I'll contest that the priest questline looks like a badly designed card, but is actually kinda masterful. It can never win (at least not by using the quest) before turn 10, and in practice it's usually several turns later. So most decks have plenty of time to beat it. Also, the whole way along you have to decide between what's optimal and what progresses the quest, especially once you have missed a turn, but sometimes even when still playing on curve. There's even genuine opportunities for counterplay since you can't play Xyrella the turn you complete the questline, so she's vulnerable to disruption, and you can't play the shard for at least 1 turn after that either. So overall, I agree with every statement that it looks dumb, but never that it is dumb.
Basicly its the 1 and only questline , that actully fits the idea behind questline, slow/long and diffcult to complete with small rewards as go along to help you with it and a game winning/ending reward (littarly in this case), where as most others are very fast/easy to complete and/or just dont have that game winning reward (druid being just some burst and armor-
Nobody was playing Sira'kess Cultist for the stats and Dragged Below was just an overall shit card. If they were going to buff the mechanic, I'm glad they went with the two worst pieces. Realistically, those buffs will help it against Aggro decks and not really change the matchup vs. Control.
I know no one was playing it, thats what i want for curse lock.
And just helping vs aggro , makes it better overall and more playable, which is not soemthing i want to see at all., and vs control can tamsinn plus both of the single target curse spells now in 1 turn. Curses if playable are just toxic, so iid rather they dint get buffs at all, if theyd have had a 30% winrate thatd be completly fine
How Predation dodged the hammer is beyond me. Just reduce the cost by 2 mana if you played a naga, so it cost 1 and apply any spell cost effect (like frostbiteBADCARDNAME).
Buffs are great but the mayor thing they missed, imo, is Abyssal Wave. 6 mana deal 4 is absurd.
I guess they don't want to change too much at once but some buffs are in order I think. But Naga threw everything out of whack so yeah stabilize them and then hopefully other tribes can be addressed.
Wat? They left Lava Lurker on 2? Are they mental? That needs to be at least a tier 3, possibly a 4.
Also the butchering of Murlocs and Quilboar didn't seem warranted, the Tier 6's seemed to just about make them competitive. Obviously Nagas are taking a hit, but cutting endgame Murloc scaling in half does not seem a commensurate change.
Also Pirates are still a joke and have been for ages, even after the introduction of the new minions (Peggy, avenge, etc.), surprised they're not getting anything.
Love all these changes! The nerfs are very good, and i LOVE all these buffs!
My general opinions on buffs:
Rogue: LOVE these changes. I LOVE thief rogue, and being able to play thief rogue with an actual thief package. Most of the burgle stuff was absolute garbage, and now it's playable. However i'm still scared of the Gnoll un-nerf, because i HATE "Burgle" rogue (A.k.a. Tempo rogue with Maestra + gnolls) Also it's pretty funny that SI:7 Smuggler is back to it's "bugged" version, lets hope this makes questline rogue playable again.
Also some interesting interactions for wild/standard thanks to new mana breakpoints with Tess Greymane:
Tess Greymane + Shadowstep, then next turn play 5 mana tess into another Shadowstep for 2 tesses in 1 turn. This 1 mana change is going to slam down tesses so much more fun!
Warlock: Good changes for the abbysal deck. That deck is honestly pretty scary, so i'm glad it only got stat/mana buffs. Any kind of effect change could have made these deck very toxic/oppresive, so i'm glad they did the safe changes. But honestly these curse cards should have released like this, instead of being very overpriced/understatted dust cards. The murlock changes are good as well, it makes the deck a bit more aggresive. which will allow it to fight better for board.
Priest: Great changes, this is really good for questline priests, and control priests might be decent even without questline. Serpent Wig is interesting, maybe naga priest might work? Not sure though, but the +1 health buff is a very priest-like change. Also with Shadowcloth Needle buff... i'm not sure if it's good. Maybe shadow priest might run it now? Either way it's a lot better than before i guess.
Xhilag of the Abyss: Great change, now Xilag might actually feel good when you play him. After all, right now Xilag feels pretty bad to play just because it's honestly pretty meh. But now it deals double damage it might remove more minions, or it's a 8 mana burst with the upside that it might deal more dmg if not dealth with.
Hunter: Love these changes. This is good for board based hunter decks like BIG Hunter, which is really nice. Would love to see hunter return to board based stuff instead of "hehehe me no play board, me go face"... which felt HORRIBLE to play against.
Nobody was playing Sira'kess Cultist for the stats and Dragged Below was just an overall shit card. If they were going to buff the mechanic, I'm glad they went with the two worst pieces. Realistically, those buffs will help it against Aggro decks and not really change the matchup vs. Control.
I'll contest that the priest questline looks like a badly designed card, but is actually kinda masterful. It can never win (at least not by using the quest) before turn 10, and in practice it's usually several turns later. So most decks have plenty of time to beat it. Also, the whole way along you have to decide between what's optimal and what progresses the quest, especially once you have missed a turn, but sometimes even when still playing on curve. There's even genuine opportunities for counterplay since you can't play Xyrella the turn you complete the questline, so she's vulnerable to disruption, and you can't play the shard for at least 1 turn after that either. So overall, I agree with every statement that it looks dumb, but never that it is dumb.
Had really hoped for lightbomb to 5 and sprint to 5 (seeing as its terrible, rogue lacks draw and rogue is susposed to be good at draw)
and the 7 mana shaman naga to prefer enemies like solarian/rune of archmage and such cards
Also not a fan at all of curses being buffed in anyway, i really hope they dont become remotly playablle stimm,; cause if they are thats gonna be terrible as helll play experience
Remember when Maestra Thief Rogue resulted in Gnoll getting nerfed from (5) 4/5 to a (6) 3/5?! Maestra and Double Agent still in Standard too! This will be fun to see what happens!
The Blackwater Behemoth change buffs questline priest and I think that questline belongs in a Hearthstone Hall of Fame for worst designed cards. If you are lucky enough to curve out perfectly we'll give you a 5-mana 7/7 with taunt which puts a spell into your deck that instantly wins the game, because who doesn't love instant win cards...
The Wildpaw Gnoll buff is scary. It can easily become oppressive because of Maestra of the Masquerade. I am also surprised they gave that many buffs to big beast hunter at the same time. I don't like them pushing mana cheating so hard.
Guess you were right, but the game really stands out from all of the other cardgames and will surely find a niche for casual card players. 3 Minute matches and not having any turns is incredible unique for that genre.
I really like Thief Rogue. It's fun with a lot of variety between games, and although a bit inconsistent, it doesn't perform too badly. These buffs should make it more viable.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
The nerf to Dragonbane Shot could be a buff to Odd QL Hunter in Wild. Not sure if I should be scared.
Second Dinner's Official Announcement Trailer for MARVEL SNAP
Second Dinner posted an announcement trailer!
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Basicly its the 1 and only questline , that actully fits the idea behind questline, slow/long and diffcult to complete with small rewards as go along to help you with it and a game winning/ending reward (littarly in this case), where as most others are very fast/easy to complete and/or just dont have that game winning reward (druid being just some burst and armor-
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
I know no one was playing it, thats what i want for curse lock.
And just helping vs aggro , makes it better overall and more playable, which is not soemthing i want to see at all., and vs control can tamsinn plus both of the single target curse spells now in 1 turn.
Curses if playable are just toxic, so iid rather they dint get buffs at all, if theyd have had a 30% winrate thatd be completly fine
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
How Predation dodged the hammer is beyond me. Just reduce the cost by 2 mana if you played a naga, so it cost 1 and apply any spell cost effect (like frostbiteBADCARDNAME).
Buffs are great but the mayor thing they missed, imo, is Abyssal Wave. 6 mana deal 4 is absurd.
Patch 23.2.2 Brings a Bunch of Naga Nerfs and Other Changes to Hearthstone Battlegrounds
I guess they don't want to change too much at once but some buffs are in order I think. But Naga threw everything out of whack so yeah stabilize them and then hopefully other tribes can be addressed.
Patch 23.2.2 Brings a Bunch of Naga Nerfs and Other Changes to Hearthstone Battlegrounds
Wat? They left Lava Lurker on 2? Are they mental? That needs to be at least a tier 3, possibly a 4.
Also the butchering of Murlocs and Quilboar didn't seem warranted, the Tier 6's seemed to just about make them competitive. Obviously Nagas are taking a hit, but cutting endgame Murloc scaling in half does not seem a commensurate change.
Also Pirates are still a joke and have been for ages, even after the introduction of the new minions (Peggy, avenge, etc.), surprised they're not getting anything.
Healbuff Priest
### Healbuff Priest
# Class: Priest
# Format: Wild
#
# 2x (0) Circle of Healing
# 2x (0) Raise Dead
# 2x (1) Crimson Clergy
# 2x (1) Gift of the Naaru
# 2x (1) Northshire Cleric
# 2x (1) Power Word: Shield
# 2x (1) Renew
# 2x (2) Bless
# 2x (2) Injured Tol'vir
# 2x (2) Luminous Geode
# 2x (2) Power Word: Feast
# 2x (2) Sethekk Veilweaver
# 2x (3) Injured Blademaster
# 1x (4) Blademaster Samuro
# 2x (4) Rally!
# 1x (4) Xyrella
#
AAEBAafDAwL76APU7QMO5QTVCNIK8gzSpQOTugObugPXzgO00QP74wOGowSJowSKowS7uAUA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
potentially run Veblen’s chosen instead of luminous geode
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Yeah but only one.
Our Buff Predictions for the Upcoming Voyage to the Sunken City Balance Patch
Yay!
Our Buff Predictions for the Upcoming Voyage to the Sunken City Balance Patch
It felt good seeing that I actually nailed a few ;)
No Fel Warlock buffs sucks, but what can we do...
Our Buff Predictions for the Upcoming Voyage to the Sunken City Balance Patch
Thanks!
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Love all these changes! The nerfs are very good, and i LOVE all these buffs!
My general opinions on buffs:
Rogue: LOVE these changes. I LOVE thief rogue, and being able to play thief rogue with an actual thief package. Most of the burgle stuff was absolute garbage, and now it's playable. However i'm still scared of the Gnoll un-nerf, because i HATE "Burgle" rogue (A.k.a. Tempo rogue with Maestra + gnolls) Also it's pretty funny that SI:7 Smuggler is back to it's "bugged" version, lets hope this makes questline rogue playable again.
Also some interesting interactions for wild/standard thanks to new mana breakpoints with Tess Greymane:
Tess Greymane + Tenwu of the Red Smoke for a 2nd Tess Greymane in 1 turn
Tess Greymane + Shadowstep, then next turn play 5 mana tess into another Shadowstep for 2 tesses in 1 turn. This 1 mana change is going to slam down tesses so much more fun!
Warlock: Good changes for the abbysal deck. That deck is honestly pretty scary, so i'm glad it only got stat/mana buffs. Any kind of effect change could have made these deck very toxic/oppresive, so i'm glad they did the safe changes. But honestly these curse cards should have released like this, instead of being very overpriced/understatted dust cards. The murlock changes are good as well, it makes the deck a bit more aggresive. which will allow it to fight better for board.
Priest: Great changes, this is really good for questline priests, and control priests might be decent even without questline. Serpent Wig is interesting, maybe naga priest might work? Not sure though, but the +1 health buff is a very priest-like change. Also with Shadowcloth Needle buff... i'm not sure if it's good. Maybe shadow priest might run it now? Either way it's a lot better than before i guess.
Xhilag of the Abyss: Great change, now Xilag might actually feel good when you play him. After all, right now Xilag feels pretty bad to play just because it's honestly pretty meh. But now it deals double damage it might remove more minions, or it's a 8 mana burst with the upside that it might deal more dmg if not dealth with.
Hunter: Love these changes. This is good for board based hunter decks like BIG Hunter, which is really nice. Would love to see hunter return to board based stuff instead of "hehehe me no play board, me go face"... which felt HORRIBLE to play against.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
That would have been a buff, since that would let you run and pull 4-mana minions.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Nobody was playing Sira'kess Cultist for the stats and Dragged Below was just an overall shit card. If they were going to buff the mechanic, I'm glad they went with the two worst pieces. Realistically, those buffs will help it against Aggro decks and not really change the matchup vs. Control.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Glad they nerfed Drekthar but maybe should have made him a 5 mana 5/6?
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
I'll contest that the priest questline looks like a badly designed card, but is actually kinda masterful. It can never win (at least not by using the quest) before turn 10, and in practice it's usually several turns later. So most decks have plenty of time to beat it. Also, the whole way along you have to decide between what's optimal and what progresses the quest, especially once you have missed a turn, but sometimes even when still playing on curve. There's even genuine opportunities for counterplay since you can't play Xyrella the turn you complete the questline, so she's vulnerable to disruption, and you can't play the shard for at least 1 turn after that either. So overall, I agree with every statement that it looks dumb, but never that it is dumb.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Had really hoped for lightbomb to 5 and sprint to 5 (seeing as its terrible, rogue lacks draw and rogue is susposed to be good at draw)
and the 7 mana shaman naga to prefer enemies like solarian/rune of archmage and such cards
Also not a fan at all of curses being buffed in anyway, i really hope they dont become remotly playablle stimm,; cause if they are thats gonna be terrible as helll play experience
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Yeah, but Secret Passage is gone, which was the entire reason the Gnoll was played early enough to be a problem. It'll be fine.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Remember when Maestra Thief Rogue resulted in Gnoll getting nerfed from (5) 4/5 to a (6) 3/5?! Maestra and Double Agent still in Standard too! This will be fun to see what happens!
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
The Blackwater Behemoth change buffs questline priest and I think that questline belongs in a Hearthstone Hall of Fame for worst designed cards. If you are lucky enough to curve out perfectly we'll give you a 5-mana 7/7 with taunt which puts a spell into your deck that instantly wins the game, because who doesn't love instant win cards...
The Wildpaw Gnoll buff is scary. It can easily become oppressive because of Maestra of the Masquerade. I am also surprised they gave that many buffs to big beast hunter at the same time. I don't like them pushing mana cheating so hard.
Second Dinner's Marvel Game Is Getting Announced Tomorrow
Guess you were right, but the game really stands out from all of the other cardgames and will surely find a niche for casual card players. 3 Minute matches and not having any turns is incredible unique for that genre.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
Abyssal curse buffs YES! By far my favorite deck this expansion and now it may even win some games!
Buffs are the best thing they can do. Turning bad cards into good is 100 times better feeling than turning good cards bad.
Hearthstone's Latest Balance Patch Goes Live Today, 3 Nerfs and a Whopping 17 Buffs for Standard Mode
I really like Thief Rogue. It's fun with a lot of variety between games, and although a bit inconsistent, it doesn't perform too badly. These buffs should make it more viable.
Our Buff Predictions for the Upcoming Voyage to the Sunken City Balance Patch
Nice job!