Big Hearthstone Patch Planned for Later This Week - Around 30 Cards to Be Affected, Focus on Increasing Player Agency

Published 1 year, 7 months ago by (Updated 1 year, 7 months ago)

We've got a pretty big patch coming later in the week! Aleco Pors, Final Design Lead on Hearthstone, posted on the Blizzard forum (via community manager GnomeSaying) that a "really big balance patch" is coming later in the week. It looks to be affecting around 30 cards, with both buffs and nerfs, as well as some Wild changes.

According to Aleco, the patch aims to increase player agency and reduce the impact of powerful cards that have little to no interaction, like Timewinder Zarimi, Reno, Lone Ranger and Wheel of DEATH!!!. According to the post forum (liked below), "too many of these lower-agency designs were allowed to become powerful meta contenders".

Quote From Blizzard

Hey everyone!

We’ve got a really big balance patch planned for later this week, with changes to around 30 cards, including buffs and nerfs—and a few Wild changes. Since this patch has different goals from most other patches, I’d like to provide you all with some more context as to what we’re thinking and how we got here.

In this patch, we are attempting to address issues which have cropped up with the overall health of Standard, as opposed to correcting issues with the health of the specific meta like we normally do. Alarm bells started to go off within the design team when we noticed that the power level of Hearthstone didn’t seem to drop much (if at all) after the recent annual rotation. This sparked a lot of internal discussion about certain gameplay patterns in the current meta – particularly hyper-efficient AoE board clears, “OTK” style decks that lack sufficient counterplay, and powerful Legendary cards like Zarimi, Reno Lone Ranger, and Wheel of Death, which tend to either end the game on the spot or create such a dramatic swing in the game state that the game can feel like it is effectively over. While these cards are a lot of fun for the players playing with them, it was clear that those playing against these cards often felt they had little agency in their ability to affect the outcome of the game.

Increasing the overall feeling of player agency is our key focus with this patch, and it will continue to be our key focus in future patches until it feels like the trend of powerful low-agency cards and archetypes has been reversed. We think it’s fine for there to be exciting, dreamy, and lower-agency cards in the game, but not if they’re also the most powerful cards in the game.

In the latest expansion, too many of these lower-agency designs were allowed to become powerful meta contenders. As the lead of Final Design, it’s ultimately my responsibility to make sure that doesn’t happen. We hope that this upcoming patch will be a big step towards course-correcting a few of these mistakes, and that by closely monitoring feedback from our players after big changes like this, the game will be a great spot for future expansions in the Year of the Pegasus.


Are you excited for these changes? What do expect to get hit aside from the cards mentioned? Let us know in the comments below!

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Comments

  • I only play Standard, so I'm not sure how relevant these potential changes might be for Wild.

    I have definitely been on the receiving end of some Wheel of DEATH!!! shenanigans, but I'm not sure how it should be changed. The problem is that after playing it, they play the 15/15 Lifesteal Taunt for free, then shuffle Symphonies into the deck.

    I haven't encountered Timewinder Zarimi even once, so I'm not sure what the issue is here, although I can obvisouly see how it could be abused.

    I love Reno and I don't think it needs a change. Yes, it's a powerful swing card, but it does not win games on its own. Plus, it can be defeated by shuffling Plagues. Also, you can play around it by not overcommiting to the board.

    Speaking of "player agency," I LOVE that the current special event allows you to choose the Hearthstone path or the Battlegrounds path. As a player who avoids Battlegrounds entirely, this is very welcome!

    • It's the fact that Reno is most successful in non-highlander decks that is the issue, not the effect itself. Also, please let me get the pocket of the meta where Zarimi is not played, it's probably the deck I face most often in Legend.

  • At the moment I don`t play Standard (the meta it is too slow for my taste), but I have fun with Shadow Surimi Priest in Wild (became Legend this weak).

    Normally I am always happy about nerfs because -> free dust.

    At this point it is very difficult to "balance" Wild: When one very strong deck is nerfed, another deck takes its place. In Wild there are always some decks, which feel "op".

    For this reason "balance" in Wild can in my opnion only be to prevent one deck to be so totally broken (most of the time combo decks), that the whole meta is warped around it.

    At the moment there is no such deck, so Wild is "pretty balanced" at the moment. Still there are some decks which could be nerfed to give Wild a little bit of "fresh air" -> I think Bomb Rogue, Aggro Priest, Quest Mage, Even Paladin and Quest Warlock are candidates. We will see which decks get nerfed...

  • While this news is promising, we need to know the scope of the changes to make a complete decision. I'd be in favour of more nerfs than buffs personally. Also I do wonder what metrics Blizzard use to determine the power level of the first expansion per year. I personally found the metas of Forged in the Barrens, Sunken City and Festival of Legends somewhat boring and slow but maybe that's the power level Blizzard want to reach. We'll know on Thursday I guess but hey, 30 card changes can mean a lot of dust if most of them are nerfs. 

  • Best Hearthstone news in ages! I should have been suspicious when I enjoyed the new Standard meta so much that I've played Tempo DH to legend - whenever a Wild main likes the Standard meta, nerfs are almost certain :D

    That said, I'll stick to the Wild side of these news.

    • My biggest hope is that they finally pull the "once per game" plug on Time Warp. Reno Quest Mage has been torturing Wild players for quite some time and with the new 10 Mana spell they got to use their Parrots again. If you can't kill them by turn 7ish, they chain infinite turns and the best you can do is waste their time by not conceding. I've had it happen to me on turn 5. Ice Block, Frost Nova and friends don't help and don't forget they can be rediscovered. Yikes.
    • Speaking of which, Ice Block is a card people had on their nerf radar for a long time as well. If the Time Warp change is coming as expected, I don't think they'll touch Ice Block as well. I could picture them doing it the other way around though, basically giving Ice Block the "once per game" treatment and challenging players to kill the Mage twice before Time Warp shenanigans unfold. Possible, but unlikely since giving a non-legendary card "once per game" makes no sense whatsoever.
    • Mine Rogue is another candidate that has been left untouched for far too long imo. It also kills quite consistently around turn 5 and is hard to disrupt. There are a few ideas circling in the community on how to change it, my guess is they'll target Snowfall Graveyard or Necrium Blade.
    • Fruit Druid has lost some of its popularity these last 2-3 weeks but I'd still expect a nerf to Floop's Gloop. That card just can't stay alive in its current form with the latest rule change to Mana acquisition.
    • Big "maaaaaaaaybe?" when it comes to Miracle Rogue (no idea where to even start there) and Shudderwock (once per game?).
    • We already know that Zarimi gets touched so Aggro Shadow Priest will go back to the list from before Whizbang's Workshop. Personally, I had consistency problems with the Draggon version from day 1 and never really switched. I don't expect a nerf to Voidtouched Attendant, but I wouldn't rule it out either.
    • Reno, Lone Ranger is also a known target that I'm a bit sad about, but it has been crystal clear that this card would catch a bullet sooner or later right since its release. From what I hear from Standard players, a change to the Highlander mechanic would be favored by the community (so the card checks if your starting deck had no duplicates, not your current deck the moment the card is played). That would be cool for Wild where I haven't seen people run duplicates in Highlander decks. Personally I'm not so sure if they'll do that because a) wouldn't that mean they have to do it with all Highlander cards? and b) the other numerous nerfs in Standard might kill the Reno decks with duplicates anyway. My guess is Reno's effect will become symmetrical or get a complete overhaul.

    All in all I'm hyped for this and I hope I won't get disappointed again. The reasoning behind the nerfs sounds amazing, lets hope the devs live up to their own standards. Worst that could happen is a bunch of dust lol

  • Will meta-balancing & tune-ups matter if the player-base is abandonning the ship?

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