25.0.4 Patch Notes - Many Balance Changes - Arena and BG Changes Too & More
These are the patchnotes for a HUGE balance patch touching Constructed, Arena and Battlegrounds. Read about them below!
Patch is LIVE!
Quote from BlizzardPatch 25.0.4 is a data-only patch, launching today, that includes balance changes to Standard, Wild, Battlegrounds, and Arena, as well as bug fixes and more!
Hearthstone Changes
Dev Comment: Balance changes at this point in an expansion are made with early, somewhat limited data. For these changes, we like to address the most egregious power outliers and play patterns that we know we don’t like—cards that we’re likely to adjust down the line anyway as the meta evolves over time. We hope and expect to make some spicier changes in our next balance pass, once we have more data.
The following cards are being adjusted to be less powerful:
Unleash Fel
- Old: Manathirst (4)
- New: Manathirst (6)
Relic of Dimensions
- Old: [Costs 5]
- New: [Costs 6]
Dev Comment: The Manathirst on Unleash Fel felt like a non-factor that was almost always on anyway when you wanted to play the card. This change makes the card more interesting and helps reel in a Demon Hunter power outlier. Relics are prevalent and powerful—we like them and didn’t want to fully revert their power level, so we’re just touching the strongest Relic to make it a little less explosive.
Anub’Rekhan
- Old: Battlecry: Gain 8 Armor. This turn, your minions cost Armor instead of Mana.
- New: Battlecry: Gain 8 Armor. This turn, your next 3 minions cost Armor instead of Mana.
Dev Comment: This Brann-Anub’Rekhan combo is not a big winrate outlier, but it represents a play pattern we don’t like. We wanted to reduce lethality and remove the ability for the combo to let players dump their entire hand, while still allowing ramp strategies.
Boon of the Ascended
- Old: [Costs 4]
- New [Costs 5]
Priestess Valishj
- Old: [Costs 0]
- New: [Costs 1]
Dev Comment: Boon Priest is not common or overly powerful at most levels of play, but it is the best performing deck at high legend and it wins through frustrating play patterns. We wanted to give it a couple small adjustments to make it more in line with the rest of the meta, especially after the other adjustments in this patch.
Necrolord Draka
- Old: [Costs 4]
- New: [Costs 5]
Sinstone Graveyard
- Old: [Costs 2]
- New: [Costs 3]
Sketchy Information
- Old: [Costs 3]
- New: [Costs 4]
Forsaken Lieutenant
- Old: [Costs 2]
- New: [Costs 3]
Dev Comment: There are two Rogue decks that we want to adjust this patch. Deathrattle Rogue is a deck that can do some cool, fun things, but it’s too fast for most decks to deal with. We don’t want to destroy these synergies, but we do want to slow them down. Similarly, Miracle Rogue makes for very bad play experiences when their pop-off turns are too powerful too soon. We think it is fun and thematic for Rogue to have those turns where they play a bunch of cards and get rewarded for it, but we want to slow that turn down a little.
Prince Renathal
- Old: Your deck size and starting Health are 40.
- New: Your deck size is 40. Your starting Health is 35.
Dev Comment: Renathal had its run. He’s the most played card in the game and the meta has warped around him for a long time, so we are making this change to open the meta back up. At the same time, we know he’s one of the most popular cards we’ve ever made, so we wanted to preserve his core effect as an option for his fans.
Tome Tampering
- Now banned in Wild.
Dev Comment: Discard is a thematic Warlock archetype with many tools over the years. Those tools have combined into a disruptive force in the Wild meta. Tome Tampering is the powerful enabler that puts this deck over the format’s power level; banning that enabler will let players continue to use those thematic discard Warlock tools, but at a level that is more in line with the rest of the format.
The above craftable cards will be eligible for a full dust refund for two weeks following Patch 25.0.4 (Signature versions of Anub’Rekhan and all versions of Prince Renathal are not craftable).
We're taking a hard look at what systemic changes we want to make to Signature cards in the future, and have not finalized those decisions. This time, players who have the Signature version of Anub'Rekhan as of December 20th at 10am PST will receive a grant of 1600 Arcane Dust at login, later that week. Things may work differently in the future. We will share more information on those future plans once they're finalized.
The following cards are being adjusted to be more powerful:
Dev Comment: Death Knight is the cool new class that many players want to try out, so we’re making some adjustments to open them up a little and give them more toys to tinker with. Like with the nerfs, these buffs are designed to be higher confidence; we specifically looked for low playrate Death Knight cards that seemed primed for upgrades. We plan to take another look in the next balance pass.
Corpse Bride
- Old: Battlecry: Spend up to 8 Corpses. Summon a Risen Groom with stats equal to the amount spent.
- New: Battlecry: Spend up to 10 Corpses. Summon a Risen Groom with stats equal to the amount spent.
Malignant Horror
- Old: At the end of your turn, spend 5 Corpses to summon a copy of this minion.
- New: At the end of your turn, spend 4 Corpses to summon a copy of this minion.
Meat Grinder
- Old: Battlecry: Shred a random minion in your deck to gain 3 Corpses.
- New: Battlecry: Shred a random minion in your deck to gain 4 Corpses.
Blightfang
- Old: 3 Attack, 3 Health
- New: 3 Attack, 4 Health
Stitched Giant
- Old: [Costs 10]
- New: [Costs 9]
Ymirjar Deathbringer
- Old: 3 Attack, 3 Health
- New: 4 Attack, 3 Health
Rime Sculptor
- Old: 3 Attack, 3 Health
- New: 4 Attack, 3 Health
Obliterate
- Old: Destroy a minion. Your hero takes damage equal to its Health.
- New: Destroy a minion. Your hero takes 3 damage.
Blood Tap
- Old: Give all minions in your hand +1/+1. Spend 3 Corpses to give them +1/+1 more.
- New: Give all minions in your hand +1/+1. Spend 2 Corpses to give them +1/+1 more.
Battlegrounds Updates
Quest Reward Updates
- The Kidnap Sack Quest Reward has been made harder to earn.
- The Hidden Treasure Vault and Teal Tiger Sapphire Quest Rewards have been made easier to earn.
- The Partner in Crime, Pilfered Lamps, Wondrous Wisdomball, and Yogg-tastic Tasties Quest Rewards will appear more frequently.
Dev Comment: As we approach the end of the season, we want all players to have a chance to experience some of the rarer Quests they may or may not have been able to find. Enjoy!
Minion Updates
Toxfin
- Old: Tavern Tier 4
- New: Tavern Tier 6
Dev Comment: Though not a power outlier at most levels, Toxfin has a limiting effect on what playstyles feel viable in Murloc lobbies. We are pushing Toxfin up to Tier 6 as a way to open up some space for more diverse strategies.
Minion Pool Updates
- Mechano-Tank and Interrogator Whitemane have been removed from the minion pool.
- Witchwing Nestmatron, Mechano-Egg, Mythrax the Unraveler, and Seafood Slinger have been returned to the minion pool.
Arena Updates
Arena draft appearance rates have been adjusted as follows:
- Death Knight and Paladin cards that generate more cards will appear less frequently.
- Death Knight cards that remove opposing minions and leave a board presence will appear less frequently.
- Low winrate cards from low performing classes will appear less frequently.
- High winrate cards from low performing classes will appear more frequently.
- Some Neutral cards will appear more or less frequently, depending on their performance in a given class.
Bug Fixes and Game Improvements
- [Hearthstone] Fixed a bug where Potion Belt could not Discover two of the same Concoction.
- [Hearthstone] The wording on Astalor, the Flamebringer has been updated for clarity; this is not a functional change.
- [Hearthstone] Grim Patron and Gruntled Patron will now once again leave Corpses. Adjusted the Corpse Explosion interaction so that it no longer chains infinitely.
- [Duels] Fixed a bug where Greatsword of the Ebon Blade would lose Durability whenever any card was played, not just minions.
- [Duels] Fixed a bug that made Scourge Strike unable to be played.
- [Duels] Fixed a bug where the Scourging Hero Power doesn’t work if your board is full.
- [Duels] Fixed a bug where Hematology and Unholy Embrace did not count as consuming Corpses.
- [Duels] Fixed a bug where Unholy Embrace always filled your hand if you had any Corpses to spend when you played it.
Oh my gosh why are there so many freaking buffs? Terrible, terrible game design! DK already has the most powercreeped cards imaginable, they don't need to be even stronger! What's needed is for the kill-you-from hand classes to get nerfed, the turn-5-lethal classes to get nerfed, and random generation (including of the DK variety) to get nerfed. The reason DK didn't see play isn't because it's bad, it's because it's fair. We need to emphasize fair gameplay, not this mishmash of (actually pretty useful, at least most of them) nerfs - but never enough of them - and always-unnecessary buffs. Making fair cards better won't address anything for the positive. What's needed is an end to mana cheat, an extreme tone-down of random generation, and the core set really doesn't need buff after buff every year.
maybe cuz dk winrate sucks?
Deathknight actually had the lowest winrate on launch based on data. Deathrattle Rogue had 57% winrate while Blood/Frost/Unholy were at 40%. Rogue and Demon Hunter were dominating the meta, that why you probably didn't see any Deathknight at higher rank. Anyone playing the game probably realized that getting a board of 7 5/4 that can't die at turn 2 is a bit broken.
Even with this buff, I think Deathknight will be the lowest winrate class though. Lol so no worry. None of us is gonna see this class on ladder. The Rune identity is cool in theory for allowing stronger cards, but it basically split the class into 3 cardpool w/ minimal interactivity. With the cards not being that much stronger.
Agree - mana cheat (in all it's clever guises) and discover is killing this game imo. Also - freeze as a mechanic is overused and un-fun imo. I've played a minion - let me use it.
That is a problem that can be fixed by nerfs to other classes. Buffs never fix things, only break them.
yeah its pre-patch 47% win rate was really a powerhouse
It is impossible for all classes to be above 50% at the same time.
lol
Blizzard: Look what cool class we have created! Buy packs from latest expansion!
Player: Dont care Rouge/Warlock/Druid is much better.
Blizzard: Now you will play.
This balance is a joke.
I shot people dead with Even Hunter even with Renethal.
Thank you devs.
I've been playing Deathrattle Rogue as of late and I don't think it really matters if you delay the deck early game by a turn. Maybe if you were facing a super aggro deck but as I understood, aggro is nowhere near the radar at the moment.
The deck is strong even if every deck started running 2xSmothering Starfish. You can proactively "negate" the silence by triggering your deathrattles yourself. Silence won't do anything to a full board of 5/4s or 5/8s. I think Control Priest has the best chance of reliably shutting down the deck over the others with their combination of silence and board clear.
Personal problem with Deathrattle Rogue is that it is rather boring as each game you end up with the similar board states and winning turn. I made it a 40 cards version with Tess Greymane and Reconnaissance just to break the monotony of it in some games.
A balance patch that will do nothing to address the real problems and in fact has destroyed Renethal, a card that actually brought players back to the game.
It's unreal.
Both Theotar and Renathal we're awesome additions to the game to combat both Combo and Aggro decks respectively.
I literally know people that came back to the game because of these 2 and Blizzard basically just nuked them out of orbit at this point.
I mean, I guess some decks can still get away with playing Theotar, but Renathal is just not worth it anymore...
So much free dust $_$
Seeing a lotttttttttt of imp curse lock on ladder now. You know, that extra fun deck that can have giant minions pumped out turn 2 and kills you from hand?
On turn 2, in standard? How?
Imagine getting Anub'Rekhan signature card instead of its legendary counterpart... feels bad man :\
I wonder if you get dust for signature Anub'Rekhan in the future, because it is uncraftable
Now you understand why they made them uncraftable.