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slippery

<Bronze Donator>
7,886
7,701
Nerfs, but nothing from this expansion

Upcoming Balance Update – December 2018

Wild Growth – Will cost 3 mana. (Up from 2)

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Nourish – Will cost 6 mana. (Up from 5)

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Wild Growth and Nourish have been present in every mid-range, combo, and control Druid deck since their introduction in the Basic and Classic set. When cards from the Basic and Classic set are too powerful, they can have negative long-term effects on the game. Continuously playing against these cards can start to feel repetitive, and they can feel so mandatory that they stifle creative deckbuilding decisions. By increasing the mana cost of both cards by one, we expect them to be considerations in late-game control Druid decks, but more difficult to fit in strategies that don’t directly take advantage of ramping mana.

Level Up! – Will cost 6 mana. (Up from 5)

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Odd Paladin has consistently been one of the most powerful and most played decks since its introduction in The Witchwood. By removing Level Up from Odd Paladin, we still expect it to be a competitive board control deck, just with more consistent damage output that should be easier to play around.

Saronite Chain Gang – Now reads: Taunt. Battlecry: Summon another Saronite Chain Gang.

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Shudderwock brings an interesting combo to the table, but playing Shudderwock multiple times in a single game can be frustrating. Changing Saronite Chain Gang makes playing multiple Shudderwocks in a game much more difficult. Shudderwock should now exist as a powerful one-turn effect rather than constantly copying itself with Saronite Chain Gang’s Battlecry.

Leeching Poison – Will cost 1 mana. (Down from 2). Now reads: Give your weapon Lifesteal this turn.

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We love the fantasy of building a powerful weapon over the course of a game with Kingsbane, but granting it a permanent Lifesteal effect with Leeching Poison resulted in an endgame with few weaknesses, as well as conflicting with our philosophy that Rogues should not have persistent self-healing effects. Making the Lifesteal effect only active for one turn should address some of the power level issues with Kingsbane Rogue’s late game.
 
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jooka

marco esquandolas
<Bronze Donator>
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Pretty good changes, funny how hunter is left just fine and dandy.
 
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slippery

<Bronze Donator>
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It just feels like shouldn't you have done this with the expansion?

I dunno, I have played 0 games in like 3 months
 
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Ishad

Ahn'Qiraj Raider
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With the exception of leeching poison nerf, all of these should have happened in the Witchwood. Too bad odd Paladin was the only deck keeping cube Hunter in check.
 
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Vandyn

Blackwing Lair Raider
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It's almost like someone in the back office of Blizzard had this revelation that says 'ya know, Druid ramp up is bullshit'. Leeching poison nerf is a big dagger to Kingsbane Rogue.
 
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Ravishing

Uninspiring Title
<Bronze Donator>
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Looks like great nerfs, also way too late for these as usual.
Sounds like Hunter hate is about to reach all new levels after this.
Maybe I'd still be playing if they did these in Witchwood.
 
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Ishad

Ahn'Qiraj Raider
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Expect to see an uptick in Rez priest and odd warrior post nerfs as well.
 
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zzeris

King Turd of Shit Hill
<Gold Donor>
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Looks like great nerfs, also way too late for these as usual.
Sounds like Hunter hate is about to reach all new levels after this.
Maybe I'd still be playing if they did these in Witchwood.

Yep. Shudderwock helped ruin control for 9 months, Kingsbane for a full year. Odd Pally has been cancer for 9 months. They only decide to fix the game when people have already left....definitely a Blizzard game.
 
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Il_Duce Lightning Lord Rule

Lightning Fast
<Charitable Administrator>
10,320
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They put up some arena changes too. I'm on phone so fucking copy paste

Copypasta from Hearthpwn:

In this Arena update we’re adjusting the appearance rate of a number of cards, restoring older cards to the Arena, removing a Mind Control Tech from drafts, and adjusting Arena buckets.
Read on for details!
Appearance Rates
Cards from Rastakhan’s Rumble now have a +50% appearance rate in drafts – The bonus appearance rate for the most recent set has returned to freshen up Arena with newer cards.
Draft
A number of cards were removed from Arena for balance reasons in the past. Our new systems provide tools to tweak balance in other ways, and we would prefer to make Arena as true as possible to the cards available in Hearthstone.
The following cards are once again available in Arena picks:
Druid
  • Savagery
  • Soul of the Forest
  • Mark of Nature
Hunter
  • Starving Buzzard
  • Timber Wolf
  • Snipe
Priest
  • Mind Blast
  • Lightwell
  • Inner Fire
Shaman
  • Dust Devil
  • Totemic Might
  • Ancestral Healing
  • Windspeaker
Warlock
  • Sacrificial Pact
  • Sense Demons
  • Succubus
Warrior
  • Warsong Commander
  • Charge
  • Rampage
The following card will no longer appear in Arena picks:
Neutral
  • Mind Control Tech – Minion based combat plays a major role in the Arena, and Mind Control Tech is a (3) mana card that can unreasonably punish playing multiple minions. While we love that there are cards that help players come back from unfavorable positions, we recognize that the high variance gameplay of Mind Control Tech could create a negative Arena experience. As a result, Mind Control Tech is no longer able to be drafted.
The following cards will remain unavailable in Arena drafts:
  • Hero Cards
  • Quests
  • Whizbang the Wonderful
  • Vicious Fledgling
  • Ancient Watcher
  • Humongous Razorleaf
  • Odd/Even Cards
Bucket Adjustments
This is a snapshot of the current Arena buckets. Keep in mind that card promotion or demotion is almost entirely based on whether a card has a very high or very low pick rate. Adjusting buckets helps change the average composition of Arena decks so they feel more varied.
You can download a snapshot of the Arena buckets for this time period on the forums.
 
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Ishad

Ahn'Qiraj Raider
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While the hunter meta is stupid, don’t overlook that cube lock is still a tier 1 deck and the only card it runs from the last 3 expansions is zilliax.

Now let’s see how long it takes them to deal out the hunter nerfs:
1. Candleshot- remove the damage immunity effect.
2. Up spellstone cost to 6 mana.
3. Devilsaur egg- either up the mana cost change the spawn to a 4/3 or better yet just delete this piece of shit card.
 
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zzeris

King Turd of Shit Hill
<Gold Donor>
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While the hunter meta is stupid, don’t overlook that cube lock is still a tier 1 deck and the only card it runs from the last 3 expansions is zilliax.

Now let’s see how long it takes them to deal out the hunter nerfs:
1. Candleshot- remove the damage immunity effect.
2. Up spellstone cost to 6 mana.
3. Devilsaur egg- either up the mana cost change the spawn to a 4/3 or better yet just delete this piece of shit card.

I don't see them changing anything but the spellstone. It's ridiculously overpowered now that hunter is a real class again. I've been enjoying priest but Rexxar is extremely hard to fight past. It will be interesting what the game will look like without most of the DKs.
 
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TJT

Mr. Poopybutthole
<Gold Donor>
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Hunterstone is lulzy. I play a few games here and there and the only way to sometimes beat retard control aggro value hunter is with Priest.

Even odd warrior with maximum survival and fatigue cards gets stomped by it completely.

The deck just has so few weaknesses. It isn't really Zul'Jin its the infinite value from DK rexxar making retard beasts THEN playing into zul'jin when you have you nothing can do. Sure you can hold a board clear in hand but you can't prevent the Christmas Tree. Zul'Jin is a much more powerful version of the old Secret Paladin really. Lol 6 secrets that you don't even have to have in your deck anymore and flood the board with shit. GG.
 
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Ehrgeix

Trakanon Raider
182
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Just finished playing enough to hit legend for the first time in a while (with Miracle Rogue). Rastakhan release was really dumb, but the meta is a bit more interesting after nerfs. Watching the HCT stuff they have on this weekend too.
 
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