17.0.2 Balance Patch - DH Nerfs and Millhouse Changes - Now Live!
The changes we posted about last week are now LIVE. Restart your battlenet app if you do not pick them up. You can find the balance changes listed below:
Quote from BlizzardBalance 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.
1. It's a brand new class, the first ever, people always want to play the new hotness.
2. The nerfs may have been a bit disappointing but it is a fact DH winrates have been falling with the nerfs and as players adapt.
3. Right now there are 5 different classes in Tier 1 according to HSreplay stats. IIRC at AoO release it was just DH.
The sky isn't falling, things are changing for the better, and Blizz is being quickly responsive to the issue.
So please calm down and spare us all your doomsaying (and ugly ableism).
Thanks.
No the Sky isn't falling but i hope some incompetent loses his job.
Really? So sad you think this way.
After playing a lot on Wild EU Ladder (Legend):
Kael'thas Sunstrider OTK 1 turn later. Druid seems still powerfull and it's no fun at all to play against.
Bad Luck Albatross odd nerf, even buff... still verry good vs all the Reno decks out there.
Frenzied Felwing No game against it... I think it's more of a standart card anyway? ^^
Altruis the Outcast same... Odd nerf, but the card was even befor not best in Odd.
Battlefiend still too strong, best one drop in Wild...
Glaivebound Adept This nerf was a joke...
Sacrificial Pact DH Buff
Bloodbloom Killed 2 decks I hated.
This is interesting, since I'm Diamond 3 Wild on NA and haven't had a chance to try the nerfs out yet. My prediction that you didn't cover here is that Even Shaman becomes a lot better. Now that the Druid combo is one turn later, Odd Demon Hunter no longer has Altruis and the Mage quest is a little more delayed, the deck seems like it has more room to breath and pop off before the opponent either kills you or hits their big combo turn. I'll be trying it out and see how well my theory holds up.
Agree with this.
Kael'thas Sunstrider and Glaivebound Adept were the biggest jokes in those nerfs.
Cho would be a good card if he had 1 attack because then you could control when to kill him. Giving him 4 attack would make him broken af.
Guys, Libram of Justice is recently modified and i want to disenchant them but they are not listed as currently modified in game. WTF is happening?
for buffed card u don't recieve dust
Lmao even if they gave lorewalker cho +4 attack i still wouldnt play him... a bad card remains a bad card no matter what u do to it unless u modify its text.
That's obviously not true and a 2 mana 4/4 Lorewalker Cho would probably be a viable card.
Right? It'd be insane. 2 mana 4/4 is great stats, and since Aggro decks don't often run non burn/board buff spells, most of the time your opponent would have to give you a decent spell in order to remove Cho off the board.
Buffed cards dont give you dust.
Is Open the Waygate still viable?
hope not
Don’t worry. It’s still broken
Why downvote a question? Some commenters on this site are Forsen chat level toxic.
I'm Diamond 3 in Wild, and played a little bit of ladder today with a deck that specifically wants to beat Mage. It's absolutely still viable, you just have to be more careful with your resources. For example, now that Open the Waygate is 8 spells and not 6, you need to really plan ahead and predict what your opponent is going to do because you can't get your quest done as easily. Mana Cyclone and Flamewaker are still easily the stars of this deck, allowing you to pop off in combination with Sorcerer's Apprentice to remove the need for the quest reward in some games altogether. The deck's most unfair moments seem like they're when you can both pop off with those cards AND complete the quest super quickly in one turn, and this nerf hopefully remedied that. So TL;DR, yes it's still viable but it's not nearly as unfair in my very limited testing, I might be wrong but it seems like it's a strong deck that's no longer overtuned.
Quick sit-rep every one!
Darkest hour warlock and quest mage decks are still viable, i've played with them for a while and here are my thoughts:
- darkest hour still works on turn 6 or 7 if you manage to counter your opponent, you just have to have the combo cards in hand and a little bit of removal, so it's just the same as before (on average only 1 or 2 turns delay if you miss a combo piece) I tried a different playstyle too, just play your imps turn 5 and hope they are not cleared ( worked for me several times).
- quest mage is a little different story, when you have a lot of generators in hand it works as before the nerf, there is no way you can't do the combo when you have at least sorrcerer's apprentice, if you don't have her the combo is little delayed but overall the nerf didn't work here. IMO if they had changed the mana cost of the time warp itself to 6, the nerf would have done something more because 1 extra mana would have been a huge change. In other words, the deck is fine as it was before.
As for DH it reigns supreme and unfortunately these nerfs weren't enough to level it with other classes
in quest mage you already needed 8 spells to play the Mana Giant even though the time warp spell counted it doesnt slow it down that much