The nerfs announced last week are now live!
- Bad Luck Albatross, Open the Waygate, Bloodbloom, Frenzied Felwing, Golden Altruis the Outcast and Golden Battlefiend can all be disenchanted for a full dust refund.
- Libram of Justice, which was buffed, will not be dustable for full price.
- Kael'thas Sunstrider and Sacrificial Pact are not dustable, and thus have no refund.
Quote From Kerfluffle Balance Updates*
Neutral –
- Old: Cost 6 mana → New: Cost 7 mana.
- Old: Cost 3 mana → New: Cost 4 mana.
- Old: 3 Attack / 3 Health → New: 3 Attack / 2 Health.
Demon Hunter –
- Old: Cost 3 mana, 3 Attack / 2 Health → New: Cost 4 mana. 4 Attack / 2 Health.
- Old: 2 Attack / 2 Health → New: 1 Attack / 2 Health.
- Old: 7 Attack / 4 Health → New: 6 Attack / 4 Health.
Warlock –
- Old: Destroy a Demon. Restore 5 Health to your hero. → New: Destroy a friendly Demon. Restore 5 Health to your hero.
- Old: Cost 2 mana → New: Cost 4 mana.
Paladin –
- Old: Cost 6 mana → New: Cost 5 mana.
Mage –
- Old: Cast 6 spells that didn’t start in your deck. Reward: Time Warp. → New: Cast 8 spells that didn’t start in your deck. Reward: Time Warp.
Comments
Agreed. Unless you are playing a very fast deck the quest nerf makes little difference. I'm not sure if even 10 spells would have been enough.
Hopefully though faster decks will lower the winrate of this annoying mostly uninteractive deck causing it to slip from tier 1. We'll see.
Aye. This is the problem with decks like Quest Mage, they enforce an Aggro Meta which no one really wants. I want the choice of playing Greedy Control, Combo or Aggro. I don't want to be forced to play one archetype because I am likely to be playing against a Mage every other game. It pisses me off...
Altruis is still really strong even at 4 mana
as long as DH has 0 mana spells that can activate him he'll still see play
Same goes for Glaivebound Adept
I don't think they wanted to nerf him to oblivion. Especially because DH has so few legendaries atm. It would be silly for them to nerf one into the unplayable status. I think the should have just bumped him to 4 mana, and kept the attack at 3. But I understand their logic in keeping him powerful.
Curios about Arena, they mention that will be a micro-adjustmets in this path, a shortly after, its not the first time they forget to mention about arena, so i'am curios if this is the case again, or if the arena patch will come later.
Probably just going to adjust offer rates of some really good cards. I did one DH draft with HearthArena on. When Priestess of Fury popped up it got a score of 125! That’s massive!
I think that there will still be a lot of play with Open the Waygate. In Wild, there are just so many options to get cards into your hand, an increase of only 2 spell requirement will have little to no impact.
The other balance adjustments are as expected. Although, Kael'thas Sunstrider goes off one turn later, will still be a pain to deal with..
Bloodbloom feels almost unplayable now because of this though, it has effectively destroyed the majority of combos used with it.
Yeah, I'm wondering if it's still worth carrying Unseen Saboteur in my Wild highlander packages.
Useless in Standard at the moment, but in Wild it has been an all-star and worth pairing with Brann Bronzebeard. Card has won many games against warlocks (Cataclysm or Bloodbloom goes off, you win; even had a miracle against Darkest Hour Warlock having his Twisting Nether go off).
And it's very effective against druids, rogues, Shadowreaper Priest (milling the millers or screwing up some OTK shenanigans) and Control Warrior to a degree (one mass removal misused can make all the difference).
But it's almost impossible to use it against Quest Mage (had it snag a Time Warp about three times since August) or Big Priest now (too many rez spells in its latest form).
I doubt it. Big priest is (luckily) non-existent, combo warlock decks are all but dead and Time Warp still activates and gives them two turns in a row after you end your turn. Which is usually enough for them to kill you since you just saved them 5 mana.
It is a wonder Secret Mage hasn't been nerfed. That deck is bonkers (76.6% win rate according to hsreplay.net) and has been forever.
HSReplay's non-premium winrates only show the lower ranks, which traditionally favor aggressive decks like Secret Mage. Compare that site's Meta page vs. this site's.
And the deck is far from the most broken, anyways. It can be teched with Eater of Secrets or Kezan Mystic, unlike, say, Darkest Hour Warlock.
I suspect it is because this plan exists for every class: stay alive, play Reno Jackson. Thanks to that even my 35 legendary rogue deck, which has no business beating anything aggressive, can win.
I would still absolutely support a secret mage nerf, though most of all I want an arena-like frequently rotating Wild format. Even dominant decks are bearable when they only last 2 months.
They'll need 2 years of data and community bitching before they start to "look" at it. And during that time, they'll probably print new secret cards that break it even more.
To be fair, Secret Mage really only became a major problem during SoU with the new toys they got. So it hasn't been that long.
That being said, I do wish they'd do something. It can be a rather frustrating and un-fun deck to play against. Just the fact that most wild decks run 1 secret tech shows how big of an issue it is.
I mean they don't care so much about aggressive strategies in Wild... they only nerf broken comboes...
Wait what??? Why not Tuesday?
Oh yeah I was REAL scared this afternoon seeing the patch update cuz I was 3 games from Legend.
Still made it, tho! DH is still quite strong