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.
Renethal nerf was seriously. Not needed.
When a card is in more than half of all decks in all classes, yes, it needs a nerf. Especially when it has a Start of Game effect.
I don't agree with your statement,the card can be placed in any class and any deck , be that as aggro/midrange/control , the card itself does not limit the card pool or deck archtypes it actually increases it giving the game more diversity ,unlike baku and gen which had start of game effects , but killed non baku/gen decks , and limited you putting even and odd cards only , limiting your pick also to each mana slot (ex i already got to many 5 drops , need 3). Just cause a card has a unique effect and people run it dosn't make it broken needing a nerf, hence why many renethal decks still got low winrates. Back when reno was released he was also in half the decks same with ,Loatheb,Thaurisan,Justicar,Zephyrys,zilliax (this may well have deserved a nerf actually)
Cards don't get nerfed just because they are "broken." They can be changed because they influence the meta in undesirable ways. You may not agree with Team 5's definition of "undesirable," but many other players do.
Most of the cards you mentioned were overused in the extreme, and those metas might have been much improved if they had been less prevalent. Failing to fix problems in the past does not mean we have to live with similar problems in the present.
So the point of new class is being bad because no one likes it. Ok.
Im so sad and disappointed
me too friend... At least the signature legos have their own chance in packs, so we can think of them as extras rather than replacements :)
same here!
At first, I had same feelings. But thats card best used point for me was brann-anub-astalor1-astalor2-astalor2-astalor3-astalor3 combo. And I changed this combo to brann-astalor1-anub-astalor2-astalor3-astalor3 combo. Thats a little bit weak than before but accaptable.
Ofcorse some other combos also very good with anub, but those combos were only %5 maybe %7 of my all anub combos.
So at the and, yes I am not happy like before but I can handle that stuation.
Not sure about that. During initial pack opening I've got a legendary, and then, several packs later, a signature version of the same one. Even though I only had opened like only just 5 legendaries from this expansion, so it's not like I've got all legendaries and now I should've been getting extra copies of the same ones.
If it were a golden legendary, I wouldn't have gotten the golden version of the same legendary while I'm missing like 20 others.
These signature legendaries are utter fail. It feels like packs now have a chance to contain cards of even worse quality than common. And you can't even disenchant them.
Yeah if you think Activision simply added a new chance for every pack to contain additional legendaries with no reduction in drop rate to anything else as a pure bonus to players then I have a great crypto project called Brooklyn Bridgecoin for you to invest in.
There has been a confirmation that Blizzard will be indeed giving 1600 dust compensations for nerfed signature cards you own later on.
Just played about 20 games. Everyone is playing aggro now since there's nothing that can stop it. Imp lock, imp curse lock, aggro druid, and now we've got pure pally! A deck that's aggro with divine shield buffs and 6 mana summon 3 legendaries!
Also seeing the same DR rogue and DH decks as before. Rogue is still summoning a board of deathrattles turns 6-7 that can't be dealt with. DH still doing the same amount of face damage, but hey, at least he can't heal, but good luck hitting him face in the first place!
All they did was push these decks performance back a turn which can be easily counters by running other cards like the rat rogue got that reduces all deathrattles by 1. Scourge Illusionist it the card they needed to push back a mana or two to impact that deck.
and the renathal users basically have an even smaller chance to survive to the point they can counter aggro heavy decks which is why Imp are on the rise
They literally just needed to push illusionist to 5 mana so that sketchy can't draw it, and something like swiftscale "Your next spell this turn costs (6) less" so that the smokescreen combo can't happen until turn 6.
All I see in standard is Rogue, Mage and Death Knight. yet Death Knight gets so many buffs.
What do you mean they want to force you to play Death knight?
The buffs DK got weren't really meaningful though except obliterate (which isn't gamebreaking, all they did is tried to improve on the cards that weren't being played but even the changes won't get people playing most of the cards as there just bad cards, and on a class which has so few cards currently in the game and is further limited by the rune system of the class its no wonder no one took it to the championship because it just cannot compete with the other classes at there current level.
I'll be honest the concept of the rune system is nice but I think they need to either adjust rune costs on some of the cards, add a 4th rune to the classes building which will mean adjusting the rune costs, or look at another way to buff them.
This ignores the fact that warrior who is lower on the competative ranking got a completely trash set of cards and pirates are cycling out which is currently there only deck that can net you wins yet blizzard didn't buff a single card... I feel for the warrior players who are stick of pirate warrior and wanted something new to play that was decent.
Are they ever going to fix Souleater's Scythe not breaking minions in Wild Ranked?
Renathal nerf is a fu*king disaster!!
Buffing a few underwhelming DK cards by a little bit and nerfing Renathal in the process will not make DK good in standard, blizz.
Also, I seriously don't understand this "nerfing around actual problematic cards" thing that Blizzard always does. Just let Brann rest in Wild, okay?