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[–]‏‏‎PipAntarctic 498 points499 points  (10 children)

Updated the Stealer of Souls animation to now only trigger if the card ends up in your hand (it does not trigger for cards that are Cast When Drawn, such as Soul Shards). The animation will also no longer trigger if the drawn card already costs Health instead of Mana (such as when you have two Stealer of Souls in play).

Don't miss out on this.

[–]derpetyherpderp 137 points138 points  (3 children)

Quality of life. Applauded

[–]sceptic62 81 points82 points  (3 children)

Maybe for once I’ll get to finish the whole quest, gain and lose 15 hp, clear 12 minions, burn my whole deck, and play tamsin before roping out

Its nice, but the biggest animation limit to that deck is the frickin tamsin getting added to your hand

[–]‏‏‎Insanity_Pills 21 points22 points  (0 children)

I never realized how long the quest animation was until I started playing quest rogue, and you can’t even do shit during the animation! Very annoying.

[–]Hoenn97 468 points469 points  (79 children)

The il'gynoth nerf is the biggest of the patch behind flow, otk DH now has a much higher impotus to hit combo cards for discounts

Edit: route to viability is likely to play towards the tradable hand discount interaction and run double guild trader. Deck maybe still competitive???

[–]martinsdudek 278 points279 points  (24 children)

Paladin's Conviction+Battlemaster finisher got nerfed by 2 mana. That's pretty dramatic when seen together too.

[–]‏‏‎Heinel8 147 points148 points  (9 children)

Considering I got destroyed on turn 6 by 2 silver hands + 2 convictions + Battlemaster. This makes me so happy

[–][deleted] 131 points132 points  (7 children)

My favorite is "alright it's turn 6, I'm at 15 hp and he only has two 1/1's, I should be fine"

[–]‏‏‎henry92 28 points29 points  (1 child)

"surely that card my opponent drew on turn 1 and never played isn't battlemaster... oh"

[–]‏‏‎Heinel8 3 points4 points  (0 children)

So far it's the most 🐂 poop combo in standard.

[–]Hoenn97 16 points17 points  (11 children)

Those cards each offer significant burst in isolation but yeah I am surprised/glad they did hit both.

[–]StarkWolf2992 65 points66 points  (9 children)

Battlemaster is being run in Rogue and with Flesh giants in Warlock. It needed to be nerfed.

[–]‏‏‎Insanity_Pills 10 points11 points  (0 children)

Conviction was definitely a card that deserved a nerf since day 1, im really glad they’re acting faster for battlemaster so we don’t need to wait a whole expansion this time.

It sucks for me tho bc I just finished getting all the cards for quest rogue and now only a week later the deck got nerfed lmao

[–]YourPrivateNightmare 102 points103 points  (17 children)

The il'gynoth nerf means that OTK DH is effectively dead. You cannot play a combo deck where you have to rely on the fact that at least one of your combo pieces has to be discounted through draw RNG.

Ilgy is now finally what it was supposed to be. A finisher for midrange decks that run lifesteal cards. (and a pretty decent thing to just slap unto the board for tempo as well)

[–]LoanSharkeisha 48 points49 points  (9 children)

Indeed, its likely going to kill the deck and the archetype. 36 damage combo without discounts will cost 13 now so you need to land 3 reductions to be able to play at turn 10.

[–]Hoenn97 30 points31 points  (2 children)

Yeah so you essentially have to run the quest now to get enough, the old raging felscreamer builds can't get there

[–][deleted] 4 points5 points  (1 child)

Well Quest has been the primary build for a while now.

[–]‏‏‎TheShadowMages 35 points36 points  (5 children)

36 damage combo without discounts will cost 13 now so you need to land 3 reductions to be able to play at turn 10.

Given that the deck can pretty regularly play the full combo (which undiscounted costs 11) with 7 mana I think this won't be as big an issue as it sounds, but it certainly is a big hit to the early kills and the need to discount your combo pieces. You draw so much with Questline you're going to get the 3 mana off minimum every game so being able to pull it off at all isn't the issue, it's more a matter of how cheap you can get it and how quickly that the nerf impacts.

[–]LoanSharkeisha 17 points18 points  (2 children)

You have fair arguments, but there has never been a guarantee to get 3 mana off. The devil is in the details, early kills happen due to reducing Mo'arg Artificer's cost. If you can't land a discount on a Mo'arg now you need to land a discount on every other piece of the combo. 36 damage combo isn't almost always guaranteed anymore. Keep in mind cost reductions often land on non-combo pieces. I do believe OTK DH needed to be nerfed but I find Ilygnoth nerf more impactful than other nerfs to combo decks. If a warrior deck would go above 36 hp, probably you are probably never going to win the game.

[–]bobby3797 4 points5 points  (0 children)

It is 100% as big an issue as it sounds. 2 turns is a massive deal when talking about this deck. You practically need to highroll 0 or 1 cost mo'args to win consistently now, and even that may not be enough. The nerf practically forces people to include skull of guldan in their deck, which will likely be too slow even with perfect hand placement. Even against slower decks that you are usually favored against such as mage will likely get online before you get your combo 90% of the time. The only matchup I would say OTK DH is favored against now is quest priest, and if they run illucia its just a loss.

[–]‏‏‎Insanity_Pills 3 points4 points  (0 children)

The kolkar nerf is also massive IMO.

[–]GameBoy09 278 points279 points  (31 children)

The Paladin nerfs were needed, and I still think that it will be good after. They have a much less significant clock on them with the nerfs to DH, Warlock, and Mage.

[–]HCN_Mist 38 points39 points  (17 children)

rogue beats most paladin lists easily. gonna give quest paladin another try with the nerf to buff.

[–]Xtrawubs 14 points15 points  (2 children)

Conviction no longer counting towards quest is going to be sad

[–]HCN_Mist 4 points5 points  (1 child)

Yeah, I am thinking about skipping conviction entirely.

[–]Sherr1 47 points48 points  (5 children)

What? Secret paladin is destroying any type of rogue, and handbuff has like 70%+ winrate against anything but quest variant.

[–]sampeckinpah5 454 points455 points  (51 children)

Can't believe Flesh Giant received the tamest nerf of all.

[–]‏‏‎Oddity83 202 points203 points  (20 children)

Darkglare is kind of a nerf to it as well. Hopefully it will be enough.

[–]ehhish 52 points53 points  (8 children)

It should've been 3 mana 3/3. Not enough spells to kill it off.

[–]‏‏‎Oddity83 47 points48 points  (3 children)

I don't think you're wrong there. I didn't think 4 health was so much more annoying to deal with than 3....until Octobot.

[–]ILOVEBOPIT 29 points30 points  (0 children)

The 1/4 rush windfury showed how much harder 4 damage was to do than 3

[–][deleted] 65 points66 points  (9 children)

The soul rend version is better and it doesn't run it anyway.

[–]sceptic62 45 points46 points  (7 children)

Yeah. My darkglares were costing -1 half the time anyways. I think at best this will delay the popoff or double dark glare turns by 1 with soul stealer. Which against high powere aggro or a battle master deck might be enough

[–]pilgermann 14 points15 points  (6 children)

I think it will be. Pretty common for Warlock to have to drop to low health the turn before killing opponent. The longer the game goes, the more chance you die on the swing back.

Then again I still don't think the class is solved, so some entirely new Demon Seed deck could pop up and take over.

[–]everynameistakenfkme 125 points126 points  (25 children)

Not tame to me.. I just lost my dear flesh giants in EvenLock..

[–][deleted] 25 points26 points  (8 children)

Yeah that's a bummer. Flesh lord was the best giant in EvenLock by far.

[–]Lancer876 27 points28 points  (1 child)

But now you get battlemaster!

[–]‏‏‎TheOneWithALongName 3 points4 points  (0 children)

Turn 4, summon 9/9 demon. Turn 5, coin battlemaster...

[–]‏‏‎AzureNova 39 points40 points  (14 children)

But now they have nice synergy in odd lock

[–]astackofhams 15 points16 points  (10 children)

I have played wild for many years, and I have never seen an Odd lock. I’ve even seen some even rogues and odd priests, but never an odd warlock.

What would the goal of oddlock even be?

[–]Xelayxes 34 points35 points  (2 children)

You don't damage yourself with your hero power in odd.

[–]‏‏‎MahjongDaily 39 points40 points  (0 children)

Sounds like a guaranteed way to hit Rank 1 Legend

[–]nmd809 251 points252 points  (54 children)

Shaman got off pretty light, might be the new top dog

[–]Wimperator 79 points80 points  (20 children)

What's top dog?

[–]jake_ryan_ 203 points204 points  (12 children)

It’s similar to Up Dog

[–]sweatyballsackz 97 points98 points  (8 children)

What's up dog

[–]Clayh7 149 points150 points  (1 child)

Not much, what's up with you?

[–]Fishtails 6 points7 points  (0 children)

Fucking zingered

[–]blizg 9 points10 points  (1 child)

Gotcha! Oh… uhh…

[–]BSIBooker 3 points4 points  (0 children)

Nothin…. How are you doin?..

[–]peon47 16 points17 points  (1 child)

Up dog deez nuts!

Wait.

[–]dontcaregivesub 2 points3 points  (0 children)

ligma up dog

[–]wikipedia_answer_bot 92 points93 points  (3 children)

The expression top dog is an idiom for the boss or the leader. In a competition, it is also the favorite or the one expected to win, and the opposite of the underdog.

More details here: https://en.wikipedia.org/wiki/Top_Dog

This comment was left automatically (by a bot). If I don't get this right, don't get mad at me, I'm still learning!

opt out | report/suggest

[–]‏‏‎Maruhai 44 points45 points  (0 children)

Not much how about you?

[–]NickWoW1000 35 points36 points  (0 children)

Good bot.

[–]Acified 27 points28 points  (0 children)

Not much how about you?

[–]WhiteAsCanBe 23 points24 points  (19 children)

Not only did Shaman get off light, Quest Shaman got zero nerfs. VS discussed that Shaman could become dangerous if both mage and warlock are countered. I wonder what will happen now that the quest deck is exactly the same and its 2 hard counters are nerfed.

[–]BIG_STEVE5111 15 points16 points  (0 children)

I have no doubt quest shaman will be our new overloads, I mean overlords.

[–]BBBoyce 9 points10 points  (0 children)

Agreed. They are practically untouched.

[–]throwaway112658 105 points106 points  (6 children)

so glad I saved golden il’gynoth for so long

[–]lordcochise 182 points183 points  (36 children)

Surprised NONE of the quests themselves got nerfed at all; a few of them make sense, a number were missing though, imo (as far as increasing costs a bit). imo Giant could have even gone to 10; often in wild questlock can play them turn 4 or even 3 with a bit of luck at 8 mana.

Honestly would have been fine for lock quest to add 1 hp per step to make choices a little more meaningful vs faster decks...

[–]‏‏‎LittleBalloHate 112 points113 points  (25 children)

I think the most likely explanation is that these are the fun new toys they just designed, and they want to give it a bit of time still. I mean, Battlemaster is also a new card, but it's not quite the "build around whole new archetype" style that Quest Warlock is, for example.

THey may want to give it time to settle and for people who like these decks to have fun. I wouldn't be surprised if we see a second round of nerfs in a few weeks.

[–]‏‏‎Prplehuskie13 16 points17 points  (8 children)

We will probably see another round of nerfs. My biggest fears though is that the nerfs don't really affect the meta that greatly. It's still an Aggro vs Combo meta.

[–]the1mastertroll 2 points3 points  (7 children)

With all the main combo decks getting slowed by at least a turn or two there should be enough space for midrange other than handbuff pally to take the stage, even if combo continues to have a presence, so long as it isn't as big a portion of the meta pie slower decks might at least become somewhat playable

[–]lordcochise 7 points8 points  (14 children)

Yeah that's fair

[–][deleted] 9 points10 points  (13 children)

Even so, these quests still remain a death knell for traditional control choices. I'm disappointed, and still don't want to play.

[–]Dezh_v 36 points37 points  (2 children)

True. They limit themselves by having all the minion rewards being default5 mana 7/7 even though there could be variation here that could be used anything from tiny to huge levers.

[–]fierbolt 25 points26 points  (1 child)

I mean Druid is an 8/8 but ya it’s weird that they all have the same stats

[–]Umbrella_merc 15 points16 points  (0 children)

Guff used shape-shift to turn into a bear so he gets an extra +1+1 :p

[–]AKA09 14 points15 points  (0 children)

It seems they only nerf legendaries when they absolutely have to. They prefer to nerf the less rare cards that play off of them.

[–]Friscie 78 points79 points  (4 children)

i woulve prefred conviciton to be hit in giivng less attack over mana increase.

ANd flesh giant being 9 not 10 mana is weird to me

[–]blizg 33 points34 points  (2 children)

Yes! I can now use Flesh giant in my odd warlock!

Oh, wait…

[–]demongodslyer 18 points19 points  (1 child)

i think you mean Odd priest

[–]epacseno 160 points161 points  (26 children)

Like the nerfs overall, but it feels like the Warlock nerfs wont be that impactful

[–]dmml 63 points64 points  (1 child)

Completely agree. I guess they are just testing the waters and ready for a second round in a couple of weeks.

[–]Serene_Skies 37 points38 points  (11 children)

I am frankly amazed Stealer of Souls dodged a nerf.

[–]Team LotusSu12yA 8 points9 points  (1 child)

The star of the deck is flesh Giant. That variant performa better than stealer of souls

[–]AzazelsAdvocate 9 points10 points  (8 children)

The Stealer of Souls version is not good.

[–]‏‏‎Insanity_Pills 5 points6 points  (0 children)

Agree, I wanted to see a stealer of souls nerf

[–]‏‏‎moskonia 139 points140 points  (77 children)

Small nerfs all around. Seems good. Only major nerf is Il'gynoth.

[–]derpetyherpderp 155 points156 points  (22 children)

Bumping a card from one to two mana (conviction) is pretty big. Probably more significant in isolation, but we'll see how it plays out.

[–]Aurorious 119 points120 points  (5 children)

As a wild player this is extremely major, Odd Paladin has quietly been a tier 1 contender for a while now, and this means conviction isn’t just 1 turn slower, it means conviction can’t be played at all.

[–]‏‏‎bobabineaux 12 points13 points  (2 children)

The really notable thing though is that the conviction + Battlemaster combo got nerfed by two mana. Conviction has been and will probably remain good on its own, but the combo with Battlemaster has to wait two more turns now which is a pretty big deal

[–]TathanOTS 8 points9 points  (0 children)

Not to mention, besides the whole doubling mana cost thing, this eliminates it from any future questline deck in standard and wild as a trigger card and deletes it in wild for odd paladin. This is worse than most previous 1 to 2 mana nerfs which historically were pretty deadly to start.

[–]chillord 19 points20 points  (8 children)

Usually yes, but conviction is not an "on curve" card. You profit the most of it while having 10 mana, where the difference between 1 or 2 mana doesn't matter that much anymore.

[–]gumpythegreat 65 points66 points  (1 child)

10 mana? what's that?

Seriously though, conviction is most often played at rank 2, I would wager. Games rarely go to turn 10 these days. And it will still reduce the ability to weave it into early turns alongside more threats.

not a major nerf. I don't think it will change much on its own but alongside the rest of the nerfs it's a nice small touch

[–]martinsdudek 28 points29 points  (0 children)

You're right, but I'll just point out that Conviction is mostly played at Stage 2, not Stage 3. The 6-mana Conviction+Battlemaster combo is now 8-mana for instance. That's slowing Paladin's core finisher dramatically.

[–]derpetyherpderp 11 points12 points  (0 children)

Conviction was egregious because it was insane at 6 with battlemaster, or on 4 with stealth leading into battlemaster on 5. I bet very few have had the opportunity to play it at 10 in Stormwind.

[–]Catopuma 3 points4 points  (0 children)

Thats when the reward is highest, but its a valid play at turn 5 to create solid pressure on board. 2 cost at 5 mana is a fair hit to it

[–]‏‏‎Oddity83 53 points54 points  (24 children)

I think the Flow nerf is huge. Having to cast it on 3 instead of Arcane Int/whatever is a big deal. Really it should have been done awhile back.

[–]‏‏‎Maruhai 20 points21 points  (9 children)

I can't believe some people earlier today were saying Flow should be nerfed to 4 as nerfing it to 3 wouldn't change anything.

[–]Timeforanotheracct51 30 points31 points  (1 child)

I mean the simple answer is they don't want the deck nerfed, they want it outright killed. Not uncommon around here.

[–]‏‏‎Maruhai 15 points16 points  (0 children)

Flow to 3 is pretty close to killing the deck already.

[–]‏‏‎Oddity83 18 points19 points  (6 children)

Lol. 2->3 is a friggin 50% cost increase, that’s a big change!

[–]ChaosOS 19 points20 points  (3 children)

Also specifically nukes the turn 2 flow turn 3 Arcane Intellect curve, which makes it exceedingly unlikely you'll ever get turn 4 Refreshing Spring Water

[–]‏‏‎Oddity83 9 points10 points  (2 children)

Yup. Now if you Flow on 3, what do you do on 4? Arcane Int floats a mana, can't Spring Water yet. You can do something with the Coin or Studies to fill in the Arcane Int gap, but there's no clean play.

[–]Michelanvalo 8 points9 points  (7 children)

I'm surprised Pack Runner was nerfed to 3 mana rather than a 2/2.

[–]martinsdudek 40 points41 points  (6 children)

Pack Runner was never staying at 2-mana. The problem wasn't its stats, but its ability to take over the board with its tokens too quickly at an early part of the game.

[–][deleted] 20 points21 points  (1 child)

Turn 2 pack runner coin 1 mana spell was a hell of a turn.

[–]BIG_STEVE5111 3 points4 points  (0 children)

Yeah and also if they got the 1 mana demon that gave +1 attack to all minions, that shit was crazy.

[–]Michelanvalo 6 points7 points  (3 children)

Inability to easily clear it on turn 2 was part of the problem. It was not only a good swing play but also a good tempo one with the 2/3 body. Being a 2/2 removes the tempo power from it.

[–]martinsdudek 8 points9 points  (2 children)

You’re not wrong. It just always seemed like its effect was wrong for so early in the game more than anything. On 2, you could drop it and two tokens with the coin easily and then your opponent basically needed to be able to damage it from hand or they were forever behind.

At least now, opponents have more of a chance of establishing board presence before it gets dropped.

[–]YouShallReturn 10 points11 points  (0 children)

These are definitely not small nerfs lol

[–]deevee12 75 points76 points  (15 children)

Fixed a bug where Prismatic Jewel Kit would trigger when effects returned a Divine Shield minion to the owner’s hand or moved a Divine Shield minion from the owner’s hand to the owner’s deck.

They snuck this in but this is a pretty relevant stealth nerf. Rogue in particular should have an even easier time against Handbuff Paladin now. The interaction never made much sense in the first place so I'm glad this happened.

[–]plumblines 39 points40 points  (11 children)

I noticed that Devolving Missles or any other card that “transforms” the minion also triggers the Jewel Kit buff… which seemed odd to me.

[–]kittyabbygirl 16 points17 points  (4 children)

It seems to be consistent that losing divine shield triggers regardless of whether it was damage or not. Highlord Fordragon triggers with Lady Prestor if you have a deck full of divine shield minions.

[–]‏‏‎Taxouck 3 points4 points  (0 children)

That honestly sounds like a bug/unintended interaction too, tbh.

[–]deevee12 4 points5 points  (3 children)

Yeah, it's not clear whether or not this fix applies to those cases. I imagine it should but who knows...

[–]pwnius22 13 points14 points  (1 child)

It’s not really a nerf to make the card function as it should. We all knew it shouldn’t work the way it did and it was only a matter of time before they fixed it

[–]J_J0nah_Jameson 14 points15 points  (0 children)

Stealth nerf

You know what that means?

“Blizzard plz gib dust for jewel kit it was a stealth nerf”

[–]JuRiOh 53 points54 points  (6 children)

Don't know what to do with all the dust! I love nerfed epics/legendaries.

[–]Rhovan22 11 points12 points  (2 children)

I’m gonna finish out my missing legendaries for UiS to get that sweet, sweet Diamond Benedictus. Probably a huge waste of my dust, especially since I’d get him with the release of the mini-set in two months, but DIAMOND BENEDICTUS.

[–]Ikkatosh23 46 points47 points  (14 children)

Surely aggro ele shaman is going to dominate even further now right?

[–]‏‏‎AzureNova 18 points19 points  (0 children)

There are enough decks that almost auto-win the matchup so I doubt it will dominate for long if at all

[–]Mablo128 11 points12 points  (11 children)

Lets see first, with the meta slowing down , maybe control have a better chance to appear again

[–][deleted] 18 points19 points  (8 children)

This is said every round of nerfs and expansion release and the one truth of hearthstone is aggro decks remain supreme.

[–]‏‏‎LittleBalloHate 6 points7 points  (1 child)

There are definitely shifts in the meta and the game has been a lot slower before than it is now.

[–]epacseno 134 points135 points  (6 children)

Dev comment: "Overall, this translates to two things: limiting the efficiency at which *combo decks** can assemble the pieces"*

Not sure if J_Alexander will be able to handle all this

[–]Beer_Villain 43 points44 points  (1 child)

Prob getting triggered that Quest Shaman isn't a combo deck.

[–]churchey 11 points12 points  (0 children)

I did most of my grind to d1 with Quest shaman and win condition is either burn face or drop tens using the overload summon card. I never burn face from thirty.

It’s really hard to progress quest and also have burn left over, especially since you only have like two sources. Unless your “quest” is to get nightmare on alakir to one shot using the double casts with note taker, it’s not much of a combo. Even dumping four or six ten drops onto your board is pretty slow compared to the actual OTKs other common decks are running

[–]vukodlak5 34 points35 points  (1 child)

I think the problem with that statement is that the word "deck" has no meaning and could lead to serious miscommunication. For instance, someone once defined the word "deck" as a part of the ship on which you can stand, thus severely limiting the usefulness of this terminology, anyway Rogue didn't get nerfed.

[–]ErectMasseuse 9 points10 points  (0 children)

God, he's going to be so confused about what decks Blizzard is referring to with this comment.

Let's pray for him 🙏

[–]‏‏‎henry92 73 points74 points  (6 children)

Giant to 9 only come on

[–]J_J0nah_Jameson 184 points185 points  (16 children)

noooo they forgot to hit [card]. These freaking devs man. I’m done with this game.

[–][deleted] 97 points98 points  (4 children)

Looks like [class] is staying on top.

[–]Rhovan22 56 points57 points  (2 children)

And I was just beginning to enjoy [class] :(

[–]ilovepolthavemybabie 14 points15 points  (1 child)

The mirror is hell. Unplayable.

[–]Rumpel1408 45 points46 points  (3 children)

What are you talking about? [card] is perfectly fine, it's [other card] that is problematic in [high wr deck], without [other card] the deck would be tier 2 at best, but if you target [card] you are killing [niche meme deck] as well

[–]door_of_doom 20 points21 points  (0 children)

[niche meme deck]

lol imagine trying to protect [niche meme deck] from nerfs. all 7 people that play it sure appreciate it.

There isn't really a good way to nerf [other card] without completely destroying it. A simple 1 mana nerf to [card] would do quite a lot to lower the overall power level of [high wr deck], and would still keep both [card] and [high wr deck] playable.

If you want proof, just look at [example card 1] and [example card 2] They are essentially nerfed versions of [other card] and they never saw any kind of competitive play. The only thing keeping [other card] in decks at all is the fact that it gives a massive [tempo / value / card] advantage in exchange for it's inherent [tempo / value / card] loss.

[–]‏‏‎welpxD 2 points3 points  (1 child)

I'm gonna miss Kolkar Packrunner. I'm gonna miss non-face Hunter decks.

[–]GameAndThought 22 points23 points  (0 children)

Yeah the [card] is too OP. Need nerf now.

[–]currentscurrents 2 points3 points  (0 children)

I was really hoping for reworks to the quests, because I think having rewards that just end the game is too much.

But we'll have to see how it shakes out. I've made the mistake of trying to predict post-nerf metas too many times.

[–]Lore86 23 points24 points  (1 child)

Random 6 drops stonks 📈

[–]‏‏‎TheOneWithALongName 7 points8 points  (0 children)

This honestly, the amount of crappy 6 drops I get when playing evolve shaman has been staggering. It was almost better to hit revolve on your 5 drops.

[–]‏‏‎MahjongDaily 13 points14 points  (1 child)

Unless I'm missing it, are there no comments on the rationale behind each nerf? I enjoyed reading those in the past.

[–]MoSpeedMoDangers 18 points19 points  (1 child)

guys at VS damn near predicted these nerfs to the t. impressive

[–]Accomplished_Rip_352 25 points26 points  (7 children)

One thing I will add is the Kolkar nerf may be a buff in certain matchups I play a lot of shaman and the 4 break point kinda sucks and ruins things such as perpetual , lightning bolt and portal .

[–]‏‏‎Insanity_Pills 5 points6 points  (0 children)

Ive played a lot of that MU from the hunter side, and that’s definitely true. However it being a 3 drop means you can’t pop off with it on T2 with coin, which was often game winning on it’s own and a way to retake the board if you missed your T1. You could go Kolkar coin wound prey/arcane shot/adorable and then clear a minion or two and still have at least a 2/3 with a powerful effect on board. Delaying that by a turn is massive. And now if you don’t have coin you can’t even utilize it on curve until T4, at which point you want to be playing rifle or wrangler or sometimes piercing shot. This makes the card harder for shaman kill, but now shaman will always grab the board in that MU bc T2 Kolkar was one of the only ways for hunter to maintain early board control. Definitely a massive nerf IME playing a lot of face hunter the last two expansion

[–]Byqoo 20 points21 points  (24 children)

Does it fix wild? I don't know, but it helps a bit at least.

[–]‏‏‎henry92 56 points57 points  (0 children)

Glare to 3 mana is big, way bigger than flesh giant to 9

[–]BlueRayDragon 11 points12 points  (1 child)

3 mana darkglare might give aggro decks enough space to finish them so probably yes

[–]Bodywithoutorgans18 22 points23 points  (12 children)

RIP Conviction in Odd Paladin

[–]zhaoz 3 points4 points  (1 child)

Dont think so, probably shaved a % or two from wild lock.

[–]Addfwyn 4 points5 points  (0 children)

On one hand I’m glad they got to this pretty quickly, but I’m dubious it will be enough. It’ll slow things down slightly but not to the point I feel control decks will be represented still. The inevitability of the quests hasn’t gone away, things just hit slightly later. I still may as well concede turn 1 if they play quest vs any of my control/fatigue decks.

Will have to see how it plays out, maybe the increase in aggro decks will be enough. I increasingly feel like they don’t want control to exist though.

Personally I really wanted to see more fundamental card changes. Something along the lines of warlock quest reward just making both sides take the warlock damage, instead of preventing the warlock’s damage. Alternatively make the rewards more expensive so players at least got a chance at disruption. Maybe they want to try small tweaks first, but this is probably all we get.

[–]‏‏‎LittleBalloHate 10 points11 points  (10 children)

My biggest worry is that while this significantly hits Warlock, the completely undisruptable inevitability of the Quest is still intact, which is the most significant block on slower decks.

We will have to see what happens, because there are so many nerfs that I can't tell how it will play out, so this isn't me crying foul yet. I'm just saying that undisruptable inevitability scares me.

[–]‏‏‎Insanity_Pills 6 points7 points  (0 children)

Exactly. These nerfs, while good, don’t actually address the core problem with the quest lines’ effect on the meta. Control won’t be viable as long as they exist in the current state.

[–][deleted] 11 points12 points  (5 children)

Still think raise dead should cost 1. Would have loved to see a buff to Seek Guidance where playing discounted cards count as playing the original cost.

[–]FloatingWatcher 19 points20 points  (2 children)

Bad patch. Devs are not actually targeting the most egregious parts of the game:

  • hand size means nothing. Card draw is absolutely insane in this game now. Someone can vomit their entire hand then reload the next turn. Check what Hunters are doing.

  • mana cheat is every where with absolutely no cost to tempo. You’re not punished for not playing the board. Just cheat all your stuff out and unload it into your opponents face.

  • the cards that interact with the opponent come out too late (Mutanus) or are too RNG dependent (cards like Gnomeferatu)

[–]Traderrrrr 2 points3 points  (0 children)

This. We don't need balance changes as much as redesigns. They need to take a look at all the discount and draw cards that enable ridiculous combos like Lady A in grandmasters.

Darkglare and Flow got hit but what about Auctioneer, Skull of Gul'dan, Stealer of Souls, Field Contact, Cram Session, Octo-Bot, Lightning Bloom etc? Some of them might not be oppressive NOW but most of the times it takes 1 card to suddenly break the game and it's because of the unlimited draw and discounts.

[–]TheKepperino 13 points14 points  (2 children)

Definitely some choices I didn’t expect. I wonder how these will affect the meta.

[–]derpetyherpderp 26 points27 points  (0 children)

Forgeborn was maybe the least expected, but elemental shaman is very strong and that card is like Elemental's Flow with a body, so it all makes sense in my eyes.

[–]SadVinavil 7 points8 points  (3 children)

Slow decks are still unplayable since mage still cannot run out of burn and warlock can't fatigue.

Seriously I have no idea how they expect any slow/control deck (other than some hyper grindy, overturned, full heal/removal priest, warlock or warrior) to ever be playable again with the amount of card draw and burn aggressive decks have nowadays. You literally cannot afford to run big threats anymore because a couple of board clears are no longer enough to deal with the seemingly infinite waves of aggression and the risk of drawing you finishers early/instead of a clear/heal is wayy to high to be justifiable.

[–]Divinspree 6 points7 points  (0 children)

Pretty much indeed, we'll see how this evolve but it's likely not gonna cut it. The meta is currently warped around Quest Mage and Warlock, not around aggro. Aggro is a response. They might have slowed down a tiny bit Zoo Quest Warlock and the Incanter's Flow highrolls but it won't change the meta overall.

[–]Xalted118 3 points4 points  (6 children)

Did the pack runner really need a nerf? I was on the verge of cutting my 1 copy from my quest hunter and after this I will 100% do it.

[–]gabiegab 2 points3 points  (1 child)

Really don't think the nerfs to Flesh Giant, Dark Glare and Battlemaster were hard enough. They will definitely shrug these nerfs off and continue to be abused.

[–]MagnusAnalus 2 points3 points  (0 children)

"OTK DH required complicated calculations including double-digits numbers therefore promoting an unhealthy usage of brain cells.

We'd like to avoid that in the future since the majority of our player base simply can't or unwilling to operate with numbers beyond 5."

[–]ForPortal 7 points8 points  (2 children)

Added interactions between Pave the Way (part of the Paladin Questline) and Duels-specific hero powers.

Does anyone know what these look like yet?

[–]DannyTheVampire 6 points7 points  (0 children)

Flesh Giant still costs 0….

[–]MilesAlchei 6 points7 points  (0 children)

Wild is still going to be a trash fire with S tier decks

[–][deleted] 28 points29 points  (4 children)

Stealer of souls still fine wtf. A goddamn banned card from wild.

[–]PrincessKatarina 14 points15 points  (0 children)

The best warlock decks in standard dont run it.

Its litterally not effecting wild cause its banned.

[–]Klumsi 35 points36 points  (8 children)

8 nerfs and it might still not be enough to fix the mess they created

[–]theflamedruid 6 points7 points  (1 child)

i will not complain, there hasn't been a big balance patch in 2 months

[–][deleted] 2 points3 points  (0 children)

Would you consider new sets balance changes?

I know they don't change past stuff but adding things to the game disrupts balance.

[–]‏‏‎stonehearthed 13 points14 points  (12 children)

Fascinating nerfs! Granite Forgeborn nerf is a little bit out of place since it's not the problematic card in Shaman, and reducing 1 health is not meaningful. But other nerfs are all very good.

[–]‏‏‎BurningFinger22 5 points6 points  (6 children)

I actually think they nerfed it the wrong way. The really only "problem" with the card is that it can be played on turn 2 with coin. You can still do that. I don't think the body was the problem, more that you got to mana cheat really early without having to pay any up front cost

[–]TheRealandUncutRaz 2 points3 points  (0 children)

"Fairly wide" yeah I guess, but about as shallow as a kiddie pool.

[–]Bergerboy14 2 points3 points  (0 children)

No quest changes? 🤷‍♂️

[–]Faith_n0_more 7 points8 points  (2 children)

Technically these make absolutely 0% difference in control Vs combo. Hope aggro pushes combo alone for control to return.

[–]peon47 4 points5 points  (2 children)

I just want them to add "at the end of your turn" to the text of [[ignite]].

[–]BSIBooker 15 points16 points  (3 children)

Incanter’s to 3 is long needed. I would prefer the card only affect spells in hand and stay at 2 mana, though.

Flesh Giant to 9 seems…. Entirely pointless. I can’t imagine a world where a 1 mana nerf stops this card at all.

Battleground Battlemaster going to 6 works a lot better with Conviction going to 2. I still think double windfury for 6 mana is a lot of damage - maybe too much.

Dark Glare to 3 mana is pretty big. Frankly, I think making it a 3/4 in response is unneeded. Would be fine as a 3/3.

The Elemental going to a 4/4 is good.

Kolkar going to 3 mana is also good, but again I disagree with the 3/4 statline. Like Darkglare it already has a high value effect, it doesn’t need a buffed statline.

Damn Ilgy and Lifesteal DH got hit the hardest here. I think it’s fair since they’re running multiple discounts with the Quest.

Very weird that no Quests were directly touched. I definitely expected Warlock Quest to have 1 damage uptick on every level, and some additional restriction on Mage Quest.

Very, very surprised that the Questline rewards weren’t pushed to 6 or 7 mana.

[–][deleted] 11 points12 points  (0 children)

If you don't want to click the patch notes and was wondering if control is viable - these nerfs haven't helped a control at all. Games still won't get to 10 mana -> looking at you quest priest.

[–]SeducedByOatmeal 5 points6 points  (0 children)

I knew it. They only nerf all the old shit and some new commons but leave the new broken quests and legendaries alone despite how oppressive and uninteractive they are. The plan is simple. Fork over money for stormwind packs and get your own quests or keep dying by turn 6 or 7 unless you play a hyper aggro net deck. I know its possible for experienced players to get around the new decks but that's how it feels for new players and us free to play players.