Blizzard just released a balance post regarding multiple classes and also one wild card
The following cards are being nerfed on August 26th:
- The mana cost of Conjurer's Calling is going up from (3) to (4).
- The mana cost of Luna's Pocket Galaxy is going up from (5) to (7).
- The mana cost of Dr. Boom, Mad Genius is going up from (7) to (9).
- The mana cost of Extra Arms is going up from (2) to (3).
- The mana cost of Barnes is going up from (4) to (5).
Quote from BlizzardNow that Saviors of Uldum is live, new cards have been introduced and powerful decks have started to surface. To make for a better ladder experience for Hearthstone players in this new expansion, we’ve decided to make the following card adjustments in an update next week:
Mage
While Conjurer’s Calling is a powerful tool that’s found in a number of Mage decks, when used in decks focused around cards like Mountain Giant and Sea Giant, it was creating extremely powerful board states at a point in the game where opponents didn’t have effective answers.
Increasing the mana cost of this card will make using both copies of the Twinspell card in a single turn significantly more difficult, postponing these potentially overwhelming turns until later in the game when the Mage’s opponent has more available resources to react to the board.
Buffing cards with the Rise of the Mech event was a big change in philosophy for us. While we are happy with the overall outcome of the changes, Luna’s Pocket Galaxy has proven to be an exception.
An early Luna's Pocket Galaxy can often leave opponents feeling helpless if late-game minions were drawn in subsequent turns. This has occurred more often than we had intended, therefore we're reverting its mana cost back to its original value of 7, as was the case before the Rise of the Mech event.
Warrior
We’d still like Dr. Boom, Mad Genius to be a great option for control Warrior decks looking to close out games, but right now the card gets played a bit too early. Increasing the mana cost to 9 should make it more difficult to find a good turn to play Dr. Boom, giving opponents time to make powerful plays as well.
Priest
During the Rise of the Mech event, Priest was one of the weaker classes in the game. Buffing Extra Arms gave Priest a powerful spell for the early game to enable some of their board-focused strategies.
With the release of Saviors of Uldum, Priest has access to many more powerful early game minions and has seen a large jump in both popularity and winrate. Between all of Priests buff spells and heal effects, it can be hard to fight for the board against them early in the game. Increasing the mana cost of Extra Arms back to 3 should give room for other decks to challenge them early on, while leaving the powerful Priest minions and combos untouched.
Neutral
Barnes has been a hot topic in Wild format discussions for quite some time now, especially regarding how oppressive this card can feel when facing certain Priest decks.
While we’re okay with Wild having a higher power level in general, Barnes stood out as too consistently powerful early in the game. Increasing his mana cost by 1 will let opponents have an easier time reacting, but still lets Barnes retain its identity as a way to summon specific minions early in the game.
Be sure to let us know what you think of these upcoming changes on the official Hearthstone Forums. We’ll see you in the tavern!
Unpopular opinion, but this is actually a good and balanced nerf. Barnes on 5 is a huge difference, in an already slow deck. Big Priest will be less polarizing and they didn't have to trash the res mechanic.
I think all the nerfs are warranted... except maybe Luna's Pocket Galaxy which I believe could be okay at 6 mana. The poor card has gone from unplayable to OP back to (probably or mostly) unplayable.
We're going to see if mage player really love to play mage, or not. If the deck disapear, well, people only play to win, sadboy.
they dont realize at all the "keep it simple " = making big big piles of problems
Holy shit you must be fun at parties...
besides dr.boom which i thought sucked.
barnes should have been 5 a couple years ago
everything else i think maybe one cards is just going back to original stats..
that doesn't completely solve the balance issue at all. what are they smoking , weed weed weed and guns and america number 1 i guess
The summer of Dr Boom's Rise of the Mech is over I guess Paladin and Sherman get to keep there prizes
Hoooooorayyy
I just don't understand the logic here. Lunas and Extra Arms were unplayable in their previous forms, and they just everted them back. Why not make Lunas 6 mana? And they should have just rotated boom to the HOF. Instead they've fucked with wild. On the positive side, the nerf to CC was fair and expected, and the Barnes nerf is also balanced. In retrospect extra arms would be hard to balance. Perhaps make it 3 mana but give it +2 +3. All in all some good nerds and some very poor nerfs.
Is it so hard to figured out why they didn't change Lunas to 6? Because it would still work, i'm 100% sure of it. If you'll play it of 5 with coin look at statistics that regisKillbin provided in his youtube video "Do we have mage problem?" It's winrate is huge. Puting back in 7 actually do something. I'm so grateful they thought about it and didn't decide to put it to 6 which wouldn't change how the card works.
Boom doesn't see play in wild anyway so it doesn't matter that it's gonna effect wild decks. Once against they recognized the problem that boom on 8 will be very similar. Boom on 9 - you have to be really good shape to pass on turn 9. It's the same situation as DK Jaina. Sometimes you couldn't play it on 9 because you were dead from a board. And that will be exactly the same with Boom now. I love this nerf.
And hey, I like your idea about the extra arms nerf. 3 mana give +2/+3. I think they should do it like that.
I think the problem here is that they do not want this card to work cause when it works it's busted. So they're just making it unplayable again.
SMH they nerf this Dr. Boom but not the one that really deserved it at the time (obviously things change, but even though i'm being slightly tongue in cheek, talking context here, old Boom was way more OP relative to the available cards than new Boom)
also not thrilled with the reversion of extra arms and pocket galaxy. if they were unplayable before and too good after being buffed, why not try to meet somewhere in the middle rather than change them back to their old unplayable state?
Because if you would put Lunas on 6 mana it would still work almost the same. If you coin it on turn 5 you have statistics in regiskillbin video "Do we have mage problem?" and see what winrate this deck has when it's played on turn 5. 7 mana is the only way this nerf makes sense.
No it is not! You cant point at a card and say "with coin this card becomes this or that" Half the time Lunas would not be coind out, but played on 6 instead of 5 and that makes a huge impact on the cards win rate!
Start making a argument of a card with coin or not when only talking about Luna is just crazy... the coin effects all power cards, not just Luna.
I think pocket galaxy is just too busted when it works. So if it can work at 6 mana then it's still too good. At 7 mana it's too expensive = doesn't work = nobody will be playing it.
It's not, watch regiskillbin video. There are few cards which matter if they come up with a coin. Cards which are expensive and they STILL kept in muligan. In muligan stage when you go second you get 4 cards which means your chance of mulligan it is higher. People coin luna frequently as you can see on statistics which regiskillbin brought up. Saying "half of the time it won't be coined out" is silly because most of the time you won't draw it until turn 5 anyway. And guess what it was still a problem despite "50% of the time it doesn't work like this".
But I should start with my main argument which is I've done my own researched and I play renomage with luna's just as it was 6 mana. I coined it out when I had 5 mana or played it on 6 instead of 5. I played like 30-40 games or so. And you know what? I didn't change a damn thing it was still opressive just the same way. Of course it was slower just a bit but it made same problems: I was losing because I didn't draw Luna's, I was keeping 6 mana card in my opening hand and I highrolled much with my 7-9 mana discounts on everything. Cost of playing it was pretty much the same. On 7 mana I'm sure it won't be played much (hopefully nobody will play it), it won't be coming down on turn 4 or 5 which is how the insane winrate of this card is generated, you won't keep this card in your opening hand because turn 7 is too far for "do nothing" (it's not Dr boom which gave you armor) and made your entire hand instant removal. Also I won't be as much impactful as it is right now and as it would be by costing 6. I experianced it because my fellows were curious how it would effect the meta if luna's costing 6 so I decided I would give it a try. Trust me man, it would still be a problem and I'm sure blizzard knows this as well. There is a reason why they didn't put it on 6 which seems logical (7 unplayable in past, 5 broken). Just think about it and you'll agree on that.
they should have put dr boom in the hall of fame
For sure, along with the other two Hero cards in Standard. It's absolutely ridiculous that Boom gets nerfed after nothing gets done about Frost Lich Jaina, DeathStalker Rexxar or any of the other Death Knights that were way more busted than Boom ever was.
it because he is one hero card in one class while no other class has a hero card. talk about unbalance in release of cards.
shaman and hunter still have a hero card, too!