23.4.3 Patch Notes - Balance Changes in Constructed, BG and Mercs & More
With some targeted Balance Changes to DH and Control Warrior variants and a big change to Lightning Bloom, Blizzard is setting up for the late Sunken City Meta.
Patch is LIVE!
I want to quickly highlight that roughly half of the cards in this patch are being changed primarily because of how they *feel*, rather than being changed because of their *balance*. We’ve done this in the past, but may want to do this more often going forward. 2/25
— Aleco (@AlecoGereco) June 16, 2022
Quote from BlizzardPatch 23.4.3, launching June 16, includes balance changes to Standard, Battlegrounds, and Mercenaries, plus more!
Card Updates
Dev Comments: We have a lot of big Standard balance changes coming this patch (and one for Wild!) which are attempting to accomplish a few different goals. First, we want to lower the power level of the most powerful decks in the current metagame - Fel Demon Hunter and Control Warrior variants. Roughly half of the changes in this patch are balance-motivated and intended to target the winrates of these decks directly.
The rest of the changes in this patch are not primarily motivated by power level, but are instead focused on improving the play-against experience of some of the more polarizing cards in the game.
The following cards have been adjusted to have their power reduced:
Shield Shatter
- Old: Deal 5 damage to all minions. Costs (1) less for each Armor you have. → New: Deal 4 damage to all minions. Costs (1) less for each Armor you have.
Tidal Revenant
- Old: Battlecry: Deal 5 damage. Gain 8 Armor. → New: Battlecry: Deal 5 damage. Gain 5 Armor.
Nellie’s Pirate Ship (the Colossal appendage summoned by Nellie, the Great Thresher)
- Old: Taunt. Deathrattle: Add Nellie’s Pirate crew to your hand. They Cost (1). → New: Taunt. Deathrattle: Add Nellie’s Pirate crew to your hand. They Cost (1) less.
From the Depths
- Old: [Costs 3] → New: [Costs 4]
Dev Comment: Both Charge Warrior and Control Warrior variants have been overperforming on the ladder, and trend towards higher and higher winrates the further up the ladder you climb. These decks share several key cards, and this batch of changes is intended to lower the winrates of both those archetypes. We don’t want or expect these decks to disappear entirely after the changes, but we do hope that some of the more frustrating plays that they are capable of (such as Nellie creating 1-cost Mr. Smite) will be removed or weakened going forward.
Caria Felsoul
- Old: [Costs 6] 6 Attack, 6 Health. Battlecry: Transform into a 6/6 copy of a Demon in your deck. → New: [Costs 7] 7 Attack, 7 Health. Battlecry: Transform into a 7/7 copy of a Demon in your deck.
Battleworn Vanguard
- Old: 2 Attack, 2 Health → New: 2 Attack, 1 Health
Dev Comment: Demon Hunter has been the other standout winrate class since the release of the latest mini-set. Although we’re happy to see the new and improved Xhilag making a splash, we aren’t as excited about Caria being used to cheat out a copy of Xhilag ahead of schedule. In addition to slowing down that interaction, we’ve shaving one Health off Battleworn Vanguard in order to lower the odds that it sticks early and snowballs the game.
Wildpaw Gnoll
- Old: 4 Attack, 5 Health → New: 3 Attack, 5 Health
Dev Comment: Rogue has been one of the most played classes in Standard, and it didn’t feel right for us to hit the other popular classes without taking a small amount of power out of Rogue. Wildpaw Gnoll has been a tricky card for us to get right, but we’re optimistic that the latest change to it will leave both the card and the class in the right place.
Lightforged Cariel
- Old: [Costs 7] → New: [Costs 8]
Dev Comment: We are happy to see hero cards pack a late game punch for their classes, but felt like Cariel was providing that power a turn earlier than she should have been. Paladin is in a pretty healthy spot in the current metagame, and with the rest of the changes we are seeing in this patch, we expect things to stay that way.
Spitelash Siren
- Old: [Costs 4] 2 Attack, 5 Health → New: [Costs 5] 2 Attack, 6 Health
Dev Comment: Spitelash Siren is a fun and interesting card for Naga mage decks, but we felt that it was capable of effectively ending games in a way that didn’t leave enough room for counterplay. We are hoping that by moving this effect back one turn, opponents of the card will have more time to interact with the wide boards it is capable of generating.
Earthen Scales
- Old: [Costs 1] → New: [Costs 2]
Dev Comment: Druid hasn’t been a dominant class since the mini-set, but it can still be quite frustrating to lose to. We felt Earthen Scales was doing too much for a one-mana card, and that increasing its cost by 1 the class should be a little easier to attack in the mid-game.
Lightning Bloom
- Old: Gain 2 Mana Crystals this turn only. Overload: (2). → New: Refresh 2 Mana Crystals. Overload: (2).
Dev Comment: As we tracked gameplay following the mini-set, we noticed concerns about game experiences in Wild, particularly when it comes to Big Shaman decks. These decks can sometimes ramp out big threats very early, which could make games feel like non-games. We quickly identified Lightning Bloom as the card which was creating the most problems for the format both in the short-term and long-term, so we are making an aggressive adjustment to it.
Mr. Smite
- Old: [Costs 6] → New: [Costs 7]
Dev Comment: Mr. Smite is a powerful, game-ending card that doesn’t need to be quite as powerful as he is on curve. This change will hopefully make the card a little more tolerable in the mid-game, while also slowing down the various combos he is involved in.
School Teacher
- Old: 5 Attack, 4 Health → New: 4 Attack, 3 Health
Dev Comment: Though we’re generally happy with the kinds of gameplay that School Teacher provides, a card with a premium Battlecry effect doesn’t also need to have premium stats. We expect this card to still see plenty of play, but we hope that it won’t be quite as ubiquitous as it is now.
Any craftable versions of the cards listed above will be eligible for full dust refunds for two weeks following Patch 23.4.3 (Core Set versions of cards that are in the Core Set, and the Golden versions of School Teacher that were given as part of the Voyage to the Sunken City Rewards Track, are not craftable).
Battlegrounds Updates
Hero Power Updates
Onyxia Broodmother – Broodmother
- Old: Avenge (4): Summon a 2/1 Whelp. It attacks immediately. → New: Avenge (4): Summon a 3/1 Whelp. It attacks immediately.
Ozumat – Tentacular
- Old: Passive. Start of Combat: Summon a 2/2 Tentacle with Taunt. (Upgrades after you sell a minion!) → New: Passive. Start of Combat: Summon a 2/2 Tentacle with Taunt. (Gains +1/+1 after you sell a minion!)
Dev Comment: This is not a functional change; this change is just for clarity.
Pyramad — Brick by Brick
- Old: [Costs 1] Give a random friendly minion +4 Health. → New: [Costs 0] Give a random friendly minion +2 Health. (Gains +1 Health each turn you don’t use this!)
Tamsin Roame — Fragrant Phylactery
- Old: Start of Combat: Destroy your lowest Health minion. Give its stats to four friendly minions. → New: Start of Combat: Destroy your lowest Health minion. Give its stats to five friendly minions.
Armor Tier Updates
The following heroes were adjusted to have more armor, and are now in the following armor tiers:
- Al’Akir, Ambassador Faelin, Galakrond, Malygos, and Vol’jin are in Armor Tier 2.
- C’Thun is in Armor Tier 3.
- Bru’kan, Edwin VanCleef, Fungalmancer Flurgl, and Queen Azshara are in Armor Tier 5.
- Deathwing, Elise Starseeker, Illidan Stormrage, Lord Jaraxxus, and Tess Greymane, are in Armor Tier 6.
- Aranna Starseeker, Cariel Roame, King Mukla, Overlord Saurfang, Rakanishu, The Curator, and The Rat King are in Armor Tier 7.
The following heroes were adjusted to have less armor, and are now in the following armor tiers:
- Alexstrasza, Death Speaker Blackthorn, Ini Stormcoil, Maiev Shadowsong, Patches the Pirate, Shudderwock, The Lich King, Trade Prince Gallywix, and Xyrella are in Armor Tier 1.
- Reno Jackson is now in Armor Tier 2.
- Dinotamer Brann is now in Armor Tier 3.
Minion Updates
Bubblette
- Old: 2 Attack, 5 Health → New: 5 Attack, 4 Health
Tarecgosa
- Old: Tavern Tier 4 → New: Tavern Tier 3
Coldlight Seer
- Old: Tavern Tier 4 → New: Tavern Tier 3
Shoal Commander
- Old: 1 Attack, 2 Health → New: 2 Attack, 2 Health
Waverider
- Old: Spellcraft: Give a minion +1/+1 and Windfury until next turn. → New: Spellcraft: Give a minion +2/+2 and Windfury until next turn.
Critter Wrangler
- Old: 5 Attack, 6 Health. After you cast a Spellcraft spell on a minion, give it +2/+1. → New: 5 Attack, 7 Health. After you cast a Spellcraft spell on a minion, give it +2/+2.
Corrupted Myrmidon
- Old: 2 Attack, 2 Health → New: 3 Attack, 3 Health
Tidemistress Athissa
- Old: 7 Attack, 3 Health → New: 7 Attack, 8 Health
Mercenaries Updates
Alexstrasza:
- Dragonqueen's Gambit {0}
- Old: Cooldown 2 → New: Cooldown 1
The Lich King
- Death Coil {0}
- Old: Cooldown 1 → New: Cooldown 0
Yu’Lon:
- Jadeflame Buffet {0}
- Old: Cooldown 1 → New: Cooldown 0
Tidemistress Athissa:
- Wave Crush {0}
- Old: Speed 7 → New: Speed 6
- Riptide {0}
- Old: Cooldown 1 → New: Cooldown: 0
Rexxar:
- Old: 11/72 Maxed Stats → New: 11/82 Maxed Stats
Xuen, the White Tiger
- Equalizing Strike {0}
- Old: Speed 7 → New: Speed 5
Captain Hooktusk
- Cutthroat Negotiations {0}
- Old: Speed 7 → New: Speed 2
Uther
- Blessing of Protection {0}
- Old: Speed 3 → New: Speed 1
Bug Fixes and Game Improvements
- Zarjira’s Upstart Acolyte Equipment Freeze effect will no longer trigger if the entire enemy board is already Frozen. This will be a temporary fix until the effect can be updated to read “The first time a friendly character is frozen each turn, Freeze a random enemy.”
- Fixed a bug causing Reno’s Treasure Inspector Equipment to occasionally have no effect.
- Addressed miscellaneous localization issues across modes and languages.
pirate rogue needs a hit. swordfish is still insane. doubtful just smite nerf will be enough.
They were all too aggressive and not necessary. Blizzard can never get this right. They nerf one deck only for another to take its place and is never ending. Naga Priest will run wild and get nerfed next.
With this balance patch, for Wild, Rogue can easily take back its throne from Shaman..
For Standard, DH and Warrior might fall that Paladin, Hunter, Shaman will take the top tier.
Absolutely nothing for Duels? Druid is in dire needs of a look-over. Either ban Twig and Guff or rework Mycellium.
Or ban sphere since its neutral and the reason druid can break twig so easily and be like 13 plus mana ahead of you
Yeah, the Nellie nerf seems enormous to me. The only problem with it was Smite. If they just removed the option to pick him problem would have been solved without the need of such butchering.
And the Cariel nerf is just laughable. It's not like paladins generally need to play it on turn 7 just to survive. Playing it on turn 7 o 8 won't change anything. The thing that kills me about that card is how on Earth could they possibly think this card was remotely balanced, compared to other classes' hero cards?!? I mean:
Battlecry: consecration (that is, only hitting the opponent's board, compared to the warlock's) + equip a weapon that allows you basically a 0-mana hunter hero power (almost) a turn, + taking half the damage for the rest of the game (unless the opponent runs weapon removal)
Hero power: give +4/+4 to a minion (that is Smite) for 2 mana, each turn.
Let's compare it with others shall we...
Reminds me of "wildpaw caverns" vs all the other classes' objectives...
Really? I use the default Warlock Curse deck in the game, and beating a Paladin that's using Cariel is easier than piss to take care of. All you have to do is throw an Ooze or a Snake at it and Paladin's are a sitting duck, Also, almost everyone I have played against is running at least 1 Snake due to the Tradable mechanic.
Because there is an actual counter to it unlike many of the other hero cards. Weapon removal undoes the majority of the hero's benefit.
Kind of baffled they left mercenaries mode Doppelgangster such as it is, and not sure if Teacher and Siren nerfs are good, but besides that, this is officially a good, or at least serviceable patch.
Doppelgangsters are basically nerfed with the speed changes. You now have advantage in bounties at the same speed, meaning you can cast any 6 speed ability before Doppelgangsters can perform any action.
The Warrior nerfs seem a bit too aggressive, other than that I'm all on board.
Good changes for most. Don't really know why tidal revenant was nerfed, it's a Pit Crocolisk that gains you a bit of armor. It just fits into a few decks because warriors have nothing to do on a few turns so might as well add a body into your removal kit. The other cards were problematic, not that one.
Cariel nerf seems lazy, it would have been nice to see her changed in a better way such as the weapon actually losing durability when used. A 1 mana increase doesn't do much at all when the effect still warps everyone into playing rustrot vipers because of one card.
And for the love of god this is the fourth change to gnoll now, please figure out what the hell you're doing blizz. A change to the maestra interactions would fix it once and for all, this thing is still coming down turn 2/3 in highroll situations.
It doesn't even affect linecracker since druid has 20 mana and can do anything anyway lol
Big Shaman dead in wild :D
5+ warrior nerfs in one patch?
What is wrong with balance team?
A control deck got relevant. It seems that every time a control deck gets to tier 1 it gets nuked.
lost twice in a row vs warrior
Bouncing stats on Gnoll forever when the real problem is the silly interaction with the Masquerade minion. Lol.
Do I dust Caria now? This is a good opportunity to swap her out for something more versatile/interesting.
Cariel...still strong.
Smite nerf...great!
Love the Teacher nerf. I'd love to see HS get back to basics. A vanilla 4-drop gets 9 stats (yeti); any effect should be penalized in stats. The teacher has a really strong effect (discover+mana cheating+battlecry synergy), so the 5/4 stats were always ridiculous. Amalgam should be nerfed for the same reason.
In general, if HS insists on keeping discover as a mechanic (discover is at the root of many of the game's problems), then discover should cost 2 mana. A 4-drop with discover should be 2/2, not 5/4. A 2-drop with discover should be a 1/1. Make people pay to gamble on discover high rolls instead of giving it away for free.
This is the stupidest shit I ever heard in my life lol. Losing is always frustrating, also Warlock ??? You nerf Druid but not Warlock. I know this nerf is also good for Wild with Linecracker but they're not even using that angle.
Also ... Why is an armor gain card listed as a reason to lose to druid ? When has armor made you win lol it just helps you not die.
The only ''nerf'' to warlock is the School Teacher but it's a buff to Warlock. Every other class will think twice before using School Teacher because the stats are poorer, but Warlock never gave a shit about the stats and just use it to abuse their shitty curse cards