Blizzard just announced that on Thursday, May 19th, we'll receive a balance patch. We're yet to know what cards will be addressed, but here is all the other available information:
- The patch will go live on May 19 (just confirmed by Alkali Layke).
- Battlegrounds will receive some changes - the freshly released Naga are a bit too good!
- Standard will get the second balance patch for the Voyage to the Sunken City expansion cycle.
- Not only we'll receive nerfs, but buffs are coming too!
Quote From PlayHearthstone Heads up, Adventurers!
Details on our newest patch are coming May 19. Look forward to adjustments to both Battlegrounds and Standard, including nerfs and buffs!
Quote From Alkali Layke We have some confusion about when the next Hearthstone patch is coming out. Sorry about that.
Patch is THIS THURSDAY.
Demons? Demons
The targets of the upcoming balance changes for Constructed are yet to be unveiled, but at least we can brainstorm some ideas:
- Demon Hunter is obviously getting hit: Illidan escaped the last round of nerfs by a very short margin, but its dominance on ladder is a clear indicator that something needs to be done.
- Drek'Thar has a clear target on its back, but many players are also asking for Multi-Strike to be moved to 2 mana.
- Once DH is toned down, Control Warrior may become a bit too good at seizing aggressive initiatives.
- There have been talks about a potential nerf to Shield Shatter to 12 mana.
- Other players suggested to tone down some Nellie, the Great Thresher swings.
- As usual, the most interesting part of the patch is going to be the buff section.
- In his recent AMA, Iksar stated that Warlock and Priest are probably going to receive some love.
- Gul'Dan and Anduin are by far the worst heroes in Standard right now, by a wide margin.
- Other classes, such as Rogue and Hunter, feel very limited in what they can play right now - this buff patch may address this potential issue too.
What are your predictions about the upcoming balance changes? Let us know in the comments below!
Comments
Well placed sentiments but sadly down voted by the peeps here.
LOL. I didn't know that, since I've blocked the element in Adblock. So I don't really see scores anymore, and I think it's a good thing, because I can openly speak my mind without having to see/deny the aproval of people.
If they want to interact, they could do better to reply me and we'll see where that goes.
and BTW, I don't recommend using Adblock to anyone. It's just my personal tools to block certain elements in sites that I don't like.
As a Wild DH player, I hope they don't touch Dreadprison or Multi-Strike. It may not sound too bad if they do nerf them(2 mana Multi or 1/2 Dreadprison or whatever). But it just makes DH even weaker. I feel like DH is forever doomed to no longer have a good foothold in Wild.
Nerfs should be obvious. Just hit Drek'Thar and maybe Multi-Strike. Or reduce Dreadprison Glaive's durabilty from 3 to 2. Those should be more than enough. As for control warrior nerfs Im not a fan. I just dont think any deck that's not aggro will struggle against control warrior.
Buffs are more interesting because its nearly unpredictable. Nearly.
- Blackwater Behemoth to 7 mana. I mean, its far and away the worst colossal out there. Giving it a mana nerf to 7 makes it more playable while also fitting to quest priest's plans.
- Buff some murlocs. Bloodscent Vilefin as a 4/5 perhaps. Voidgill to a 1 mana 2/1.
- Whatever the case, never buff the curse cards. I play this in wild for fun where warlock has no problem drawing cards and the curse cards there are absolutely insane, especially after a discount from rod. This is one mechanic Im sure will get better as warlock have more options available.
Im curious to see what team5 does with drekthar, having sold cosmetic for the card. Let's see if they actually give something back to those who purchased it, or buckle down and ignore the pitchforks.
I remember when Blackwater Behemoth was revealed and I called it a Ragnaros that kills itself, no one agreed with me LOL
Honestly, I think this meta is going to remain really monotonous until the mini set arrives because nothing can be buffed that would add depth to the gameplay.
it is a good card, just doesn't really have a home right now
It is a terrible card. There are more than enough better stat sticks that do not see play. With the cost being so high it is a win more card.
I would think to actually change Blackwater Behemoth into something more logical like,
8 mana Battlecry: At the end of your turn, eat a random enemy minion, gain it's stats, and heal your hero.
Personally, turning it to 7 mana still probably doesn't fix the bad aspect of that card.
7 mana 8/10 lifesteal with a 1/4, and pseudo rush with 8 healing.
That's not underpowered at 7. At 8 its weaker than every other colossal. I mean, nellie and leviathan are at 7 and for some reason this card is at 8 cost.
The main problem with behemoth has always been the absence of any reason to run it. In control/quest priest at very least its a good 7 drop that procts the quest if nothing else. And for all the shit I throw at this card its still a 8/10 lifesteal minion at the end.
Priests 7 drops are so bad for Quest. 100% agreed. It would fit perfectly. Now I got excited.
The main reason why I think it's a bad card was because this one a legendary and one of it's only Colossal class card. Rather than having a Rush & Lifesteal only (and at random btw), I still confused as to why devs doesn't spin their head for sometime and create a better and unique Battlecry effects.
Every other classes got unique features. (except maybe Druid with Immune and armor).
This whole expansion felt uninspired IMO. I am not one to complain often about HS, but dredge is a incredibly un-unique idea for a set mechanic, and colossal minions are literally just big minions which have existed since the beginning of HS. Also, big minions have been a theme for expansions forever now. Look at WoTG for example. Colossal minions in particular are extra boring because they don't do anything but be big. In the past you would build around your big minions to get value from their effect.
I would totally disagree here. Yes, dredge is similar to other "predict" effect, but with the extra benefit of only effecting the bottom of your deck. This way you can not only manipulate your draw, but also get cards from your deck that you otherwise wouldn't draw in most of the games. All of the sunken cards also play perfectly with the flavor and have a unique play pattern (play a meh card, draw a really good card in the lategame or when you dredge) that wasn't in the game before.
Colossals are also much more than just "big minions". It's basically one minion that you can "weaken" by destroying parts of their bodies, which is super flavorfull. This is also supported by the fact that all of the body parts interact with the main body. Destroy the head and the rest is not big thread anymore.
Also there are colossals that allow you to build a deck around. Hydralodon for big Hunter, Gaia, the Techtonic for mech mage and Nellie, the Great Thresher for pirate warrior.
Dredge is literally the most successful keyword team5 have made, arguably since discover. Its not merely being able to drag a card from the bottom, its seeing what's at the bottom as well. As far as being unique goes, its unique for hearthstone, and that's good enough for me.
As for colossals. Well, its not mainly limited to being big. Nellie and leviathan are some of the most popular colossals, and their appeal is hardly because of stats alone.
Tradeable was a really good keyword
I don't think Dredge was a bad keyword, I just don't think it was interesting enough to be an expansion's keyword. It just feels really boring compared to something like magnetic. Though, unlike magnetic, I do hope to see more Dredge.
I just think the colossal minions are boring compared to past big minions. You could replace colossal with battlecry and they would practically be the same. Without any support for the colossal keyword, they just feel like generic big minions to me. Maybe if there was a recruit effect for colossal cards? Because without the support, they feel like huge letdowns compared to building your deck around an Old God, a Loa, or even the faction leaders.
edit: Worth noting I do not think this is a bad expansion, just a boring one.
It never said Wild, it said Standard and BGs, but not wild
Force of habit.
Speaking of nerfs/buffs, any predictions?
Drek'Thar to 1 summon... But how will they treat my diamond copy then?
Why touch Drek, when you can just increase cost of all good 3 drops to 4 mana?
(just joking)