Honestly, at this point I'm just happy I'll finally get 1600 dust out of my Barnes.
It's pretty obvious they have no intention of ever kneecapping Big Priest...and since the majority doesn't care about Wild anyways they'll never be forced to.
Yeah I'm honestly not sure what kind of impact this nerf is going to have for warrior. It definitely seems like the laziest way to go about nerfing cards, yet again, though...
Pretty funny how they finally decided to nerf Barnes after years of data collection during the time where big priest is at its weakest. The deck gets completely wiped by the majorly buffed secret mages which are everywhere.
At this point I'll take every big priest nerf I can get though. Even if it has such a minimal impact like many users pointed out already.
oh wait it does, it now allows aggro players to mroe successfully run down Warrior. Pretty sure that's supposed to be strong point of Ctrl Warrior, but who knows at this point. Class identity I guess.
Still means every possibly fun deck that dares to not have access to near infinite value is effectively useless.
Better not address any of the actual issues in the entire WArrior class that will end up repeating this entire scenario for years to come. Let's just go back to braindead winrate nerfs that are bandaid fixes at best.
Then at the end of the year they'll probably HoF brawl and the entire Warrior class will be a joke for the next year until they finally experiment with something broken enough to put it back into relevance
Luna's Pocket Galaxy and Extra Arms reverted to their original mana cost means both cards will be in the same spot they were before the buffs and that means no one is ever going to bother using them again...
Conjurer's Calling increase in cost is pointless since it does nothing to prevent those awfully highrolly turn 4 Giants into CC... The only instance I see this change being impactful is when the Mage goes second and has Giant,Arcane Intellect and CC,now Giant into Coin CC is no longer possible but that's it... The Deck certainly takes a blow from the Pocket Galaxy change but it's not like it was unplayable before they buffed the card...
Dr. Boom, Mad Genius's cost increase is once again borderline pointless... Sure,not being able to use the hero power the turn the card is played certainly has a big impact but the oppressive Rush aura and the broken hero powers (Blast Shield and Delivery Drone) are still there... Now the card is not as efficient as it was before against faster Decks but it's still a ridiculous value generator in Standard that will allow Warrior to steamroll any slower Deck out there that can't dish out enough treats to bait out their 5 AOEs and 6 (and that's assuming they don't discover more Devastators) single target removals...
Barnes: This is probably the most useless nerf of the bunch... I've said once but I'll repeat it again,Barnes IS NOT the problem with Big Priest... Sure no one likes to lose to a turn 4 highroll but it's not like losing two turns later because Shadow Essence pulled out Vargoth or Catrina and you don't have a transform effect feels better... All this nerf does is making Big Priest's MU against Aggro borderline unwinnable but no one cares about that because most of the times they lose to Aggro anyway... Even if we set aside the fact that NO ONE likes to kill the same minions 10 times in a single game (and other cards/Decks were nerfed to ground for the same reason),the problem is that Deck is oppressive to anything even remotely slow that doesn't have an OTK as a win condition (and even in that case if they get an early Rag you're screwed) and I'd be fine with if there were any tech cards against it but unfortunately you can't do much other than SMORC them or pray they brick... TL;DR Barnes is not the problem but the whole Rez mechanic is and this nerf is pointless because they'll just remove the card,go full greed and have 80% winrate against anything that isn't Combo or Hyper Aggro...
As soon as Vargoth was printed and began being used in Big Priest I knew that even if Barnes would be nerfed or even straight up deleted from the game that Vargoth would be an instant (and in most cases superior) over Barnes as the hard mulligan 4 drop. While it is true that Barnes created early game high rolls Vargoth is infinitely times better than Barnes in the late game against control decks.
Which would you rather not have a Big Priest player top deck against you in the late game, Barnes or Mass Ressurection with Vargoth in the pool? Did I mention Shadow Visions? How about a single Mind Blast on a board of 4-7 Vargoths?
It doesn't matter how Barnes is changed when Vargoth solidifies the major anti-control playstyle that came about with the intense value, sustain, and high swing turns after the minion was printed.
And since he is also a standard card, the devs won't touch him if he only affects the wild format negatively. Kinda reminds me of Juicy Psychmelon in previous AK75 Druid, but Archmage Vargoth is a lot worse.
But hey, there is a chance that the devs address Vargoth. He only has to rotate out to wild, so we have to wait 1.5+ years. :D
so what? then aggressive decks beat it more often....which is kind of counter intuitive given Control Warrior's strength should be anti aggro.
Any value oriented deck that doesn't go close to infinite will still lose to endless removal and value generation (all in one card mind you)
They create archetypes like plot twist Warlock and then have them be invalidated by the fact that there is a top tier control deck that you have no possible way of beating...same goes for any other attempted control deck.
Then at some point there'l be a Deathstalker Rexxar reprint and Warrior is back in the dumpster because of their binary playstyle of "I remove all your stuff until you're out of cards and I win by default"
except those two actually successfully killed the deck as intended whereas nerfing Kingsbane or Shudder would be pointless and just invalidate perfectly good cards that just happened to be the victim of some other abuse case
Galaxy nerf was predictable and basically fixes the issue. Probably the best nerf out of the bunch
CC nerf just ignores the inherent problem of not having an answer to turn 4 mountain Giant losing you the game on the spot, which doesn't change even with the increased mana cost. At the very least Mages are insanely weak to early snowballing tempo decks so I guess that's what you're gonna do from now on. Sucks to be any control deck that isn't Warrior I guess.
Extra Arms nerf is once again just dancing around the massive elephant in the room that is Divine Spirit, but hey, I guess that's what the need to keep the one-eyed mongoloid chained up in their basement happy, because I can't think of any other person that actually likes to play Inner Fire Cheese
Boom nerf is just a mockery at this point. Out of all the things in Warrior that are a problem, Boom's cost certainly isn't one. The only one to actually benefit from this are aggro decks that want to kill Warrior before they can stabilize...which is the one thing Warrior is supposed to counter....but hey, fuck literally every other class that wants to play a slower deck and doesn't have access to some nearly game breaking value engine (read Quest Paladin or Tess shuffle).
Last expansion I was betting on a second round of nerfs for these exact problems and now that the nerfs are here i realize that it wouldn't have mattered at all. I'm not even sure what their goal is anymore. This doesn't make me want to buy new packs or craft new cards. This just makes me annoyed that the same 5 cards are gonna define the class until the next rotation where they will be replaced with similar offenders.
The problem with the deck isn’t high tempo late game plays. The infuriating moments came directly from those turn 3/4 high rolls. A lot of classes had no answers to that. Late game huge tempo plays are common enough and your deck should either have answers to that or be designed for that to be less of a problem. This nerf has now opened up big Priest to be much more susceptible to aggro. The goal of a nerf shouldn’t be to murder the deck, but finessing the power level
More cards! I started bringing in more Deathrattle-focused cards in Old Gods, but for Frozen Throne I decided to go all out. Gravewalker Zhu was my take on a Hero card with some sort of Deathrattle-like effect. Now if your opponent tries to deal lethal damage, they better be sure to clear your board first or they could be in trouble. It's probably not the most powerful Death Knight, but I thought it was an interesting idea.
I think the nerf is a good one. Delaying the rush aura by 2 turns isn't something insignificant. Sure, the cost increase will hurt Dr. Boom's flavour, but is this that important in comparison to the card's gameplay? We can always remember how the previous version looked like.
The other nerf I wanted to see was the removal of Omega Devastator's mech tag, so that warriors won't be able to generate extra copies of it from Omega Assembly and Delivery Drone.
Man, Barnes nerf, after all those years of ignoring it, feels like an atom bomb almost... It probably won't kill Big Priest, but that was probably their intention too. I am happy that they did it anyway. There's still no counterplay or interaction against Resurrect mechanics... maybe one day.
They could have done the nerfs differently, sure. But at least its about 2-3 weeks into expansion, so nerfs arrive REALLY quickly this time. Probably 1 week quicker than in RoS i think. So +1 to Blizzard for that :)
Card Nerf - Extra Arms
It really wasn't. The deck was strong because the meta wasn't targeting it (yet) and it required quite a bit of skill to pilot correctly.
Oh well, I guess your nerf was long overdue, Anduin. How dare you have a good deck before the third expansion of the year is released.
Card Nerf - Barnes
Honestly, at this point I'm just happy I'll finally get 1600 dust out of my Barnes.
It's pretty obvious they have no intention of ever kneecapping Big Priest...and since the majority doesn't care about Wild anyways they'll never be forced to.
Card Nerf - Luna's Pocket Galaxy
the only good nerf...and it's literally just a return to a previously tested position.
I'm just surprised they didn't left it as is and HoF'd Doomsayer or something seeing how they missed the mark on almost all the other nerfs.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
lol finally they change Conjurer's Calling.
I had some extra and some golden ones of those and I didn't want to dust them since I knew they were about to nerf it
wohooo extra dust :D
Card Nerf - Extra Arms
"This is fixes every issue in Priest""
-that one guy at Blizzard who plays Inner Fire and nothing else and regularly forgets how to breathe
Card Nerf - Dr. Boom, Mad Genius
Yeah I'm honestly not sure what kind of impact this nerf is going to have for warrior. It definitely seems like the laziest way to go about nerfing cards, yet again, though...
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Will be interesting to see what this does to the meta and what decks are more viable now. (Probably will need something that kills murlocs :P)
Card Nerf - Barnes
Pretty funny how they finally decided to nerf Barnes after years of data collection during the time where big priest is at its weakest. The deck gets completely wiped by the majorly buffed secret mages which are everywhere.
At this point I'll take every big priest nerf I can get though. Even if it has such a minimal impact like many users pointed out already.
Card Nerf - Dr. Boom, Mad Genius
changes absolutely nothing.
oh wait it does, it now allows aggro players to mroe successfully run down Warrior. Pretty sure that's supposed to be strong point of Ctrl Warrior, but who knows at this point. Class identity I guess.
Still means every possibly fun deck that dares to not have access to near infinite value is effectively useless.
Better not address any of the actual issues in the entire WArrior class that will end up repeating this entire scenario for years to come. Let's just go back to braindead winrate nerfs that are bandaid fixes at best.
Then at the end of the year they'll probably HoF brawl and the entire Warrior class will be a joke for the next year until they finally experiment with something broken enough to put it back into relevance
Card Nerf - Dr. Boom, Mad Genius
It's still 7. The armour on the second version isn't correct, Flux admitted it and apologized for it.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
I'm thoroughly disappointed with these changes...
Luna's Pocket Galaxy and Extra Arms reverted to their original mana cost means both cards will be in the same spot they were before the buffs and that means no one is ever going to bother using them again...
Conjurer's Calling increase in cost is pointless since it does nothing to prevent those awfully highrolly turn 4 Giants into CC... The only instance I see this change being impactful is when the Mage goes second and has Giant,Arcane Intellect and CC,now Giant into Coin CC is no longer possible but that's it... The Deck certainly takes a blow from the Pocket Galaxy change but it's not like it was unplayable before they buffed the card...
Dr. Boom, Mad Genius's cost increase is once again borderline pointless... Sure,not being able to use the hero power the turn the card is played certainly has a big impact but the oppressive Rush aura and the broken hero powers (Blast Shield and Delivery Drone) are still there... Now the card is not as efficient as it was before against faster Decks but it's still a ridiculous value generator in Standard that will allow Warrior to steamroll any slower Deck out there that can't dish out enough treats to bait out their 5 AOEs and 6 (and that's assuming they don't discover more Devastators) single target removals...
Barnes: This is probably the most useless nerf of the bunch... I've said once but I'll repeat it again,Barnes IS NOT the problem with Big Priest... Sure no one likes to lose to a turn 4 highroll but it's not like losing two turns later because Shadow Essence pulled out Vargoth or Catrina and you don't have a transform effect feels better... All this nerf does is making Big Priest's MU against Aggro borderline unwinnable but no one cares about that because most of the times they lose to Aggro anyway... Even if we set aside the fact that NO ONE likes to kill the same minions 10 times in a single game (and other cards/Decks were nerfed to ground for the same reason),the problem is that Deck is oppressive to anything even remotely slow that doesn't have an OTK as a win condition (and even in that case if they get an early Rag you're screwed) and I'd be fine with if there were any tech cards against it but unfortunately you can't do much other than SMORC them or pray they brick... TL;DR Barnes is not the problem but the whole Rez mechanic is and this nerf is pointless because they'll just remove the card,go full greed and have 80% winrate against anything that isn't Combo or Hyper Aggro...
Card Nerf - Barnes
Better than nothing, but BP population won't decrease by an inch, and they will be just as annoying as ever.
Simple mana nerfs are good to balance competitive decks, by slightly decreasing their winrate.
But BP is not played because it is competitive. It's barely viable. BP is played because it is broken, while viable.
This nerf makes them neither less broken, nor less viable. Not as much as a meme deck should be.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Mojomaster Zihi is the answer to [Hearthstone Card (Dr. Boom, Mad Genius) Not Found]
Card Nerf - Dr. Boom, Mad Genius
The Blizzard page (link) shows Dr. Boom, Mad Genius with 7 armor. Not sure why it's 5 here.
Card Nerf - Barnes
And since he is also a standard card, the devs won't touch him if he only affects the wild format negatively. Kinda reminds me of Juicy Psychmelon in previous AK75 Druid, but Archmage Vargoth is a lot worse.
But hey, there is a chance that the devs address Vargoth. He only has to rotate out to wild, so we have to wait 1.5+ years. :D
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
so what? then aggressive decks beat it more often....which is kind of counter intuitive given Control Warrior's strength should be anti aggro.
Any value oriented deck that doesn't go close to infinite will still lose to endless removal and value generation (all in one card mind you)
They create archetypes like plot twist Warlock and then have them be invalidated by the fact that there is a top tier control deck that you have no possible way of beating...same goes for any other attempted control deck.
Then at some point there'l be a Deathstalker Rexxar reprint and Warrior is back in the dumpster because of their binary playstyle of "I remove all your stuff until you're out of cards and I win by default"
Card Nerf - Extra Arms
Bad buff failure.
Bad nerf in general.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
except those two actually successfully killed the deck as intended whereas nerfing Kingsbane or Shudder would be pointless and just invalidate perfectly good cards that just happened to be the victim of some other abuse case
nerfs are not supposed to be dust dispensers
Card Nerf - Dr. Boom, Mad Genius
Cheap nerf, not sure it's the best one...
Surely 2 turns is a lot, but do CW have any hard time at delaying the game?
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
wow, this is ..... certainly disappointing
Galaxy nerf was predictable and basically fixes the issue. Probably the best nerf out of the bunch
CC nerf just ignores the inherent problem of not having an answer to turn 4 mountain Giant losing you the game on the spot, which doesn't change even with the increased mana cost. At the very least Mages are insanely weak to early snowballing tempo decks so I guess that's what you're gonna do from now on. Sucks to be any control deck that isn't Warrior I guess.
Extra Arms nerf is once again just dancing around the massive elephant in the room that is Divine Spirit, but hey, I guess that's what the need to keep the one-eyed mongoloid chained up in their basement happy, because I can't think of any other person that actually likes to play Inner Fire Cheese
Boom nerf is just a mockery at this point. Out of all the things in Warrior that are a problem, Boom's cost certainly isn't one. The only one to actually benefit from this are aggro decks that want to kill Warrior before they can stabilize...which is the one thing Warrior is supposed to counter....but hey, fuck literally every other class that wants to play a slower deck and doesn't have access to some nearly game breaking value engine (read Quest Paladin or Tess shuffle).
Last expansion I was betting on a second round of nerfs for these exact problems and now that the nerfs are here i realize that it wouldn't have mattered at all. I'm not even sure what their goal is anymore. This doesn't make me want to buy new packs or craft new cards. This just makes me annoyed that the same 5 cards are gonna define the class until the next rotation where they will be replaced with similar offenders.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
The problem with the deck isn’t high tempo late game plays. The infuriating moments came directly from those turn 3/4 high rolls. A lot of classes had no answers to that. Late game huge tempo plays are common enough and your deck should either have answers to that or be designed for that to be less of a problem. This nerf has now opened up big Priest to be much more susceptible to aggro. The goal of a nerf shouldn’t be to murder the deck, but finessing the power level
Tactician Custom Class (4/12/20 - Ashes of Outland)
More cards! I started bringing in more Deathrattle-focused cards in Old Gods, but for Frozen Throne I decided to go all out. Gravewalker Zhu was my take on a Hero card with some sort of Deathrattle-like effect. Now if your opponent tries to deal lethal damage, they better be sure to clear your board first or they could be in trouble. It's probably not the most powerful Death Knight, but I thought it was an interesting idea.
More in the main post!
Card Nerf - Dr. Boom, Mad Genius
I think the nerf is a good one. Delaying the rush aura by 2 turns isn't something insignificant. Sure, the cost increase will hurt Dr. Boom's flavour, but is this that important in comparison to the card's gameplay? We can always remember how the previous version looked like.
The other nerf I wanted to see was the removal of Omega Devastator's mech tag, so that warriors won't be able to generate extra copies of it from Omega Assembly and Delivery Drone.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Man, Barnes nerf, after all those years of ignoring it, feels like an atom bomb almost... It probably won't kill Big Priest, but that was probably their intention too. I am happy that they did it anyway. There's still no counterplay or interaction against Resurrect mechanics... maybe one day.
They could have done the nerfs differently, sure. But at least its about 2-3 weeks into expansion, so nerfs arrive REALLY quickly this time. Probably 1 week quicker than in RoS i think. So +1 to Blizzard for that :)
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Yeah, good point here! Leeching Poison and Saronite Chain Gang's PTSD are still present