Reckless Experimenter Nerf Coming June 3
Reckless Experimenter will be receiving a change in the upcoming card buff patch on June 3rd. Blizzard did not originally realize that SN1P-SN4P had a negative interaction with the card. See the card and text change below.
Added Text: "Cost can't be reduced below 1"
The card will be disenchantable for full value starting June 3, after the patch releases. Bravo for the quick fix, Blizzard!
Quote from Chris SierraHey Folks,
After the announcement of the Rise of the Mech update, we became aware of an interaction between SN1P-SN4P and Reckless Experimenter that allows for an early-game infinite damage combo in Priest. As a result of this, we’ve opted to make a change to Reckless Experimenter to go along with the 14.4 patch (scheduled to release June 3) so this combo is no longer possible. We’re also aware of some interactions that SN1P-SN4P creates in Wild when played alongside multiple copies of Mechwarper. We’ll be keeping a close eye on how that plays out over the following weeks. Here is how the card now reads (updated card asset here):
Reckless Experimenter – Deathrattle minions you play cost (3) less, but die at end of turn. (Cost can’t be reduced below 1.)
Once the change to Reckless Experimenter is live, you will be able to disenchant it for its full Arcane Dust value for two weeks.
Honestly, I'd like to see all card cost reduction cards to say "can't reduce below 1". Galvanizer, Radiant Elemental, etc... Summoning Portal and now Reckless Experimenter have it, might as well apply it to everything.
Well first off, let me remind you that you said what they're doing is a 'lazy' change, yet you then say you thought of a better idea in 40 seconds by changing Echo to Rush.
So I don't think you can say you're considering every factor. Changing Echo from Rush has more indirect effects than you probably have yet still to consider.
Lets take your way of nerfing something broken and implement it with the Grim Patron & Warsong Commander nerf.
How would that have turned out?
My idea keeps nerfing fair. Reckless Experimenter is still used and likely will be used in future Deathrattle decks, nerfing it because of ONE card they refused to think about before making again - seems really really lazy. This is them basically going "oh, well, we've already thought of this card now, let's nerf the interactions rather than the actual problem"
I'm aware they're nerfing a card thats already been in game. This has happened since the beginning of Hearthstone.That should not only be the defining factor. You have to consider every other factor, and prioritize them. (Consider the Grim Patron nerf, what did it take to nerf the broken rotation?)
Ask yourself which way opens more flexibility and different type of archetypes.
Right now SN1P-SN4P is very flexible for early, mid, late game decks. Your idea narrows it down.
You're missing the point. They're nerfing a card that's been in the game for a while now because they didn't even consider the combo possibility before creating SN1P-SN4P - that to me is just pure laziness. Nerfing SN1P-SN4P nerfs it across the board ruling out all future design space problems, it's a total no brainer.
The most lazy and uninspired change I've seen them do.
Quoting myself from Twitter here
"Fixed. Literally took me 40 seconds to think of that... fixes it for both Priest and Dr. Boom Mad Genius."
Changing it from Echo to Rush might seem like a 'simple fix', but you have to consider what archetypes they were designing this card for.
Changing it from Echo to Rush changes the philosophy and the flexibility of its archetype from of a mid-late game synergy to mostly aggressive decks.
The only card that is problematic was Reckless Experimenter, so why completely change the philosophy of SN1P-SN4P when you can fix the lone problem.
That does not change the fact that you can still magnetize it to that mech rat with stealth the next turn that was played and hit face.
Your change is even lazier.
"let's make all new cards incredibly underwhelming so that there's no possible combos that could maybe be a minute issue that people will still bitch about on forums. Who needs balance patches if all cards just suck anyways?"
Yes, I think from the amount of downvotes, its clearly not as "simple" as one might think.
Unless you have different opinions on your 'twitter'
God this is an annoying change. So many cool combos that weren't a problem (like voodoo doll) aren't viable anymore because of this change. All for this silly mech card.
Deleted
Wow they didn't know
Well, I'd much rather they nerf Reckless Experimenter than SN1P-SN4P - I'd like my full dust refund on an Epic, thank you! This also future-proofs a little without breaking any of the current combos (as far as I'm aware). Really, making anything cost (0) is super iffy.
If it turns out SN1P-SN4P is still a problem in Wild, we'll get more card nerfs and more potential dust!
That's all well and good, but the simple fact is the card should never have been announced with such an obvious, and broken combo. Like they're supposed to know this game and we give them credit for that, you can't have it both ways and say they're competent when they allow such egregious mistakes that should never be made by a competent company. Good for the change, but they fucked up and should at least partly be held accountable.
you literally just countered his argument with "but your argument doesn't make sense in my fantasy world so I'm right". There are easily over a thousand minions and probably almost a thousand spells in the game right now, so I'm pretty sure even your galaxy brain can't even imagine all of that. This is why cards are revealed early, so that people can point out mistakes or stupid combos like this. In fact, if you're so damn good at game design, then you go and join Blizzard. I'll be waiting when you inevitably forget a combo and make another Shudderwock and show you this thread.
@Dendriod Dude, they don't only have to take notes of the cards they had released but the cards from the future sets. You think each set initially have 135 cards made and designed? They had over 300-400+ cards designed and prototyped from EACH designer before deciding which ones to pick for the release. Since they are 3 sets ahead, this means they have at least 4000+ cards to take note of. So yah, they can miss this interaction. Next time, don't just open your smart mouth without thinking. If you think you are soo damn better than Blizzard, then apply a career there instead of blaming them. Wake up your brain next time.
A logical change, solves the problem without destroying Experimenter. For those arguing for nerfing the mech instead, making it 4 mana would utterly destroy the card, it's actually kinda fair already at 3 unless you have an easy way of discounting it in a major way. And it's perfectly fine in Wild as is, Mechwarper or no. You need to go through so many steps to land 3 Mechwarpers on the board while having a mech already in play that it doesn't seem any better than any of the myriad OTKs already in the format, most of which don't require you to stick a minion for a turn or need you to pray the opponent doesn't have taunt.
I would remove the deathrattle effect and replace it with Battlecry: summon a 1/1 microbot. That way the token element stays.
That would nerf the card too. You can at most summon 1 or at best 2 of it since the board will be filled up with tokens. Thus, having no space to summon a third one. It is no different from nerfing it to 4 Mana.