Everyone's favourite Amalgam, the Nightmare Amalgam, has been removed from Battlegrounds in today's update.
Previously, Mike Donais was on record saying a change to Nightmare Amalgam was not going to happen until January. A change is very different than removal, so we are curious if this means the terrifying all-tribe will be returning in a January game update with a nerfed state. There are a handful of other changes too which include bringing less-played cards down a tavern tier, and nerfs to Murloc synergy.
- Brann Bronzebeard is taking a rest, being switched out for Bartendotron.
- The Boogeymonster is being moved to Tavern Tier 4 (Down from 5).
- Mechano-Egg is being moved to Tavern Tier 4 (Down from 5).
- The Beast is being moved to Tavern Tier 3 (Down from 4).
- Coldlight Seer is being moved to Tavern Tier 3 (Up from 2).
- Primalfin Lookout is being moved to Tavern Tier 5 (Up from 4). (Changed last week)
What do you think about this round of Battlegrounds changes?
Comments
Non-tribal minions are still too weak, and once you picked a tribe, you spend all your gold rolling.
Amalgam put some tension on rolling vs buffing, but that is now completely gone. The game got worse.
Although I know Amalgam might be returning (with nerfed stats, most likely), I'm glad it's gone. Strategies should synergize, but Amalgam was too flexible and made you value the actual minions of a tribe less.
Just got first going demons with George. I love how his hero power makes up for that builds main weakness. Of course I only had 1 hp at the end lol
RIP Amalgam. Best boy.
I placed first in two games after the changes, which had become pretty rare as of late. One was a straight Demon build, which likely succeeded due to the lack of amalgams (and the related Divine Shield + Poison + Taunt shenanigans.)
The other was a Divine Shield + Poison + Windfury full Murloc board. Wicked high roll, yes, but it can happen despite the nerf. Don't let your memes be dreams!
I think Murlocs dominate. The only tribe that can get widespread poison, even if divine shielding it is trickier.
I hate that Amalgam.is gone while acknowledging the necessity. I fear commiting to a strategy only for that tribd to dry up (if you ever got any at all having commited with hero choice... Jaraxxus getting no demons is not fun.)
YES! FINALLY!
I, for one, welcome our Demon overlords with open arms!
Not sure how those changes will impact, but I'm just really satisfied of Blizz pro-activity balancing their newest game mode ; if only Standard and Wild were getting the same treatment...
I mean, they literally nerfed the top Standard deck in this same patch, as the fastest ever set of balance changes. I'm not sure what more you could ask for.
What more could you ask for, you asked? Was that rhetorical or you simply decided to omit the last game mode I mentioned?
What more ? a Wild re-balance-update instead of a card dumpster would be great
How many game balance update did Battleground had so far in its short existence ?
Now compare that to how many time Standard been balanced over the course of 6 years
3-4 times in a quarter vs Once per set launch, starting late 2018 (?)
I waiting for the day a card is printed for battlegrounds that says "deal double damage and take two times less from tribes cards". Basically there are a few cards that you never see in battlegrounds, and most of them would be those pesky unfortunates without any tribe synergy.
Amalgam's removal was required. Its by far one the best card in the game and its rare to see a top tier lineup without at least one with divine shield, taunt and poisonous somewhere.
Plus this also indirectly nerfs lightfang enforcer, which is a step in the right direction.
As someone already mentioned, Maexxna might become a much bigger grab now that poisonous is rarer.
Maybe demons don't have to worry about losing to poison as much as before
I'm glad that Nightmare Amalgam is gone, at least for now. Getting one or two early just meant you normally had absolutely monstrous boards no matter which Tribe you picked. Now you'll have to be a little more careful.
I guess Brann going was inevitable. His Hero Power could snowball so quickly.
All in all I'm quite happy with the changes. At least it shows that Blizzard are showing love for this gamemode. Keep it up!
Removing Amalgam is clearly the most impact with the least influence. Is part of many builds and also a great reason why Lightfang is used, is the best support for Cobalt Guardian while magnetised with Replicating Menace, it's the recipient of so many buff cards, etc. It may even feel unfair to some when they don't get one. It'll be interesting to play without it.
I like this, but I also fear this.
Without Amalgam as a flex pick you basically have to committ to your chosen strategy from the start because otherwise you're gonna get outscaled.
It also makes demons so much more powerful since you won't have convenient ways to take down the big ones without going Murlocs for Poisonous (or rushing Maexxna)