Balance Changes Later in January
Blizzard Dev Aleco, Lead Final Design, posted on twitter about some upcoming Balance changes. Unfortunately they are planned for "later this month" if you were hoping for something more immediate. Read his messages below!
Quote from BlizzardHad some great chats today about our next balance patch, which is coming later this month. We kept a close eye on all of your feedback over the break and will be keeping it in mind as we work on the update.
Quote from BlizzardAs mentioned in the patch notes, we'll be looking to do some more spicy changes than we did in the previous patch.
Quote from BlizzardA soft goal for the patch will be to slow the game speed down slightly
HoF Shadowstep . Turn 5- brann, Astalor, shadow step, astalor, shadow step, astalor….. I know blood dk is terrible cause this game doesn’t support a chip control deck… but he played - deal 16 dmg 8/8body 3 turns in a row and could have played it for three more turns in a row. I can not believe that shadowstep still discounts at all. Battlecries are soo powerful that just picking it up for 0 mana is busted in itself.
This is just imbalanced and not fun....
https://hsreplay.net/replay/Ghevgz9SBgDAxttSZWvM3w
It may be more balanced, but it doesn’t become more fun.
You remove a card that can be enjoyable to play, and your opponents just Shockspitter OTK you with Brewmasters or Zola instead. They still Guff and can copy their Astalors and play them up to 3 of them for a total of 3 mana. Priest still kills you on turn 5 with some stupid bless combo.
It definitely makes some decks weaker, of course. But it’s just as frustrating to get OTKed early in the game by a weak deck as it is a strong one. It’s the new cards and recent design of Hearthstone that’s the problem. Not Brann Bronzebeard.
The hilarious thing is… I bet as soon as Brann rotates they just print a card that does pretty much the same thing as he’s capable of next expansion.
Remove brann, and suddenly the game becomes alot more balanced.
and nerf rogue also.
ggggggggg
Yes, but you couldn’t go above 10 mana so your point is irrelevant.
Again… what’s the issue here? Brann or the cards that make you go above 10 mana? There’s far more ways to abuse that than just Brann.
Brann is the issue. I'm not sure why this is so hard for people to get. Brann is an uninteractive combo card that provides unlimited duplication. The more the game allows additional access to discount, mana cheat, and 10+ mana plays, the more broken Brann becomes and the more degenerate options it enables.
Ask yourself why Brann is consistently a problem but Baron Rivendare is not and has never been.
We can tell them to stop the mana cheating the power creep, the non interactive or solitaire decks, the overpowered-finisher card but "they" won't do anything about it because imo, there is a significant percentage of players playing the game on their mobile and these guys probably have different playing habits than the others, I guess they don't play for hours on and go for like fast winning decks. They will not take the risk to lose these players. I may be wrong but I strongly believe it's part of the problem.
I see they still bombard players with balance patches. They obviously do it to push casual players buying packs. For a very long time Hearthstone had very infrequent balance patches, and they should have kept it that way. Or make it easier to get dust. Anyway, as long as they'll do that, I'll never return to that game.
what did I just read hahahah less balance what in the hell, never thought I would find someone like you, you must be the only one. Balance patch are great and changes a stale meta whilst mostly fixing some stuff.
The thing is the balancing has gotten worse, which is why it requires so many patches. They do not extensively playtest, and we pay the price.
I'm happy with the balance patches. Free dust and in general they shake up the game. Be careful what you wish for if you're asking for less balance patches.
Exactly. But again, these cards are poorly designed cards that shouldn’t be in the game. Denathrius especially. Anubrekhan is more a victim of being around whilst cards such as Denathrius and Astalor exist, but it’s these cards that are the problem. Not Brann. Like I said, there shouldn’t be cards made specifically intended to finish games, unless they require a lot of work to utilise them, such as the original C’thun or the Paladin DK.
Brann was absolutely fine when it was a value generator and it’s use was to discover two Kazakus potions or to draw an extra couple of cards. It’s only become a problem in Hearthstone because these awful game ending cards get printed each and every expansion.
Brann would have been completely broken if you could regularly go past 10 mana during the times of Cthun. Its ability to generate unlimited double mana on high priced battlecries destabilizes the game. This wasn't bad when you could only double a 7 mana battlecry giving you a 4 mana net gain. Now it's completely out of control. You're doubling giant cards multiple times because of all the mana cheat and discount.
That's why Brann doesn't belong in standard.
need to nerf the druid combo with Brann and slow down hunter and rogue
So glad I stopped playing this game.
It's too time consuming farming all the xp, all the cards and then they just change everything and f*** with your collection.
I gave up and just playing BG-s occasionally.
Please for the sake of wild, go hard nerf or ban Shadow Essence
So basically you want a Quest Hunter, Pirate Rogue, and Pirate Warrior meta again? Aggro is so prevalent and strong (especially inWild) that without cards like Shadow Essence (and other such mana cheat cards) Control decks are impossible to play in the current state of hearthstone, cause you're dead by turn 4-5.
Shadow essence its not a card good against aggro...... Big priest it's more effective against slower decks.. Against aggro most of the time you are dead before building a wall of big minions
The card no, but you have 28 other cards, including Spirit Lash, Hysteria, Penance, Needle weapon, etc. which stop aggro, and Essence is your win condition. Let's play 1v1 - you choose Pirate Warrior/Rogue/Quest Priest/Mech Mage, and I'll play with the broken resurrect essence Priest and see who gets the most wins out of 10 games.
I'm not a fan of a turn 3-5 play where you pull out a bonkers colossal minion, but unfortunately the state of the game is such that these are the only things keeping aggro in tact.
You don't know what you are saying.
You have at least 6 cards in the deck that help you to draw it before turn 6, including the dredge that makes it a 3 mana card.
It's really easy to set it up and then you resurrect your board every turn.
Big priests push control players to play aggro so these priests can be killed fast, it's just turning HS even more toxic