The Balance Patch Releases Next Week - September 18
We're going to be seeing the five recently announced card nerfs hit next Monday!
Quote from DaxxarriIn the recent Upcoming Balance Changes – Update 9.1 blog, we discussed the details and philosophy behind balance updates that are coming to several Hearthstone cards:
- Innervate - Now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
- Fiery War Axe - Now costs 3 mana. (Up from 2)
- Hex - Now costs 4 mana. (Up from 3)
- Murloc Warleader - Now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
- Spreading Plague - Now costs 6 mana. (Up from 5)
This patch is currently targeted for September 18th PDT. Please note that updates for mobile devices may take a few additional hours to propagate.
Once these card changes are live, players will be able to disenchant cards that are not Basic (Murloc Warleader and Spreading Plague) for their full Arcane Dust value for two weeks. Basic cards cannot be disenchanted and will not be available for an Arcane Dust refund.
September 18th PDT, OK, but do we know the hour, too?
BTW, it'd be nice to know for non-NA regions, too ;)
The updates are not region specific, but client specific. Players in all regions will get the update in the same time for PC/Mac devices, and in a dfferent time for mobile devices.
I wonder why southsea captain is allowed to be confusing, but Warleader is not....
At least southsea captain cannot revive anything from the dead like the warleader does with Finja. That's way more confusing than equality not working as expected.
Plain and simple double standard. It's only because Murlocs are too sexy - Team 5 can't even
PS: Don't google Sexy Murlocs ... rule 34 will make you regret it
I never understood why murloc warleader was strictly better than captain ( +2 +1 vs +1 +1 ) .
Now there's more balance between tribes .
Who gives a shit? Exodia Mage is still cancer. Priest is still oppressive. Jade Druid will survive the Innervate nerf. And now the decks that counter those are much, much worse. But at least Hex finally got its reckoning!
Who is complaining about Exodia Mage? It is slow as hell & highly susceptible to losing instantaneously to a well timed Dirty Rat if you're smart enough to tech it.
Everyone who plays the game for the fun, because Exodia mage is a hell pain in the ass to play against. Kills the fun in every game.
can someone please explain to me how rouge is now the most powerful ramp class. it can cast cheap spells it can make spells cheaper dew to preparation. but for druid we get a extra mana crystal dew to the nerfed innervate. druid is suppose to play big creatures why not make innervate work on just creatures that's what druid is suppose to do.
and don't get me started on the fiery war axe nerf.
Run double Wild Growth, Jade Blossom, Nourish, & then run UI for replenishing power and then call druids weak with ramping power. When you get even one of your cheaper ramp cards early on, with an early Nourish ramp, you get to 10 mana stupidly easily.
I do this in wild all of the time in my various druid otk decks (only using what is currently considered standard cards for ramping).
I'm surprised this balance patch didn't come out on the 11th since it was supposed to address the community's cries for help.
I know this is just a stupid conspiracy theory (and to make it clear, I don't believe this is what happened) but having watched the developments with KFT, I find it difficult not to imagine it as vaguely possible. With the way the Druid thing was handled, it just feels like the plan was to make people ask for Druid to be hit, and then use it to generate more profit:
In a similar fashion, the rest of the nerfs also looks suspicious:
Innervate has not been an OK card it has always been a problem card i'm so happy that its getting hit. Also litch king is beatable without murlocs i beat him with a budget tempo mage deck that cost me around 800 dust. Fiery war axe was op but it didn't deserve the Nerf hex got nerfed because blizz is pushing the game towards a control meta and silence removal is very strong in control vs contro.l
Innervate is a problem mainly because aggro druid is a thing.
Warleader is a problem because the health buff will keep minions alive that should have died when the warleader dies from AoE.
Hex is weird but w/e.
War Axe nerf was idiotic and their reasoning plain bad. The problem with pirate warr is mainly the weapon durability buffs, not war axe in itself.
The reason their druid nerfs seems really lackluster in terms of bringing Jade down a notch, is because Blizzard is a company that truly hates admitting mistakes. They fully well know Jade is busted, and that UI is busted af, but their pride won't allow them to make the necessary nerfs for correctly balancing the archetype.
Hang on, so overpowered early ideas that didn't make it into the game are evidence for them wanting to make everything overpowered?
Time to play some Tempo Warrior before it's too late.
Should i disenchant the murlocs?