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Tuning Watchlist v.0.6

We wanted to foster a bit of discussion about some of the cards that we're considering making adjustments to soon, in part so that it's less like changes tend to come from nowhere, but also because it can be fun to debate about cards and see more perspectives on balance!

(This list isn't exhaustive, but it represents some of the cards that have internally been discussed the most recently.)

Considering Reducing Power:

  • Spellflux Cauldron
  • Sea Lord's Trident
  • Helm of Conscription
  • Biker Bounce
  • Academy Analyst

Considering Increasing Power:

  • Lord Valentine
  • Stormdottir's Chosen
  • Lamia's Kiss

  • Xeneth

    Posted 6 years, 6 months ago (Source)

    Unsure why False Mjolnir and Doublethink are not on this list - its one of the most uninteractive parts about the game and punishes you for playing minions. The Mjolnir change was secretely a huge buff to decks that spawned small minions like Academy Recruitment, and while the logical answer may be to play a large minion to deal with it, as the minions in the game usually scale +1/+1, playing a 4/4 or a 5/7 can mean taking up to 15 damage from 1 False Mjolnir, not to mention that the Mjolnir effect can stack. Making the only response to token decks aoe appears to be extremely uninteractive, not to mention that in gauntlet, it is much easier to lose to false mjolnir.

    Changes I'd recommend - 1) Make the effect non-stackable (playing 2 mjolnir's doesn't mean the damage triggers twice)

    2) Revert it back to dealing damage to the controller equal to the damage it dealt (so a 1/1 ramming into a 5/7 deals 1 damage to controler, not 5)

    Our thinking on reverting False Mjolnir is pretty much in alignment, but I've been liking the way Doublethink can now actually take out minions that Led Astray can't touch. Despite sharing mechanical inspirations, I suppose the two spells don't necessarily need to mirror each other perfectly...

    If Doublethink continued to scale with power, curious if you guys think that would warrant a cost increase?

  • Xeneth

    Posted 6 years, 6 months ago (Source)

    I'd always consider the cost increase before reducing the power; a powerful card means an interesting one.

    Oh, a cost increase would totally be considered a reduction in power, in the broad sense- definitely didn't mean to imply specific changes here, (which isn't to say we don't have specific changes in mind for some, but the goal is to foster discussion rather than preview unfinished stuff).




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