The very short and stacked Hearthstone Battlegrounds reveal window is coming to an end with a handful of remaining items shown to us by Educated Collins and Shadybunny. You can find them all below, but that's not everything there is! You can also tune in for a detailed chat with a couple of Team 5 members, sharing more insider knowledge about this new mechanic for the game mode, and everything else about the upcoming content additions.
Quote From Alkali Layke @LoewenMitchell and @DCalkosz will be on @Shadybunnylive @Educatedcollins stream today talking and going in depth about the quests and talk about some fun combos
- All New Content, Special Rewards Track, and System/Monetization Changes Coming to Battlegrounds
- Detailed Look at Quests, New Gameplay Mechanic for Hearthstone Battlegrounds
- All Quest Types and Two New Heroes
As a reminder, there is a variety of 13 Quest types and about 24 Quest Rewards total.
Besides what was more or less expected, we've also learned about various minion adjustments (especially for the Demon tribe), and were given a closer look at several more new minions joining our warbands next week - in some instances by replacing some of the currently existing options:
All Battlegrounds Reveals by Educated Collins and Shadybunny
Despite the way the effect is phrased, minions that are buffed by Legion Overseer will keep their extra stats even after they've been purchased (and thus, are no longer in Bob's Tavern).
Card Changes/Removals
- Imprisoner changed to 2/2 and down to Tier 1.
- Impulsive Trickster changed to 2/3 and up to Tier 2.
- Nathrezim Overseer, Icky Imp, Soul Devourer, and SI:Sefin have been removed.
- Toxfin has been reimplemented.
Extra Clarifications
- If Ghastly Mask is offered as a Reward, it will randomly choose a minion with an end of turn effect, and "another card" on the text of Ghastly Mask will be replaced by the name of that minion. Not all minions with an end of turn effect can be generated by it.
- One of the things that Wonderous Wisdomball can do is replace your board with plain copies of your current board.
Developer Chat
You can catch everything as it unfolded over on Educated Collins' Twitch channel! We expect the Twitch chat might've been heavily moderated, given all the recent announcements and a controversial change towards paywalling the 2 extra heroes selection option.
Comments
I'm assuming Toxfin will be available at Tier 4 again? I don't recall murlocs being weak in the current patch but now ofc they will be busted again... yay...
Is Toxfin so bad that it will make murlocs busted? I found SI:Sefin annoying because it could make the whole board poisonous for little gold. Toxfin can only do one murloc at a time, so you need to find 6 Toxfins to make your board poisonous. That's quite an investment.
The other person to reply to you is correct, but the Toxfin/Sefin disparity can't be overstated. I've had Sefins sniped 12 times in a row. You can literally get nothing out of them, wasting the whole investment. In addition, they force you to create really terrible boards where units are deliberately killed, risking your Health and giving dangerous enemies less Health damage, all to get poison up.
And finally, they played really badly with timing with divine shield, taunt, and King Bagurgle-or-whatever. If you wanted any of the latter to get poison, you usually had to make sure that they didn't have those attributes before poison-obtaination, because other things beside them need to die first to get them poison -- but taunt makes the would-be survivor die first, divine shield can make something fail to die fast enough, and so on. Sometimes this was so complicated it just didn't work.
Alternative: Toxfin just gives some mofo poison. Done and dusted.
This also makes your board way, way stronger. Ever had a good murloc that you couldn't keep because you needed to keep a Sefin around? Toxfin is disposable. Toss 'em. In fact, you must toss him to optimize because he has to re-enter the pool so that Primalfin or Bob can find him again. So Toxfin is way, way cheaper.
And that, in turn, synergizes with the Darkmoon Faire treasure that pulls a minion back into your hand. Extra poison right when you need it.
Since you no longer need a permanent Sefin slot, that gives you an effective +1 Murloc for your whole board. That's huge.
We're all still trying to come to grips with the new Quest system, but I can guarantee you that they'll synergize better with new-old Murloc than recent-Murloc.
• Tiny Henchmen help low-tier Murlocs scale and you have more of those because you have no Seifins.
• Snicker-Snacks trigger Battlecries, so you can keep a Toxfin for an extra turn or two to spread the poison to everyone.
• Victim's Spectre similarly can get you extra Toxfins if you keep one in the back and it doesn't get sniped (and you're no longer penalized for Taunting your Kings, so that's easier).
The only things the new quests help Seifin with is make them golden if they're the rightmost or leftmost (it'll be the former), but keep in mind that even then, your Sefin could get sniped and you get no procs from it. That's way, way less synergy.
Also: remember how everyone's talking about Amalgams. Here's the thing: you don't even need to go full Murloc to make Amalgams work. You can legit go one or two other tribes, murloc-boost an Amalgam, and have the best of both worlds. You can go Amalgam, try to force Murlocs, and if you don't get them, poisonous the former and just go some other tribe, relying on Amalgams as you transition. You can't reliably do any of that with Seifins.
Not when you're Branning Primalfins. Si:Sefin was an investment in time. After the nerf to avenge 4 it became so insanely unreliable without slotting in tokens that after 4 fights you might still not have a poison. Toxfin does it guaranteed on your chosen target and allows you to poison divine shielded, taunted Amalgams after they're already magnetised. So in essence, divine shield poisonous murlocs are back on the menu.
Get ready to see Amalgam in just about every build....
awww the good ol days, let the Amalgam wars begin
well at least he ain't tier 2
Hearthstone Devs:
• Make a pro-Demon pach.
• Make the best (early) Demon harder to get but don't give it stats to compensate.
• Add lackluster Demons.
• Make Murlocs WAY FREAKN' BETTER.
Sounds about right.
By the way, because the changes are going to mean way more afk players, having a poison generation mechanic that doesn't require interaction with others is even stronger than it appears on first blush.
Also:
So it contradicts its explicit text in order to make you lose the game such that new players and players who don't check social media and fan pages are completely screwed over. Wellokaythen. They took a single-player bad troll concept and made it worse, because that's what the players somebody? wanted.
I expect, and hope, I'm misinformed of some or of all of that.
Sigh, here come the poisonous murlocs again... Like, on one hand they introduce some more power to demons, who are all just big slabs of stats, then they immediately nuke them again by reintroducing Toxfin. Demons just can't have good things I guess.