We've got several balance updates coming to Battlegrounds this week in the form of changes to heroes.
Shudderwock
- Old: Burbling [Costs 1] Your next Battlecry this turn triggers twice.
- New: Snicker-snack [Costs 0] Add a 1/1 Shudderling to your hand that repeats all Battlecries you’ve played. (Twice per game).
Dancin’ Daryl
- Old: Hat Trick [Passive] After you sell a minion, randomly give a minion in Bob’s Tavern +1/+1 twice.
- New: Hat Trick [Passive] After you sell a minion, randomly give a minion in Bob’s Tavern +1/+1 three times.
Fungalmancer Flurgl
- Old: Gone Fishing [Passive] After you sell a Murloc, add a random Murloc to Bob’s Tavern.
- New: Gone Fishing [Passive] After you sell a minion, add a random Murloc to Bob’s Tavern.
Maiev Shadowsong
- Old: Imprison [Costs 1] Make a minion in Bob’s Tavern Dormant. After 3 turns, get it with +1/+1.
- New: Imprison [Costs 1] Make a minion in Bob’s Tavern Dormant. After 3 turns, get it with +2/+2.
Malygos
- Old: Arcane Alteration [Costs 0] Replace a minion with a random one of the same Tavern Tier.
- New: Arcane Alteration [Costs 0] Replace a minion with a random one of the same Tavern Tier. (Twice per turn).
How do you feel about the hero power changes? Do you think this will make these heroes more playable in Battlegrounds? Let us know your thoughts in the comments below!
Comments
Flurgl has always been my favorite hero. He needed some love since the addition of other tribes, but this feels like a bit too much love. Basically, get to 3 stars, and start raking in those +1/+1 and +0/+2 board buffs.
I don't have 1st place with Daryl yet, with this buff I think I might finally get it.
Maiev's power isn't really about getting buffs, it's about high rolling dormant triples. But I guess now it has a better chance to survive long enough for that to work?
Shudderlings are nice, but they are useless early-to-mid game. Obviously they will be the best with Amalgadon and Brann Bronzebeard. If u will be lucky, you will get 2x mini amalgadons with divine shield and poisonous.
Fungalmancer will be op. It's my favourite hero with really high winrate. His biggest con was sometimes a problem with finding murlocs in tavern and now this con is completely removed. Even better, you can use minions like water droplet, alleycat or gambler to fill your tavern with murlocs almost for free.
Maiev is really weak, her HP is slow and buff is insignificant. If they want her viable they should decrease timer to 2, or cost to 0.
Pirates, Elementals, Murlocs, Quillboar and even Mechs will be great with new Shudderwock, because they are already Battlecry-heavy in their synergies. Cannoneer, Arm Wrestler with multiple Pirates bought in a turn, Tavern/Void Elemental for AoE buffs and hand refill, Murloc stuff, Blood Gems and a few Mech buffs.
The Shudder and Flurgl changes are kinda crazy.
Flurgl now joins Ysera as the only tribe-focused heroes that are guaranteed to get their tribal minions on the regular. Going Murlocs will now be insanely easy for Flurgl, with the typical early game buys such as Water Droplet or Alley Cat being just as good as the Tidehunter start. Pirates will now be a great tribe to have in the tavern because Freedealing Gambler now = a murloc.
Shudder is a bit more awkward because outside of the two uses of the hero power, there is no longer a steady incentive to go for battlecries. Normally your hero power would be helping push you into buying battlecries every turn, but now you have to make the conscious decision to buy up battlecries, often even when it's not really worth it for that turn, only so that you can kick things into overdrive with your hero power several turns later. It's quite likely you'll get blown up before your hero power really gets a chance to pay off the first time. That said, lategame this will be insane. Lategame Elementals with Rag can skyrocket their stats with all the Tavern Tempests, Arcane Assistants and Stasis Elementals you'll have played, and Murlocs will essentially double in size, if not more if you have Brann.
The other hero changes are irrelevant. Malygos' hero power has way too little impact outside of early-game token transformations, Deryl, while 50 % better, will still not be able to break out of playing midrange and Maiev's problem isn't the stats, but the speed.
You might be underestimating the power of early triples for Malygos, should be a lot more common to get them now.
Damn, all these look like pretty significant upgrades, well maybe not as significant for Maiev, but still decent.
Im interested to know if Shudderwocks Shudderling will replay ALL the battlecries played to that point, or just that turn. Gotta be the former, right? That will be very interesting. Come could kinda screw you tho, like rearranging Blood Gems with that one battlecry, if you forogot you played it :d
The token in the patchnotes says "Battlecry: Repeat all other Battlecries from cards you played this game (targets chosen randomly)."
Ah, thanks ;-)