According to Mike Donais, we should see info on upcoming balance changes this week!
What cards would you like to see nerfed?
Quote From Mike Donais Hopefully they are prioritizing a nerf patch before the Single Player Content patch
Yep, we will give more info on balance changes this week hopefully.
Comments
Ah, hello Rexxar!
I like those all except Making Mummies. That card is hardly broken enough to need nerfing and it's one of the only good counters to control warrior if they don't nerf it enough.
Agreed. I actually think it could get bumped to 4 reborns and not be broken. Based on the meta spotlight article published yesterday, I think all of the quests could use a bit of a tweak. I love the flavor of them and would like to see them become more viable.
I'm not a priest main, although I only like playing its thief archtype in wild, but I want to ask the following question:
If the devs were to HoF the Inner Fire package, what would be left of priest? Zoo? Resurrect/Deathrattle? Thief? Shadowform? All of those don't have enough support in standard (at least imo). Mind Blast got HoFed, so with the HoF to IF/DS combo priest would be officially shut down. The class needs tons of defensive tools to build a good control deck and even then they can't really outvalue control warrior.
They will add Radiance 2.0 for them and here is your win condition.
Divine Spirit is probably up some at least some consideration, but I'd hate to see it leave now. I am digging the new Combo Priest, and I don't want to give it up!
It'd probably push Priest back into Resurrection / Quest mode, and be (again) an indirect nerf to a Legendary (High Priest Amet).
honestly, If DivineSpirit Cheese was gone you could still work with the current deck, but possibly try to include a more Reborn focussed build with the 1-mana Reborn spell and the dude that destroys and revives your guys.
Extra Arms is still really strong and Amet can also snowball out of control even without the threat of being OTKd from 30.
maybe a nerf would kill Priest this expansion, but seeing the support it has gottens o far it could easily come back next expansion with an actual deck that doesn't rely on highrolling your opponent to death.
Dr. Boom: Remove the armor hero-power from the rotation AND make the 3x 1/1 hero-power into a non-mech unit so they don't have Rush.
Conjurer's Calling: 4-mana
Luna's Pocket Galaxy: 6-mana
Prismatic Lens: 5-mana
Divine Spirit: Hall of Fame*
*I don't play Wild. I'm sure a better solution is needed there.
Ironically every card you mentioned does not see any relevant play in wild, except maybe Dr. Boom. And he isn't broken there. Frankly Barnes is most people's frustration in wild, and mine as well
Time to nerf Big Priest 1st Blizzard.
We Wild players are waiting 2 years for the nerfs so we have priority compared to these few months of Galaxy/Dr Boom issues.
Might just be me but in the past days I haven't seen a single big priest (R4-1, EU). That's the one upside from the massive influx of secret mages, I guess.
They need more time to monitor the situation as it's only been several years and millions of games.
Expect it just before it is announced Hearthstone is end of life and being discontinued (hopefully many years in the future).
I was wrong - and am glad I was too.
If they just increase Dr Boom mana cost then it does nothing to fix it. Even at 10 mans a warrior has more than enough removal before having to use the rush on mechs becomes a thing. They need to adjust the mechanics of Dr Boom.
They'll probably unbuff Lunas Pocket Galaxy to some degree or conjures calling (not both).
If they mess with spirit / divine combo (which they should) then they need to buff priest elsewhere as it's back to the bottom for that class otherwise. The wall quest priest simply isn't good enough.
Overall, I agree the mechanics of Boom are an issue. But making it a 10 mana card would be a very significant nerf.
So my guess is both Conjurer's Calling and Pocket Galaxy get some sort of adjustment
Warrior is really up in the air at this point. Boom is the most likely target, but at the same time they could go for an all out consistency nerf to their classic set, targetting stuff like Shield Slam or Brawl (or maybe they just do both and finally kneecap the dumb control Warrior playstyle that literally only works when you have more removal than other classes have win conditions)
Luna's Pocket Galaxy - 6 mana (should just go back to 7, but I think they'll try the middle ground first)
Dr. Boom, Mad Genius - they won't change the cost since it would ruin the Dr. Boom "7 mana flavor". Change to the rush aspect and maybe amount of armor gain
Conjurer's Calling - 5 mana (so it can't be used twice in a turn until turn 10)
And some pointless nerf/HoF that will make everyone question Blizzard's decisions.
Kripp posted a fantastic video on Conjurer's Calling and made the point that the issue isn't Conjurer's Calling as much as it's Mountain Giant, since the card can be cheated out for 3-4 mana but then when hit with Conjurer's Calling, gives you two minions in the 12-mana range. His nerf: if you conjurers calling a minion, it gives you two minions of the cost you paid, not the actual original cost of the card. So if you pay 4 mana for giant, you get two 4-mana minions. Conjurer's Calling is far less effective if you target minions hit with pocket galaxy or a cost decrease. I absolutely loved this idea.
the whole cost reduction mechanic should just be changed to minions keeping the cost they were summoned with, so all cost reduced cards can't be used in Evolve shenanigans and the like.
Result: Stuff like Giggling Inventor and Former Champ is still good with cards like Mutate, but something like Mogu Fleshshaper doesn't give you a turn 3 8-drop.
Fixes CC, fixes CC's interaction with Pocket Galaxy and deals with a few other abuse cases as well.
Also, pretending Mountain Giant is the problem when Khadgar + CC onto anything above 4-mana is basically an instant win against any deck without eefficient AoE removal speaks for itself. Kripp isn't the best source for balance insights.