4
- Old: 3/3
- New: 2/2
- Old: 3/6. Whenever you cast a spell on a minion, give it +3/+3.
- New: 4/6. Whenever you cast a spell on a minion, give it +2/+2.
- Old: [Tier 4] 6/6
- New: [Tier 2] 3/4
- Old: 5/6. Whenever this attacks, deal 1 damage to the target. (Improved by every 4 spells you've cast this game!)
- New: 2/6. Whenever this attacks, deal 2 damage to the target. (Improved by every 4 spells you've cast this game!)
- Dev Comment: Improves by 2 damage each time.
- Old: [Tier 3] 2/1. Choose One – Give a Beast +1/+1 and Reborn; or +3/+3 and Taunt.
- New: [Tier 4] 3/2. Choose One – Give a Beast +2/+2 and Reborn; or +5/+5 and Taunt.
- Old: [Tier 4] 1/3. Deathrattle: Summon a random Beast. Set its stats to 7/7.
- New: [Tier 3] 1/2. Deathrattle: Summon a random Beast. Set its stats to 5/5.
- Old: [Tier 4]
- New: [Tier 5]
- Old: 3/3. Deathrattle: For the rest of this combat, your Beasts have +3/+3.
- New: 4/4. Deathrattle: For the rest of this combat, your Beasts have +4/+4.
- Old: 4/13. After a friendly Deathrattle minion dies, give your minions +2/+1 permanently.
- New: 4/11. After a friendly Deathrattle minion dies, give your minions +2/+2 permanently.
- Old: 2/9. Avenge (3): Your Undead have +1 Attack this game (wherever they are).
- New: 3/9. Avenge (2): Your Undead have +1 Attack this game (wherever they are).
- Old: [Tier 5] 6/4. After another friendly minion loses Divine Shield, gain Divine Shield.
- New: [Tier 6] 8/4. Divine Shield. After another friendly minion loses Divine Shield, gain Divine Shield.
- Old: 5/3. Divine Shield. Whenever you cast a Tavern spell, give your minions with Divine Shield +2 Attack.
- New: 6/3. Divine Shield. Whenever you cast a Tavern spell, give your minions with Divine Shield +3 Attack.
- Old: 4/8
- New: 3/5
- Old: [Tier 4] 5/4
- New: [Tier 3] 4/3
- Old: 3/1
- New: 4/1
- Old: [Tier 5] 6/7. After your hero takes damage, rewind it and reduce the Cost of your next Tavern spell by (1).
- New: [Tier 4] 4/5. After your hero takes damage, rewind it and reduce the Cost of your next Tavern spell by (1) (but not less than 1).
- Dev Comment: Spells can still be reduced to (0) by other cost reduction effects while Archimonde is in play.
- Old: 5/5. Choose One – Minions in the Tavern have +5/+5 this game; or Consume all minions in the Tavern to gain their stats.
- New: 4/4. Choose One – Minions in the Tavern have +4/+4 this game; or Consume all minions in the Tavern to gain their stats.
- Old: 3/1
- New: 4/1
- Old: 7/3. Deathrattle: For the rest of this combat, your odd-Tier minions have +2/+3.
- New: 9/3. Deathrattle: For the rest of this combat, your odd-Tier minions have +3/+3.
- Old: 4/5. Taunt. Whenever you cast a Tavern spell, give two other friendly minions +4/+4.
- New: 5/5. Taunt. Whenever you cast a Tavern spell, give two other friendly minions +5/+5.
- Old: 9/6. At the end of your turn, trigger the Battlecries of adjacent minions.
- New: 10/6. At the end of your turn, trigger the Battlecry of the minion to the left of this.
- Old: 4/2. Battlecry: Give your other minions +2/+2 for each Bonus Keyword they have.
- New: 5/3. Battlecry: Give your other minions +3/+2 for each Bonus Keyword they have.
- Old: Battlecry: Give your other Murlocs +3/+3.
- New: Battlecry: Give your other Murlocs +3/+4.
- Old: 7/6. Taunt. Deathrattle: Give 2 random friendly minions this minion's Attack.
- New: 8/6. Taunt. Deathrattle: Give 2 different friendly minions this minion's Attack.
- Dev Comment: This change means that Nightbane, Ignited's Deathrattle can no longer give Attack to itself or any other friendly Nightbane, Igniteds. The effect is otherwise unchanged.
- Old: 3/4. If you have unspent Gold at the end of your turn, get 2 Blood Gems.
- New: 3/3. At the end of your turn, get a Blood Gem.
- Old: [4 Gold] Choose One – Discover a minion of your Tier; or a Tavern spell of a Tier higher.
- New: [3 Gold] Choose One – Discover a minion of your Tier; or a Tavern spell of your Tier.
- Old: [3 Gold]
- New: [4 Gold]
Arena Updates
We're making a couple Arena microadjustments to reduce the power of Death Knight this season:
- Horizon's Edge can no longer be drafted.
- Travel Security will be offered significantly less frequently while drafting.
Bug Fixes and Game Improvements
- [Battlegrounds] Fixed a bug where Implant Subject's effect didn't work with Spellcraft spells that gave bonus Keywords.
- [Battlegrounds] Fixed a bug with the Bob-blehead Trinket.
- [Battlegrounds] Fixed a bug where Exarch Othaar and Zerek, Master Cloner appeared as Bartenders in some places, instead of Heroes.
- [General] Misc. cosmetic and text updates.
you are welcome
patch notes comment sections have enough salty tears to make the pacific ocean look like a puddle
Here is some grass
Well that is the story of Rogue I guess. Interesting cards get gutted because either a deck that less than %1 plays (high legend) or because a deck everyone is playing despite the shitty winrate.
Hey at least fucking Talgath is getting buffed. Maybe a secret super powerful AoE spell will get printed in the mini set for Rogue or something.
I still think it is hilarious that the majority of you are having trouble with Dungar Druid. Anyways, with Pirate Shaman/Demon Hunter getting nerfed I guess nobody is is stopping Aggro Priest and whatever Death Knights are doing I guess
Great, now my cutlass rogue is so bad.
I don't like how high legend decks impact balance patches because it always backfires at people who just wanna play fun decks.
Also they nerfed DK in Arena. Nice, it was a good move but what about Mage?
Imo Cutlass Rogue was terrible to play against, so I'm happy if we'll no longer see it. A game where you get smashed with a huge weapon in the first few turns isn't exactly enjoyable and inspiring.
"now my cutlass rogue is so bad"
Good
Do you know how hard is it to make a big cutlass in a meta where you most likely win or lose before turn 6?
The only people that complain about cutlass rogue are greedy priest and warriors that play infinite armor and minions. But that isn't terrible to play against, am i right? Double standards much?
Because sonya was totally the problem with rogue (actually 100% unplayable and worthless now) and not them having an uninteractable 40 40 statted starship dormant on the board all game that gives you 20 armor and deals 100 random damage when it dies... Oh yeah and of course aggro is the problem with zilliax and not the 9 mana lifesteal reborn elusive poison rush taunt that single-handedly restores you to full life, clears the board and enables tons of frustrating ressurect board in a box strategies. Nah man, early/midgame minions on the board are once again the problem. Well, I hope people enjoy less minions and less minion trading and more The Ceaseless Expanse spamming strategies and late game Kiljaeden mirrors!
She still has amazing value, especially combined with the Exodar's 1-cost pieces. You're being overdramatic.
you will never see that card played again until they unnerf it right before it rotates to wild next year 100%. I already only saw the card played like 20 times on ladder. It's a shame because she's a fun card that enables wacky things. Ive literally never even played against a rogue that abused sonya and made it look broken. This is a problem that 1% of legend players and streamers encounter. Half of the people that follow this game solely watch twitch streamers and parrot everything they say without forming their own opinions based off actual gameplay experiences. The real problem with this game are cards like the starships and The Ceaseless Expanse. Control priest in particular can play the expanse 3 times or more reliably. It's an awful gameplay experience to play against. Also, they're nerfing the wrong shaman... The asteroid one isnt THAT good, but when it's good, it's very stupid and creates non-games
Anyone else feel like the Battleground changes are weird? random stat changes for what? Imo the only good change in this whole post was Darkglare. The rest seem meh.
The Demon Seed nerf is a joke that achieves nothing on its own. Let’s see if the nerf to Darkglare will at least slow the quest progression back to normal levels
Omg talgath to 3 mana? That will surely do it blizzard, nobody will even remember that sonya existed with this powerhouse of a card you've just made talgath into.
The Pylon fix... it was needed. It made a sea of weenies a bit more offensive, but also made them beefy enough, especially with the pirate package Hozen Roughhouser beefing things up too. This is a fair trade off.
The Demon Seed this is such a joke. I've been playing that deck since this card was printed and watched it continually get increased. I cannot count how many times I have gone over the 10 health limit because of the cards I played, this will not slow it down that much. Darkglare is virtually unplayable in the deck now. But that is fine. With Healthstone untouched, you're still able to get this off relatively consistently without too much worry about going too low on your health bar.
I play mostly Wild, so the other stuff doesn't really impact me as much, but I can see why Sonya was nuked, the idea of being able to repeatedly cast Breakdance several times in a turn along with Shadowstep was kinda dumb, but not overpowering in my opinion.
Well, can't wait to see The Demon Seed in more patch notes here in the next 6 months since the effect is downright broken and any new expansion to allows for OP healing or drawing will continue to make it a problem.
Or you could just revert it to the original values and change it so that it just negates self damage for warlock instead of reflecting it. That would make it focused on self-damage cards rather then these stupid, now infinite damage draw combos.
HS players consist of multiple groups, each group playing different decks and classes. Each group’s only satisfaction is for their deck or archetype(control, aggro or combo) to be overpowered while all others remain weak. The developers know this, so they try to make one group happy at a time.
For example, they print The Demon Seed, so Warlock players are like, “OMG, thank you! We love this game” while other players get upset.
Then they nerf it, and the other players are like, “OMG, thank you! We love this game” while the Warlock players get upset.
I guarantee you that they know certain cards are busted even before they release them. Some members of the design team were former pro players—they know exactly what they are doing.
Sonya was so broken, and I still see Rogue players complaining about the nerf. Why? Because, as I said, each group of players wants their favorite class or archetype to be overpowered compared to everybody else.
There is also a common group of players who love playing the most broken cards and decks, regardless of class or archetype. The developers know that this group is significant, so they print insane cards for them and then nerf them later.
Notice that when a new, overpowered card or deck is released, the majority of players play it.
Strange that they nerf dk in arena but not mage, while mage is stronger...