22.4.3 Patch Notes - Standard & Battlegrounds Balance Changes, Bug Fixes
Blizzard just published patch notes for an unexpected patch that will be live tomorrow, let's take a look at what's in there.
UPDATE: Patch is LIVE!
Quote from Blizzard![]()
Patch 22.4.3, launching tomorrow, includes balance changes to Battlegrounds and Standard.
Standard Updates
The following cards have been adjusted down in power:
Kazakusan
- LOCUUUUSTS!!! Has been removed from the pool of Treasures that can be Discovered.
Dev Comment: We’re making a small adjustment to reduce the amount of focus that Kazakusan’s treasure hoard has on from-hand damage. Removing LOCUUUUSTS!!! from the Discover pool will allow for a bit more back-and-forth for both players after Kazakusan has been played.
SI:7 Smuggler
- Old: Battlecry: Summon a random minion with Cost equal to the amount of SI:7 cards you’ve played this game.
- New: Battlecry: Summon a random 0-cost minion (Upgraded for each SI:7 card you have played this game).
Dev Comment: Smuggler is receiving an effect change to account for improper wording on release. The new wording should now properly track the Cost of the minion which will be summoned while Smuggler remains in hand. Along with this, SI:7 Informant is receiving a wording change to correctly state that it only counts other SI:7 minions that have been played.
The cards listed above will be eligible for a full dust refund for 2 weeks after the 22.4.3 patch goes live.
The following card’s text has been adjusted for clarity (no functional change):
SI:7 Informant
- Old: Battlecry: Gain +1/+1 for each SI:7 card you’ve played this game.
- New: Battlecry: Gain +1/+1 for each other SI:7 card you’ve played this game.
Battlegrounds Updates
General Update:
- There is now a Buddy Meter bonus granted when you defeat Kel’Thuzad (a dead hero).
Hero Update:
Tamsin Roame
- Fragrant Phylactery
- Old: [Costs 1] Start of Combat: Destroy your lowest Health minion. Give its stats to all your others.
- New: [Costs 0] Destroy your lowest Health minion. Give its stats to four friendly minions.
Buddy Updates:
Elder Taggawag (Queen Wagtoggle’s Buddy)
- Old: [Tavern Tier 4] 4 Attack, 3 Health. Whenever you play a minion of a type you don’t control, trigger your Hero Power.
- New: [Tavern Tier 3] 5 Attack, 4 Health. Whenever you play a minion of a type you don’t control, trigger your Hero Power. (2 left this turn.)
Unearthed Underling (Lich Baz’hial’s Buddy)
- Old: [Tavern Tier 4] 4 Attack, 4 Health. Whenever your hero takes damage, this minion gains +2/+2 instead.
- New: [Tavern Tier 3] 3 Attack, 3 Health. Whenever your hero takes damage, this minion gains +3/+3 instead. (2 left this turn.)
Master Gadrin (Vol’jin’s Buddy)
- Old: 8 Attack, 5 Health. At the end of your turn, adjacent minions copy this minion’s Attack.
- New: 6 Attack, 5 Health. At the end of your turn, the minion to the left of this copies this minion’s Attack.
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Spirit Raptor (Bru’kan’s Buddy)
- Old: [Tavern Tier 2]
- New: [Tavern Tier 3]
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Barov’s Apprentice (Lord Barov’s Buddy)
- Old: [Tavern Tier 2] 4 Attack, 3 Health.
- New: [Tavern Tier 3] 5 Attack, 4 Health.
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Dev Comment: Although Lord Barov’s average power level was reasonable, some games had extreme results when enough wagers were won. This change aims to slow down the power spike in those cases.
Monstrosity (Tamsin Roame’s Buddy)
- Old: [Tavern Tier 3] 0 Attack, 12 Health.
- New: [Tavern Tier 4] 0 Attack, 14 Health.
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Jr. Navigator (Elise Starseeker’s Buddy)
- Old: [Tavern Tier 2] At the start of your turn, get a ‘Recruitment Map’ and reduce the cost of your Maps by (1).
- New: [Tavern Tier 3] At the start of your turn, get a ‘Recruitment Map.’ Your Maps cost (1).
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Hunter of Old (Tess Greymane’s Buddy)
- Old: [Tavern Tier 3] 6 Attack, 4 Health.
- New: [Tavern Tier 2] 5 Attack, 3 Health.
Bug Fixes & Game Improvements
- Fixed a bug where Elder Taggawag was able to trigger limited-use Hero Powers when you’re out of charges.
- Fixed a bug where Mysterybox (from the Wheel of Yogg-Saron) and Elder Taggawag did not function with Hero Powers that target specific minions.
- Fixed a bug where Mysterybox did not function with the “I Spy” Hero Power.
- Fixed a bug where the Twice as Nice Hero Power could give buffs to minions in Bob’s Tavern (such as when a Mama Bear is in Bob’s Tavern and a Beast is copied).
- Updated Yu’lon’s “Enveloping Mist” Ability from Arcane to Nature Spell School.
Druid = solar eclipse + embers = me dead
My sincerely congratulation for druid players!
You are the best cancer players, even worst than agro hunters.
How many time we need to wait to these FU%$&# developers adjust the game?
(yes Im pissed with the current meta)
The best congras are for Blizz.
Designers and managers are pros in Hearthstone. What can we do? We can only complain, and when we are exhausted we can send these idiots to fuck off by uninstalling this game.
https://twitchtracker.com/games/138585
Why anyone play mercenaries? So boring mode
PVP is fun.
Anyway yes, now it is very boring because you have to do only very repetitive things if you want to do PVP because you cannot use the surplus of coins.
Anyone is a strong word. Since the release mercenaries only lost public because the initial idea was good but it is terribly managed and they are not addressing the same issues since November.
Here is the data: https://www.reddit.com/r/hearthstone/comments/rwpgcn/mercenaries_pvppve_the_least_played_modes/
Mercenaries initially boomed with more players than constructed, then it went practically to die because Blizz did nothing since November (except for some new mercenaries).
Really terrible management.
The amount of time it takes to make your mercs PvP viable is too long, but they're not going to fix it with duplicate coin protection honestly. It'll still take just as long to get epic and legendary coins most likely. Unless they do something REALLY generous to encourage people to play the mode (but I doubt they'll do that).
I dunno what the solution to that is, but new PvE wings and mercenaries *is* the game, and the release of new content in that respect has been... fine. Game came out six months ago, we've gotten 4 new PvE wings and an event. We'll probably see more events that will try to make use of existing PvE content wings to stretch that out I'm guessing.
One partial solution would be for sure to allow to convert the surplus of coins into a universal currency like dust. Blizz promised it in November. We are here to complain.
Yeah but even if they did that (I dunno that they will) the return rate is going to have to be crap. Some people have *thousands* of surplus rare coins. How do you balance that against new players? So I highly doubt that's what they're going to do.
It'll need to be something stupid like 100 character rare coins = 1 generic rare coin. And it's going to be even worse when you want coins of higher rarities. Probably like 1000 character rare coins = 1 generic legendary coin. Maybe worse.
Like this is not going to be the solution you think it could be.
They're WAY more likely to either give us something to do with the coins (i.e. more levels on skills) or just provide duplicate protection. But then what happens when you have all the rare mercs maxed?
They had to adjust this issue in November and they did not. It is obvious now that due to their delay there are some issues (like imbalance with new players). But this is a general issue in Hearthstone. Because there is not an imbalance with new players in constructed (new players have not the cards)?
Anyway, we cannot say that this will not solve the issue. It is a starting point that they are forced to do it if they don't want to see mercenaries die (because people are leaving this mode, as it is represented in the data in my first comment). Players like me (ie people who have always played mercenaries) are very fed up with this situation. It is not normal that we have thousands of coins that we cannot use and Blizz asks us money in order to purchase the coins for new mercenaries when they are released. The effort required of old players to play a new mercenary is the same as that required of new players. And this is wrong. If a player has the resources he should be allowed to use them.
This is a scam method that punishes the people that are playing the mode, and it is totally wrong.
I also still remember your comments in October. Before the release of mercenaries, I had a big concern about the surplus of coins.
You were too confident with the situation.
https://www.hearthpwn.com/news/8624-hearthstone-mercenaries-coins-how-to-get-them-how
I will also quote myself on October 5. Before the release of mercenaries. A comment and a concern that are so true now. (https://www.hearthpwn.com/news/8619-a-brief-video-overview-of-the-new-hearthstone?page=2)
I still don't actually think surplus coins *are* a major issue. Obviously they should have fixed it by now, but it's only a major issue because it makes packs mostly worthless. But packs suck anyway because collecting mercenaries and coins via bounties is so much better because you can control what you get. Unless the only Hearthstone mode you're playing is Mercenaries, then you might as well buy packs.
But like, my whole point is, right now surplus coins are worthless. They're not going to suddenly make the thousands of surplus coins people have super valuable and "oh man, you can max out your legendaries just using rare surplus coins and buy every new merc release immediately for free from playing PvE content". Like I actually think that 100 (or even 150 or even 200) -> 1 generic rare coin is a pretty likely ratio for if they introduce "coin dust" to Mercenaries (which I'm STILL not sure they will). Will that help? A little, obviously. But not much. I just don't really think it's worth getting our hopes up over?
As to it being a "scam" I mean... I guess. It's unfortunate that there aren't better ways to control the coins you get. Certainly if you haven't maxed out every merc of a specific rarity it should not give you *more* surplus coins.
I think the task system is a bigger issue, especially in regards to gatekeeping PvP (and I think the heroic bounty solution is fine anyway), but they can probably walk and chew bubble gum at the same time anyway.
In terms of solution... I dunno. Mercenaries isn't a TCG. You don't need to unlock every single one to play the game. I think even the whole concept of packs and coins is a bit silly for a turn based tactical RPG. I'd like to see them make heroic bounties give more legendary coins. That'd be nice. I think I'd rather honestly see that than a chance to the surplus coin issue. I think that'd make maxing out my legendary mercs more time efficient if anything.
Not really loving these tiny adjustments to BGs - They just come across as boring. I want to see Blizzard doing more little buddy adjustments, regardless of whether it's for balance or not. And in the the case of the Elise change that really is more boring - all maps always cost 1...bleh...more powerful maybe, more boring...certainly.
Yeah, druid is still a cancer, nice nerf, ty.
agree.it should cost 9 at least.
kaza is a nerf so you get the dust.it says on patch notes
will be solved in patch 22.6, like the achivements that do no appear.
official blizzard answer on forums.
Then why am I getting a dust refund for it?
Was there ever a meta where broken aggro decks weren't able to constantly card dump?
That change to smuggler is straight up unecessary imo, i feel bad for my homies that play Quest Rogue they didn't do anything wrong ... Standard ladder is the most painful experience we had in a while with the meta being extremely polarized and highrolly, also there is a ton of broken aggro decks that just do way too much and never run out of cards.
I dont get why they choose to nerf a deck that's cool and not oppressive at all? (Yes, it is a nerf)
This is your grand solution to Kazakuzan? Remove locusts? What a joke!