Blizzard is deploying a hotfix to the servers today to change the way the Discover keyword works.
- Discover cards can no longer Discover themselves.
- Cards that ‘generate a random card’ can no longer generate themselves.
Read on for more information on why the change was made. What do you think of the changes?
Quote From Kerfluffle Hey everyone,
We’ve got a hotfix going out later today that includes significant changes to the Discover keyword and randomly generated cards:
- Discover cards can no longer Discover themselves.
- Cards that ‘generate a random card’ can no longer generate themselves.
Dev comment: Overall, this change is aimed at helping games feel a bit more varied. While generating the same card can be an exciting individual moment, these types of experiences tend to have diminishing returns after a while. These adjustments should make for healthier games against classes with a ton of resource generation.
The hotfix also includes the following:
- Mr. Bigglesworth is now available in Battlegrounds to all players.
- Fixed a bug where the selected minion summoned by Jandice Barov would not have the death upon damage enchantment when summoned again with Khadgar.
- Fixed a bug where Headmaster Kel’Thuzad would not resurrect minions that were destroyed from being returned to a full hand.
These changes will take place on the server side, so you won’t have to download anything if you’ve already updated to 18.0.
Comments
If Finders Keepers gets affected with this nerf, its flavor text will be outdated and it will be Literally Unplayable™.
I mean there is still an infinite loop of:
Finders Keepers into Sludge Slurper Into Ethereal Lackey into Finders Keepers
Actual huge nerf to my meme tier Unite the Murlocs deck lol. Underbelly Angler generating itself was the only way you ever won with that deck.
Other than that minor sadness I do like this change. I play a lot of Arena and Emerald Explorer generating Emerald Explorer repeatedly always felt terrible.
This isn't a nerf, this is a fix. This is how Discover should have worked all along.
This is good. I wonder what took them so long.
Losing to these infinite value loops is never fun. It also means that they are now able to print stronger discover cards more consistently because they don't have to balance around stuff like that anymore.
Maybe they'll even bring the class bonus back. Pure RNG on minion discovery made those cards really bad by comparison.
Class bonus has other downsides too... so probably not... Main downside is class cards being generally stronger than neutrals, and if there are only 2-3 class cards that qualify you were almost guaranteed to get them from discover...
I really like this change that "reroll" or "create an infinite chain" was really annoying to deal with..
Well you can think of the option of the card being itself as a rearoll but now you won't get a "Bad" option of itself, so overall it's probably ok in the end..
still I would like them to make class cards more common.. not 4 times.. but somewhat more common?
OH thank gods... Not even a joke, the fact that cards were discovering themselves was soooooooooooooo stupid.
Way overdue. Hoping they decide sometimes in the future to limit the availability of legendary cards to one per game, so that you aren't able to discover or generate (or maybe even play) the same legendary over and over, but it's a stretch currently. Infinite value matches just aren't as fun anymore to me and the latest control galakrond priest deck just proved to me how toxic it can be to the game. It's like [Hearthstone Card (dr. boom, mad scientist) Not Found] and control warrior meta all over again.
Another Discover Nerf? Last time discover was nerfed to make it so neutral & class minions/spells have an equal chance to get discovered, and now a lot of stuff cant discover itself. I like this change because this means less BS "Evocation discovered Evocation", "Emerald Explorer discovered Emerald Explorer, or worst of all: "Renew into like 5 more Renew" kinda things, BUT i feel like discover has been nerfed... a bit too much i.m.o.
Also RIP Primordial Glyph into Primordial Glyph, and Magic Trick into Magic Trick. You will all be missed by everyone that now MUST pick a bad card instead of a free refresh.)
I wouldn't mind seeing the "Class & Neutral cards have equal chance to be discovered" nerf reverted, as this nerf was only here because Control Warrior was abusing the heck out of it last year. (Thanks Dr. Boom, Mad Genius and Omega Assembly.) Also a LOT of new discover cards (Mainly Studies like Demonic Studies) are TERRIBLE because of that *OLD* discover nerf from last year, while they would honestly feel fair without it.
*Had to edit this because it was a bit confusing.
It literally nerfed only Nature Studies out of all studies, because rest are not even in their own discover pull to begin with...
I meant that cards like Demonic Studies would be better if the "Discover cards have a equal chance to discover a class & neutral card" nerf was reverted, causing cards like Demonic Studies to again have a higher chance to discover warlock demons, instead of horrible neutral ones. I in no way shape or form said/implied that studies like Demonic Studies can discover itself, of course with the exception of Nature Studies, which now can't discover itself anymore (thankfully, i hate that card/deck so much.)
But now that i read my comment again, i might see why some might be confused at which discover nerf i revered to. I'll fix it right away for more clarity. Also to note: i honestly think this new nerf to discover is really good for the game.
Of course they would be better... but they would be back to disgusting... it was nerfed for a reason... Class cards are so much better than neutral that Discover was almost never punishing to run...
You cannot discover a spell (Demoňic studies) with itself and never was able to.
If cards are allowed to discover itself, its genuinely possible to simply outvalue an opponent simply by its inclusion.
Its not really a nerf as much as it is just making the mechanics fair. When the wording reads 'discover' it should do just that, a card for a card. Not basically turn into a win condition. The elegant way of dealing with this would have been to simply design cards in such a way that it cannot discover itself. Instead, we have cards like Frightened Flunky, Underbelly Angler, Renew, Arcane Breath, etc. necessitating this change.
Also, lets not forget that discover is still one of the best mechanics a card can have. This small change will not really change much in that regard, except there would be less overly lucky bastards and fewer destroyed keyboards in the world.
"diminishing returns"?
what are they smoking to arrive at this bs?
I dunno but it seems blizz needs another round of employee turnover...
Yes, when someone has a small disagreement with you, the proper thing to hope for is that multiple people lose their jobs during a worldwide pandemic. You're being SUPER rational and proportional...
Be. Better.
Yeah because keeping things and people as they are produces diminishing returns. Sounds logical, right?
It indeed does... if you see same infuriating chaining too often, it becomes unfun very quickly... Like for example:
Exotic Mountseller into bunch of Nature Studies
Or Evocation chaining into other Evocation
Or Renew discovering itself several times to heal priest way out of range...
And Underbelly Angler getting another Underbelly Angler is pretty strong too...
Sure it is exciting when it happens first 2 times maybe, but those diminishing returns kick in real hard when you see it 3-4 times already, and then it is just starts being unfun.
P.S. what dev was talking about is "having fun"
A good step in the right direction