17.0.2 Balance Patch - All the Nerfs and Buffs - Including BGs
Blizzard just posted the details of the upcoming Balance changes, scheduled for early next week. Details found below!
Quote from BlizzardIn our recent Reddit AMA 5, we spoke on a few balance updates we intend to make soon. We’re now ready to share the full details of these updates, which will be included in the 17.0.2 patch planned for early next week.
Balance Updates*
Neutral –
Kael'thas Sunstrider Old: Cost 6 mana → New: Cost 7 mana.
Bad Luck Albatross Old: Cost 3 mana → New: Cost 4 mana.
Frenzied Felwing Old: 3 Attack / 3 Health → New: 3 Attack / 2 Health.
Demon Hunter –
Altruis the Outcast Old: Cost 3 mana, 3 Attack / 2 Health → New: Cost 4 mana. 4 Attack / 2 Health.
Battlefiend Old: 2 Attack / 2 Health → New: 1 Attack / 2 Health.
Glaivebound Adept Old: 7 Attack / 4 Health → New: 6 Attack / 4 Health.
Warlock –
Sacrificial Pact Old: Destroy a Demon. Restore 5 Health to your hero. → New: Destroy a friendly Demon. Restore 5 Health to your hero.
Bloodbloom Old: Cost 2 mana → New: Cost 4 mana.
Paladin –
Libram of Justice Old: Cost 6 mana → New: Cost 5 mana.
Mage –
Open the Waygate Old: Cast 6 spells that didn’t start in your deck. Reward: Time Warp. → New: Cast 8 spells that didn’t start in your deck. Reward: Time Warp.
*Bad Luck Albatross, Bloodbloom, and Open the Waygate will be eligible for a full dust refund for two weeks after the 17.0.2 patch has been released.Battlegrounds
Millhouse Manastorm Old: Minions cost 2 Gold. Refresh costs 2 Gold. Start with 3 Gold. →
New: Minions cost 2 Gold. Refresh costs 2 Gold. Tavern Tiers cost (1) more. Start with 3 Gold.Bug Fixes
- The Lurker Below is now properly tagged as a Beast.
- Fixed a tracking issue that prevented 500 wins with Demon Hunter from being achieved.
- Fixed a bug where Zephrys the Great would not offer a lethal option if your hero had a large amount of Attack.
- Zephrys the Great has been updated to accommodate the Sacrificial Pact and Glaivebound Adept changes.
im thinking just like you... when the buff to milhouse goes out everybody saying that means nothing and then milhouse become top 1 tier... we need to see how the meta reacts
bloodbloom nerf delays 2 turns to pull off darkest hour combo, which is nice
but 2 more spells for mage quest? wtf man, why do they think casting 2 more spells for quest mage is a hard thing to do, it will hardly even delay 1 turn given how many spells they can cast in one turn using apprentice
now I won't even be able to use darkest hour warlock to counter quest mages, sounds great
Please hit hard nerf on DH card draw please. Remember the reason behind warlock's intentionally bad cards in its pool (especially bad demons and basic cards)? Because Warlock has excellent draw power.
Imagine Warlock with huge aggressions (not just flooding board but have face damages with insane early BASIC cards).
What have you done blizzarddd
Ok I see. They are trying to beat themselves: Rogue's quest was nerfed three times, so they want to make at least the same with Altruis or KT.. Like really, wtf are these "nerfs"? KT is exactly THE SAME (for both Otk DH and spell druid with 0 mana spells discounted at 7 mana...). Altruis should have hit only enemy minions, but maybe in 1 week they're going to nerf it properly alongside the Priestess and maybe the Slice (is it hard to give "twinspell" to that card right?).
Bloodbloom got completely killed as a card, I think a more elegant nerf would've made it only affect cards that cost 5 or less, which would block out darkest hour but keep its other use intact
You could still use it for Cataclysm that way though.
Unplayable for sure
Sigh. Now demon hunter will be even more dominant than before. Sac pact was the only thing keeping it in check, and these "nerfs" to their cards will do absolutely nothing to slow them down.
DH is still pretty op even with those nerfs
Also one of the best counters to DH got nerfed big time, so the only Deck that was semi good against it is also nerfed
Great changes!
Highlander Priest will keep hitting strong in wild
Ya think maybe power creeping a 1 mana 2/2 was going overboard? At least Blizzard finally thinks so.
so Lord Jaraxxus got a buff pretty nice
The paladin buff is kind of cute but it doesnt help at all.
The libram package is quite good but Paladin hasnt efficient single target removal, hasnt any good come back mechanics (for board clears needs at least 2 cards) and he is lacking of good card draw to utilize his libram package at all.
Sad thing is that the only way how to play paladin now is some kind of curve paladin for example murloc paladin etc. due to bad basic and classic paladins sets. Dont understand why Blizzard pushes Paladin each expansion in different direction.
Hoping this archetype gets pushed further, I really enjoy playing the Libram package. I even made this card that I think would push it to tier 2 at a minimum!
0 mana draw 3 cards. Seems balanced.
Did you help Blizzard design Skull of Guldan by chance?
0 mana draw 3 after you play 2 5 mana minions and a 2 mana minion. Yah seems broken right?
<<Sarcasm>>
And people also thought waiting for SoD to reach the left side of your hand would be enough of a dealbreaker too from not being OP.
And here we are.....
So your comparing this card to Skull of Gul'dan? That reduces the cards drawn by (3), so you draw 3 AND reduce their cost just by placing the card correctly in your hand. While my card requires you to draw 3 specific minions to reduce it to 0 and then play. Can't believe how low your logic is. Adios
I thought it was a shoe in to have altruis just lose his face damage... I don’t get how adding 1 attack and 1 mana is the key
Well costing more makes it less likely to play a bunch of cards on the same turn it is played, reducing his effect. But yeah the +1 attack is kinda random.