Hearthstone Balance Changes Incoming - Information Coming Next Week
In a tweet this afternoon, the Hearthstone team has announced they have reconsidered their stance on balance changes before the next set. More information will be made available in an update next Monday, October 15.
What changes would you like to see?
Quote from @PlayHearthstoneWe've been discussing a couple of card balance changes to make next week. We'll have more information to provide on October 15.
Here are some very intriguing changes I've been thinking about: (Of course Blizzard would never even consider such things unfortunately, their mind is too fixed on nerfing)
Dirty Rat becomes a classic card
Loatheb becomes a classic card
The Caverns Below reverted nerf but send to hall of fame
Mindbreaker text becomes a battlecry.
Alexstrasza now removes armor (again).
Yogg-Saron, Hope's End reverted nerf, added to hall of fame
Prince Keleseth text reads: start of the game: if no 2 cost cards give all minions in your deck +1 attack
Mass Dispel becomes 5 mana, also silences minions in opponent's hand
Ice Block becomes a classic neutral spell.
But Yogg-Saron is already in wild...
Just thinking out loud. What if Hex cost 3 mana and only lasted one turn. Kill it that turn or it's back to normal. Silly, right? I know... I'll go back to my corner and let the trolls have at me ;)
I played 6 straight burn mages yesterday. Went 4-2 so not bad but man is that a boring matchup.
Blizzard: This balance changes is going to make rank great again!
-> Hex now cost five mana
Don't want classic cards being too strong now do we. Oh oops we forgot Wild Growth and Nourish.
Of course it matters.
So many asking for Aviana or Kun to nerfed instead of Psychmelon are completely non-transparent combo haters and not actually trying to balance decks. They're just seeking to hate on a playstyle they don't like.
Nerfing Aviana and/or Kun kills multiple combo decks, most that are actual fun meme decks, while nerfing Psychmelon keeps the fun decks alive while it helps by pushing the consistent combo decks clear out of tier 1 status. Plus, not nerfing Psychmelon means T5 has to tip toe around what they design for druids above 6 mana indefinitely. Why nerf cards that weren't even tier one before 2-3 specific cards were released to instead keep a new design limiting spell alive that enables one of the most powerful tutor effects in game to be left alive?
Agreed. I keep seeing posts about increasing the cost of Psychmelon but I can't think of a cost where its not either unplayable, or still incredibly annoying. At 7 mana it becomes equivalent to sprint, but there's a chance to draw less cards, and you're also drawing specific cards. Upsides and downsides. 6 or lower It's on curve or just too good as you can draw up to 4 cards with such little mana, AND you likely know exactly what you're going to get out of it. Basically I think that the effect is just really good, and changing mana cost alone will be too hard to balance it evenly.
What if a different approach is taken: keep the utility but nerf the overall outcome: 4 mana chose one: Draw a 7 and 8 cost minion or Draw a 9 and 10 cost minion.
Maybe move around the numbers to make it more interesting, but effectively it would be an X mana draw 2 specific cards. I think it should cost a little more than arcane intellect because you actually know what you're getting out of it.
Feel free to rip me apart. This was just my thoughts.
No I agree with you. One of my ideas to change psychmelon followed the same general idea too. Keep it at 4 mana and have it tutor 2 minions that cost 7 or more mana.
Possible Changes I would like to see:
Druid:
Juicy Psychmelon: Mana cost increased from 4 mana to 7 mana, on paper makes it on par with sprint but is better in most cases despite Rogue having Prep due to the specific card draw and ramping capabilities of Druid.
Branching Paths: Armor gain reduced from 6 to 4, makes Druid more vulnerable against aggressive strategies
Scarab Beetle: (Affects Malfurion the Pestilent and Spreading Plague): Stats lowered from 1/5 to 1/4
Mage:
Mana Wyrm: Stats lowered to 1/2
Rogue:
Crystal Core: Now reads, give all minions in your hand and deck +3/+3
Shaman:
Thing From Below: Stats lowered from 5/5 to 2/5
Neutral:
Prince Keleseth: Gives minions in your deck +1 Attack rather than +1/+1
Giggling Inventor: Mana Cost increased from 5 to 6
Barnes: Mana Cost increased from 4 to 6, stats increased from 3/4 to 4/5
Carnivorous Cube: Mana Cost increased from 5 to 6, stats lowered to 2/6
Baku the Mooneater: Warrior hero power reduced from 4 Armor to 3 Armor
I think that Blizzard should focus the nerfs on auto-pilot ultra performant decks, like Heal Zoolock, Even Shaman and Astral Druid or totally luck driven decks, like Big Priest. Wild ladder is actually 95% ultra powerful aggro and Astral Druids, it's so boring. By nerfing those deck, they should also take in consideration hitting more the neutral cards, in order to preserve class identity (talking about cards like Fungalmancer and Prince Keleseth). And obviously the infamous Juicy Psychmelon.
thinking the same Juicy Psychmelon should be 6 mana at least and perhaps Prince Keleseth should be +1 attack
I don't think that increasing the Juicy cost would change anything, mainly because of the high ramp potential of Druid. The aim of Astral Druid is to reach 10 mana way before its tenth turn, so paying 2 more mana for that wouldn't really matter. I think that the thing that needs to change is the effect of the card itself.
"We dont have any balance changes planned (Streamers get mad at me and leave for MTG:A) Sorry. Im sorry. Im trying to remove it"
Zoolock is finally getting a much needed nerf?
Huzzah! \o/
wouldn't count on it. It's not like the deck is particularly dominant.
Because "dominant" =/= "prevalent"
fix druid OP decks the game is unplayable in Wild
I agree with almost all things u said.I can explain why i said mirror is bad , bcs it's all about who will armor more and who will draw dk 1st (talking about aligners mirrors).You hit the big point when u said if they nerf combo droods and not touching big priest will be dangerous.Realy idk what would they do.Still i think they have more problems in standard than wild.They basicly did nothing with "D"oomsday expansion , meta still the same few cards added only odd warrior came out as new deck and recently clone priest.People calling for nerfs for a long time since quest rogue ruins the ladder in standard and we're gonna get nerfs on 15. oct , that is telling me , they didn't know what to do , probabbly they will come soon with some solutions , let's see.TBH i am sceptic , but let's see.
Star Aligner in Wild needs to take a hit some way or another. Wether that be Psychmelon, or just gutting Aviana+Kun alltogether. I don't even play Wild and I can see that it's just not a good thing to give a combo deck that can find it's entire combo in one card, can use it to OTK people from over 30 health, clears the board pretty much always, and puts loads of stuff on the board. And that's not even mention it's coming from a class that can ramp mana quickly and basically skip turns.
Speaking about Wild, Barnes should really be on the list as well. That card is just dumb (unless they take the hard way of completely dismantling every resurrect option in Priest, which seems unfair)
Quest Rogue should jsut be reworked at this point. Let's face it, the basic concept is just broken. They nerfed it twice, and pretty harshly and it's still the go-to deck to farm control decks. Unfortunately, I don't think they'd spend the ressources to fix a card that's going to leave standard soon (and is probably not good enough for Wild). If they hit it again, they're probably just going to Warsong it into submission.
Also, I originally thought Giggling Inventor would need a heavy duty nerf, simply because it was used in Odd Rogue and Paladin...but at this point the meta has devolved into huge tempo swings so much that Giggles is the only thing many decks have to defend themselves/set up for a comeback on the next turn. A fully upgraded Emerald Spellstone on turn 5 was usually gg for any class that doesn't have excess to AoE against it. Now every class can at least blck all the wolves from going face just through Giggles.
Honorable mentions:
Master Oakheart: because even though the decks that use him aren't top dog right now, I fundamentally hate his design and the fact that Druid can basically win most matchups just by hahving Hadronox in your opening hand. I was actually convinced that Biology Project would break Big Druid completely, but thankfullyy that didn't happen....but it still might, after all we've got a whole expansion left.
Mana Wyrm I honestly don't get how this has stayed the way it is for so long. Tempo Mage games are decided by mulligan phase at this point. If they get a t1 Wyrm and you can't kill it you're most likely going to lose in most cases. It's one of the lasst turn 1 snowball cards in the game (not to mention it'S snowballing effect really benefits from 1-mana spells and Sorcerer's Apprentice). It's the reason why Tempo Mage will always be disgusting and hated whenever it's viable. In order to make Tempo mage interesting Mana Wyrm needs to get nerfed in some way (probably health down)
Devilsaur Egg much like a real egg, it took a long time to hatch into the meta, but now that it's out it tears shit up. At this point there are just too many deathrattle procs (obviously in Hunter). I mean, think about it. We live in a meta where HUNTER can jsut pass the first 2 turns, play a 0/3 on turn 3 and it'S considered a good start. If it wasn#t for card] Nerubian Egg[/card] i'd suggest to nerf the DIno down to a 4/4 (but seeing how that never stopped Quest Rogue either....). It's somewhat like Corridor reeper all over again...just in Hunter (and sometimes Rogue)
Spreading Plague Basically defining the Druid class for months now. Worst offender is probably token Druid. If you don't play a Control deck that can beat the Wisp+Soul of the Forest combo with AoE you have no outs. Keep the board small to prevent Plague? get swarmed by wisps. Build a board to try and trade as much as you can? Get Plagued and Scavengered until you die, because Mossy Horror only goes up to 2-attack. Next up: Specific Horror, which destroys all beasts with taunt that share the same name and are of a Scarab variety.