Definitely seems messed up. Two hour progression bar for the first. But now the second drop looks like it's properly counting for only 1 hour. I did have to close Twitch completely. Once I jumped back on, it is now showing ~55% progression towards second pack.
I received one pack in game already.
Or not. Still counting and only went from 55% to 77% over the last 50 minutes. Small indie companies... :D
Well my horrible reviews of the nerfs and corrections buffs*
Nerfs first i guess.
Crabrider: Crabrider NEEDED to get nerfed, it was way too strong. This nerf is WAY more then i could have imagined, i thought it would have been -1 hp or something. This nerf honestly kinda feels like it killed the card, this nerf SEEMS way too harsh. At least it now actually functions as a "control tool" that clears some small minions/tokens. A.k.a. it now functions the way the HS team first invisioned this card.
Refreshing Spring Water: This seems like a almost pointless nerf to me. Don't get me wrong, it's still nice that it got nerfed, but THE MAIN PROBLEM was Incanter's Flow and that didn't get nerfed. Which means that spell mage won't be that much weaker, AND APM mage can still do absolutely broken things in wild.
Mankrik: Fair nerf, that summon was WAY to hard to remove. Great nerf.
Hysteria: And we continue with MURDERING anything control related. Hysteria was one of the best tools to actually stay alive in the early game with Priest and Warlock and now it's gone. Why is it "gone" well because it costs 4 mana, which means you cannot run Hysteria alongside Kazakus, Golem Shaper. This nerf effectively killed Kazakus control Priest, which already had to sacrifice Xyrella and Blademaster Samuro. My guess is that the deck will now run a list without kazakus, but still it's unfortunate that they decided the nerf one of the only GOOD control decks... Sometimes i wonder if they actually spin a wheel to decide on nerfs...
For the buffs: (Only the ones worth mentioning, at least to me.)
Razorboar: Might help deathrattle DH, but from my experience playing the deck A LOT Razorboar was horrible and was cut from popular versions of the deck a lot. With +1 attack i don't think it will be good enough, but hey now that it might trade a bit better it might finally see play.
Dark Inquisitor Xanesh: this isn't a buff, it's a correction because this is how the card should have ALWAYS worked. I have played a lot of corrupt Priest and honestly this buff won't change anything. Why? Because priest still lacks card draw and unless they get better draw you will still have a lot of "dead" cards in hand, or cards that feel REALLY bad to play uncorrupted...
Deck of Chaos: Does absolutely nothing. I have played a lot of Deck of Chaos Warlock as well, and it's REALLY unreliable. Sure you can now play Deck of Chaos 1 turn earlier... BUT it still means that you have to draw it first. "But Warlock has a lot of draw!" you might be thinking right now, well look at how Deck of Chaos has performed so far. Even with all the draw you can get, your still going to be unlucky most of the time and not draw it. At least it's now a miniscule bit easier to complete achievements that need Deck of Chaos... (Man i hoped this buff would have been so much better...)
N'Zoth, God of the Deep: Wow, this is a perfect example of "how do we murder a cards flavor with 1 change." Old gods have always been 10 mana with a big powerfull effect, and to see N'Zoth, God of the Deep go to 9 kinda hurts me a bit. Sure now you can play it alongside Animated Broomstick, but the problem still is that when you play N'Zoth, God of the Deep you probably have a full board of minions. Also playing N'Zoth, God of the Deep on 9 still isn't good enough because it has no immediate effect. When you play N'Zoth, God of the Deep your probably behind and need to play it in order to survive, and just summoning some stats isn't good enough these days.
Personally i would have LOVED it if they changed N'Zoth, God of the Deep from "Battlecry: Resurrect a friendly minion of each minion type." into "Battlecry: Resurrect a friendly minion of each minion type, give them rush". Right now it's a 2 card combo AND you need to have 1 space open for Animated Broomstick... which seems kinda weird considering N'Zoth, God of the Deep is supposed to be this BIG card/wincon you build your entire deck around... If it gave the minions rush on it's own it would actually make the card pretty good. (Of course if would cost 10 mana again with the build in rush.)
The "nerfs" and "buffs" this time around don't feel that great, and honestly i don't think anything really changes... Which is kinda sad, i REALLY hope that these changes suddenly give rise to more variation/fun in the meta but so far i don't see things changing that much. Sure aggro Pally decks might be a bit weaker, but we still got plenty of aggro decks. Oh and the only really good control deck got nerfed as well, so for people that like control decks (like me) it will just feel worse. Man i WISH we got buffs to some control cards like: removing 1 overload from Lightning Storm, and +1 dmg dealth or -1 mana cost on Rancor.... (Sure Control Warrior got some "buffs" but i'm not really excited about those changes...)
Yea seems silly but maybe the Duo nerf was intended to hit it's immediate impact the turn it's bought (i.e. QuillBoar as a tribe is about growing with gems, so their base stats are slightly lower since their greatest asset is scaling)
Spring water - massive miss. The obvioos change was refresh 1 mana/spell. Making it 5 mana does almost nothing.
Negative ghost rider. The point of nerfs is to bring them in-line with relative power to other decks, not to kill them off completely. Why oh why do people think "nerf=nuke it from orbit"? Making it refresh 1 mana per spell makes the card an objectively worse cram session (since cram session scales with spell damage, can be discounted from 2 to 1 or even 0, and is almost never played without a spell damage activator.)
It's clear that this nerf is a light handed nerf. They most likely want to see how the mid-expansion set release shapes the meta, and if mage is still a *big* problem, then they'll probably nerf incanters.
You can tog scheme nzoth now but in the words of jontron: "but why? Why would you do that? Why would you ever do that?" Nzoth costs more than 3 mana so rogue wont play it.
Definitely seems messed up. Two hour progression bar for the first. But now the second drop looks like it's properly counting for only 1 hour. I did have to close Twitch completely. Once I jumped back on, it is now showing ~55% progression towards second pack.
Varden has to compete with Jaina for the frost mage spot. I suspect they'll shift Jaina to something else to try to push Varden's theme, but I'm not sure I'd support it (not that it matters much).
Jaina is actually confirmed to be a boss. I belive it was from the IGN interview.
Got 100% already in the first pack, but it doesn't let me claim the reward, ergo doesn't start the progress bar for the second pack so... Guess no free packs for me...
Surprised no one moved a Tier. Also think the Dynamic Duo nerf was silly: if you're snowballing with Blood Gems, is the -2/-2 really gonna be a difference-maker? Hopefully the nerfs around it were enough.
Great, they completely killed Crabrider, it would have been fine as a 1/3, especially if they nerfed conviction like they're inevitably going to do, or even made it so it only got windfury if you controlled another Murloc, but instead they essentially made it a vanilla 1/4 unless you trade it off immediately
my question is, will otk dh be more viable, since paladin has been toned down? im expecting face hunter to see an uptick in play aswell, since it was already good and it didnt get it by any nerf
Thanks everyone for the comments, I'm back on my PC so I'll respond to some of them
I am looking forward to your next expansion and am really curios to see how you have your whole year planned. Quoted Text
Here's a "funny" curiosity for you: The expansion tease in the spoiler was supposed to be the THIRD expansion of the year of the wolf, the actual second was something like "Fast and Furious" inside Hearthstone. The features would be: New tribe, Vehicles, minions with low attack who would gain bonuses when played into a Pilot, a keyword of the expansion, also another keyword: Turbo, which was basicly "This deals damage first" and maybe a third keyword named "Tuning", which was similar to Adapt. But sadly, everything got scrapped due to lack of good and fitting art, I might come on it later but it's not garanteed. But don't be dissapointed, the next expansion will be just as exciting!
One suggestion only - I would remove Twinspell from Geezer's options because it was spell-only effect originally and having it on the minion hurts my sense of integrity. On the other hand I would add Adapt. Is there any particular reason why the latter is missing ?
Adapt WAS part of the pool! It got removed for two reasons: 1 - The keywords featured in the Band Members are simple, unique, and work on their own. Adapt though, is not a singular keyword like the rest, it's a keyword attached to a Battlecry, so I thought it was a bit desonant from the rest. 2 - Most of the options are already featured in the Band Members and would feel a bit reduntant. But I don't know, I might add Adapt again, it will depend on feedback.
and I already answered the power level issue to Archorm4n, so I think that's it.
It's not efficient to run more than 4 tribes when you're Menagerie anyways, and running just 3 is already fine especially with Mech-based Menagerie. You need one buff spot, Lightfang, and a free space in case of another Lightfang, Brann, Mithrax. If you're going for Aggem you're running the same amount, but the point of Aggem is that he's a Bloodgem sink that can buff other units which can easily outscale Lightfang if you get the units that give Blood Gems or if you have kept Blood Gems from before. So not only do you get one bigger unit, but you can also outscale Lightfang in that regard.
So if you're running Aggem over Lightfang, you get one more unit who can actually trade.
Imo, he's just as good if not better than Lightfang because he has more potential, especially with units like Dynamic Duo, Captain Flat Tusk. Compared to Lightfang who can only consistently give +2/+2 in a single turn. So the only time you ever go for Lightfang is when you don't have a single Blood Gem generator. You also don't even need a golden one because you now have more access to buff cards like Sun-Bacon.
it's weird how some of these buffs feel like downright apologies.
Like, Unbound Elemental, Tidal Surge, Shieldmaiden and Fiendish Circle literally just got adjusted to be at the standard powerlevel of regular cards of the same cost (Circle and Surge being the most egregious offenders). It's not so much buffs as it is fixing what shouuld have been in the first place.
Same goes for Xanesh. Card is still completely pointless in Priest, but at least now it functions like you would expect it to.
Earn 2 Free Hearthstone Card Packs Through Twitch Drops in the Quilboar Battlegrounds Brawl Today
Or not. Still counting and only went from 55% to 77% over the last 50 minutes. Small indie companies... :D
Our Thoughts on Hearthstone's Mid-May Forged in the Barrens Card Nerfs Including Crabrider
Yeah fuck them
Crabrider Has Been Nerfed! Details on Hearthstone's 5 Nerfs and 10 Buffs Coming in Today's Patch
Quilboars are spicy... kind of? Yes? No?
But yes, I expected maybe little more from the constructed changes overall.
Our Thoughts on Hearthstone's Mid-May Forged in the Barrens Card Nerfs Including Crabrider
Fuck Crabriders and Spring Water.
Crabrider Has Been Nerfed! Details on Hearthstone's 5 Nerfs and 10 Buffs Coming in Today's Patch
pffft ain't no one playing Fiendish circle at 3 mana
Crabrider Has Been Nerfed! Details on Hearthstone's 5 Nerfs and 10 Buffs Coming in Today's Patch
Well my horrible reviews of the nerfs and corrections buffs*
Nerfs first i guess.
Crabrider: Crabrider NEEDED to get nerfed, it was way too strong. This nerf is WAY more then i could have imagined, i thought it would have been -1 hp or something. This nerf honestly kinda feels like it killed the card, this nerf SEEMS way too harsh. At least it now actually functions as a "control tool" that clears some small minions/tokens. A.k.a. it now functions the way the HS team first invisioned this card.
Refreshing Spring Water: This seems like a almost pointless nerf to me. Don't get me wrong, it's still nice that it got nerfed, but THE MAIN PROBLEM was Incanter's Flow and that didn't get nerfed. Which means that spell mage won't be that much weaker, AND APM mage can still do absolutely broken things in wild.
First Day of School: This is a "nerf" to aggro paladin, but to Libram/midrange paladin i think it's a big buff. 1 more minion increases the change to get strong 1 drops like Babbling Book, Blackjack Stunner, Gibberling, Prize Plunderer and Wand Thief. Honestly i.m.o. this is more of a buff than a nerf....
Mankrik: Fair nerf, that summon was WAY to hard to remove. Great nerf.
Hysteria: And we continue with MURDERING anything control related. Hysteria was one of the best tools to actually stay alive in the early game with Priest and Warlock and now it's gone. Why is it "gone" well because it costs 4 mana, which means you cannot run Hysteria alongside Kazakus, Golem Shaper. This nerf effectively killed Kazakus control Priest, which already had to sacrifice Xyrella and Blademaster Samuro. My guess is that the deck will now run a list without kazakus, but still it's unfortunate that they decided the nerf one of the only GOOD control decks... Sometimes i wonder if they actually spin a wheel to decide on nerfs...
For the buffs: (Only the ones worth mentioning, at least to me.)
Razorboar: Might help deathrattle DH, but from my experience playing the deck A LOT Razorboar was horrible and was cut from popular versions of the deck a lot. With +1 attack i don't think it will be good enough, but hey now that it might trade a bit better it might finally see play.
Dark Inquisitor Xanesh: this isn't a buff, it's a correction because this is how the card should have ALWAYS worked. I have played a lot of corrupt Priest and honestly this buff won't change anything. Why? Because priest still lacks card draw and unless they get better draw you will still have a lot of "dead" cards in hand, or cards that feel REALLY bad to play uncorrupted...
Deck of Chaos: Does absolutely nothing. I have played a lot of Deck of Chaos Warlock as well, and it's REALLY unreliable. Sure you can now play Deck of Chaos 1 turn earlier... BUT it still means that you have to draw it first. "But Warlock has a lot of draw!" you might be thinking right now, well look at how Deck of Chaos has performed so far. Even with all the draw you can get, your still going to be unlucky most of the time and not draw it. At least it's now a miniscule bit easier to complete achievements that need Deck of Chaos... (Man i hoped this buff would have been so much better...)
N'Zoth, God of the Deep: Wow, this is a perfect example of "how do we murder a cards flavor with 1 change." Old gods have always been 10 mana with a big powerfull effect, and to see N'Zoth, God of the Deep go to 9 kinda hurts me a bit. Sure now you can play it alongside Animated Broomstick, but the problem still is that when you play N'Zoth, God of the Deep you probably have a full board of minions. Also playing N'Zoth, God of the Deep on 9 still isn't good enough because it has no immediate effect. When you play N'Zoth, God of the Deep your probably behind and need to play it in order to survive, and just summoning some stats isn't good enough these days.
Personally i would have LOVED it if they changed N'Zoth, God of the Deep from "Battlecry: Resurrect a friendly minion of each minion type." into "Battlecry: Resurrect a friendly minion of each minion type, give them rush". Right now it's a 2 card combo AND you need to have 1 space open for Animated Broomstick... which seems kinda weird considering N'Zoth, God of the Deep is supposed to be this BIG card/wincon you build your entire deck around... If it gave the minions rush on it's own it would actually make the card pretty good. (Of course if would cost 10 mana again with the build in rush.)
The "nerfs" and "buffs" this time around don't feel that great, and honestly i don't think anything really changes... Which is kinda sad, i REALLY hope that these changes suddenly give rise to more variation/fun in the meta but so far i don't see things changing that much. Sure aggro Pally decks might be a bit weaker, but we still got plenty of aggro decks. Oh and the only really good control deck got nerfed as well, so for people that like control decks (like me) it will just feel worse. Man i WISH we got buffs to some control cards like: removing 1 overload from Lightning Storm, and +1 dmg dealth or -1 mana cost on Rancor.... (Sure Control Warrior got some "buffs" but i'm not really excited about those changes...)
Quilboar Are Getting Huge Nerfs in Hearthstone's Battlegrounds, Barrens Blacksmith Removed From the Pool
Yea seems silly but maybe the Duo nerf was intended to hit it's immediate impact the turn it's bought (i.e. QuillBoar as a tribe is about growing with gems, so their base stats are slightly lower since their greatest asset is scaling)
Our Thoughts on Hearthstone's Mid-May Forged in the Barrens Card Nerfs Including Crabrider
Negative ghost rider. The point of nerfs is to bring them in-line with relative power to other decks, not to kill them off completely. Why oh why do people think "nerf=nuke it from orbit"? Making it refresh 1 mana per spell makes the card an objectively worse cram session (since cram session scales with spell damage, can be discounted from 2 to 1 or even 0, and is almost never played without a spell damage activator.)
It's clear that this nerf is a light handed nerf. They most likely want to see how the mid-expansion set release shapes the meta, and if mage is still a *big* problem, then they'll probably nerf incanters.
Crabrider Has Been Nerfed! Details on Hearthstone's 5 Nerfs and 10 Buffs Coming in Today's Patch
You can tog scheme nzoth now but in the words of jontron: "but why? Why would you do that? Why would you ever do that?" Nzoth costs more than 3 mana so rogue wont play it.
🤟🎵 Rock in Azeroth - A 173-card Heavy Metal themed custom expansion + Miniset! 🎵🤟
I really enjoyed your expansion, even if most references flew over my head.
Spectacular job!
Earn 2 Free Hearthstone Card Packs Through Twitch Drops in the Quilboar Battlegrounds Brawl Today
Definitely seems messed up. Two hour progression bar for the first. But now the second drop looks like it's properly counting for only 1 hour. I did have to close Twitch completely. Once I jumped back on, it is now showing ~55% progression towards second pack.
I received one pack in game already.
Mercenaries Roles Speculation
Jaina is actually confirmed to be a boss. I belive it was from the IGN interview.Earn 2 Free Hearthstone Card Packs Through Twitch Drops in the Quilboar Battlegrounds Brawl Today
Got 100% already in the first pack, but it doesn't let me claim the reward, ergo doesn't start the progress bar for the second pack so... Guess no free packs for me...
UnidentifiaBrawl
Did they add Unidentified Contract to this?
Earn 2 Free Hearthstone Card Packs Through Twitch Drops in the Quilboar Battlegrounds Brawl Today
2 hours already, where pack?
Our Thoughts on Hearthstone's Mid-May Forged in the Barrens Card Buffs Featuring N'Zoth
the illidari thing could actually be relevant in the future if Deathrattle Demonhunter gets a few more tribal minions.
You already have Quillboars and Beasts in there. Add an elemental or a Pirate and suddenly things are looking pretty alright as a lategame finisher.
Our Thoughts on Hearthstone's Mid-May Forged in the Barrens Card Buffs Featuring N'Zoth
N'Zoth wasn't meta, but he was played in Clown decks to activate Clown. Feels like a nerf to Clown decks. Clown move Blizzard, clown move.
Quilboar Are Getting Huge Nerfs in Hearthstone's Battlegrounds, Barrens Blacksmith Removed From the Pool
Surprised no one moved a Tier. Also think the Dynamic Duo nerf was silly: if you're snowballing with Blood Gems, is the -2/-2 really gonna be a difference-maker? Hopefully the nerfs around it were enough.
Our Thoughts on Hearthstone's Mid-May Forged in the Barrens Card Nerfs Including Crabrider
Great, they completely killed Crabrider, it would have been fine as a 1/3, especially if they nerfed conviction like they're inevitably going to do, or even made it so it only got windfury if you controlled another Murloc, but instead they essentially made it a vanilla 1/4 unless you trade it off immediately
Fresh Theorycraft Decks for Forged in the Barrens' Nerfs & Buffs Patch - 9 Decks to Try on Day 1
Patch is live for me right now.
Crabrider Has Been Nerfed! Details on Hearthstone's 5 Nerfs and 10 Buffs Coming in Today's Patch
my question is, will otk dh be more viable, since paladin has been toned down? im expecting face hunter to see an uptick in play aswell, since it was already good and it didnt get it by any nerf
🤟🎵 Rock in Azeroth - A 173-card Heavy Metal themed custom expansion + Miniset! 🎵🤟
Thanks everyone for the comments, I'm back on my PC so I'll respond to some of them
Here's a "funny" curiosity for you: The expansion tease in the spoiler was supposed to be the THIRD expansion of the year of the wolf, the actual second was something like "Fast and Furious" inside Hearthstone. The features would be: New tribe, Vehicles, minions with low attack who would gain bonuses when played into a Pilot, a keyword of the expansion, also another keyword: Turbo, which was basicly "This deals damage first" and maybe a third keyword named "Tuning", which was similar to Adapt. But sadly, everything got scrapped due to lack of good and fitting art, I might come on it later but it's not garanteed. But don't be dissapointed, the next expansion will be just as exciting!
Adapt WAS part of the pool! It got removed for two reasons: 1 - The keywords featured in the Band Members are simple, unique, and work on their own. Adapt though, is not a singular keyword like the rest, it's a keyword attached to a Battlecry, so I thought it was a bit desonant from the rest. 2 - Most of the options are already featured in the Band Members and would feel a bit reduntant. But I don't know, I might add Adapt again, it will depend on feedback.
and I already answered the power level issue to Archorm4n, so I think that's it.
Our Thoughts on Hearthstone's Mid-May Forged in the Barrens Card Buffs Featuring N'Zoth
The two big ones I can think of off the bat are Animated Broomstick and Hero power for DH so that Illidari Inquisitor can go face.
Quilboar Are Getting Huge Nerfs in Hearthstone's Battlegrounds, Barrens Blacksmith Removed From the Pool
It's not efficient to run more than 4 tribes when you're Menagerie anyways, and running just 3 is already fine especially with Mech-based Menagerie. You need one buff spot, Lightfang, and a free space in case of another Lightfang, Brann, Mithrax. If you're going for Aggem you're running the same amount, but the point of Aggem is that he's a Bloodgem sink that can buff other units which can easily outscale Lightfang if you get the units that give Blood Gems or if you have kept Blood Gems from before. So not only do you get one bigger unit, but you can also outscale Lightfang in that regard.
So if you're running Aggem over Lightfang, you get one more unit who can actually trade.
Imo, he's just as good if not better than Lightfang because he has more potential, especially with units like Dynamic Duo, Captain Flat Tusk. Compared to Lightfang who can only consistently give +2/+2 in a single turn. So the only time you ever go for Lightfang is when you don't have a single Blood Gem generator. You also don't even need a golden one because you now have more access to buff cards like Sun-Bacon.
Our Thoughts on Hearthstone's Mid-May Forged in the Barrens Card Buffs Featuring N'Zoth
it's weird how some of these buffs feel like downright apologies.
Like, Unbound Elemental, Tidal Surge, Shieldmaiden and Fiendish Circle literally just got adjusted to be at the standard powerlevel of regular cards of the same cost (Circle and Surge being the most egregious offenders). It's not so much buffs as it is fixing what shouuld have been in the first place.
Same goes for Xanesh. Card is still completely pointless in Priest, but at least now it functions like you would expect it to.