In a stream with his daughter this evening, Mike Donais may have just leaked two of the upcoming card changes!
A private message appeared on stream between Jared Noel, a former member of Hearthstone Analytics at Blizzard, which mentioned two changes.
- Conjurer's Calling being increased to 4 mana.
- Extra Arms being reverted to 3 mana.
Mike stated later in the stream that he "doesn't know" what changes are coming but not to expect more than 10 cards since they don't change more than that. "We aren't announcing nerfs today, at least not intentionally" comes after his announcement on reddit late last night that we may see nerf announcements this week.
Happy Birthday, Mike!
Comments
Well, this also could be somekind of troll ... and nothing is confirmed so far, maybe he was just messing with his friend
i think it´s funny that many people are crying about these changes even tough nothing is confirmed yet!
Sure , i personaly do not see the need to nerf Extra Arms but let`s just wait and see what will come!
Nerfing Extra Arms back to 3 mana is such a big mistake.
Extra Arms finally got priest somewhat viable again. This just makes no sense. They are bringing it back to 3 mana just because of Northshire Cleric ?... Jeez.
just nerf the giants already
I love Extra Arms in my Discipline deck of Dalaran Heist!
So many people wanting all of these mage nerfs with no confirmed warrior nerfs yet. Never change community, never change.
Nerf one deck without nerfing another deck and all you're doing is repeating what happened with Jade Druid ----> Razakus Priest ------> Tempo Rogue
I think quite a few people have trouble seeing a control deck as a real problem. usually the complaints go towards Aggro or Combo decks. (Because those have been more often a problem) That being said, this deck has been untouched pretty much since Witchwood other than the rotation of Baku. Because lets be real, Control Warrior is pretty much the spiritual successor of Odd Warrior, just less cancerous to the game. That doesn't mean that it isn't still a very strong deck currently. Were it not for Mage and Combo Priest this deck would be S tier. It is strong for the same reason Druid was strong last year and Hunter was strong a bit later. A reasonably good basic and classic set, which synergises heavily with already good cards recieved over the course of multiple expansions + It has Dr Boom.
Unfortunately Extra Arms really is too strong. I wonder if changing it to give +2/+1 would make it more useful than its version at 3 mana. I think I would actually like it that way, still makes your cleric much better. But probably still wouldn't be worth a slot.
This legitimately upsets me.
The Conjurer's nerf doesn't fix any problem outside of the lategame combo of Khadgar + a Galaxy'd big boy into ouble Calling (which is overkill anyways)
Even if they nerf Galaxy too, you still have the same situation of "If I can't kill Mountain Giant the turn it's played I lose the game on the next turn because if I can't kill one 8/8 I certainly can't kill two"
Why is it so hard to just program the game for cards to retain their summoning cost when hitting the field. Problem instantly solved, as well as a bunch of other abuse cases. Wouldn't even have to kill Pocket Galaxy that way, since it can't be used with CC effectively anymore.
BUt no, 4-mana cost is a nice pretend-nerf that will lower the overall winrate of the decks without actually solving the problem.
Then there's the Extra Arms nerf....like...I get it, the card is pretty bonkers with all the new Priest support. And can snowball a Lightwarden or Cleric way ahead against decks that don't have early removal. The thing is....the only reason this is even a problem in the first place is because of F***ING DIVINE SPIRIT. I don't know who on the balance team has so much brain damage that the only thing they ever want Priest to do is a cheesy 3-card combo that's literally just the last resort for Priests when every other archetype happens to not work out (notice how Inner Fire never shows itself when there's another win condition available).
if Divine Spirit was gone then we could actually play some strategies other than Hyper cycle OTk cheese, supported by whatever actually good cards Priest has available at the moment.
Granted, there's still a chance they might nerf more cards from these classes that actually solve this problem....but I maintain that both of these nerfs would be unnecessary if they just addressed the core problems instead.
My heart goes out to all the Priest players who once again have to see their class drop to the bottom of winrates because Team 5 refuses to actually fix problematic cards. I don't even get the thought process. You couldn'T even make the old "Blizzard want money, waaaaah" argument, because they have nothing to gain from destroying a popular new deck and forcing people to forever play the same Basic set combo. You'd think they'd want to actually move away from ancient archetypes and try to get people to play new decks with new cards.
Anyways, let's wait an see what they ultimately end up doing, but I'm not optimistic so far.
Luna's PG ignored.
Inner Fire still needs to be HoF'd
Well we'll need to see the full list of nerfs as it won't just be these.
As for Inner Fire, if HOF they'll need to give Priest something with a viable win condition. (I have not played Priest decks this expac yet).
Priest needs to be reevaluated period. Make it a class focused on healing and pumping up only HP. The problem is is that it's always been focused around OTK which isn't fun to play against.
There you go. I fixed it for you.
PLEASE NERF BARNES
Nerfing Barnes is pretty pointless when Vargoth is the instant hard mulligan 4 drop that instantly replaces Barnes. Plus, Barnes plummets significantly in the late game when used in wild while Vargoth represents repeated and significant threats/value multiple times in the end game.
Innerfire combo is a huge problem, one or the other need to be HOF....mind blast was fine....extra arms??? who cares...
I think even Priest players (been Priest main until last rotation) would be all down for the Divine Spirit/Inner Fire reign to be over: yeah, it's a strong finisher, but it's so boring, dumb and repetitive.
Edit (cause I think people didn't understand my point of view): yeah, HoF it but give us something different (and possibly playable) in the evergreen set to play with
I think most readers follow what you meant, they just can't think of anything meaningful to respond with. If you remove the class's most consistent win condition, how do you replace it? Do you try "heal-happy" minions like [Hearthstone Card (Light Warden) Not Found] and Nightscale Matriarch? Do you encourage outlast/fatigue control strategies a la Archbishop Benedictus and Amara, Warden of Hope--and if so, how do you so in an era of Archivist Elysiana and Dr. Boom, Mad Genius? Or do you play to the "narrow but powerful spells" aspect of the alleged class identity, which I guess would be things like Mass Resurrection or perhaps a playable version of Surrender to Madness.
I think it went like this:
-extra arms was so cool at 2, but is really strong
- yes
[...]
Please don’t touch extra arms and 4 mana conjouring does not solve the problem imo.
Btw, is there an option to add a „agree or disagree“ poll to the nerfs for each cards, when the changes happen?
In the case of both cards, surely it's Twinspell that's the main issue?
Extra Arms for 2 without Twinspell? Fine. Conjurer's Calling for 3 without Twinspell? Fine. They'd both still be powerful, but no longer miserable to play against.
Likelihood of the devs deleting a broken game mechanic rather than just changing the mana cost? I'd guess almost zero.