literally just something I picked up from comments on reddit. Might be complete BS but I saw pretty much noone challenging it so I thought I'd share it anyways.
Not to spoil your fun, but apparently there are leaks that specify the cards (which come from the same source as ones for previous balance changes, which are derived from pro players who get to know about these changes early and said leaks have never been wrong so far)
Gibberling to 2-mana (makes sense)
Renew to 2-mana (also makes sense because it hits both the card itself as well as Wandmaker, which is one of the stronger best card generators and a great early game minion)
Apotheosis still under testing at +1/+2 (which would mainly hit the Samuro combo which is probably the biggest reason why Priest is allowed to be this greedy in the first place)
Pretty much sounds realistic to me.
if those are the real changes i dont like them.
Renew should be bumped up in healing with a mana cost increase (5 to be comparable to flash of light)
and apotheosis at 1/2 for 3 is pretty darn terrible card
That would as i see just be killing/nuking those cards, which is not what nerfs should do. Weaken not destroy
But see, the thing is that Priest absolutely has no issue in dealing with aggro early, it'S that they choose not to put early removal (like Holy Smite and Devouring Plague) into their decks because Samuro (and an easy Xyrella) is just enough (as you can generally generate any extra healing or boardclears you need anyways).
It's absolutely absurd that Priest has to run Southsea Deckhand as a staple just to have a chance in the mirror when it is a terrible card in most other matchups (especially since your plan against aggro is usually to just run them out of stuff).
By hitting their most reliable recovery options Priest will be forced to actually commit to the control build instead of running 20 value cards. Hell, I wouldn't be surprised if the Flesh Giant build makes a return after this because N'zoth is just too greedy and requires too many slow cards.
Samuro + Apo is always going to be a problem because it just instawins the aggro matchup if you get to turn 7 every single time and Renew at 1 will also be a problem unless there's more bad 1-mana spell in the next expansion (which there might not be) or at leas tmore bad dragons (which there also might not be, meaning Wandmaker remains exactly as powerful as it is now).
Apotheosis in general is disgustingly OP because it forces your opponent to commit to removing a big minion because they can't ignore it and having it give that much stats for just 3-mana would have gotten it nerfed at some point down the line, especially if Priest ever gets an actual win condition.
I don't think you're wrong, but I also think this is hitting a class that is barely keeping pace with aggro decks as is. I still don't understand the justifcation/hate towards priest when the only reason they are able to succeed is through the aforementioned combos (Sam+Apo). If priest is unable to make combos like Renew+Xyrella on turn 4 or Sam+Apo on turn 7, they generally die to any aggro deck. Admittedly wandmaker maybe made them a bit too good, but wandmaker is also good in other classes with good 1 cost spells (mage, druid, shaman, and even to a lesser extent DH).
It just seems like they are targeting a class that is barely able to maintain an edge in the meta. It's only over-represented in the highest levels of meta play. All in all, maybe they are making those changes proactively to prevent degenerate gameplay with the next expansions tools, but honestly this feels like a kick in the teeth to all the priest/control players. As someone who's been enjoying priest these last few months, there are games I still get blown out.
The only thing that I think is a problem is how some priest players are galvanizing their matchups to edge out a few % chance to win against other priests, including cards like Cthun and Southsea Scoundrel PURELY just to avoid the fatigue game seems bad. Honestly if they nerfed the neutrals in this case, they could have specifically targeted the greedy priest decks without hurting the archetype entirely (make wandmaker a 1/2, therefore it's a value generator, and not just a decent tempo card for example).
Renew at 2 is actually huge because Wandmaker now becomes almost pointless (it was previously really great at giving you basically 3 unconditionally good and 3 situational outcomes). This means that, should they ditch it completely, Raise Dead becomes a lot less good at just pumping out cheap value. Additionally it makes it harder to combo with Xyrella (previously you would be able to Palm reading at 3 and then Renew into Xyrella if necessary. This delays that by at least a turn.)
Basically this one nerf actually hits 3 other cards in relevant ways and all of that alongisde the Apo nerf which will severely hit Priest's ability to just swing the game around completely.
That's not even accounting for the RNG pool being diluted with the new cards from the coming expansion which will make most of the discover cards worse in the process (and Sethekk and possibly Wandmaker even more)
Not to spoil your fun, but apparently there are leaks that specify the cards (which come from the same source as ones for previous balance changes, which are derived from pro players who get to know about these changes early and said leaks have never been wrong so far)
Gibberling to 2-mana (makes sense)
Renew to 2-mana (also makes sense because it hits both the card itself as well as Wandmaker, which is one of the stronger best card generators and a great early game minion)
Apotheosis still under testing at +1/+2 (which would mainly hit the Samuro combo which is probably the biggest reason why Priest is allowed to be this greedy in the first place)
I have pondered whether changing Renew to discover a minion instead of a spell would be better. Changing its cost to 2 wouldn't be that big a deal in long games where priest feels horrible to play against, but changing it to a minion messes up a lot of things: you are much less likely to discover one of the obnoxious minions than get the umpteenth copy of the usual bunch of spells, and it will interfere with Raise Dead too.
It would still be a solid card at face value, but it would no longer play its part in the infinite chain of generated cards.
Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards
literally just something I picked up from comments on reddit. Might be complete BS but I saw pretty much noone challenging it so I thought I'd share it anyways.
I guess we'll see in a few days anyways.
Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards
if those are the real changes i dont like them.
Renew should be bumped up in healing with a mana cost increase (5 to be comparable to flash of light)
and apotheosis at 1/2 for 3 is pretty darn terrible card
That would as i see just be killing/nuking those cards, which is not what nerfs should do. Weaken not destroy
Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards
But see, the thing is that Priest absolutely has no issue in dealing with aggro early, it'S that they choose not to put early removal (like Holy Smite and Devouring Plague) into their decks because Samuro (and an easy Xyrella) is just enough (as you can generally generate any extra healing or boardclears you need anyways).
It's absolutely absurd that Priest has to run Southsea Deckhand as a staple just to have a chance in the mirror when it is a terrible card in most other matchups (especially since your plan against aggro is usually to just run them out of stuff).
By hitting their most reliable recovery options Priest will be forced to actually commit to the control build instead of running 20 value cards. Hell, I wouldn't be surprised if the Flesh Giant build makes a return after this because N'zoth is just too greedy and requires too many slow cards.
Samuro + Apo is always going to be a problem because it just instawins the aggro matchup if you get to turn 7 every single time and Renew at 1 will also be a problem unless there's more bad 1-mana spell in the next expansion (which there might not be) or at leas tmore bad dragons (which there also might not be, meaning Wandmaker remains exactly as powerful as it is now).
Apotheosis in general is disgustingly OP because it forces your opponent to commit to removing a big minion because they can't ignore it and having it give that much stats for just 3-mana would have gotten it nerfed at some point down the line, especially if Priest ever gets an actual win condition.
Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards
I don't think you're wrong, but I also think this is hitting a class that is barely keeping pace with aggro decks as is. I still don't understand the justifcation/hate towards priest when the only reason they are able to succeed is through the aforementioned combos (Sam+Apo). If priest is unable to make combos like Renew+Xyrella on turn 4 or Sam+Apo on turn 7, they generally die to any aggro deck. Admittedly wandmaker maybe made them a bit too good, but wandmaker is also good in other classes with good 1 cost spells (mage, druid, shaman, and even to a lesser extent DH).
It just seems like they are targeting a class that is barely able to maintain an edge in the meta. It's only over-represented in the highest levels of meta play. All in all, maybe they are making those changes proactively to prevent degenerate gameplay with the next expansions tools, but honestly this feels like a kick in the teeth to all the priest/control players. As someone who's been enjoying priest these last few months, there are games I still get blown out.
The only thing that I think is a problem is how some priest players are galvanizing their matchups to edge out a few % chance to win against other priests, including cards like Cthun and Southsea Scoundrel PURELY just to avoid the fatigue game seems bad. Honestly if they nerfed the neutrals in this case, they could have specifically targeted the greedy priest decks without hurting the archetype entirely (make wandmaker a 1/2, therefore it's a value generator, and not just a decent tempo card for example).
Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards
Could you provide the source please?
Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards
Renew at 2 is actually huge because Wandmaker now becomes almost pointless (it was previously really great at giving you basically 3 unconditionally good and 3 situational outcomes). This means that, should they ditch it completely, Raise Dead becomes a lot less good at just pumping out cheap value. Additionally it makes it harder to combo with Xyrella (previously you would be able to Palm reading at 3 and then Renew into Xyrella if necessary. This delays that by at least a turn.)
Basically this one nerf actually hits 3 other cards in relevant ways and all of that alongisde the Apo nerf which will severely hit Priest's ability to just swing the game around completely.
That's not even accounting for the RNG pool being diluted with the new cards from the coming expansion which will make most of the discover cards worse in the process (and Sethekk and possibly Wandmaker even more)
New Neutral Minion - Peasant
This looks like trash
New Neutral Minion - Pandaren Importer
I can see this in shadow priest or something like that which is limited to certain schools like Shaman with dungeeoneer...
Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards
Not to spoil your fun, but apparently there are leaks that specify the cards (which come from the same source as ones for previous balance changes, which are derived from pro players who get to know about these changes early and said leaks have never been wrong so far)
Gibberling to 2-mana (makes sense)
Renew to 2-mana (also makes sense because it hits both the card itself as well as Wandmaker, which is one of the stronger best card generators and a great early game minion)
Apotheosis still under testing at +1/+2 (which would mainly hit the Samuro combo which is probably the biggest reason why Priest is allowed to be this greedy in the first place)
Pretty much sounds realistic to me.
New Neutral Minion - Impatient Shopkeep
No, don't see it, but maybe some synergies?
New Neutral Minion - Rustrot Viper
Nice tech card, but that's about it
New Neutral Minion - Spice Bread Baker
Maybe, in warlock
New Neutral Minion - Mailbox Dancer
Interesting, but don't see this working out
New Neutral Minion - Flightmaster Dungar
seems like fun meme, but not really anything special
New Warrior Spell - Heavy Plate
it's ok
New Warlock Weapon - Runed Mithril Rod
I like this because of combo wombo potential
New Warlock Spell - The Demon Seed
Interesting
Hearthstone Gets Druid & Priest Balance Changes This Week - Our Thoughts on the Potential Cards
I have pondered whether changing Renew to discover a minion instead of a spell would be better. Changing its cost to 2 wouldn't be that big a deal in long games where priest feels horrible to play against, but changing it to a minion messes up a lot of things: you are much less likely to discover one of the obnoxious minions than get the umpteenth copy of the usual bunch of spells, and it will interfere with Raise Dead too.
It would still be a solid card at face value, but it would no longer play its part in the infinite chain of generated cards.
New Priest Minion - Darkbishop Benedictus
Maybe this will work, but hard to say
New Paladin Weapon - Prismatic Jewel Kit
Weird combination
New Mage Spell - Fire Sale
Considering amount of aggro decks, should be a nice tech card
New Mage Spell - Sorcerer's Gambit
Too many hoops... by the time you complete the quests you don't have all that many spells left
New Hunter Spell - Ramming Mount
Seems alright, but not sure it is what hunter actually needs at this point
New Shadow Isles Card - Invasive Hydravine
I don't really believe in 7 cost units that don't win the game and this seems strong but not really game winning strong
New Shadow Isles Card - Invasive Hydravine
Not much to say about this one it's meant to help Viego decks.