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[Hearthstone] United in Horror at All of This

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Posts

  • ShadowhopeShadowhope Baa. Registered User regular
    Yilias wrote: »
    I think it's less a power level thing (although she's probably the 2nd best card in the deck behind Voidtouched Attendant) and more that they printed with the intent of using her to waste your opponent's value or combo cards and instead she's being used to lock out counterplay.

    Yep. As she currently stands, she’s basically a mini-Time Warp.

    Although it’s funny when she ends up giving Mind Blast for lethal.

    Civics is not a consumer product that you can ignore because you don’t like the options presented.
    fortyBeasteh
  • fortyforty Registered User regular
    edited September 2021
    Shadowhope wrote: »
    Yilias wrote: »
    They banned Stealer of Souls in Wild a bit ago. This is probably a Demon Seed ban in Wild.

    E: I suppose there is a non-zero chance they ban Darkglare instead and just nerf Seed but I think it's a lot less likely.

    I think that Darkglare gets banned and Seed gets nerfed. I think that they’re happy with Darkglare in Standard, but Seed is just too strong there too. My guess is Seed goes to 6/8/10. Darkglare is just far too strong in Wild.

    I think that Ilucia gets redesigned. Maybe something like “at the end of your turn, add a card from your opponent’s hand to your hand.” I dunno.

    I think that DH quest requirements go up by 1, to 5/6/7. Or possibly 5/6/6.

    I think that Perpetual Flame is the Shaman card hit.
    I feel like nerfing the DH quest like that would probably just kill it. I'm not even sure if the Questline is really the problem for DH. I could see them nerfing Brute (mana or stats) because a lot of what makes the deck feel awful to play against is Brute + Felosophy where they hit the nuts and drop like 3 Brutes on turn 4 (or worse!). If it cost more you wouldn't see the game-winning mass Brute drops as early/often.

    Agree on Perpetual Flame. That 1 card can instantly win the game for the Shaman in some matchups. I think if the Questline didn't exist then Flame could possibly be a fair card, but the Questline just erases almost all the downsides of Flame. If anything, I think the Shaman Questline probably deserves a nerf more than the DH one. It seems just a bit too easy to complete for how little tempo needs to be sacrificed to do so. Maybe the Flame nerf alone would be enough, but seeing that Questline nerfed would not at all be a surprise to me.

    Edit: I could possibly see a Backfire nerf because it's basically a key in every Warlock deck right now. Draw 3 for 3 mana is pretty crazy, even with the downside.

    forty on
    Officially the unluckiest CCG player ever.
    Elvenshae
  • fortyforty Registered User regular
    As for the 7 buffs, the specific cards that will be touched are really anyone's guess. It might be fun to guess at the archetypes that the buffs will be associated with. My WAGs are:

    Hunter: Rat/Swarm/Beast/whatever hunter. The majority of the Stormwind Hunter cards tried to push this archetype and have been a total wet fart. Possibly something for Questline Hunter but it always feels on the edge of viable and maybe the nerfs will open up space for it.
    Mage: Even though the stats say it's not amazing, Questline Mage probably doesn't need buffs, so I feel like none of the cards it plays would get touched. Stormwind tried to push some sort of weird Fire Mage build, but I don't know what they could buff to make that a thing without going absolutely crazy. Maybe Hero Power mage since they've tried twice now to make that an archetype and it's just never really played out (it felt like it was closer in Rastakhan but flopped pretty bad in Barrens).
    Warrior: My heart hopes for Questline/Pirates, but I think I've heard those are already good in Wild (I could be misinformed about this) and they might be wary about buffing a solid Wild deck. Still, Questline Warrior has an incredibly Hearthstone payoff which I feel like they'd want to see get some time in Standard, so maybe they'll go for it anyway.

    Alternatively, maybe they won't be going for archetype pushes and will just be randomly buffing 2-3 of the terrible unplayable cards in those classes and hoping something interesting magically comes of it.

    Officially the unluckiest CCG player ever.
    Shadowhope
  • GrobianGrobian What's on sale? Pliers!Registered User regular
    Battleground changes are also coming and have been data mined. https://outof.cards/hearthstone/3624-datamined-changes-coming-in-hearthstones-next-battlegrounds-update-leapfrogger-nerfed

    Without an announcement they can change still but the main things are 3 nerfs to frogger (frog itself to +1/+1, macaw can't trigger itself anymore and reborn snake to tier 5) and doomsayer double nerfed (+tier, +avenge).
    Also some light buffs to quilboar and pirates. And the useless non-pirate guy was replaced with captain again.

    So basically nothing interesting or creative, just what the community was demanding for the last weeks. I don't know what took them so long, maybe they had to wait for the constructed patch?

    PoGo friend code: 7835 1672 4968
    Dibby
  • I needed anime to post.I needed anime to post. boom Registered User regular
    They've pretty openly said that patching frequently on mobile is $$$$

    liEt3nH.png
    Shadowhope
  • ShadowhopeShadowhope Baa. Registered User regular

    Well damn: Hearthstone's Fairy Tale Hero Skin Bundle Preview

    Stupid sexy Anduin.

    Civics is not a consumer product that you can ignore because you don’t like the options presented.
    YiliasThe Judgekime
  • YiliasYilias Registered User regular
    Pirate Garrosh while playing control is the ultimate bluff.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
  • DibbyDibby I'll do my best! Registered User regular
    edited September 2021
    Actually pretty pleased with those BG changes? Seems good on paper.

    Quillboar unnerfs though lollll

    CHARLGA FINALLY BUFFS HERSELF TOO LMAO

    edit:
    Shadowhope wrote: »

    Jfc you weren't kidding, home boy's showing off more tiddy than original Jaina was, goddamn

    Dibby on
    DNiDlnb.png
    Battle.net Tag: Dibby#1582
    Elvenshae
  • YiliasYilias Registered User regular
    There's another bundle with 4 more, everyone but Rogue got one.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
  • The JudgeThe Judge The Terwilliger CurvesRegistered User regular
    Anduin's new pic is basically the cover of a trashy romance novel called HEART STONE

    Last pint: Focal Banger / The Alchemist - Untappd: TheJudge_PDX
    MNC Doverrahkeesh2000Dibbykime
  • fortyforty Registered User regular
    Dibby wrote: »
    Actually pretty pleased with those BG changes? Seems good on paper.

    Quillboar unnerfs though lollll

    CHARLGA FINALLY BUFFS HERSELF TOO LMAO
    You mean "finally again"? Since that's how she started. The pendulum is swinging back!

    Officially the unluckiest CCG player ever.
  • DibbyDibby I'll do my best! Registered User regular
    forty wrote: »
    Dibby wrote: »
    Actually pretty pleased with those BG changes? Seems good on paper.

    Quillboar unnerfs though lollll

    CHARLGA FINALLY BUFFS HERSELF TOO LMAO
    You mean "finally again"? Since that's how she started. The pendulum is swinging back!

    I legit forgot that was ever a thing tbh

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
  • fortyforty Registered User regular
    edited September 2021
    Of course I run into the only person on ladder playing Control Warrior when I'm playing Shadow Priest.

    And Elemental Shaman will still probably be really good after the patch since I suspect it will only focus on Quest Shaman nerfs.

    forty on
    Officially the unluckiest CCG player ever.
  • emnmnmeemnmnme Registered User regular
    I believe the best Hearthstone players in the world, piloting a viable Quest Priest deck, cannot beat a middling player with a Quest Warlock deck. Quest Warlock is just too efficient.

  • I needed anime to post.I needed anime to post. boom Registered User regular
    "Viable Quest Priest" is making a lot of assumptions in that statement

    liEt3nH.png
    kimeElvenshae
  • fortyforty Registered User regular
    If Quest Priest is ever good, the game will become very bad.

    Officially the unluckiest CCG player ever.
  • emnmnmeemnmnme Registered User regular
    "Viable Quest Priest" is making a lot of assumptions in that statement

    OK, the minimum number of cards needed to complete the quest.

    My point was the quest rewards are unbalanced in standard.

  • emnmnmeemnmnme Registered User regular
    forty wrote: »
    If Quest Priest is ever good, the game will become very bad.

    Make Quest Warlock bad, then. It's too popular at Diamond 10.

  • I needed anime to post.I needed anime to post. boom Registered User regular
    Well yeah they're cards, cards are unbalanced with one another

    liEt3nH.png
  • fortyforty Registered User regular
    emnmnme wrote: »
    forty wrote: »
    If Quest Priest is ever good, the game will become very bad.

    Make Quest Warlock bad, then. It's too popular at Diamond 10.
    Well they're nerfing it in a couple days, so there's that.

    Officially the unluckiest CCG player ever.
    emnmnme
  • DibbyDibby I'll do my best! Registered User regular
    Questlines were a mistake

    DNiDlnb.png
    Battle.net Tag: Dibby#1582
    rahkeesh2000ImthebOHGODBEESElvenshae
  • ElvenshaeElvenshae Registered User regular
    Dibby wrote: »
    Questlines were a mistake

    Like I don’t think I’ve ever played against a Quest Shaman that was actually overloaded.

    forty
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    Patch notes for tomorrow.

    Text dump version:
    The 21.3 patch, releasing tomorrow, includes several updates across Standard, Wild, Battlegrounds, Duels, and Arena.

    Standard and Wild Updates
    The following cards have been adjusted down in power level.

    Irebound Brute
    Old: [Costs 7] → New: [Costs 8]
    DEMONHUNTER_SW_037_enUS_IreboundBrute-64373_NORMAL.pngcardchanges_arrow.pngDEMONHUNTER_SW_037_enUS_IreboundBrute-64373_NORMAL.png

    Dev Comment: Irebound Brute was playable a bit earlier than intended on average. Pushing it back a turn should soften extreme turns.

    Mindrender Illucia
    Old: Battlecry: Swap hands and decks with your opponent until your next turn. → New: Battlecry: Replace your hand with a copy of your opponent’s until end of turn.
    PRIEST_SCH_159_enUS_MindrenderIllucia-59643_NORMAL.pngcardchanges_arrow.pngPRIEST_SCH_159_enUS_MindrenderIllucia-59643_NORMAL.png

    Dev Comment: With the refinement of Shadow Priest in recent weeks, Mindrender Illucia has been overperforming in the archetype, in an unintended way. Instead of being used as a late game disruption tool, Shadow Priests have been using Illucia as an early game play to essentially skip the opponent’s turn. This change is aimed at removing that problematic gameplay from Illucia, while still keeping her in a similar space with her effect.

    Perpetual Flame
    Old: [Costs 1] → New: [Costs 2]
    SHAMAN_WC_020_enUS_PerpetualFlame-63098_NORMAL.pngcardchanges_arrow.pngSHAMAN_WC_020_enUS_PerpetualFlame-63098_NORMAL.png

    Dev Comment: Perpetual Flame is a very efficient removal tool for Questline Shaman. Going up one mana here will give board-based decks a better shot against Shaman in the early- and mid-game.

    Command the Elements
    Tame the Flames (the third portion of the Questline)
    Old: Play 2 cards with Overload. Reward: Stormcaller Bru’kan. → New: Play 3 cards with Overload. Reward: Stormcaller Bru’kan.
    SHAMAN_SW_031t2_enUS_TametheFlames-64324_NORMAL.pngcardchanges_arrow.pngSHAMAN_SW_031t2_enUS_TametheFlames-64324_NORMAL.png

    Dev Comment: Slowing down the speed at which Questline Shamans can get their final reward should open up more room for counterplay, particularly from slower strategies.

    The Demon Seed
    The Demon Seed (part 1 of the Questline)
    Old: Take 6 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. → New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
    Establish the Link (part 2 of the Questline)
    Old: Take 7 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. → New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
    Additionally, The Demon Seed is now banned in Wild.
    WARLOCK_SW_091_enUS_TheDemonSeed-64900_NORMAL.pngcardchanges_arrow.pngWARLOCK_SW_091_enUS_TheDemonSeed-64900_NORMAL.png

    WARLOCK_SW_091t_enUS_EstablishtheLink-64901_NORMAL.pngcardchanges_arrow.pngWARLOCK_SW_091t_enUS_EstablishtheLink-64901_NORMAL.png

    Dev Comment: After monitoring both Standard and Wild since the release of Stormwind, we’ve decided to both increase the damage required on the first two steps for Standard and ban the Questline in Wild. In Standard, we are slightly upping the amount of damage needed to complete the Questline to slow down the speed at which Tamsin locks up games. In Wild, where there are many more efficient self-damaging cards, The Demon Seed can be completed at an unintentionally fast rate. We are banning the card to protect the format from the problematic gameplay it created. When The Demon Seed rotates to Wild, we will unban it and reposition the card to be more appropriate for the format.

    Runed Mithril Rod
    Old: [Costs 3] → New: [Costs 4]
    WARLOCK_SW_003_enUS_RunedMithrilRod-63677_NORMAL.pngcardchanges_arrow.pngWARLOCK_SW_003_enUS_RunedMithrilRod-63677_NORMAL.png

    Dev Comment: Runed Mithril Rod is overperforming relative to mana-generation sources in other classes, mainly due to Warlock’s card draw potential. Going up one mana will bring Runed Mithril Rod’s power level more in line with what other classes have access to.

    The cards listed above will be eligible for a full dust refund for 2 weeks after the 21.3 patch goes live.

    The following cards have been adjusted up in power level.

    Dev Comments: We’re looking at opening up a few more strategies for some of the less-diverse classes and underrepresented archetypes in the Standard metagame. These buffs are aimed at some of the weaker archetypes to make them more appealing options to play with. Some of these changes are on the lighter side, in anticipation of the mini-set coming in the next major patch after the patch launching Mercenaries.

    Leatherworking Kit
    Old: [Costs 2] → New: [Costs 1]
    HUNTER_SW_457_enUS_LeatherworkingKit-64964_NORMAL.pngcardchanges_arrow.pngHUNTER_SW_457_enUS_LeatherworkingKit-64964_NORMAL.png

    Selective Breeder
    Old: 1 Attack, 1 Health → New: 1 Attack, 3 Health
    HUNTER_CS3_015_enUS_SelectiveBreeder-62698_NORMAL.pngcardchanges_arrow.pngHUNTER_CS3_015_enUS_SelectiveBreeder-62698_NORMAL.png

    Wildfire
    Old: [Costs 2] → New: [Costs 1]
    MAGE_BAR_546_enUS_Wildfire-63062_NORMAL.pngcardchanges_arrow.pngMAGE_BAR_546_enUS_Wildfire-63062_NORMAL.png

    Mordresh Fire Eye
    Old: [Costs 10] 10 Attack, 10 Health → New: [Costs 8] 8 Attack, 8 Health
    MAGE_BAR_547_enUS_MordreshFireEye-63064_NORMAL.pngcardchanges_arrow.pngMAGE_BAR_547_enUS_MordreshFireEye-63064_NORMAL.png

    Stormwind Freebooter
    Old: 3 Attack, 3 Health → New: 3 Attack, 4 Health
    WARRIOR_SW_093_enUS_StormwindFreebooter-64975_NORMAL.pngcardchanges_arrow.pngWARRIOR_SW_093_enUS_StormwindFreebooter-64975_NORMAL.png

    Stonemaul Anchorman
    Old: 4 Attack, 5 Health → New: 4 Attack, 6 Health
    WARRIOR_BAR_896_enUS_StonemaulAnchorman-63701_NORMAL.pngcardchanges_arrow.pngWARRIOR_BAR_896_enUS_StonemaulAnchorman-63701_NORMAL.png

    Bloodsail Deckhand
    Old: 2 Attack, 1 Health → New: 2 Attack, 2 Health
    WARRIOR_CS3_008_enUS_BloodsailDeckhand-62462_NORMAL.pngcardchanges_arrow.pngWARRIOR_CS3_008_enUS_BloodsailDeckhand-62462_NORMAL.png

    Battlegrounds Updates
    GENERAL UPDATE

    Turn lengths have been reverted to their pre-21.2 times (turns 3-9 have been reduced by 5 seconds after they were temporarily increased by 5 seconds in Patch 21.2).
    HERO UPDATES

    Shudderwock
    Snicker-snack
    Old: [Costs 0] → New: [Costs 2]
    NEUTRAL_TB_BaconShop_HP_022_enUS_Snickersnack-58028_NORMAL.pngcardchanges_arrow.pngNEUTRAL_TB_BaconShop_HP_022_enUS_Snickersnack-58028_NORMAL.png

    Galewing
    Dungar’s Gryphon (Eastern Plaguelands Option)
    Old: In 5 turns, upgrade your Tavern Tier. → New: In 5 turns, your next Tavern Tier upgrade costs (5) less.
    NEUTRAL_BG20_HERO_283p_t3_enUS_EasternPlaguelands-75706_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG20_HERO_283p_t3_enUS_EasternPlaguelands-75706_NORMAL.png

    Master Nguyen
    Power of the Storm [Passive]
    Adjusted the odds of hero power offerings (no text changes).
    MINION UPDATES

    Defiant Shipwright has been removed from the minion pool.
    Southsea Captain has been returned to the minion pool.
    Impatient Doomsayer
    Old: [Tavern Tier 3] Avenge (3): Add a random Demon to your hand. → New: [Tavern Tier 4] Avenge (4): Add a random Demon to your hand.
    NEUTRAL_BG21_007_enUS_ImpatientDoomsayer-72066_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_007_enUS_ImpatientDoomsayer-72066_NORMAL.png

    Kathra’natir
    Old: [Tavern Tier 4] 7 Attack, 5 Health. Your other Demons have +3 Attack. Your Hero is Immune. → New: [Tavern Tier 3] 5 Attack, 4 Health. Your other Demons have +2 Attack. Your Hero is Immune.
    NEUTRAL_BG21_039_enUS_Kathranatir-76566_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_039_enUS_Kathranatir-76566_NORMAL.png

    Leapfrogger
    Old: Deathrattle: Give a friendly Beast +2/+2 and this Deathrattle. → New: Give a friendly Beast +1/+1 and this Deathrattle.
    NEUTRAL_BG21_000_enUS_Leapfrogger-72042_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_000_enUS_Leapfrogger-72042_NORMAL.png

    Monstrous Macaw
    Old: After this attacks, trigger a random friendly minion’s Deathrattle. → New: After this attacks, trigger another friendly minion’s Deathrattle.
    NEUTRAL_BGS_078_enUS_MonstrousMacaw-62230_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BGS_078_enUS_MonstrousMacaw-62230_NORMAL.png

    Reanimating Rattler
    Old: [Tavern Tier 4] 6 Attack, 2 Health. → New: [Tavern Tier 5] 7 Attack, 3 Health.
    NEUTRAL_BG21_003_enUS_ReanimatingRattler-72045_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_003_enUS_ReanimatingRattler-72045_NORMAL.png

    Whelp Smuggler
    Old: 2 Attack, 4 Health. After a friendly Dragon gains Attack, give it +2 Health. → New: 2 Attack, 5 Health. After a friendly Dragon gains Attack, give it +1 Health.
    NEUTRAL_BG21_013_enUS_WhelpSmuggler-72072_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_013_enUS_WhelpSmuggler-72072_NORMAL.png

    Impulsive Trickster
    Old: Deathrattle: Give this minion’s maximum Health to a friendly minion. → New: Deathrattle: Give this minion’s maximum Health to another friendly minion.
    NEUTRAL_BG21_006_enUS_ImpulsiveTrickster-72059_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_006_enUS_ImpulsiveTrickster-72059_NORMAL.png

    Master of Realities
    Old: [Tavern Tier 6]. → New: [Tavern Tier 5].
    NEUTRAL_BG21_036_enUS_MasterofRealities-75180_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_036_enUS_MasterofRealities-75180_NORMAL.png

    Peggy Brittlebone
    Old: 5 Attack, 3 Health. After a card is added to your hand, give another random Pirate +1/+1 → New: 6 Attack, 5 Health. After a card is added to your hand, give another friendly Pirate +1/+1.
    NEUTRAL_BG21_016_enUS_PeggyBrittlebone-72070_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_016_enUS_PeggyBrittlebone-72070_NORMAL.png

    Dev Comment: The text change portion of this change is just to clarify the card’s current, intended functionality. It does not represent any functional change.

    Goldgrubber
    Old: 2 Attack, 2 Health. → New: 4 Attack, 4 Health.
    NEUTRAL_BGS_066_enUS_Goldgrubber-61066_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BGS_066_enUS_Goldgrubber-61066_NORMAL.png

    Salty Looter
    Old: 4 Attack, 4 Health. → New: 4 Attack, 5 Health.
    ROGUE_BGS_081_enUS_SaltyLooter-62734_NORMAL.pngcardchanges_arrow.pngROGUE_BGS_081_enUS_SaltyLooter-62734_NORMAL.png

    Prophet of the Boar
    Old: 2 Attack, 3 Health. → New: 3 Attack, 3 Health.
    NEUTRAL_BG20_203_enUS_ProphetoftheBoar-70153_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG20_203_enUS_ProphetoftheBoar-70153_NORMAL.png

    Roadboar
    Old: 1 Attack, 4 Health. → New: 2 Attack, 4 Health.
    NEUTRAL_BG20_101_enUS_Roadboar-70157_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG20_101_enUS_Roadboar-70157_NORMAL.png

    Bristleback Brute
    Old: 3 Attack, 3 Health. → New: 4 Attack, 4 Health.
    NEUTRAL_BG20_103_enUS_BristlebackBrute-70171_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG20_103_enUS_BristlebackBrute-70171_NORMAL.png

    Dynamic Duo
    Old: 3 Attack, 4 Health. → New: 4 Attack, 5 Health.
    NEUTRAL_BG20_207_enUS_DynamicDuo-70184_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG20_207_enUS_DynamicDuo-70184_NORMAL.png

    Charlga
    Old: At the end of your turn, play a Blood Gem on all other friendly minions. → New: At the end of your turn, play a Blood Gem on all friendly minions.
    NEUTRAL_BG20_303_enUS_Charlga-70165_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG20_303_enUS_Charlga-70165_NORMAL.png

    Duels Updates
    Party Replacements, Rally the Troops, and Oops, All Spells! have all been moved from Passive Treasure Pool 2 to Pool 2 Ultra Rare.
    All Together Now has been moved from Passive Treasure Pool 1 to Pool 2.
    Voidtouched Attendant is now banned from deck creation.
    Arena Updates
    Ramming Mount will no longer be draftable in Arena. Additionally, we discovered a bug with some card offering rates. We’ve addressed that bug and will be re-adjusting the offering rates to match the intended rates, which should help move all classes closer to the 50% class winrate.

    Bug Fixes & Game Improvements
    Fixed a bug causing crashes when the friends list was opened.
    Fixed a bug where friends could sometimes not be challenged.
    Fixed a bug where Maestra of the Masquerade would sometimes have you start the game as a Rogue (not her best disguise).
    Fixed a bug that prevented Grand Magus Antonidas from hitting Stealth targets and resulted in Antonidas potentially hitting the caster’s own face if the enemy hero was in Stealth.
    Fixed a bug where Tradeable cards would keep enchantments if shuffled into your deck by something other than Tradeable.
    Fixed bugs where cards like Razormane Battleguard would not properly reduce the cost of cards after Celestial Alignment was played.
    Fixed a bug where Barrens Scavenger’s cost could be reduced below 1 while you had 10 or fewer cards in your deck.
    Fixed a bug where Highlord Fordragon would trigger on minions that were not in play.
    Fixed bugs where cards like Master of Realities and Whelp Smuggler would have an incorrect number of triggers.
    Fixed a bug where swapping a Tavern Tier 6 minion (such as with Arcane Alteration, Malygos’s Hero Power) would sometimes cause it to disappear.
    Fixed a visual bug that caused enemy Tavern Tiers to show as reset to Tavern Tier 1.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
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    Steam ID
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    fortysanstodoElvenshaeThe Judge
  • fortyforty Registered User regular
    forty wrote: »
    I feel like nerfing the DH quest like that would probably just kill it. I'm not even sure if the Questline is really the problem for DH. I could see them nerfing Brute (mana or stats) because a lot of what makes the deck feel awful to play against is Brute + Felosophy where they hit the nuts and drop like 3 Brutes on turn 4 (or worse!). If it cost more you wouldn't see the game-winning mass Brute drops as early/often.

    Agree on Perpetual Flame. That 1 card can instantly win the game for the Shaman in some matchups. I think if the Questline didn't exist then Flame could possibly be a fair card, but the Questline just erases almost all the downsides of Flame. If anything, I think the Shaman Questline probably deserves a nerf more than the DH one. It seems just a bit too easy to complete for how little tempo needs to be sacrificed to do so. Maybe the Flame nerf alone would be enough, but seeing that Questline nerfed would not at all be a surprise to me.
    forty wrote: »
    As for the 7 buffs, the specific cards that will be touched are really anyone's guess. It might be fun to guess at the archetypes that the buffs will be associated with. My WAGs are:

    Hunter: Rat/Swarm/Beast/whatever hunter. The majority of the Stormwind Hunter cards tried to push this archetype and have been a total wet fart. Possibly something for Questline Hunter but it always feels on the edge of viable and maybe the nerfs will open up space for it.
    Mage: Even though the stats say it's not amazing, Questline Mage probably doesn't need buffs, so I feel like none of the cards it plays would get touched. Stormwind tried to push some sort of weird Fire Mage build, but I don't know what they could buff to make that a thing without going absolutely crazy. Maybe Hero Power mage since they've tried twice now to make that an archetype and it's just never really played out (it felt like it was closer in Rastakhan but flopped pretty bad in Barrens).
    Warrior: My heart hopes for Questline/Pirates, but I think I've heard those are already good in Wild (I could be misinformed about this) and they might be wary about buffing a solid Wild deck. Still, Questline Warrior has an incredibly Hearthstone payoff which I feel like they'd want to see get some time in Standard, so maybe they'll go for it anyway.
    Kachow!

    Officially the unluckiest CCG player ever.
  • DelduwathDelduwath Registered User regular
    As a Wild Questline Hunter player, I am mildly concerned about the Warlock Questline being banned from Wild; it was largely a safe match-up for me, and it was very prevalent in high ranks, making it easier for me to rank up. With it eliminated, I'm going to have to deal with a different deck, possibly one that is more resistant to Questline Hunter. Boo.

  • fortyforty Registered User regular
    So is new Shudderwock OP? It doesn't seem to be as far as I can tell, but it's getting hit pretty hard with the nerf bat, so Blizzard's stats must know something I don't.

    Galewing being nerfed isn't a huge surprise. He's definitely one of the strongest. I wonder if the "correct" way to play it now will just be spamming the middle flight path since only the 5 turn one was nerfed.

    It's pretty funny that they just immediately threw Defiant Shipwright in the garbage rather than try to tweak it.

    The BG nerfs look good. Frogfest is dead, Demons card fiesta should be no more, Whelp Smuggler is no longer OP. Seems like we could be in a world of Quilboars and Pirates now. And maybe Mechs? I hear Mecharel and divine shield resets are good but with people so focused on the busted stuff right now it's hard to tell.

    Officially the unluckiest CCG player ever.
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.

  • YiliasYilias Registered User regular
    Delduwath wrote: »
    As a Wild Questline Hunter player, I am mildly concerned about the Warlock Questline being banned from Wild; it was largely a safe match-up for me, and it was very prevalent in high ranks, making it easier for me to rank up. With it eliminated, I'm going to have to deal with a different deck, possibly one that is more resistant to Questline Hunter. Boo.

    It will probably be fine. No Questlock means the return of Reno decks and Darkglare giants, which means the return of Secret Mage in turn.

    Reno should be a fine Quest Hunter matchup because you can just draw go a couple turns and then hero power for 30, and Flare is quite good into Secret Mage. People will also be teching for Pirate Warrior which has no effect on you.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
  • BeastehBeasteh THAT WOULD NOT KILL DRACULARegistered User regular
    I'm out of Hearthstone for the foreseeable but damn these are some meaty nerfs

    100% agree that questlines were a huge mistake, nothing has ever warped the meta like this aside from DK heroes

  • ElvenshaeElvenshae Registered User regular
    The problem with banning quest warlock in wild is that I’ve got ~100% win rate against them as Shadow Priest.

    Yea, please, smack yourself in the face some more.

    Also the change to Illucia sucks ass. “This was supposed to be used for late game disruption, and it wasn’t, so we made it so it doesn’t work for that, either.”

    ObiFett
  • ObiFettObiFett Use the Force As You WishRegistered User regular
    Elvenshae wrote: »
    Also the change to Illucia sucks ass. “This was supposed to be used for late game disruption, and it wasn’t, so we made it so it doesn’t work for that, either.”

    Yeah, I really don't get the Illucia change. I never used her but that card was super unique and fun

  • fortyforty Registered User regular
    edited September 2021
    3cl1ps3 wrote: »
    0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
    Judging from the stats, it looks like going for that strategy whiffed nearly as often as it succeeded. I get the need to tone down blowout heroes, but I get the feeling this puts Shudderwock back in the dumpster. I guess we'll see.

    Edit: I don't possibly see how it could be done on Turn 5 though.

    forty on
    Officially the unluckiest CCG player ever.
  • DelduwathDelduwath Registered User regular
    Yilias wrote: »
    Delduwath wrote: »
    As a Wild Questline Hunter player, I am mildly concerned about the Warlock Questline being banned from Wild; it was largely a safe match-up for me, and it was very prevalent in high ranks, making it easier for me to rank up. With it eliminated, I'm going to have to deal with a different deck, possibly one that is more resistant to Questline Hunter. Boo.

    It will probably be fine. No Questlock means the return of Reno decks and Darkglare giants, which means the return of Secret Mage in turn.

    Reno should be a fine Quest Hunter matchup because you can just draw go a couple turns and then hero power for 30, and Flare is quite good into Secret Mage. People will also be teching for Pirate Warrior which has no effect on you.
    I believe you, you're way more knowledgeable and experienced with this, but my personal experience with Reno is: I rush Questline, get them to like 5 health, and then they Reno next turn and I'm out of gas. I guess I'll have to learn how to recognize a Reno deck ahead of time, and pace myself.

  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    forty wrote: »
    3cl1ps3 wrote: »
    0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
    Judging from the stats, it looks like going for that strategy whiffed nearly as often as it succeeded. I get the need to tone down blowout heroes, but I get the feeling this puts Shudderwock back in the dumpster. I guess we'll see.

    Well, we'll have to see. I think by and large folks were playing him for tempo rather than value, it's possible a really juiced value shudder can still get some work done with the right comp.

  • RoyallyFlushedRoyallyFlushed Registered User regular
    If you had board control OR if your hand was empty / useless, Illucia was a three mana "your opponent skips their next turn" most of the time. Way too powerful of an effect imo, even if more typical Priest archetypes weren't blowing it up with her right this very second (given that no control archetypes are).

  • fortyforty Registered User regular
    Elvenshae wrote: »
    The problem with banning quest warlock in wild is that I’ve got ~100% win rate against them as Shadow Priest.

    Yea, please, smack yourself in the face some more.

    Also the change to Illucia sucks ass. “This was supposed to be used for late game disruption, and it wasn’t, so we made it so it doesn’t work for that, either.”
    Illucia seems nearly useless now. They could have at least tried taking her back to 2 mana like she used to be now that she doesn't trade hands.

    I guess that makes getting 1,600 dust from her all the easier to swallow.

    Officially the unluckiest CCG player ever.
  • GrobianGrobian What's on sale? Pliers!Registered User regular
    forty wrote: »
    3cl1ps3 wrote: »
    0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
    Judging from the stats, it looks like going for that strategy whiffed nearly as often as it succeeded. I get the need to tone down blowout heroes, but I get the feeling this puts Shudderwock back in the dumpster. I guess we'll see.

    Edit: I don't possibly see how it could be done on Turn 5 though.

    The overall stats don't paint the whole picture, Shudder was broken with both tokens in (and in higher ranks). Then he was a better Jandice and Jandice is already arguably op in that situation.

    PoGo friend code: 7835 1672 4968
  • fortyforty Registered User regular
    forty wrote: »
    3cl1ps3 wrote: »
    0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
    Judging from the stats, it looks like going for that strategy whiffed nearly as often as it succeeded. I get the need to tone down blowout heroes, but I get the feeling this puts Shudderwock back in the dumpster. I guess we'll see.

    Edit: I don't possibly see how it could be done on Turn 5 though.
    Also, if the main problem was a big double Shudderling swing turn, it seems like a more reasonable nerf would have been to limit Shudds to only being able to play one Shudderling per turn.

    Officially the unluckiest CCG player ever.
  • YiliasYilias Registered User regular
    Also Deckhand is kind of nutty now? 1 mana 2/2 with a highly relevant tribe and a tempo battlecry.

    Steam - BNet: Yilias #1224 - Riot: Yilias #moc
    Elvenshae
  • fortyforty Registered User regular
    Yilias wrote: »
    Also Deckhand is kind of nutty now? 1 mana 2/2 with a highly relevant tribe and a tempo battlecry.
    It's solid, but Quest Warrior needed something because it's kind of weaksauce. And it's only ever played on turn 1 if you're on the coin. I'll note that in practice the Battlecry doesn't always matter because sometimes on your weapon turn you end up floating a mana anyway.

    I think +6 health to the deck overall will help though, should be better than T4 for sure now! Well, unless the new meta sees a big rise in counters (which it might, since Warlock and Quest Shaman were far from its only bad matchups).

    Officially the unluckiest CCG player ever.
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