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!
Does anybody know what time the nerfs are going live? I couldn't find info anywhere. Thanks!
I cannot wait for Luna's to be nerfed!!!! Today is a good day =)
Calling it now - Shamans will become the new Mage.
Lolwut, how is the background of this post on the main page Dinotamer Brann? I was already scared as fk they'd already touch my big badboy because of crybabies wanking on Hunter being strong again -finally-
Was 6 mana Luna too much?
Yes.
Priest will go back to "only good players play with", the same category control warrior shoud be becouse they are not fun to play against. But control warrior will stil be a cancer.
The most frustrating thing is how fast they awnsered the problem with my main class and ignored warriors and mages and historically every other class for soooo long.
Typical shitstone clown fiesta with "nerfs" aka "lets raise manacost to X and see card dying"
After 2 weeks people will complain and cry again, but this time it will be some other class , probably hunter.
Wtf damn stupid community destroyed a card. Dr. Boom, Mad Genius is arguably worse than any Death Knight except for Thrall and Garrosh. Now they killed him due to standard crybabies, half a year before he would rotate anyways.
Why not make him cost 8 Mana? The only reason why people play Odd Warrior is because Warrior has bad burst armor gain cards, just compare them to Druid's. As soon as Warrior gets good burst armor gain, people will drop the Baku and play normal control warrior again. So making him 9 to keep Odd Warrior is silly.
no1 cares about wild, try again
I have a question about these nerfs.
Do we get dust refund for these cards?
If I craft boom and galaxy today do I get the dust later or I can dischanted for their full value?
yes
Blizz shall refund the dust for the ones that crafted the Luna's Pocket Galaxy after the cost reduction
Its the same as ever, you can disenchant for 1600dust
Removing the Rush aura and "discover a mech" to "add a mech" would have been much better... as if Warrior has any problems reaching turning 9.
The mana cost won't fix hardly anything with Conjurer's Calling, it's the fact it's a double cast spell where you can select 2 different targets and have the ability to correct bad rng outcomes. If they were looking at just mana increases they should have bumped this up too 5.
Tempo Rogue and secret hunter is gonna get bonkers from these nerfs.. tier 1 incoming
More agro/midrange decks will become viable so meta will be unpredictable for next month.
Had to nerf the twinspell on Conjurer's Calling to…..the cost is fine now