We've got two card nerfs arriving this week and they're both to Legendary minions!
- Kael'thas Sunstrider now changes the third spell cast to cost (1) (Up from 0)
- Mindrender Illucia now costs 3 (Up from 2)
Here is what the cards will look like after the update. We do not have an exact time the update will be taking place.
This is the second set of nerfs during the Scholomance Academy expansion with last week bringing us a nerf to the Discover keyword.
How do you feel about the upcoming changes? Let us know in the comments below!
Quote From Blizzard
- Fixed a visual bug with Archwitch Willow’s play animation.
- Fixed a bug where Southsea Strongarm was showing incorrect art.
- Fixed a bug where casting Puzzle Box of Yogg-Saron with Rattlegore on board would cause the game to freeze.
- Fixed several technical bugs that would cause the game to crash.
I understand the Nerf to Kael'tas - even tough he`s not solely the problem :)
but i think the Illucia Nerf is a little over the top ? does she see play? yes she does but not in a kind of form people keep screaming about nerfs .... i realy do not see her as a problematic card.
I don't think that the problem is only kael'thas, but I'm not a game designer, so I take it.
Why isn't this article mentioning the Battlegrounds changes?
They separated them into another article: https://outof.cards/hearthstone/1752-battlegrounds-changes-arriving-in-hearthstones-next-patch-tier-changes-and-minion-hero-balance
Oh, yeah! I'm dumb! Didn't even bother to read the title to the other article, haha!
Sorry Kripp, your nerf predictions about Secret Passage didn't come true...yet
Glad they nerfed Kael'thas, this will slow down all of those Big Spell Druid combos. Illucia was a fun card, but I haven't played her that much so I'm not sure what to think of her nerf at the moment.
But how come they fixed only some bugs, and not other larger bugs like Lorekeeper Polkelt's animation shuffling the wrong deck, Ras Frostwhisper being too big and Keymaster Alabaster having NO ENTRY MUSIC? Seems Blizzard has their priorities in order.
Veranus is also broken, only breathes on the friendly side if I remember correctly.
Kael'thas's nerf is pretty understandable, but I seem to have missed the issue with Illucia, anyone can enlighten me on the matter?
Edit: read a little further down the thread for feedback and came to the conclusion that she was too uninteractive & frustrating to watch your opponent throw away your hand - 3 mana won't save it, but reduce the impact
So Paladin and Priest are fine?! Wtf
Paladin already dropped to t2.
Kael needed that nerf so badly. Good riddance to Miracle Druid.
Illucia’s mana cost was never the problem, it was that stupid effect which made her just completely shit all over a certain style of decks. Although this change does help, I can imagine she will still be a problematic card for the near future.
Illucia is fundamentally a combo-killer, and only a complete change to the card effect could change that. The mana cost does matter, however, against aggro. I expect stalling them on turn 3 will be quite a bit less effective than on turn 2, since they already have more out on the board.
So if she's no longer as strong against so many decks, she might get played less often, which helps combo out indirectly.
Would have expected more nerfs/changes with how horrible the game is right now.
This is not enough to convince me to reinstall the game again.
I think this has been the best expansion launch in a long time. OP Demon Hunters dominated when Ashes came out, and it was OP Galakrond Shaman for Descent of Dragons. Both those build were so broken that no one really had another option. But right now, there are several viable decks that feel different than anything that was competitive a couple weeks ago.
Since the expansion came out, I have advanced on the ladder with two different decks, and I built a third one yesterday for even more variety. This is great!
That is really disappointing. Coming from the Wild perspective, the Illucia nerf now reduces the range of combos that can be disrupted and significantly reduces your ability to play out the opponent's important stuff if they're not combo. In essence, if the opponent is not combo, Illucia is even less useful than she was (she was mostly unplayable already in those situations) and if the opponent is combo, you better hope they got the cheaper pieces of their combo in hand, or you're stuffed. She's now just worse at the only thing she was useful for (assuming you drew her in the little time you had).
With Kael, the problem is the exact opposite. I don't think this nerf is enough. It slows down Mechathunlock by one turn (so you die turn 9 instead of 8, but the combo is still possible) and Druid can easily float extra mana with all the cheap accelerators they use to trigger him anyway. There are some chances you may fail to chain the accelerators with your draw, but it will often still be just enough that you can essentially just nuke your opponent on turn 5-6 (depending on how quickly you ramped) with just plain damage spells with no further assistance (like Malygos or such).
Worse yet, with these nerfs coming out, it is likely they'll consider these cards addressed and won't touch them again unless something egregious happens. So these may be the final versions of these cards. Can't say I'm happy with either of them.
Sry, 4 double post.....
Have they fixed the visual bug where your opponent plays Lorekeeper Polkelt and your cards get shuffled?
I'm shocked to only see these two on the chopping block for the initial release. Kael'thas Sunstrider is just a pain that probably shouldn't have been printed, but I guess that the dominance of the other cards is not overwhelming so much to the point where Blizz feels that anything else is worth delving into right now.