It's good that they don't immediately resort to double standards the moment they introduce a new class and want it to be powerful. Battlefiend is way out of line in terms of powerlevel, especially when they've been consistently nerfing snowballing early minions, particularly one drops. About the only one left is Northshire and Tunnel Trogg. Glaivebound Adept is also ludicrously powercreeped and way too aggressive and efficient when compared to pretty much anything else around its cost. Hell, it straight up outshines Fire Elemental which costs one mana more. It's not like DH is short on weapons to avoid having to hero power on the same turn.
That said, I'd say there are still outliers in the form of Priestess of Fury and Kayn. Kayn in particular seems like just bad design honestly, as ignoring a fundamental mechanic of the game should not be something you just slap onto an efficient charge minion and call it a day. Now it may look like if they nerfed these, DH would have pretty much nothing going for it anymore but I don't think that's true. The key difference would be, DH decks would not actually just be 30-ish DH cards anymore. When you look at DH builds in Wild right now, there's maybe 4 cards total in these decks that are not class specific (stuff like Hench-Clan Thug, Leeroy and Felwing, depending on the type of deck). Which is ridiculous. Considering the breadth of options in Wild, there's no way DH, after its first expansion, should have such a suite of powerful cards that almost nothing in the neutral collection even bears considering. That's a pretty clear sign that they have too much power in there still. I'd say it is way better for the health of the game if DH takes maybe two or three expansions to become competitive in Wild so that the power is introduced gradually. DH immediately rocketing to a very competitive level in Wild means some serious mistakes have been made.
The Vargoth interaction for the quest is irrelevant. You already win in 2 turns with Antonidas and giants. The 3rd turn just lets you win with a different flair of combo, but breaking the interaction with Vargoth means you just go back to the traditional 2 turn win conditions anyway.
So, have anyone figured out a use for this card? I opened her on launch and have no idea if there's any way at all I can play her. That 3 health is an insult for such a cool concept. Compared to Waxadred it's worse in every single way.
I'm worried that DH might be too week after this round of nerfs. Not because I play the class (infact, I find it extremely boring and I have only played something like 10 games with it), but because is my best matchup by far with highlander Rogue (8-4 at legend). Yes, Altruis must be addressed as it is way too strong, but that on top of the battlefield, the glaive guy and felwing might completely kill the deck. After all they easily run out of resources, if you manage to keep your health high not falling behind in the first turns is a cakewalk
Oh, I didn't know you were a prophet. Could you give me this week's winning numbers, please? I could use some extra cash.
If, because of these nerfs, midrange demon hunter pops up again it will be but a shell of its former self. The majority of these nerfed cards, in case you haven't noticed, have been cards that are ubiquitous to the demon hunter class. It's not just aggro demon hunter that they're targeting here.
Preemptively nerfing cards is never the solition, bar some exceptional cases (i.e. Reckless Experimenter when SN1P-SN4P was introduced).
The question, would it be enough? :) Perhaps yes, but still sad there is no nerf of Skull of Gul'dan, 3 mana discount on 3 card is serious cheating. With 2 mana even discount the card will be still pretty good.
Battlefiend to a 1/2, so that it is effectively the same as the 1-drop from TGT with inspire: +1 attack.
Waygate vargoth was never a real problem because it was so slow to get active, so I'm glad that they aren't killing vargoth for no reason. Slowing the quest down by increasing the requirement to maybe ten would limit the ability of quest decks to play time warp + giants on curve, which is probably enough that aggressive decks can counter effectively.
Glaivebound was one of odd demon hunter's only reach cards, so I really hope they just bring down the statline rather than the damage from the battlecry.
I hope they don't kill felwing. Maybe it was too strong in standard, but it is an important tool for aggro in wild. I would be fine with +1 to cost or -1 to health.
Also, if bloodbloom gets nerfed to 3, even mecha'thun warlock cries. Darkest hour is probably weakened, but it has enough board wipes to carry it to slightly later win turns.
Albatross is a card that I was a big fan of, like a competitive weasel tunneler. Highlander is not an archetype that I enjoy playing or playing against.
Kael'thas amounts to effectively nothing in wild now that the allure of storm druid has worn off. I assume they are targeting demon hunter's double inner demon combo, so maybe mana cost up? The card's ability is not the problem in most cases, and nerfing to every fourth or fifth spell ruins the flavour.
Fair enough. Aggro would be the main challenge for this deck.. Thats why i added literally every aoe druid has and plenty of removal (even wild pyro + ironbark and other cheap spells to combo with).
Druid unfortunately has poor tools to deal with highly aggresive decks that can swarm the board, or high tempo plays. so the quest is mostly there so once its completed, we have a chance to keep up with the tempo.
The problem as you mentioned, is to complete the quest before its too late.. I thought of adding Licensed Adventurer since the coin he adds is super valuable for the quest completion. (I even thought of Escaped Manasaber)
But yeah, if theres another highlander list without it, it might actually be better. The focus is not on the quest, but rather on the otk
I don't get why they would buff Libram of Justice though? It's a good card, but Paladin as a whole has issues right now, so just lowering its mana cost probably won't make a difference.
The best thing I can think of is them actually reworking it so you can get it off Liadrin as well.
Had the same idea but didn't think one could reasonably go Highlander,, but I see your arguments.
The main problem I see is that by goign Highlander as Quest Druid you're seriously getting shafted by any aggressive deck. If you don't start on coin you'Re very unlikely to hit Innervate in your mulligan so you usually won't complete the quest before turn 5. It also means that you need to be really lucky to hit your comeback tools and are very limited in what you can actually pull off at any time.
Not saying this can't work, I just don't see the point of running it over regular Quest Druid which is a pretty awful deck in the first place.
and how would they do that? How would they honestly introduce a completely new class into a completely new meta and accurately predict how it's going to fare?
Priestess of Fury dodged because it gets hard countered by Sac PAct which is why people don't play her anymore. If Pact gets the axe she'll come back and get hit in the next nerf patch.
Twin Slice is basically necessary for most of DHs attack activators to not be mediocre.
Quest Mage needs to DIE. I hope the devs nerf this pathetic piece of shit to oblivion, so all the fucking losers who somehow enjoy playing it will just crawl into a toilet and flush themselves down a septic tank where they fucking belong, and hopefully they all rot there
they won't kill it, they'll just down the statline so it's not just a vanilla 3-drop that cripples your opponent's deck. Either 3/2 or 2/3 (or possibly just push it to 4-mana, either way works)
Basically what I expected. I guess Priestess of Fury dodged the nerf for now by virtue of being hardcountered by Sac Pact and too slow in Tempo DH. Might change after the nerfs though.
Battlefiend will probably receive the Small-Time Buccaneer treatment which will somewhat solve the snowballing issue (or they just Mana Wyrm it, but that would effectively kill the card)
Altruis the Outcast could go either way. Most likely the just take away the face damage to make it a boardclear/comeback tool...or they just up its mana cost, although I don'T think that matters all that much.
Glaivebound Adept is a mixed bag. Could easily be upped in mana or lowered in stats. As it stands it's a strictly better Fire Elemental. I assume they'll down the stats a bit...probably in the health department. Even as a 6/3 that thing would still see play.
Kael'thas Sunstrider is a difficult one. It's obviously a huge problem, but the question is whether they want to hamper his combo potential or just tone down his overall usefulness. They can up his mana cost, which will axe Combo Demon Hunter (and presumably a bunch of other combo decks in the future) or they can nerf the mana cheating to (1) mana, which stops infinite cycles....or they just hardcap his effect to a once per turn, in which case they'd probably have to lower his mana cost though, because otherwise it wouldn't be worth it. Honetly I just want him to stop outclassing Ysiel Windsinger in every aspect.
Bad Luck Albatross down to a 3/2 most likely. Really the only problem with the card is how easy it is to fit into basically any deck without requiring anything to combo it with. Like, why does Galakrond Warlock like it so much? Because it can cripple half of the decks on ladder and weaken the others. They won't kill the card, but they'll definitely make sure it only shows up in decks that actually need it.
Frenzied Felwing will probably go up in mana....changing its stats won't make a difference unless you just gut it to a 2/2. At 5-mana it will be much harder to cheat out early (since most decks can't deal 5 damage to face while maxing their early curve)
Open the Waygate, I have no idea how this deck plays because I don't play Wild. I assumed Vargoth would be a bigger issue. Maybe they'll just up the mana cost on the quest reward?
Bloodbloom, Mana increase? Hard cap on the mana you can convert into damage? Maybe they'll have a plan that nerfs Darkest Hour without destroying Mecha'thun?
Sacrificial Pact, I really have no idea how they'ree gonna do this. The obvious change would be friendly demons only, but at the same time they did say in the Reddit AMA that they didn't think that Lord Jaraxxus was underpowered because of Zephrys (I disagree, but whatever). That sort of indicates that they won't change it in a way that benefit the J-raxx, so I assume it might just be a mana increase.
Overall looks like a good set of changes and I look forrward to a meta where Demon hunters and Warlock don't just take turns beating each other up while everyone else is just sort of around.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
which is a 9-mana play before your combo meaning you won't be doing anything else that turn
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
It's good that they don't immediately resort to double standards the moment they introduce a new class and want it to be powerful. Battlefiend is way out of line in terms of powerlevel, especially when they've been consistently nerfing snowballing early minions, particularly one drops. About the only one left is Northshire and Tunnel Trogg. Glaivebound Adept is also ludicrously powercreeped and way too aggressive and efficient when compared to pretty much anything else around its cost. Hell, it straight up outshines Fire Elemental which costs one mana more. It's not like DH is short on weapons to avoid having to hero power on the same turn.
That said, I'd say there are still outliers in the form of Priestess of Fury and Kayn. Kayn in particular seems like just bad design honestly, as ignoring a fundamental mechanic of the game should not be something you just slap onto an efficient charge minion and call it a day. Now it may look like if they nerfed these, DH would have pretty much nothing going for it anymore but I don't think that's true. The key difference would be, DH decks would not actually just be 30-ish DH cards anymore. When you look at DH builds in Wild right now, there's maybe 4 cards total in these decks that are not class specific (stuff like Hench-Clan Thug, Leeroy and Felwing, depending on the type of deck). Which is ridiculous. Considering the breadth of options in Wild, there's no way DH, after its first expansion, should have such a suite of powerful cards that almost nothing in the neutral collection even bears considering. That's a pretty clear sign that they have too much power in there still. I'd say it is way better for the health of the game if DH takes maybe two or three expansions to become competitive in Wild so that the power is introduced gradually. DH immediately rocketing to a very competitive level in Wild means some serious mistakes have been made.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I think Skull of Gul'dan will be fine as is, since these 2nd round of nerfs will wreck DH into oblivion anyway. We'll have to see.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Mecha'Thun is far from dead. Going to be using Drakkari Enchanter to discount Mecha'Thun and Cataclysm now for the same results.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
The Vargoth interaction for the quest is irrelevant. You already win in 2 turns with Antonidas and giants. The 3rd turn just lets you win with a different flair of combo, but breaking the interaction with Vargoth means you just go back to the traditional 2 turn win conditions anyway.
TAUNT, INSECT! - Card Design Competition Discussion Thread
New Neutral Minion - Al'ar
So, have anyone figured out a use for this card? I opened her on launch and have no idea if there's any way at all I can play her. That 3 health is an insult for such a cool concept. Compared to Waxadred it's worse in every single way.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I'm worried that DH might be too week after this round of nerfs. Not because I play the class (infact, I find it extremely boring and I have only played something like 10 games with it), but because is my best matchup by far with highlander Rogue (8-4 at legend). Yes, Altruis must be addressed as it is way too strong, but that on top of the battlefield, the glaive guy and felwing might completely kill the deck. After all they easily run out of resources, if you manage to keep your health high not falling behind in the first turns is a cakewalk
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Oh, I didn't know you were a prophet. Could you give me this week's winning numbers, please? I could use some extra cash.
If, because of these nerfs, midrange demon hunter pops up again it will be but a shell of its former self. The majority of these nerfed cards, in case you haven't noticed, have been cards that are ubiquitous to the demon hunter class. It's not just aggro demon hunter that they're targeting here.
Preemptively nerfing cards is never the solition, bar some exceptional cases (i.e. Reckless Experimenter when SN1P-SN4P was introduced).
Hearthstone Grandmasters 2020 Begins With Season 1 This Weekend
Languagehacker looking mighty dapper in his picture
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
The question, would it be enough? :) Perhaps yes, but still sad there is no nerf of Skull of Gul'dan, 3 mana discount on 3 card is serious cheating. With 2 mana even discount the card will be still pretty good.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I don't think so, changes are usually quite conservative. Maybe just cost 5.
Id' like it to be "change attack and health of all enemy minions to 1" or maybe the weapon to be a 2/3, probably that's too much, but I can dream...
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
"Change the health of all enemy minions to 1. Target player equips a 1/4 weapon"
I would guess that they are probably changing it in a more drastic way, maybe one sided equality + give a divine shield?
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Battlefiend to a 1/2, so that it is effectively the same as the 1-drop from TGT with inspire: +1 attack.
Waygate vargoth was never a real problem because it was so slow to get active, so I'm glad that they aren't killing vargoth for no reason. Slowing the quest down by increasing the requirement to maybe ten would limit the ability of quest decks to play time warp + giants on curve, which is probably enough that aggressive decks can counter effectively.
Glaivebound was one of odd demon hunter's only reach cards, so I really hope they just bring down the statline rather than the damage from the battlecry.
I hope they don't kill felwing. Maybe it was too strong in standard, but it is an important tool for aggro in wild. I would be fine with +1 to cost or -1 to health.
Also, if bloodbloom gets nerfed to 3, even mecha'thun warlock cries. Darkest hour is probably weakened, but it has enough board wipes to carry it to slightly later win turns.
Albatross is a card that I was a big fan of, like a competitive weasel tunneler. Highlander is not an archetype that I enjoy playing or playing against.
Kael'thas amounts to effectively nothing in wild now that the allure of storm druid has worn off. I assume they are targeting demon hunter's double inner demon combo, so maybe mana cost up? The card's ability is not the problem in most cases, and nerfing to every fourth or fifth spell ruins the flavour.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
The world would be a better place to live in if all combo and OTK decks just died.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
"target a friendly minion. Set all enemy minions health to 1 and equip a 1/4 weapon"
Lol.
Hopefully this OTK works out
Fair enough. Aggro would be the main challenge for this deck.. Thats why i added literally every aoe druid has and plenty of removal (even wild pyro + ironbark and other cheap spells to combo with).
Druid unfortunately has poor tools to deal with highly aggresive decks that can swarm the board, or high tempo plays. so the quest is mostly there so once its completed, we have a chance to keep up with the tempo.
The problem as you mentioned, is to complete the quest before its too late.. I thought of adding Licensed Adventurer since the coin he adds is super valuable for the quest completion. (I even thought of Escaped Manasaber)
But yeah, if theres another highlander list without it, it might actually be better. The focus is not on the quest, but rather on the otk
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I don't get why they would buff Libram of Justice though? It's a good card, but Paladin as a whole has issues right now, so just lowering its mana cost probably won't make a difference.
The best thing I can think of is them actually reworking it so you can get it off Liadrin as well.
Hopefully this OTK works out
Had the same idea but didn't think one could reasonably go Highlander,, but I see your arguments.
The main problem I see is that by goign Highlander as Quest Druid you're seriously getting shafted by any aggressive deck. If you don't start on coin you'Re very unlikely to hit Innervate in your mulligan so you usually won't complete the quest before turn 5. It also means that you need to be really lucky to hit your comeback tools and are very limited in what you can actually pull off at any time.
Not saying this can't work, I just don't see the point of running it over regular Quest Druid which is a pretty awful deck in the first place.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
and how would they do that? How would they honestly introduce a completely new class into a completely new meta and accurately predict how it's going to fare?
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Priestess of Fury dodged because it gets hard countered by Sac PAct which is why people don't play her anymore. If Pact gets the axe she'll come back and get hit in the next nerf patch.
Twin Slice is basically necessary for most of DHs attack activators to not be mediocre.
Enraged Yeti
https://www.youtube.com/watch?v=bRUBBiC3g5M
^ swim playing yetis
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Quest Mage needs to DIE. I hope the devs nerf this pathetic piece of shit to oblivion, so all the fucking losers who somehow enjoy playing it will just crawl into a toilet and flush themselves down a septic tank where they fucking belong, and hopefully they all rot there
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
they won't kill it, they'll just down the statline so it's not just a vanilla 3-drop that cripples your opponent's deck. Either 3/2 or 2/3 (or possibly just push it to 4-mana, either way works)
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Basically what I expected. I guess Priestess of Fury dodged the nerf for now by virtue of being hardcountered by Sac Pact and too slow in Tempo DH. Might change after the nerfs though.
Battlefiend will probably receive the Small-Time Buccaneer treatment which will somewhat solve the snowballing issue (or they just Mana Wyrm it, but that would effectively kill the card)
Altruis the Outcast could go either way. Most likely the just take away the face damage to make it a boardclear/comeback tool...or they just up its mana cost, although I don'T think that matters all that much.
Glaivebound Adept is a mixed bag. Could easily be upped in mana or lowered in stats. As it stands it's a strictly better Fire Elemental. I assume they'll down the stats a bit...probably in the health department. Even as a 6/3 that thing would still see play.
Kael'thas Sunstrider is a difficult one. It's obviously a huge problem, but the question is whether they want to hamper his combo potential or just tone down his overall usefulness. They can up his mana cost, which will axe Combo Demon Hunter (and presumably a bunch of other combo decks in the future) or they can nerf the mana cheating to (1) mana, which stops infinite cycles....or they just hardcap his effect to a once per turn, in which case they'd probably have to lower his mana cost though, because otherwise it wouldn't be worth it. Honetly I just want him to stop outclassing Ysiel Windsinger in every aspect.
Bad Luck Albatross down to a 3/2 most likely. Really the only problem with the card is how easy it is to fit into basically any deck without requiring anything to combo it with. Like, why does Galakrond Warlock like it so much? Because it can cripple half of the decks on ladder and weaken the others. They won't kill the card, but they'll definitely make sure it only shows up in decks that actually need it.
Frenzied Felwing will probably go up in mana....changing its stats won't make a difference unless you just gut it to a 2/2. At 5-mana it will be much harder to cheat out early (since most decks can't deal 5 damage to face while maxing their early curve)
Open the Waygate, I have no idea how this deck plays because I don't play Wild. I assumed Vargoth would be a bigger issue. Maybe they'll just up the mana cost on the quest reward?
Bloodbloom, Mana increase? Hard cap on the mana you can convert into damage? Maybe they'll have a plan that nerfs Darkest Hour without destroying Mecha'thun?
Sacrificial Pact, I really have no idea how they'ree gonna do this. The obvious change would be friendly demons only, but at the same time they did say in the Reddit AMA that they didn't think that Lord Jaraxxus was underpowered because of Zephrys (I disagree, but whatever). That sort of indicates that they won't change it in a way that benefit the J-raxx, so I assume it might just be a mana increase.
Overall looks like a good set of changes and I look forrward to a meta where Demon hunters and Warlock don't just take turns beating each other up while everyone else is just sort of around.