Balance Changes Coming Next Week - 4 Changes In Total!
Blizzard just announced 4 balance changes that will go live early next week. Let's take a look at what's going to get changed.
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Quote from BlizzardHello all,
We will be making some card changes in a patch going out early next week that we wanted to let you know about, to give players time to prepare for Masters Tour: Undercity, taking place from November 19-21. These are the cards that will be changing:
Razormane Battleguard
Old: 2 Attack, 3 Health → New: 2 Attack, 2 Health
Arcanist Dawngrasp (Mage Questline final reward)
Old: Battlecry: For the rest of the game, you have Spell Damage +3. → New: For the rest of the game, you have Spell Damage +2.
Garrote
Old: Deal 2 damage to the enemy hero. Shuffle 3 Bleeds into your deck that deal 2 more when drawn. → New: Deal 2 damage to the enemy hero. Shuffle 2 Bleeds into your deck that deal 2 more when drawn.
Renew
Old: [Costs 2] → New: [Costs 1]
The first three cards will be eligible for the normal full-dust refund for two weeks following the patch. Renew, which will go up in power level, will not get a dust refund. Keep an eye out for Patch Notes early next week for dev comments on these balance changes and more.
Gallon Remarks on the Changes
Quote from BlizzardCouple thoughts behind these—
Garrote: A fairly soft nerf to one of the better decks at high levels of play, this now requires 3 spell damage, up from 2, if you want to deal 30 from hand. Also opens up Armor gain to be more effective of a counter.
Arcanist Dawngrasp: Mainly a change looked at opening up more room for slower strategies in the meta.
Razormane Battleguard: Going down a health here will allow for more early game answers for the opponent. A fairly soft change to Taunt druid, and we’ll continue to monitor Taunt druid to see if any other changes will be needed.
Renew: Slower Priest decks are underperforming compared to the rest of the field, and reverting this nerf should add a bit more power back to those strategies.
You fix it by stop printing a metric shit ton of cards that draw and discount.
They refuse to do that though, so they nerfed garrote.
I mean how do you fix it in a patch. You can't just HOF a bunch of cards.
@FortyDust - Which card draw cards would you nerf?
same for Pirate Warrior.... they are still waiting for more utter shit maybe another 1-2 months before they gonna do something about it.
They will nerf Octobot/Field Contact when it will be 1 month before they leave standard, remember my words, they always act like that. And it begun from Patches.
well something is always going to be at the top lol,the point is to bring them in line more so its not at the top by a huge margin,also none of these nerfs = ''nerfs into the ground''
LOL the Quest Mage nerf after 3 months. Very good Blizzard, you only waited for your meta to be utter shit before you did it.
I think we are talking about two different things. I'm saying Renew at 1 is a fair card. In a vacuum getting 3 health and discover a spell for 1 is fair. Just discover a card for 1 would be below curve power by a fair amount. Getting a measly 3 health puts it right into a fair card level. It should have never been nerfed.
You seem to be saying Priest was too good so something had to go. And Renew was annoying and good, so why not? I dont know, I consider myself a Priest main, so I think it would be totally fine for Priest to be good for a moment. But, Obviously so obviously everyone else disagrees with that. I'm not even sure Priest was that great before the nerfs. Maybe at the top levels it was good, but I think more than that it was simply that folks enjoyed playing it, so you had good players playing the deck because it was decent enough power wise, and they also really enjoyed the control playstyle.
So, yeah, I think it got nerfed because good players enjoyed playing it moreso than it was OP. I don't think it -needed- to be nerfed. I think it was fine power wise.
I don't understand why Blizzard just nerfs a deck type into the ground only for another to rise up and take it's place. RIP Quest Mage and Garrote Rouge. IMO both nerfs completely unnecessary as Aggro Druid and Face Hunter keep them in check.
I don’t think quest mage is dead because of -1 spell damage, will become slower for sure and -1 damage at control spells creates greater possibilities of mage wasting more resources with removal than before, I really hope minion-based decks having better chances facing quest mage
garrote rogue is dead for sure because otk will requires more plays, bouncing spell damage as an option is ok against slower decks, but now with one shadowstep being a must to otk is not good
Quest Mage has single handedly removed control from the game. It doesn't matter that other decks "kept it in check" because it prevented control from ever being played.
Too fucking long with waiting for the mage QL nerf. Too fucking long by far. Just because a deck is popular doesn't mean you don't nerf it, nor do you wait till you've buffed other decks to reduce it's popularity. The method the deck plays out has been utter shit since day one, you were told repeatedly it was no fun to play against Blizzard.
Please do not ignore the vast majority playerbase like this again, for the sake of the Timmys playing to most mindless busted deck out there. Eventually the decline in ladder ply gets through to you but it is too goddam late - it should have been nerfed like this back when QL warlock was hit and you know it!
Better late, than never...
Unpopular guess: Mage Quest players payed good for overpriced virtual card packs. If there is greed, greed will always win over rationality.
If it were truly casual, then why does wild have ranks?
Not just that, but it's ultimately the default game mode for a collectible card game (whether it's for everyone or not). The fact that I keep seeing these gargantuan walls of text with updates to Battlegrounds and Duels (two formats that could simply disappear and I'd not even notice), means that the company has resources to fix one or two cards in Wild every once in awhile. Certainly not asking too much here.
Nope, this interaction has been fixed, so that Jerry Rig Carpenter doesn't split Hidden Oasis into 0-manacost cards, but rather into 2 6-manacost cards
Just because you don't play Wild doesn't mean others don't, nor that it doesn't deserve some attention, so please fix your blind spot. A quick glance around the forums would be all the evidence you need that it's a format that a lot of people (myself included) value.
Now they nerf mage but it's still op in late game I hope they nurf druid turn 4 full board control turn 5 arbor up?
It wasn't. It was fair for its time, when endless value generation was a problem and priest was at the top of the meta. It is probably fair now at 1 mana, but only because priest has nothing in this combo heavy meta. Losing Illucia killed all its hopes in dealing with such decks. Maybe it has a shot against pirate Warrior, but I have a hard time seeing that.
Sooooooooo... Druid still can summon 6/6 taunt Ancient for 0 mana on turn 1 with a coin in the wild, or...?