With the brief initial mention from more than a week ago fueling all the anticipation for more Constructed balance changes, Thursday's announcement has finally given us a proper time and date while setting the stage for a very eventful start to this weekend. Soon enough, the ranked ladder might get another notable makeover.
The first round of Standard & Wild adjustments for the latest Hearthstone expansion - Murder at Castle Nathria - was very heavily focused on various class card buffs (22 of them!), and offered only a handful of nerfs (5). A number of those changes did not really have the intended effect, with some even proving to be very controversial (ahem, Edwin, Defias Kingpin). The metagame that followed since August 16 has been with us for more than 3 weeks now, and it certainly wasn't to everybody's liking - to put it mildly.
This time around, the story could go in a different direction. With the full patch notes now available and all further balance changes revealed, the patch itself should follow the same route soon enough:
Quote From DeckTech Patch Notes (most languages) are scheduled for tomorrow 9am Pacific. Patch itself to follow (still aiming for 10am, but can't confirm exact time at this point).
Update: The patch is already available on both desktop and mobile clients!
New Balance Changes for Patch 24.2.2 - More Nerfs and Buffs for Castle Nathria
Here is what we got on the line - 7 card nerfs and 2 fairly unexpected buffs (or nerf reverts, if we wish to be precise), with added early developer insights:
Quote From Blizzard Patch 24.2.2, a hotfix patch scheduled for September 9, includes the following updates and bug fixes.Standard Card Updates
Dev Comment: Our top priority this patch was to make the meta feel more stable and more diverse. For that reason, we focused primarily on making a moderate number of high-confidence changes this patch. We expect there will still be room for adjustment after this patch settles in, but we’d like to take the opportunity to see where these changes land before making further changes.
7 Standard Card Nerfs - No More Guffing Around
Wildheart Guff has been dodging the nerfs for close to a year now, but no longer! And the improved power level of Edwin, Defias Kingpin was about as short-lasting as we thought it might be. Meanwhile, Kael'thas Sinstrider now follows the path of Kael'thas Sunstrider (in a way). And what about that poor Smothering Starfish?
But there is even more to talk about:
Quote From Blizzard The following cards have been adjusted down in power:
- Old: Battlecry and Hero Power granted full mana crystals.
- New: Battlecry and Hero Power grant empty mana crystals.
- Dev Comment: Ramp Druid is one of the most powerful and influential decks in the game this patch. Guff was the clear power outlier for the deck, so a change to Guff was the highest confidence change we could make. We still expect Guff to be a playable card, with an important role in these strategies, but we hope that this change will make it feel like there is more of a cost to ramping than there was previously.
- Old: [Costs 3] 3 Attack, 3 Health
- New: [Costs 4] 4 Attack, 4 Health
- Dev Comment: There’s been a lot of attention on Edwin ever since he was buffed in the last patch—and rightfully so! Since his buff, he has been one of the most highly played and winningest cards in the game, which made him an obvious candidate for a high confidence adjustment to Rogue. When we made the initial buff, Rogue looked like it needed some help, but now that these lists have been more refined, we think Rogue will remain a player in the meta even with Edwin back at 4.
Arcane Burst (Magister Dawngrasp Hero Power)
- Old: Deal 2 damage. Honorable Kill: Gain +2 damage.
- New: Deal 2 damage. Honorable Kill: Gain +1 damage.
- Old: 3 Durability
- New: 2 Durability
- Dev Comment: Along with Druid and Rogue, Mage has been one of the most dominant classes since the last patch. Nightcloak Sanctum has been a clear outlier in the mid-stages of the game, and the scaling threat of Magister Dawngrasp’s hero power has been the dominant in the end game. These two standout cards were the most obvious targets for tuning down the deck’s power level, and should also make the class less frustrating to play against in the mid- and late game.
Defend the Dwarven District (the first stage of the Hunter Questline)
- Old: Deal damage with 2 spells.
- New: Deal damage with 3 spells.
- Dev Comment: Quest Hunter is a frustrating deck to play against and was poised to be a powerful meta contender after the changes to the other classes. This change is both to address the deck’s current state and anticipated relative power level after this patch.
- Old: [Costs 6]
- New: [Costs 8]
- Dev Comment: Kael’thas, Brann, and Denathrius have appeared together as a package in a variety of decks. To address the specific interaction between these three cards, we felt the best solution was to add 2 more cost to the Brann-Kael’thas combo so that they can’t be played with 10 mana. We preferred to change Kael’thas over Brann because Kael’thas is being used primarily for things like this combo while Brann has other interesting use cases, too.
- Old: [Costs 3]
- New: [Costs 4]
- Dev Comment: Smothering Starfish was living up to its name a bit too much. The goal for this card was for it to be a strong tech card, but the cost to include it in your deck was low enough that it was acting more like a staple than a tech card. While responding to specific meta forces, Starfish was also unintentionally snuffing out a variety of underrepresented decks. We think this adjustment will still allow Starfish to be used as a powerful tech option, but will make it less generically ubiquitous.
The above cards will be eligible for a full dust refund for two weeks following Patch 24.2.2.
2 Standard Card Buffs - Back to School
Two popular cards that have been previously nerfed now return to their old forms - or in the case of School Teacher, not quite. The Health value goes back up to 4, but the lowered Attack remains (it used to be 5 when originally released as a free Epic card on Voyage to the Sunken City's Rewards Track).
Quote From Blizzard The following cards have been adjusted up in power:
- Old: 4 Attack, 3 Health
- New: 4 Attack, 4 Health
- Dev Comment: When we initially changed School Teacher, it was the most played card in the game. We’re partially reverting the balance change in order to make the card feel a bit better to include in decks, while still acknowledging that its power level at launch was a bit higher than we would have liked it to be.
- Old: 2 Attack, 1 Health
- New: 2 Attack, 2 Health
- Dev Comment: When we buff cards in underperforming classes, we rarely do it with the goal of immediately shooting the class to a 50% plus winrate. Our goal is to make the game more fun, something we can accomplish by bringing the class up to a level where players feel like there is something worth exploring. With the focus on high confidence changes in this patch, the change we were most confident we could give Paladin was something we’ve seen before—a reversion to a previous balance change.
How many of these have you seen coming, and even more importantly, which ones do you happen to like or dislike the most? Are you convinced that we might be already headed for a better/healthier metagame, or it's wait and see how everything is going to work out in practice?
Comments
very cool druid and mage get nuked (rightfully so) while questline hunter, the deck that has been making the game worse in both formats since it was added, gets 1 single additional spell that has to be cast. brain damage
The last time one of its key cards was nerfed, questline hunter almost disappeared from Wild. Unfortunately, it returned when new cards became available for it. On the one hand it makes me hopeful that if its win rate dips even slightly from this nerf, players will abandon the deck. On the other hand there is always the risk it might come back as more damage spells are added to the game.
A while back I unpacked a golden copy of the card, that I never played because I despise the archetype. I happily collected 3200 dust tonight.
I'm happy with the changes to Mage and Kael'thas, but Quest Hunter will continue to be a problem for as long as they let the hero power cost 0 mana. It's Raza the Chained all over again, and they should know better by now. I also thought Druid needed a nerf to a few of its cheap cards - maybe Aquatic Form & Jerry Rig Carpenter - to tone down aggro Druid as well as ramp. I'm really surprised they didn't nerf Theotar, the Mad Duke to more mana/stats. Finally, I also think the Wildpaw Gnoll interaction with Maestra of the Masquerade is busted in Rogue. Unfortunately there probably won't be any more nerfs until after the mini-set releases.
Finally blizzard NERF druid. +rep
Hmmm, kinda mixed feelings to be honest.
Guff - I thought he'll get a harder hit than that. Getting an empty mana crystal still hurts but he still will be a viable card
Edwin - simply a buff revert, not surprised, he was op
Arcane Blast - needed nerf, a 2 mana fireball or even Ragnaros ability each turn isn't fun, glad they changed it
Nightcloak Sanctum - just like Arcane Blast, a nerf highly deserved, not because it generated skeletons but because of constant freezing it provided
Hunter QL - to be honest I thought it'll get a harder treatment, sure, 3 spells instead of 2 at 1st phase will slow it down but I don't think QL Hunter will disappear
Kael'Thas - hmmm... Not sure about it, I mean, yeah, other classes won't have access to doubled Denathrius but it doesn't prevent Druids from doing so as long as Guff still provides 20 mana
Starfish - that one honestly shocked me as I didn't find it oppressive. But ofc it doesn't mean it wasn't oppressive overall
School Teacher - simple survivability buff, nothing too big, it was played because of ability anyway, now it will be a bit more sticky
Alliance Bannerman - same as School Teacher - stickier on board but I don't think it will boost Paladin to a top tier deck because of better options available (Draka Rogue as an example)
From the nerfs I hoped for:
Denathrius - from Endlessly Infuse (1) to Endlessly Infuse (2) - just to make Druids slower with OTKing you as they might still be a problem
Theotar - it's too consistent as for 4 mana, I'd nerf it to 5 or even 6 mana or change effect like: "Battlecry: Discover a card from your hand to swap it with a random card from your opponents' hand"
Sinstone Graveyard - honestly, this location is busted with current Rogue, I'd nerf it 3 mana, I don't know how you could nerf it instead
Good patch overall, and we still have our beloved illucia, I meant Theotar untouched
Good nerfs: I don't feel like any of the cards are left unusable so I won't dust anything.
Buffs don't feel very significant, School Teacher feels good, it was good value and now is back to good stats.
I'm sad they left Shaman to a bad state: I love that class but playing it feels like such a roller coaster, when it performs it's too much then it typically gets overnerfed.
The question remain though, will that be enough to shake the meta significantly?
Slap on a wrist for druid and mage. Also only druid allowed to have dethnarius combo now
Slap on the wrist for Questline Hunter, while Kael'thas Sinstrider takes a bullet to the face. I'm fine with everything else, but those two were frustrating to see. At least they didn't needlessly gut Sire Denathrius. I guess Brann Bronzebeard + Denathrius will be relegated to just the Druid, now.
And shaman: bolner, macaws...