So the Kael'thas Sinstrider nerf actually makes a lot of sense and one we should've seen coming considering the only combo he was used for. I have a feel seeing this nerf to Kael'thas also indirectly nerfs Theotar, the Mad Duke coz less classes will be running Denathrius now. Yes, Theotar can disrupt other combos but he will make less of an impact now coz lets be honest, Denathrius was the only card really worth taking with Theotar.
Wow, those are some intense nerfs! I'm not saying it's bad, but its a lot. I think Marvelous Mycelium just went from being one of the best signature treasures to being worse than having no treasure at all. Who wants to run a card that does nothing for you on the turn you play it?
My first 3 games after the patch I had my win con Theotar'd lol.. It's actually so demoralizing to the point where I loath logging in. I'm also just considering playing bad decks so when they Theotar there's nothing good for them to steal...
It doesn't matter how many cards I have in hand, 4, 7, 10... they always hit my Sire or most important card.
Its empty mana crystals, not full ones. So in effect you'll have to spend 2 mana to ramp instead of 1, as formerly.
Hardly a massive nerf, and druid will still dominate the late game. Its just a lot slower now, and with sufficient pressure you might negate it completely since spending 2 mana to do nothing on the same turn is still pretty big.
Lava Lurker didn't feel weak as a Tier 2 2/4 at all Yo-Ho-Ogre was in most dire need of a buff, despite being a strong choice turn 3
Red Hand activating at the start of your turn instead of the end feels bad, ...nobody plays Rendle the Mistermind anyhow (learned the hard way why) Tea Master Theotar felt in most need of a buff in terms of new cards
VS does use actual data to form conclusions and since hsreplay havent exactly made a podcast of their own, I suppose it makes team5's work easier to just implement some of their suggestions. Though not all, since sinstrider and starfish came completely out of the blue. Starfish nerf though I think first came from kibler, but it is kinda stupid to have a mass silence that cost less than an individual silence effect. With decent stats too I'd add.
They did made an interesting suggestions concerning denathrius as well, but for obvious reasons it wasn't implemented.
Alright! A one spell nerf to Quest Hunter! I’ll take what I can get, but I still long for the day this card just gets nuked into orbit by increasing every stage by two-three.
Every other nerf is just… eh. They honestly do absolutely nothing except make aggro that little bit stronger. Matchups are still as unwinnable as before, they just get a very, very slight tweak to their percentages while still feeling bad for one side to play. Like what is Mage going to do against Druid now that 3 of its best cards got nerfed. That’s right, they will still get rolled regardless
The last time one of its key cards was nerfed, questline hunter almost disappeared from Wild. Unfortunately, it returned when new cards became available for it. On the one hand it makes me hopeful that if its win rate dips even slightly from this nerf, players will abandon the deck. On the other hand there is always the risk it might come back as more damage spells are added to the game.
A while back I unpacked a golden copy of the card, that I never played because I despise the archetype. I happily collected 3200 dust tonight.
Starfish countered some decks that didn't see much play, in particular Paladin, as it neutralizes buffs and disables the inherited deathrattle from Stewart the Steward.
Theotar is mostly a counter to Denathrius, which did see a lot of play. With the Kael'thas nerf, fewer decks will be able to infuse Denathrius to lethal levels, so there will be less of a need to play Theotar. My guess is that they expect his play rate to go down in the new meta and therefore decided not to nerf.
Got around to reading the Firefly books I mentioned eight months ago: had them for when work laid me up. Now I'm just waiting on the third book of the His Dark Materials sequel trilogy to arrive.
Lord almighty, Im underwhelmed to be honest, but if team5 have actually done playtesting on this one I suppose I'd have to trust that they know what the hell they're doing.
All the changes except for starfish is pretty much expected, Edwin making history as well, so here's my comments on the nerfs;
- Wildheart Guff got nerfed, but a mere slap, not a nuke. The card is still playable because gaining one mana crystal + draw a card for 5 is still good no matter how you look at it. At least now that hp wild growth is no longer 1 mana but 2, I'd expect druid to ramp much slower, slow enough that they dont just steamroll the late game. However, with the sinstrider nerf the class is still the only one left that can actually consistently brann + denathrius so I dont expect ramp druid to change any of its cards.
Seriously, I've pretty much lost hope for a more stable druid that doesn't just steamroll games or die pathetically in the early game. A toast to the next rotation where team5 will unbuff Nourish back to 6 and bring back Overgrowth because they cant design druid.
- Magister Dawngrasp got nerfed but no touches to wildfire or mordresh so spooky mage remains the go to. Not to mention that they can still freeze your board for a minimum of 4 consecutive turns, stall with Solid Alibi, and make life miserable but with its late game seriously curtailed I expect XL mage to be completely gone.
- Quest hunter still good, because the wildseed package is still here, but giving back dust means we'll likely see less of it, probably the plan all along. XL beast hunter to come back probably, even more nastier than before since rogue has gotten itself nerfed.
- Nothing done to curtail rogue's highroll bs, so mine/shark rogue will make a comeback. Yes, I know its win rate would not be good, but this is the very pinnacle of poor design in my opinion, because the deck can genuinely win on turn 5 if it draws the nuts, and while that remains very unlikely I dont find playing non-games fun even in the slightest.
Its power cards left intact also means its always 1 draw option away from breaking everything...again. Looking forward to those double 10/10s by turn 4 memes on reddit.
And now to address the elephant in the room, will all this make the bad classes playable?
- For warrior, the nerf to starfish alone guarantees it. I expect to see plenty of warriors in the coming days because enrage warrior has already proven to be quite good outside of the former top 3. Unfortunately having no card draw means it'll likely still be a highroll to heaven but less bad now. The only interesting bit here to me is whether control/combo warrior can comeback with a less oppressive meta now that everyone's endgame in denathrius is no longer possible save for two classes.
- Paladin will remain shit outside of mech. And looking at the dev comments, I think that's intentional because paladin got screwed hard this expansion.
"Our goal is to make the game more fun, something we can accomplish by bringing the class up to a level where players feel like there is something worth exploring" - Or in other words, not bothered that paladin is shit, just want it to be fun shit.
So will we see anything outside of mech pally? Unlikely because theotar is unnerfed meaning control pally is out of the question and mage can still freeze their board 4 times in a row. Maybe someone would create a dude pally that's tier 3 and that's about it in my opinion.
- Dhunter is likely going to make a huge splash because it's no longer in danger of getting destroyed on 10 by denatrius, and its one of two classes that can naturally do the brann + denatrius combo (albeit with highroll) in the game without coin. Still going to get raped by implock or aggro druid but with the main decks being nerfed I dont expect the current set of aggro decks to proliferate.
I still think the current standard format is too much about highrolling rather than tempo, but a step is a step. Here's hoping for less rogues/druids/mages and more actual games where I get to actually play the game.
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
So the Kael'thas Sinstrider nerf actually makes a lot of sense and one we should've seen coming considering the only combo he was used for. I have a feel seeing this nerf to Kael'thas also indirectly nerfs Theotar, the Mad Duke coz less classes will be running Denathrius now. Yes, Theotar can disrupt other combos but he will make less of an impact now coz lets be honest, Denathrius was the only card really worth taking with Theotar.
Sweeping Patch 24.2.2 Changes Arrive for Hearthstone Duels - Nerfs Across Many Classes and Passive Treasures
Wow, those are some intense nerfs! I'm not saying it's bad, but its a lot. I think Marvelous Mycelium just went from being one of the best signature treasures to being worse than having no treasure at all. Who wants to run a card that does nothing for you on the turn you play it?
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
My first 3 games after the patch I had my win con Theotar'd lol.. It's actually so demoralizing to the point where I loath logging in. I'm also just considering playing bad decks so when they Theotar there's nothing good for them to steal...
It doesn't matter how many cards I have in hand, 4, 7, 10... they always hit my Sire or most important card.
Guff nerf
Its empty mana crystals, not full ones. So in effect you'll have to spend 2 mana to ramp instead of 1, as formerly.
Hardly a massive nerf, and druid will still dominate the late game. Its just a lot slower now, and with sufficient pressure you might negate it completely since spending 2 mana to do nothing on the same turn is still pretty big.
Even More Hearthstone Battlegrounds Updates Await in Patch 24.2.2 - Balance Changes for Heroes, Minions, and Quests
Lava Lurker didn't feel weak as a Tier 2 2/4 at all
Yo-Ho-Ogre was in most dire need of a buff, despite being a strong choice turn 3
Red Hand activating at the start of your turn instead of the end feels bad,
...nobody plays Rendle the Mistermind anyhow (learned the hard way why)
Tea Master Theotar felt in most need of a buff in terms of new cards
Dragon nerfs don't feel that harsh at all.
I expected some tier nerfs to Tarecgosa & Nether Drake
While trading spots for Prized Promo-Drake & smaller Twilight Emissary
Kalecgos, Arcane Aspect still crying as too slow a six star & Murozond just a worse Reef Explorer
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
So... No Denathrius nerf... Ok! :'(
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
VS does use actual data to form conclusions and since hsreplay havent exactly made a podcast of their own, I suppose it makes team5's work easier to just implement some of their suggestions. Though not all, since sinstrider and starfish came completely out of the blue. Starfish nerf though I think first came from kibler, but it is kinda stupid to have a mass silence that cost less than an individual silence effect. With decent stats too I'd add.
They did made an interesting suggestions concerning denathrius as well, but for obvious reasons it wasn't implemented.
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
Pretty sure some of these nerfs are straight from Vicious Syndicate's suggestions (Guff, Dawngrasp, Hunter Quest) except that Theotar is missing.
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
Uhh, are you sure you read the patch notes correctly?
What is the best approach to go from Zero to Hero (Legend)?
Thanks for the tips, I’ll open new account today and stay F2P. Let’s see what will happen
Sweeping Patch 24.2.2 Changes Arrive for Hearthstone Duels - Nerfs Across Many Classes and Passive Treasures
now is playable
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
Alright! A one spell nerf to Quest Hunter! I’ll take what I can get, but I still long for the day this card just gets nuked into orbit by increasing every stage by two-three.
Every other nerf is just… eh. They honestly do absolutely nothing except make aggro that little bit stronger. Matchups are still as unwinnable as before, they just get a very, very slight tweak to their percentages while still feeling bad for one side to play. Like what is Mage going to do against Druid now that 3 of its best cards got nerfed. That’s right, they will still get rolled regardless
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
*wheeze* Blizzard doing playtesting? But that takes money and coming off their high horse to admit some cards were a mistake!
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
The last time one of its key cards was nerfed, questline hunter almost disappeared from Wild. Unfortunately, it returned when new cards became available for it. On the one hand it makes me hopeful that if its win rate dips even slightly from this nerf, players will abandon the deck. On the other hand there is always the risk it might come back as more damage spells are added to the game.
A while back I unpacked a golden copy of the card, that I never played because I despise the archetype. I happily collected 3200 dust tonight.
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
Starfish countered some decks that didn't see much play, in particular Paladin, as it neutralizes buffs and disables the inherited deathrattle from Stewart the Steward.
Theotar is mostly a counter to Denathrius, which did see a lot of play. With the Kael'thas nerf, fewer decks will be able to infuse Denathrius to lethal levels, so there will be less of a need to play Theotar. My guess is that they expect his play rate to go down in the new meta and therefore decided not to nerf.
Marvel SNAP Has a Release Date - The Game is Coming October 18th for PC and Mobile
I'm really looking forward to the pc client. I'm also curios how they are going to translate the vertical gameplay to a horizontal pc screen.
Books
Got around to reading the Firefly books I mentioned eight months ago: had them for when work laid me up. Now I'm just waiting on the third book of the His Dark Materials sequel trilogy to arrive.
Sweeping Patch 24.2.2 Changes Arrive for Hearthstone Duels - Nerfs Across Many Classes and Passive Treasures
Nope, you're not alone: I still have it as well :/
Marvel SNAP Has a Release Date - The Game is Coming October 18th for PC and Mobile
Yay, we can finally move on from the "yo but when does it come out?" phase and truly enter into the "grrr I hate this game 'cause (X)" phase lol
Also I think that was Awkwafina talking in the trailer.
Sweeping Patch 24.2.2 Changes Arrive for Hearthstone Duels - Nerfs Across Many Classes and Passive Treasures
Am I alone in still seeing the red examination mark on the Journal button? I was hoping that would have been addressed with this update.
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
Lord almighty, Im underwhelmed to be honest, but if team5 have actually done playtesting on this one I suppose I'd have to trust that they know what the hell they're doing.
All the changes except for starfish is pretty much expected, Edwin making history as well, so here's my comments on the nerfs;
- Wildheart Guff got nerfed, but a mere slap, not a nuke. The card is still playable because gaining one mana crystal + draw a card for 5 is still good no matter how you look at it. At least now that hp wild growth is no longer 1 mana but 2, I'd expect druid to ramp much slower, slow enough that they dont just steamroll the late game. However, with the sinstrider nerf the class is still the only one left that can actually consistently brann + denathrius so I dont expect ramp druid to change any of its cards.
Seriously, I've pretty much lost hope for a more stable druid that doesn't just steamroll games or die pathetically in the early game. A toast to the next rotation where team5 will unbuff Nourish back to 6 and bring back Overgrowth because they cant design druid.
- Magister Dawngrasp got nerfed but no touches to wildfire or mordresh so spooky mage remains the go to. Not to mention that they can still freeze your board for a minimum of 4 consecutive turns, stall with Solid Alibi, and make life miserable but with its late game seriously curtailed I expect XL mage to be completely gone.
- Quest hunter still good, because the wildseed package is still here, but giving back dust means we'll likely see less of it, probably the plan all along. XL beast hunter to come back probably, even more nastier than before since rogue has gotten itself nerfed.
- Nothing done to curtail rogue's highroll bs, so mine/shark rogue will make a comeback. Yes, I know its win rate would not be good, but this is the very pinnacle of poor design in my opinion, because the deck can genuinely win on turn 5 if it draws the nuts, and while that remains very unlikely I dont find playing non-games fun even in the slightest.
Its power cards left intact also means its always 1 draw option away from breaking everything...again. Looking forward to those double 10/10s by turn 4 memes on reddit.
And now to address the elephant in the room, will all this make the bad classes playable?
- For warrior, the nerf to starfish alone guarantees it. I expect to see plenty of warriors in the coming days because enrage warrior has already proven to be quite good outside of the former top 3. Unfortunately having no card draw means it'll likely still be a highroll to heaven but less bad now. The only interesting bit here to me is whether control/combo warrior can comeback with a less oppressive meta now that everyone's endgame in denathrius is no longer possible save for two classes.
- Paladin will remain shit outside of mech. And looking at the dev comments, I think that's intentional because paladin got screwed hard this expansion.
"Our goal is to make the game more fun, something we can accomplish by bringing the class up to a level where players feel like there is something worth exploring" - Or in other words, not bothered that paladin is shit, just want it to be fun shit.
So will we see anything outside of mech pally? Unlikely because theotar is unnerfed meaning control pally is out of the question and mage can still freeze their board 4 times in a row. Maybe someone would create a dude pally that's tier 3 and that's about it in my opinion.
- Dhunter is likely going to make a huge splash because it's no longer in danger of getting destroyed on 10 by denatrius, and its one of two classes that can naturally do the brann + denatrius combo (albeit with highroll) in the game without coin. Still going to get raped by implock or aggro druid but with the main decks being nerfed I dont expect the current set of aggro decks to proliferate.
I still think the current standard format is too much about highrolling rather than tempo, but a step is a step. Here's hoping for less rogues/druids/mages and more actual games where I get to actually play the game.
All Hearthstone Balance Changes Are Now Revealed With Patch 24.2.2 - Card Nerfs and Buffs for Murder at Castle Nathria, Round Two
Why the hell is Dawgrasp buffed AGAIN? It's broken and obnoxious to play against.
Hearthstone Balance Changes Are Finally Arriving - Patch Notes Coming Tomorrow!
RIP FemaleCorrin
Legends of Runeterra Reveals New Roadmap for the Game - The Rest of the Darkin Saga, Arclight Event, Rotation Next Year, and More
As far as I know, both are part of "Set 6" in the data. It's a bit weird, but so would be Worldwalker as just a standalone set.
Out of Cards Changelog - 2022-07-04
Sure, I am using the latest Chrome for Android (105.0.5195.79) browser on my Realme X2 running Android 11.
The very same behavior also occurs in the Samsung browser on a Samsung Galaxy A40 running Android 11.