Celestial Alignment Nerf Incoming? Dean "Iksar" Ayala Tweets (Again!)
Dean "Iksar" Ayala, Hearthstone's Game Director, took to twitter to troll a little and give a little lift of the curtain about Balance Changes that might be coming soon. He posted the following image to twitter:
If that image rings a bell, then you would be right, because on January 15th this year he posted the following image, days before Balance Changes were announced that included Sorcerer's Apprentice. So it seems change is coming, and it's coming for Celestial Alignment in particular.
i just Queued 6 Druids in a row . That was enough for me to stopl playing for today lol
CA just feels bad to play against when it's actually good though is the problem. It's a toxic card that shouldn't be good by design, so when it is, there's a problem.
I can't believe the balance between class is THAT f****d up honestly....
here we go again nerfing crappy cards with abysmal winrates just to please the woke mob
the only thing this card has for itself is that it requires the pilot to be able to count, which basically excludes 90% of the community
Buthurt druid spamer
It is not about the win rates. They are nerfing the card because it is an uninteractive, toxic, stupid card that should never exist to begin with.
But they keep adding more and more cards that are like that, so maybe they should nerf their design philosophy that enables this to keep happening.
That’s right, let’s pwn the radical leftist snowflakes by not nerfing cards in a virtual card game… really taking politics to a new level, mate. An entirely irrelevant level, that is
CA is bait imo. Sure the card is complete ass to play against and is a big fail in design but guff is the true evil.
What could you do to Guff that would make it a sufficient nerf? I could be wrong, but I don't personally think a mana increase for it would be a big hit given how Druid already plays outside of the normal mana crystal gain time.
new 8 mana spell should not cast this
Maybe just reset players to 1 or 2 mana instead of 0. Or, better yet, add a wheel of fortune for each player to see what their mana is reset to.
In a game where a class ( F¨$% Imp Lock ) wins the game in turn 2, you know ewhere the nerf hammer should hit...
That's the part that's supremely irritating to me... Vile Library is pretty dang cheap at 2 mana and may only be +1/+1, but it's extremely easy to spam a boatload of imps onto the board in early game where that 1/1 suddenly cascades hard. Suddenly that 3/2 Flame Imp goes from that initial statline to 8/7 on turn 4. Even earlier if they've got the coin.
Both of the broken imp cards shouldn't give an extra +1 bonus. What were they thinking!?
Guys the nerf is very easy...
"Set both players mana 0" "card cost 1" AND "Both players can't gain adicional mana crystals"
I think they did not do that because they do not want to make people mad, there ar a lot of people who would get bad about that because the card is not OP any mor, I believe this is wats ben keeping Hearthstone from nerfing a lot of thing's.
The tricky thing is that nerfing a class that doesn't care about Mana costs with a Mana cost increase is not going to be very effective. They will have to have something else in mind, you would think.
might just be me but i think the biggest problem is that the opponent also loses his mana crystals, because they can't ramp at all, so just make the mana loss one-sided and bam.
Word. With Guff, whatever they do about CA probably won't matter.