Balance Changes Coming Early Next Week
Alec Dawson (team 5's lead designer) just announced on Twitter that there will be no balance changes this week, however, we'll see some early next week.
What do you think will get nerfed? Tell us in the comment section.
Quote from Alec DawsonNo constructed balance changes this week, target is early next week. Meta has been evolving quite rapidly since United in Stormwind launched and we'll be finalizing decisions in a few days.
Meanwhile we've had secret mage in Wild for 2 years now and big priest for 3. They're considered incredibly unfun to play against, yet the only nerf we've gotten was 1 barness nerf, which changed NOTHING.
you're right, let's just completly remove mages from the game, everyone will be happy like that
Fix/rework Sword of a Thousand Truths cause now you don't even need to hit someone's face to lose all mana crystals. It feels wrong.
The effect is fine, its 1:1 the effect from South Park. Its called "Mana Burn".
I'm not saying the effect is wrong, but atleast hit the face once instead of a minion.
That would be a option, yes.
Ignite this is the one
I think the biggest offenders are Sorcerers Gambit and the Demon Seed, they are way too easy to complete.
I can see the potential weak points in the mage quest after a careful nerf here and there but the latter is especially nasty as you dont really need to interact with your opponent, you just do your own thing. These classes consistently cycle through their entire deck in a matter of 3-4 turns after completing their quests and unless Im playing aggro I often feel like theres not much I can do about it.
Auctioneer should have been removed long ago.
Sorcerer's Gambit's problem are the spells, with current cards make them cast all the spells in one turn ould be a bit overkill, but loewring the ammount of cheat it can provide and maybe lowewring spell damage bonus to 2 could work.
problem is darkglare and huge mana cheat (giants) early.
True, those cards might be the main problem! I hope they do something about it.
And Stealer of Souls in Standard, yes.
The Questline alone is balanced.
demon seed can be well countered by aggression, though. In the end it requires a minimum of 21 self damage, though 6 of that damage is healed via lifesteal.
15 points of self damage can be exploited by aggressive decks.
ofc, in the end much of the self damage is needed to play a darkglare deck anyway, so it's kinda like "1 mana, deal 6 dmg to enemy hero, lifesteal" if one chooses not to complete the last part.
I got the quest from pack and already had darkglare, so i made that deck and played a few matches. my experience is to be careful when facing aggressive decks - which is the majority i see on ladder. completing the last part costs 8 self damage, gives no lifesteal and then still needs 5 mana to play a 7/7 and after that some more self damage to kill the enemy that way. in wild that's not cutting it when facing aggro.
don't get me wrong, it's a powerful card. you face aggro? complete part 1 & 2 at whichever rate, forget about part 3. just beat your opponent with giants.
you face non-aggro: complete the quest and kill the enemy like that.
when facing aggro the quest comes even with a downside of its own: it's bad for your mulligan.
as baba_jagga was saying, the main problem is the mana cheat. imo the 8/8 that gets reduced with every life cange is just nuts. why a base cost of 8 mana? there are plenty of giants that don't cost 8 mana.
Questline Warlock with Stealer has like 45% winrate... It's super inconsistent and rather slow, unless Warlock is extremely lucky with draws.
The new Warlock quest The Demon Seed really needs a nerf. It's way too overpowered in Wild.
Why you included Elwynn Boar in art? I personally don't wanna see him be nerfed, cus I only met 1 player, who destroyed me with that tactic, and saw second on video ;P
Well - people, who climbed easily got their rank, people who got a lot of cards should be expecting a lot of dust ;)
For example - Final Showdown requires to do to "steps" in one turn, but Sorcerer's Gambit or The Demon Seed doesn't - changing them to "in one turn" would be enough in your opinion?
The "in one turn" seems a bit too much I think. Warlock could be more damage or both could have a more expensive minion, but I think that the mage quest would die if it had to be in one turn :)
I'd like to see a change to Mo'arg Artificer so that multiple copies no longer stack.
People in here are so funny. “They don’t play test anything, expansion launches always bring overpowered decks, etc.”
How are people so dense. They playtest, A LOT, and are fully aware that there is some really overtuned stuff when it goes live. It’s a marketing tactic, and MANY gaming companies do it.
95% of the time a new league of legends champion gets released, it’s insanely overpowered. You’re an idiot if you think they didn’t playtest it and are not aware of it.
Good, strong things sell, weak and boring things do not. And it’s not even pulling one over on the player base, because it’s 100% done on purpose, and happens every time. With this knowledge, wait to craft before a balance cycle hits, and certainly don’t disenchant anything.
You can tell they haven't been testing. Stealer of Souls is a perfect example. Upon releasing it, it clearly was absolutely ruining Wild. So much so, that they feebly BANNED it from Wild instead of addressing the card. Now, the reason it was banned from Wild is because it allowed Warlocks who were immune to continuously play as many cards as they wanted. But they left it in Standard - because Warlock in Standard had no way of going immune.
Then they released the quest which lets Warlocks go immune again. There is absolutely no way they tested the quest properly, because their own rationale for banning the card from Wild was ignored for seemingly no reason.