We've got word from the balance man himself, Alec Dawson, Hearthstone's Lead on Final Design. Note that Alec is not the only person who does balance, it is a team effort, but normally is the one who communicates changes or the announcement of them to the public.
Don't expect any balance changes this week since the meta is still evolving. The Hearthstone balance team will be settling on changes in a few days though and release them to us early next week.
Quote From Alec Dawson No constructed balance changes this week, target is early next week. Meta has been evolving quite rapidly since United in Stormwind launched and we'll be finalizing decisions in a few days.
Which balance changes do you think Hearthstone should deliver? Is it too early for balance changes or are there too many disruptive cards? Let us know your thoughts, and predictions, in the comments below.
Comments
I'd say nerf the Cost of quest rewards to make the bigger of an investment. And also nerf Ignite to shuffle a copy only at the end of your turn, because even if Incanter's Flow would be nerfed, Wild players still have to deal with Sorcerer's Apprentice who can still break that card.
Honestly, I'd leave Ignite the way it is and just finally, after years and years of this thing breaking stuff, I'd nerf the goddamn Sorcerer's Apprentice. Even if you nerf Ignite for Wild it won't make a difference. Mage still has Mozaki, APM Flamewaker, Quest all of which abuse Sorcerer's Apprentice, Incanter's Flow and the ridiculous amount of draw that Mage has. And considering these decks now kill people turn 6, and safely hide behind uninteractable Ice Blocks that only Quest Hunter naturally beats, different metas aren't going to really change the viability of these Mage OTKs. They're too fast now to be reliably countered by aggro. So unless we want to keep seeing new versions of zero interaction OTK Mages pop up every time a new expansion releases, Sorcerer's Apprentice needs to get the Summoning Portal treatment.
Im less concerned about wild because more broken things are available than being able to continually cycling Ignite. For now, if they would remove or nerf Incanter's Flow then I'd say we can leave the other mage stuff in standard alone for the time being.
The point of changing the mana cost of the quest rewards has less to do with investment and more to do with the length of the game and the madness of the quest reward's ability to close games so consistently the following turn its played, not to mention the absurdity that a combo deck can consistently finish a game by turn 5-7.
Early next week... Read as next Tuesday usually
They won't give any details before patch as they know we will, depending on what cards will be targeted, craft gold cards lol.
I mean crafting gold won't give you any advantage, you get just same dust back... unless you want to bling out for a shortwhile...