Patch 21.3 Is Coming On Tuesday - Constructed & Battlegrounds Balance Changes
Blizzard just announced that they'll be releasing a balance patch as well as more Mercenaries info on Tuesday with more details on Monday next week.
Card Changes For Constructed Mode
- 5 Nerfs (Warlock, Shaman, DH)
- 1 Redesign (Priest)
- 1 Warlock Card Ban
- 7 Buffs (Hunter, Mage, Warrior)
5 Nerfs (Warlock, Shaman, DH)
— Alec Dawson (@GW_Alec) September 16, 2021
1 Redesign (Priest)
1 Ban (Warlock)
7 Buffs (Hunter, Mage, Warrior)
Nerfs looking to slow things down further. Buffs looking at recent archetypes that didn't hit as well as we want, mix of light + medium changes. https://t.co/2yBftXgV3a
What do you personally think will get changed and why? Tell us in the comment section.
First of all, I did not complain, I was just expressing my surprise about people reactions, you are playing a game mode that it was never meant to be balanced, every card game has to deprecate cards in favor of new ones being designed, you do understand that right? And why is that, that is precisely because they don't want/ cannot be balancing the new entries with the old ones, c'mon that is the whole point of creating a rotation in the first place.
You can ask all you want for fixes, but eventually, as more expansions hit, you will have to come to terms with the fact that balancing all this pool of cards is impossible, maybe not yet, but it will at some point.
And secondly I'm not a standard player either, I like arena and battlegrounds, but that has nothing to do with my rational approach to the matter.
For additional useful information visit outof.cards
News on this source are lacklustre and underwhelming these days
Yes, but, the sheer number of ads displayed on outof.cards is atrocious, many of which are sticky to the viewport bottom on mobile where they take up nearly 50% of my view unless I close them, and worse: they reappear after navigation. Also, The close icons on the ads are so small, it’s easy for fat-thumbed people like me to accidentally click the ad instead of the x button by mistake. More content; but worse experience. It is the only reason that I prefer hearthpwn still.
Such an Egoist argument.
Such an Empty argument
I'm actually surprised with all these wild players complaining about unbalanced metas and broken synergies, did it occur to anyone that they created the standard model of rotations so they can be unconstrained with precisely those kind of things? I understand people want to play wild, it can be fun to experiment crazy combos, but as the tip says: wild is wild. Why do they need to keep fixing something that was meant to be broken from the beginning. Be thankful for any kind of fix at all, instead of raging at any new meta shift. (Ready to be downvoted)
Wild is unplayable. You haven't experienced it.
But you are playing a game with deprecated cards, you do realize that right? They were very clear from the beginning with the separation of modes. How long do you thing they can keep wild balanced? Can you imagine Magic doing the same with each expansion? "Can you fix Black Lotus, is broken in wild". Balancing wild is almost an oxymoron, it defies the purpose of its own existence.
Are you asking why people want a mode that they love playing to not suck? I don't think you need our help to figure out why people want a mode they love playing to not suck.
Actually no, I was more like trying to help you figure out why asking for that is doomed.
The only thing that is doomed is the game if Demon Seed is not dismantled.
Black Lotus doesn't ruin the game. Demon Seed does.
the main design goal of this card is to give a control class an ability to disrupt OTK combos which is the major weakness of priest, this redesign would make no sense becuase you would remove the key componenent of disruption, why would i want to borrow my opponent's hand? people making suggestions like this have no basic understanding of the game
the problem is, priest can play it early to help his own tempo game and prevent opponent to react, any redesign should aim this part of the card, keep combo disruption late game but prevent priest from playing offensively
Now that I've had a taste of non-RNG combo disruption, I can't go back. If they remove that facet of illucia, i doubt i would play hearthstone until a replacement is brought in. No big loss, mind you, cant bring myself to play this expansion anyways
For Mage. Personally, I would remove IF from the game altogether. Change all Mage secrets to 2 mana moving forward. Never allow a spell to cost less than 1. Buff the frost minions that are spawned from Rimetongue and Dungeoneer to 2/2 and I would be happy.
My guesses are:
Nerfs:
Runed Mithril Rod to 4
Raise Dead to 1
Touch of the Nathrezim to heal for 3
Perpetual Flame Either cost to 2 mana or deal 2 damage instead of 3
Irebound Brute to 8
Redesign:
Mindrender Illucia "New battlecry: Borrow your opponent's hand and deck for a turn" without taking away from them
Ban:
The Demon Seed from Wild format
Buffs:
Only thing that currently comes to my mind that could be a good one is Lock and Load "each time you cast a spell this turn, add a random Hunter spell to your hand." instead of "a random Hunter card"
Good picks - Wouldn't the Raise Dead nerf count as a priest nerf as well though? I don't think that that will happen.
They gotta remove one pirate from first questline in questwarrior and make it 2 pirates instead of 3
I'm not sure that's a good idea, the deck is already really good in wild.
Priest isn't mentioned in the nerfs section, so I doubt about Raise Dead.
I also believe they will increase the mana cost of Runed Mithril Rod to 4, but I'm not sure this is the right approach. 4 mana "do nothing" is a bit much in this meta and I think it would be better to increase the number of cards from 4 to 5, maybe even 6, to slow it down and decrease amount of value (mana cheating).
Touch of the Nathrezim nerf is excessive at this point, because Warlock is already unfavored against aggro decks and there's no need to make him even weaker in that regard.
Perpetual Flame to 2 mana won't do much. They rather have to decrease the damage to 2, or increase amount of overload to 2.
I dont understand why they are buffing mages? what the heck the quest line is disgusting and infinite ignite damage well