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!
They had to nerf the twinspell on Conjurer's Calling.
no
Im not sure the Dr boom nerf does enough. Sure now you lose a lot of tempo but the infinite value is still there. and in a lot of cases you just dont care about tempo because you have brawl in hand , and can deal with whatever your oponent has next turn.
I still want they unNERF the sonya / crystal core last nerf-patch lel
Can someone help me with this? May be some kind of scientist or at least a mathematics professor? If 5 is to strong and 7 is unplayable hmm? I'm not a math expert but I think it may be possible to somehow calculate a value in between. I'm sure there is somone in the hearthstone community that can help blizz figure this out.
#math is hard #help blizzard #6?
Six is just as bad as five as has been shown by the data. Nobody can say it's unplayable at seven either since that was before rotation and the card pool is VASTLY different now and the meta is way different. For all we know it could be still busted at seven and just nobody knew because it wasn't played enough after rotation.
What data shows you that? The card was never in play for 6 mana, You have some inside blizzard testing data where they played it as a 6 mana card?
What rotation are you reffering to? That card was buffed in the Rise of the Mech event that started june 3rd 2019. As far as i know only expansion after that is uldum. The card pool was not VASTLY different it's 135 new cards, minus vanish and mind blast that got hall of famed plus the 10 new compleatly irrelevant basic and clasic cards.
probably the funniest post i have ever seen on this website. Thanks.
Howor calm down.
Rotation happens in April when they rotate out the old sets. The card was available way back in August 2018 and it never saw play because there were a whole lot of absolutely busted cards it had to compete with. With all those cards removed in rotation the card saw little play still and nobody knew if it might have been balanced at 7. As for the six cost if you have played the deck you know that it rarely matters if you play it on turns 4-6 against most decks because the following turn with any draw can swing the state of the game drastically.
I will start positively by saying if you reverted a buff then its a "net-neutral" nerf. Also, deciding to answer a mana cheat interaction is commendable because mana cheat cards always feel really bad on the other side of the board. So "technically" two cards were nerfed and that tells me the meta is pretty decent.
Now. Doctor Boom at 9 mana. This did nothing for Control Warrior. A control deck that works this well doesn't necessarily worry about WHEN they play their value bomb. Aggro isn't going to cut it against warrior. The Restless Mummy is by far the reason Warrior's numbers won't change to aggression. You pretty consistently get it or even two of them by 4. Dealing 3 to two minions with one minion in a single card is very very powerful. Board clears for Warrior are very very powerful. Their defensive curve...is very very powerful. As I have said elsewhere: "Dr. Boom didn't stop aggro. It was a nail in the coffin if played on 7...not the entire reason the Warrior took the game". We may have situations where aggro gets there now, but it won't be common. I just don't understand this nerf because the real problem is the double value with board control mechs.
Conjurer's Calling at 4 is barely a difference. If you got an early Mountain Giant you couldn't immediately follow-up with CC anyway until the next turn. It will still have scenarios where it is casted earlier than reasonable. I don't really see this nerf doing too much.
So overall, you reverted two cards (Extra Arms being a bit of a screw you to Priest tbh), and did a weak nerf on two others. I really would have preferred an answer to Prismatic Lens, since you took a stance on mana cheat with Pocket Galaxy, but a turn 4 or 5 rush of a board of murlocs is ok I guess. Happy the meta didn't need to much adjusting in Blizzard's eyes, not necessarily pumped in 3/4 of the decisions.
nice nerfs, nerfing the only things keeping all these agro decks in check ... have fun now with all these ultra agro decks that will start flooding ladder, all of you who are happy with these nerfs, that would be fun to know how many will come crying in two weeks when you'll be bored of losing games in 3 mins
they did'nt even say we would get dust back for the nerfed cards this time, usually they always mention it.... that's nice
my first three games of the day: 2 mages with coin Luna on turn, followed by a big minion on 5. one against a mage with turn 1 lighwarden, turn 2 extra arms, turn 3 divine spirit + inner fire, turn 4 extra arms gg. Glad thah the nerfs are so soon.
edit: game 4 mage with giant conjuring on turn 4, nova turn 5. fun games
edit 2: game 5 dead at turn 5 by aggro warrior with a berseker
edit 3: mage again with of course a turn 4 coin +Luna turn 5 Kalegos whci gives him flameward and kills my board This is getting fucking retarded.
I don`t give a #$$%# for wild and Barnes. Happy that I have not disenchanted him earlier and get the 1600 dust.
Replace Barnes with Drakkari Enchanter problem solved
Strange nerfs. I personally wouldn't touch dr. boom, because I think he is pretty balanced compared to average hearthstone tier 1 decks. Dr. Boom was mainly answer for agro decks on turn 7. What is actually good in 7 mana ? On 7-8 turn you can play Dr. Boom + shield slam and kill one of the giants which mage put on board on turn 6. On turn 7, you can finally have good answer against agro decks... I dont get it since when in hearthstone agro decks are so slow, that they cant kill you up to turn 7 and we need to give them 2 more turns. In control vs control match it doesnt matter that much, when you will play dr. boom on turn 7 or turn 9. Dr. Boom for me is just answer for all other OP cards. But at least I finally can disenchant my non-golden dr. boom which I left to wait for nerf :).
Luna's Galaxy is just stupid card. For 7 mana it was pretty much dead, before. I don't like all this cards which make other cards cheaper. For me this is actually the best way to break balance. You decided in the begining that this card should never be played on the same turn with too much other cards (lets say antonidas)... but if you make it cheaper with spell, it is fine? And make it cost 1? It could be for 5 mana and just make it to reduce mana cost to all minions with 2. Yes Alexstraza for 7 is not that great, but it is not OP at least. Conjure's calling too. Someone has suggested in previous thread, that when card is put on the board for reduced price, conjure, should just summon minion for the same mana, which was spent on the card. This would be much better nerf. Or to make CC to cost 6-7 mana. Why the hell for 6 mana (giant + cc) you put around 16 mana value (lets say that 8-8 cost 8 mana in general). For 6 mana you should have maximum 10 mana value or something like that.
Why they nerf priest I have no idea. Extra hands is not the most oppressive thing at all. And for sure is not the biggest issue at all. Barnes nerf is strange as well, I don't know what is difference between 3-4 turn and 4-5 turn.
Blizzard somehow cant understand in my opinion, that problem is in reducing cost of other cards more, than actually that it was played on turn 3 or turn 4. If we forget barnes, but for example conjure's calling spamming with giants/king crush/Hakkar and various other shits on the board for 1 turn is the problem.
Very dissapointed about Luna's Pocket Galaxy go 7. Reno mage has not so huge winrete, to cut down completely this card from him.
No more competetive Reno. Sad, he was cute
It should haved stayed at 7
it's true it should have stayed at 7, but now we're in a situation where mages is the only class that only hadd 1 card buffed, since 1 of them was reverted to it's original cost, what would you propose to coutner this nerf ?
is priest dead to u?