I always felt like the token was quite overloaded, 1 mana 10 points of stats is quite wild. The thing is, it is easy to get them, they are good in tempo and they are cheap. Aren't they quite overtuned?
There's no chance you'd play SacPact for just 5 health. It's not like Radiance sees any play. You're better off running Earthen Ring and not killing your own tokens. It only sees play now because it's flexible as either a really strong hard removal card or a small heal in matchups without demons. That's why I'd prefer it going to the Hall of Fame and being replaced with something more consistently useful. Or just something less "all or nothing".
Also, I don't think a 0 mana spell that generates a 0 mana spell that has both incredible synergy with the class and just a good effect by itself is a healthy design. Even if Altruis isn't broken anymore and the Kael combo is dead (which it kinda already is in DH), something else will pop up that Twin Slice is too good with. I'd rather hit the card at the source.
Sacrificial Pact can still do things even if it only targets friendly minions. Its played unironically in galakrond control warlock in DoD. Healing 5 health for 0 mana is nothing to be snuffed at.
If there's a deathrattle demon like a 1/1 for 3 mana that spawns a 5/5 on death, I'd play sac pact just for that.
If they're nerfing Kael'thas Sunstrider and Altruis the Outcast, then I think Twin Slice fits in just nice. Priestess of Fury is strong, but hardly a problem card. Since dhunter's gonna get their early game slowed down a notch I think its fine to leave it as it is.
Battlefiend to a 1/2. Anything else will make the poor thing unplayable.
Altruis the Outcast no longer hits face. I actually have no problems with this card personally, but the face damage is unnecessary to its power level. (Hell, I would even nominate this to be the Classic DH Legendary without face damage).
Glaivebound Adept to 3 damage or 3 health. The first makes it less bursty, the second more susceptible to board clears. I don't have any problems with this card right now, but hey. I guess they don't want a pushed Basic card?
Kael'thas Sunstrider, the spell costs 1 instead of 0. That limits the number of spells that can be cast in a turn, so Druids can't draw their whole deck in one turn in Wild. Changing Kael's cost is unimpactful, and changing the effect would murder the card.
Bad Luck Albatross to 4 mana. No need to over-complicate things with stat changes. And seriously, screw this card.
Frenzied Felwing to a 3/2. That's more in line with how Corridor Creeper was nerfed. At one less health, it's much easier for classes to clear it and the rest of the board.
Open the Waygate to require 50,000 spells. I dunno. Nuke this trash from orbit and launch the ashes into space. (More realistically, 10 is my prediction. It's still pretty good at 10 spells, though).
Sacrificial Pact honestly should just be sent to the Hall of Fame. They're gonna murder this card completely, though. My prediction is it can only target friendly targets and it will be useless.
By the way, how are Priestess of Fury and Twin Slice dodging nerfs again? Those are actual problem cards, not Glaivebound Adept. Twin Slice is 75% of the reason Altruis is so OP.
I prefer it at 3 so some silly combo can still be done with albatross. Also, allowing it to come out 1 mana earlier means its more effective at doing what it's supposed to be doing in the first place, mostly to block Zephrys the Great. Blocking zephrys 1 turn earlier can be decisive in some games.
I honestly wish that the team would improve their design philosophy rather than designing a class like Demon Hunter so crucially over the top that they have to nerf half of it to put it into line. Don't get me wrong, I despise DH in its current itteration and I am happy that borken cards like Battlefiend and Altruis the Outcast get nerfed but this wouldn't be necessary with a little more foresight.
You can print strong early aggro tools like Battlefiend but then you should also release early counters to those exact cards. You can design snowball cards as long as you also release cards that punish that playstyle. Something like Dragonmaw Poacher is a good example of this. Doing this future proofs the meta to be able to balance itself. If murloc decks start running rampant, people start running a Hungry Crab. I am confused about why in a set that introduces an insane amount of powerful demons no anti-demon tech was thought of.
In that case, it's probably easier to bump the Albatross to 4 mana. Same goal but preserves the card more. 4 mana for a minion with "no" effects is probably too much to just put in a deck randomly.
Agreed that dhunters will probably be too weak for wild, but as a new class introduced a few weeks back and being vastly outnumbered in terms of cards and years I think its only to be expected.
There's plenty of expansions in the future to prop up dhunters in wild. I think the priority should be on standard first.
Or, perhaps team5 will make the bold move of printing dhunter cards for wild only. That's perhaps an appropriate solution, but I doubt it will ever be done.
After some thought I kinda agree somewhat with you on Bad Luck Albatross. Maybe a nerf to albatross to a 2/2 for 3 mana is perhaps a little too far. Conventionally a tech card should be around 1 mana slower than vanilla, so maybe as a 3/2 is more appropriate.
Mecha'thun warlock already play cards like Emperor Thaurissan to discount the combo. So now they have to weigh either playing an additional Drakkari Enchanter or play Galvanizer + brann. An appropriate nerf to mecha'thun warlock, I think.
Making Bloodbloom work like prep is a nice suggestion, but team5 historically starts by nerfing stuff like mana cost first. They rarely change card descriptions.
Albatross might only be nerfed to 3/3: if it's not statted aggressively, I think aggro decks will be looking for replacements.
Isn't the point of Bloodbloom in Mecha'thun Warlock to discount Cataclysm? In that case, it would not contribute anything to the combo at 4 mana. What they could do is make it work like Preparation: 0 mana, take two damage, discount your next spell this turn by 2 mana.
The thing is not every variant of quest mage wants to just suddenly chuck almost every rng fiesta generating card in their deck just to make the quest work.
That tanks any form of competitive consistency. You have to remember you still have to have time to spend all of that mana, while surviving, clear threats, cycling, etc, even in control vs control mirrors.
There's reasons why you still don't see bad spell generation cards in Quest Mage player decks.
Tom60229 is a former World Champion, while Surrender and Tyler have won HCT events. They're not familiar outside their region as streamers perhaps, although Tyler does stream in English.
If open the waygate gets nerfed to that the deck will literally not even flinch. It could be at 12 and still be tier two, which is both disheartening, but encouraging that they could probably nerf it without nuking it. I’m so sick of the deck I’d rather they nuke it, but putting it up to 12 would probably be the balanced option
I have a feeling that demon hunter is gone after these nerfs. It’ll finally be balanced for standard, and far too slow for wild. bad luck albatross might actually see in an increase in play if Reno decks take the top spot back, so unless the nerf makes it big game hunter bad, I’d expect to see it everywhere.
the change in the next set idea sounds good on paper, but has been awful in the past. Cards like skulking Geist prevent Druid from ever being dominant again in wild, which is insane if you think about it. The lack of sideboards in hearthstone makes hate cards much more difficult to make, since they need to shut them down, but not prevent them from ever recovering.
I think 12 would probably make it slow enough to make the deck mediocre. Considering how early games can finish they’d be entirely relying on cards like evocation for finishing it quickly, which isn’t nearly consistent enough for tier 1. I think in the past they would have gone for something like 18, but they seem to want to have cards still be semi playable, making 20 very unlikely. I hate the deck too, but I don’t think deleting the quest from the game fixes it
I agree given stuff like Evocation can literally complete the quest alone as it is right now. Sure that requires some luck but that isn't unheard of at all.
Blizzard signed a contract with Google to broadcast their eSports on YouTube. Perhaps disappointed by the lower viewer numbers, it seems they moved all their promotional streams back to Twitch, but I don't think they'll be able to do that for Grandmasters until the contract expires.
Not sure why you got downvoted, but I agree. This feels very heavy handed and I'm worried about a fresh fun new class getting smacked into oblivion. Unless DH is going to get future tools to help them build decks that aren't just "me go face" this doesn't feel like it's helping anything other than the whining masses who can't figure out how to build decks to counter DH.
We can give Blizzard a pass on that though, it's good to see them quickly reacting to their new class.
YOU can give them a pass if you want, Flux, but personally I feel like I'm getting whiplash from trying to play this game. This is the second straight expansion where they release a handful of grossly OP cards and respond with a two emergency balance patches. At this point, I have to seriously question their balancing strategy.
I agree that its not a good strategy to print OP cards only to nerf them a few weeks later. But I think we can make an exception to dhunters, since its a new class and the idea is to hype it up as much as possible.
But we're staring down two nerf cycles in 2.5 weeks. That's a little too much honestly.
Enraged Yeti
I always felt like the token was quite overloaded, 1 mana 10 points of stats is quite wild. The thing is, it is easy to get them, they are good in tempo and they are cheap. Aren't they quite overtuned?
Fan Community Spotlight - ZardozSpeakz's "Invasion of the Legion"
thanks for the feature!
Honest Hearthstone Cards (Game)
Up next:
Totally a coincidence, btw.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
There's no chance you'd play SacPact for just 5 health. It's not like Radiance sees any play. You're better off running Earthen Ring and not killing your own tokens. It only sees play now because it's flexible as either a really strong hard removal card or a small heal in matchups without demons. That's why I'd prefer it going to the Hall of Fame and being replaced with something more consistently useful. Or just something less "all or nothing".
Also, I don't think a 0 mana spell that generates a 0 mana spell that has both incredible synergy with the class and just a good effect by itself is a healthy design. Even if Altruis isn't broken anymore and the Kael combo is dead (which it kinda already is in DH), something else will pop up that Twin Slice is too good with. I'd rather hit the card at the source.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Sacrificial Pact can still do things even if it only targets friendly minions. Its played unironically in galakrond control warlock in DoD. Healing 5 health for 0 mana is nothing to be snuffed at.
If there's a deathrattle demon like a 1/1 for 3 mana that spawns a 5/5 on death, I'd play sac pact just for that.
If they're nerfing Kael'thas Sunstrider and Altruis the Outcast, then I think Twin Slice fits in just nice. Priestess of Fury is strong, but hardly a problem card. Since dhunter's gonna get their early game slowed down a notch I think its fine to leave it as it is.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Predictions/Wishlist:
Battlefiend to a 1/2. Anything else will make the poor thing unplayable.
Altruis the Outcast no longer hits face. I actually have no problems with this card personally, but the face damage is unnecessary to its power level. (Hell, I would even nominate this to be the Classic DH Legendary without face damage).
Glaivebound Adept to 3 damage or 3 health. The first makes it less bursty, the second more susceptible to board clears. I don't have any problems with this card right now, but hey. I guess they don't want a pushed Basic card?
Kael'thas Sunstrider, the spell costs 1 instead of 0. That limits the number of spells that can be cast in a turn, so Druids can't draw their whole deck in one turn in Wild. Changing Kael's cost is unimpactful, and changing the effect would murder the card.
Bad Luck Albatross to 4 mana. No need to over-complicate things with stat changes. And seriously, screw this card.
Frenzied Felwing to a 3/2. That's more in line with how Corridor Creeper was nerfed. At one less health, it's much easier for classes to clear it and the rest of the board.
Open the Waygate to require 50,000 spells. I dunno. Nuke this trash from orbit and launch the ashes into space. (More realistically, 10 is my prediction. It's still pretty good at 10 spells, though).
Bloodbloom to 4 mana.
Sacrificial Pact honestly should just be sent to the Hall of Fame. They're gonna murder this card completely, though. My prediction is it can only target friendly targets and it will be useless.
By the way, how are Priestess of Fury and Twin Slice dodging nerfs again? Those are actual problem cards, not Glaivebound Adept. Twin Slice is 75% of the reason Altruis is so OP.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I prefer it at 3 so some silly combo can still be done with albatross. Also, allowing it to come out 1 mana earlier means its more effective at doing what it's supposed to be doing in the first place, mostly to block Zephrys the Great. Blocking zephrys 1 turn earlier can be decisive in some games.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I honestly wish that the team would improve their design philosophy rather than designing a class like Demon Hunter so crucially over the top that they have to nerf half of it to put it into line. Don't get me wrong, I despise DH in its current itteration and I am happy that borken cards like Battlefiend and Altruis the Outcast get nerfed but this wouldn't be necessary with a little more foresight.
You can print strong early aggro tools like Battlefiend but then you should also release early counters to those exact cards. You can design snowball cards as long as you also release cards that punish that playstyle. Something like Dragonmaw Poacher is a good example of this. Doing this future proofs the meta to be able to balance itself. If murloc decks start running rampant, people start running a Hungry Crab. I am confused about why in a set that introduces an insane amount of powerful demons no anti-demon tech was thought of.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
In that case, it's probably easier to bump the Albatross to 4 mana. Same goal but preserves the card more. 4 mana for a minion with "no" effects is probably too much to just put in a deck randomly.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Agreed that dhunters will probably be too weak for wild, but as a new class introduced a few weeks back and being vastly outnumbered in terms of cards and years I think its only to be expected.
There's plenty of expansions in the future to prop up dhunters in wild. I think the priority should be on standard first.
Or, perhaps team5 will make the bold move of printing dhunter cards for wild only. That's perhaps an appropriate solution, but I doubt it will ever be done.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
After some thought I kinda agree somewhat with you on Bad Luck Albatross. Maybe a nerf to albatross to a 2/2 for 3 mana is perhaps a little too far. Conventionally a tech card should be around 1 mana slower than vanilla, so maybe as a 3/2 is more appropriate.
Mecha'thun warlock already play cards like Emperor Thaurissan to discount the combo. So now they have to weigh either playing an additional Drakkari Enchanter or play Galvanizer + brann. An appropriate nerf to mecha'thun warlock, I think.
Making Bloodbloom work like prep is a nice suggestion, but team5 historically starts by nerfing stuff like mana cost first. They rarely change card descriptions.
Millhouse is Getting Nerfed in Hearthstone's Battlegrounds Next Week, Larger Update Scheduled for Mid-Expansion
maybe it will be something like "upgrading tavern costs 1 more coin"
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I agree with most of your predictions.
Albatross might only be nerfed to 3/3: if it's not statted aggressively, I think aggro decks will be looking for replacements.
Isn't the point of Bloodbloom in Mecha'thun Warlock to discount Cataclysm? In that case, it would not contribute anything to the combo at 4 mana. What they could do is make it work like Preparation: 0 mana, take two damage, discount your next spell this turn by 2 mana.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
DH is going to disappear from wild completely imo.
I don't play it but right now I am almost always crushing it with my Explore Un'Goro Togwaggle Warrior.
Yes, as a meme deck, I am almost always crushing an entire class (albeit a fledgling one). Additional nerfs are going to neuter it in wild.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
The thing is not every variant of quest mage wants to just suddenly chuck almost every rng fiesta generating card in their deck just to make the quest work.
That tanks any form of competitive consistency. You have to remember you still have to have time to spend all of that mana, while surviving, clear threats, cycling, etc, even in control vs control mirrors.
There's reasons why you still don't see bad spell generation cards in Quest Mage player decks.
Hearthstone Grandmasters 2020 Begins With Season 1 This Weekend
Tom60229 is a former World Champion, while Surrender and Tyler have won HCT events. They're not familiar outside their region as streamers perhaps, although Tyler does stream in English.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
If open the waygate gets nerfed to that the deck will literally not even flinch. It could be at 12 and still be tier two, which is both disheartening, but encouraging that they could probably nerf it without nuking it. I’m so sick of the deck I’d rather they nuke it, but putting it up to 12 would probably be the balanced option
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
battlefiend might get the mana wyrm treatment. which will kill the card. maybe put it at a 2\1 or 1\2 and still 1 mana
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I have a feeling that demon hunter is gone after these nerfs. It’ll finally be balanced for standard, and far too slow for wild.
bad luck albatross might actually see in an increase in play if Reno decks take the top spot back, so unless the nerf makes it big game hunter bad, I’d expect to see it everywhere.
the change in the next set idea sounds good on paper, but has been awful in the past. Cards like skulking Geist prevent Druid from ever being dominant again in wild, which is insane if you think about it. The lack of sideboards in hearthstone makes hate cards much more difficult to make, since they need to shut them down, but not prevent them from ever recovering.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I think 12 would probably make it slow enough to make the deck mediocre. Considering how early games can finish they’d be entirely relying on cards like evocation for finishing it quickly, which isn’t nearly consistent enough for tier 1. I think in the past they would have gone for something like 18, but they seem to want to have cards still be semi playable, making 20 very unlikely. I hate the deck too, but I don’t think deleting the quest from the game fixes it
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I agree given stuff like Evocation can literally complete the quest alone as it is right now. Sure that requires some luck but that isn't unheard of at all.
Hearthstone Grandmasters 2020 Begins With Season 1 This Weekend
Blizzard signed a contract with Google to broadcast their eSports on YouTube. Perhaps disappointed by the lower viewer numbers, it seems they moved all their promotional streams back to Twitch, but I don't think they'll be able to do that for Grandmasters until the contract expires.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Open the Waygate needs to be 20 spells minimum to be reasonable. Given how much cheap spell generation mage has now.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Not sure why you got downvoted, but I agree. This feels very heavy handed and I'm worried about a fresh fun new class getting smacked into oblivion. Unless DH is going to get future tools to help them build decks that aren't just "me go face" this doesn't feel like it's helping anything other than the whining masses who can't figure out how to build decks to counter DH.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I agree that its not a good strategy to print OP cards only to nerf them a few weeks later. But I think we can make an exception to dhunters, since its a new class and the idea is to hype it up as much as possible.
But we're staring down two nerf cycles in 2.5 weeks. That's a little too much honestly.