L0rinda

Major Balance Changes Coming to Hearthstone

22 posts in this topic

44Pk4lw.jpg

Blizzard have announced major balance changes to Hearthstone, including changes to Yogg-Saron, and Tuskarr Totemic.

Players have been complaining more than usual about the state of the randomness in Hearthstone for some time now, with Tuskarr Totemic and Yogg-Saron, Hope's End being the major targets. On top of that, Shaman has been getting more and more powerful, and difficult to deal with. Blizzard have taken the opportunity to adjust these cards, lower the power level of Shaman, and have tidied up a few other issues. I have outlined the changes with my views below, the official views can be found on Blizzard's blog.

dbwkqih.png

Tuskarr Totemic allowed for huge swings based on the result of the random effect. The three non-basic Totems, Mana Tide TotemFlametongue Totem, and Totem Golem usually led to substantially better board states then the four basic Totems. The card will still be playable in Totem based decks, but it will no longer win anywhere near as many games just through a lucky roll.

iB2uouS.png

One of the most controversial cards ever, Yogg-Saron, Hope's End, has been drastically reduced in power. Although the card text stays the same, the way it functions will be different. I'll let the design team's words speak for this one:

Blizzard LogoBlizzard

We didn't want to nerf it so much that it couldn't still be a fun card for players who currently love Yogg. Yogg-Saron will now stop casting spells if, during Yogg-Saron’s battlecry, it is destroyed, silenced, transformed, or returned to its owner’s hand.  We tried a bunch of things and we think this is a significant enough nerf that it could reduce the amount it gets seen (especially in tournaments), while still maintaining the dream for people who love the card.

WUWMcwb.png

Rockbiter Weapon is very powerful. Not only does it combine well with Doomhammer and Al'Akir the Windlord for huge closing damage, but it also allows Shaman to control the early game. Often this early control snowballs so much that there is very little the opponent can do. Stopping this will slow the Class down substantially, and should make Shaman builds a lot less frustrating to play against.

ZweREZW.png

When I first saw the Preview for Call of the Wild, I speculated that Animal Companion was going to be nerfed. Usually a card in Hearthstone that does the job of two or more cards, costs the total of the casting costs, plus one extra for each addition card that it represents. In the case of Call of the Wild that means it should cost the three threes from Animal Companion, plus two more. Eleven. The way that the game actually flows should mean that a nerf to nine is fine, but I think many people will be glad that Hunter has lost the turn seven coin, Call of the Wild win condition now. Hunter will now have to find a way to bridge the gap from Savannah Highmane on turn six, until Call of the Wild.

W1JRXYa.png

Alongside Shaman, Warrior has also been incredibly powerful and versatile recently. Although this nerf is a surprise to me, I think it is a welcome one. A slower controlling deck should still be able to make good use of Execute, but aggressive decks won't have the luxury of turning their opponent's minions into speed bumps any more. I think this is a good change for the game.

P0hyrvz.png

Another surprising change, but another good one. People don't like losing to decks that they can't interact with, and this kills off One Turn Kill Raging Worgen as a deck. With all the problems that the keyword Charge has given the game over the time, I've mentioned to friends, a little frivolously, if we'll see the keyword change eventually, or if the cards will keep being nerfed one at a time.

UWHZWo1.png

Another surprising, but welcome, change to a card. Blizzard have stated they'd like to see a little less aggro, and that Abusive Sergeant is in nearly every aggressive deck at the moment. Although this seems like a small change, we saw the difference one Attack made to Knife Juggler, and I think we'll find that Abusive Sergeant not trading up the turn after it is played will mean it is far less powerful.

These changes should be in place for the Last Call Qualifiers in October, and it will be exciting to see what the players come up with for those very important tournaments.

Let us know your thoughts as to how these will impact the game!

Share this post


Link to post
Share on other sites

I don't like the Rockbiter WeaponExecuteCharge and Call of the Wild ones.

I think they were unnecessary.

Tuskarr Totemic should have been like this since his release

Yogg-Saron, Hope's End's change on the other hand is interesting, cause he can still be useful. Most of the times you want just a board clear and to draw some cards from him, nothing else.

Edit : Charge was completely unnecessary, Worgen OTK warrior decks were there to punish control decks in a control meta. Also they were quite difficult to play correctly and loose to most aggro decks. I can't get my head around this change.

Edited by CodeRazor

Share this post


Link to post
Share on other sites

I hate OTK decks and insane damage appearing out of thin air, so I have to say I LOVE these nerfs. 
I don't think Execute needed a nerf that bad, but it was annoying to see your 8-drop killed by 1-mana spell. 

  • Like 2

Share this post


Link to post
Share on other sites

This is like the worst day of my life. I've never felt that ashamed and unprofessional. I'll quote myself from an hour ago :

Quote

If we are realistic, than there is no way such drastic changes like bans or reworks can happen in the middle of season. R&D is slow response, and this is good in a way - things are more stable. Blizzcon is also not really far away in time, and doing major shake-ups to the game wouldn't be a great idea.

Regarding coding Tuskarr Totemic, what I offered is a very simple half-measure solution that would weaken, not kill the card, which is generally where you'd want to be as a developer. Given the fact card is almost two years old already, and will rotate soon(tm), hardly a big thing as a mechanical rework of such level could happen.

This was before patch announcement was live.

I owe an apology to @klott100 and all you guys too. 

Do you actually want to hear my opinion on the actual changes? Because oh boy, I did screw up the last time.

  • Like 1

Share this post


Link to post
Share on other sites

I like most of the changes.

The Charge change is pretty interesting. It will give rise to more interesting strategies with Sylvanas, Acolyte of Pain, Grim Patron , pyromancer. I wonder if it can be used in dragon warrior. Due to execute nerf maybe we can cut 1xExecute and add 1xCharge.

Charge synergies pretty well with the high health dragons like Guardian, Book Wyrm for an instant value trade. Heck even you can use it with Blackwing corruptor to remove something like a mana tide totem and a totem golem and leave a 5/1. Overall it synergies with most of the dragon warrior minions as most of them have high health.

Edit: Adding more gimmick interactions like with Magnataur Alpha (from reddit) and Boogeymonster :)

Edited by sc47

Share this post


Link to post
Share on other sites

Honestly. I think all of these changes are AMAZING.
Especially the Yogg one. He became too much of a no brainer once people learned how to use him. As long as you could survive he was almost certainly giving you a board while wrecking your opponent.
Tuskar has always been too valuable for his drop. Rockbitter is a surprising and wasn't on my radar as a problem card, but makes sense putting it more in line with other spells that deal 3 damage for the early game.

Call of the wild NEEDED a change, and 1 mana will actually make a huge difference by limiting the drop and additional combo with the 2 mana. 1 mana is way harder to use and gives an extra turn to build up the counter without making it out of reach. They cover the typical hearthstone math pretty well. 3+3+3=9...

Execute and abusive sergeant aren't crazy changes, but will slow the aggro just a bit while having both still be used (good example is knife juggler, stat change, still useful but not automatic for every deck).

Charge has always been an issue, and giving it the ice-howl treatment might make it unplayable, but I wouldn't be surprised if they move in this direction for every charge card. OTK Worgen was just stupid. if it made it past about turn 6, the warrior would stabilize and you had no hope (even as another warrior) if they got their combo.

  • Like 3

Share this post


Link to post
Share on other sites

Call of the wild-I'm sort of on the fence about this one. While i definitely agree that the card itself is broken, it's also most of what hunter has going for it as a class(before standard hit, it was mad scientist), and by nerfing it they might be making the class terrible. We'll just have to wait and see how much this nerf will affect the class as a whole, although I expect it to be quite a lot.

Tuskarr-I'm glad they have finally come to their senses. Easily one of my most hated hearthstone cards.

Yogg-Not sure if the nerf will be enough to prevent yogg from being viable in a competitive deck, as the potential to clear the opponent's board and catch you up on games you have essentially lost already is still there, and is the reason most people put the card in their deck. Again we'll just have to wait and see how much of a difference the nerf makes on average, but I would have prefered to just ban it from ranks 5-legend and tournaments, or just from the standard set altogether.

Rockbiter-Obviously this will make the class less powerful, but there's a ton of other class cards that deserved the nerf more(trogg, totem golem, etc). Plus this will hurt the class even after the upcoming format change next year, and that might not be needed. I think blizzard should really start being more open minded with cards that are MEANT to be used as finishers, and focus more on the sheer power level.

Charge-While I can definitely see the argument for this nerf, I can't help but feel bad that we're losing one of the most fun decks in the game. I guess it did restrict a lot of cards being introduced into the game though, so understandable overall.

Abusive-again I can definitely see the argument for the nerf, as the card is easily one of the best one mana minions in the game since beta, and sees into most minion based aggro decks. But I personally also love the card and the feeling of trading into higher cost minions with it and will hate to see it gone, so I hope the nerf isn't enough to accomplish that, although I highly doubt people will stop running in zoo at the very least.

Edited by JooBatanete

Share this post


Link to post
Share on other sites
7 minutes ago, YourGod said:

Should have nerfed Power Overwhelming or another Zoo card

Zoo is anyway not that oppressive nowadays. Shamans with 3-4 AoEs and warriors already keep them in check.

Also abusive's nerf which doesn't impact zoo as much as hybrid hunter is still a downside as you need that 2 power to trade into your opponent's 3/2 or a 2/3 with direwolf.

Share this post


Link to post
Share on other sites

I can live with these changes. Kinda sad about Abusive Sergeant and Call of the Wild but I also understand at the same time. I'm laughing at Blizzard though when it comes to Shaman because they wanted Shaman to see more play, now they aren't happy because it sees too much play.  I do however think they need a few more people in the card creating department that actually play the game so we won't need as many nerfs in the future and so we don't end up with a 3 mana 9/9. 

Share this post


Link to post
Share on other sites
2 hours ago, YourGod said:

Should have nerfed Power Overwhelming or another Zoo card

Abusive Sergeant is the best card in Zoo arguably and has received the hammer, plus Zoo is barely a tier 2 deck at the moment. Abusive Sergeant is the fundamental definition of a Zoo card and has been in every list since the beginning of time. Cheap, efficient, good body, high tempo ability.

  • Like 3

Share this post


Link to post
Share on other sites

I think the abusive sergeant nerf won't make much of a difference - look at knife juggler...the effect matters more than the body. But I can see where blizzard is coming from. 

 

Sottle, I agree with your statement. Perhaps to beat zoo I should simply play less Priest... 

Share this post


Link to post
Share on other sites

Still recovering from this huge failure of mine. Here is a wrap-up of my thoughts on the changes. For the sake of convenience and for those who (now have a reason to) don't trust me, I'll put them under spoilers.

The Good

Tuskarr Totemic: Yes, please!

Spoiler

This was clearly one of the most oppresive cards in the game and I'm glad to see it go. Now that I think of it, a half measure wouldn't be enough, and nerfing the hell out of Tuskarr is a good way to shake up things for Shaman. Low opportunity cost and high payoff had really reduced the diversity of Shaman decks, basically making them all Midrange variants of the same thing.

Rockbiter Weapon : The Unsung Hero.

Spoiler

Rockbiter change is a huge one, because it's here to transcend the Year of Kraken. It's a long term solution to Shaman Problems that Blizzard don't like : both critical mass of good interaction is suffering and burst potential from Doomhammer is really reduced. It was hell of a good card, and while Rockbiter is sort of the identity card for Shaman, increased cost means that you have to commit if you want to use it, which, once again, would increase the diversity of Shaman decks. Maybe they can finally print a WIndfury card for Shaman - also an identity thing for the class. Now it's easier to attack and counterplay Shaman early game, which should fix some current problems.

Yogg-Saron, Hope's End : Our prayers have been answered!

Spoiler

While there is no point in denying the fact Yogg was taken down a peg in pure power level, he still has a lot of potential, so case is not exactly closed as it is. I believe it was a good notion, but decks that have usually utilized it - namely Druid and Mage - have not been exactly reliant on him, he was a back-up plan Y. Plans A, B, C and all the way up to X are still the same - it's not like Druids are going to run less spells all of a sudden. Some decks, like the new Control Warrior, however, wouldn't be able to get away with small Yoggs now, and that's good news. We're going to see a decline in Yoggs, but not a complete absence. Don't dust your copies.

Call of the Wild : They did the math, finally.

Spoiler

The 3-for-1 nightmare of a spell was a horrible undercosted mashup of 3 already undercosted spells, and this is a recipe for disaster. Even though Hunter is not exactly the best class right now - average power, plus some popular good matchups - it enjoys huge popularity because it's pretty cheap and easy to play, A change to Call is welcome from my point of view, because it's really hard to normally interact with, especially on 7-8 mana mark. Now Hunter's opponents can have more options to even think of, for starters - like Deathwing, for example.

The Bad

Disclaimer : Next I'm going to voice something that can look like an unpopular opinion. Feel free to disagree. I'm a False Prophet after all.

Execute : Totally uncalled for.

Spoiler

I think that Execute is a brilliant card. It makes a ton of flavorful sense, and the biggest part of the fun is that it is balanced. What looks like a small mana investment is actually a huge trap, because Execute is card disadvantage. You have to commit something else in order to enable it. Perhaps it is another card, then you 1-for-2 yourself; perhaps it's a spare body or some spell that you don't mind paying for, like Blood To Ichor. But you have to get that other body or spell to pair with Execute, too! And that is in a class that has traditional problems with card advantage and card selection. Even if you can make it breaking even on cards, it still would be pretty awkward, because of that strategical "have two special cards against their one threat" thing, which is undesirable for Control Strategies. Compare it to clean answers like Hex and you'll see the difference and how Execute is worse here. But that's if we talk about Control Warrior.

Anything Warrior that did not plan to armor up in double digits and spend 30 minutes playing a single game utilizes Execute pretty efficiently, but I cannot see that as an issue. A lot of threats in the format are fast and tall, like a certain 4 mana 7\7, for example, and to keep such bad boys in check you have to have a good removal spell. And that's Execute police. A good catch-all answer actually produces diversity in a way, because less cards can cause problems, and the whole environment is more balanced. That's Execute police.

An explaination I can get behind is that Execute reduces design space, but not in removal department. A Control strategy needs not just means to answer a thread, but also means to find the right answer. If you give them 15 removal spells, a game will be over when opponent plays "draw 2" card. And Blizzard have been shoving healing down our throats, not actual card advantage or card selection. I think it's because it can create a dangerous consistency if you pair it with small deck size in Hearthstone. Draw 2 means much more for Warrior because you can't really brick and draw a land like in Magic with its 60-card decks. If removal options would be less efficient, like Druid has, for example, it would be much safer to print a draw spell and help Control that way.

Abusive Sergeant : The Good Guy of the format.

Spoiler

Sergeant is another classical staple that has been proven times and again to be good. Not great, not op, just where you'd want your good card to be. I like him a lot because what he does it helps policing a lot of stuff in the format, like 1\3 creatures, and he does it in a fair way - interacting through good old combat damage. When pumps are around, you can have more power level assigned to creatures and still feel fine about it, and it makes creatures-on-creatures matchups really interesting.

I would attribute the size nerf to the amount of Bloodfen Raptor in the meta, that Murloc Raider punishes so badly : Huge ToadKing's ElekkCult SorcererSorcerer's Apprentice. Raptors in their turn are formidable against popular 1\3s, and 1\3s are good against Murloc Raiders, so I'm not really sure what the fuss is all about because Rock-Paper-Sciccors is the most fair game ever.

As uncalled and not great I put it, the change would probably be more pros than cons. Probably.

The Ugly

Charge : Combo Tolerance Level : Zero.

Spoiler

As a combo enthusiast and a Johnny player, I'm taking this one personally, much like Warsong Commander and Force of Nature.

Why? Why can't Blizzard accept an idea of converting cards to damage directly without hypocrisy? 

Why do we still have Freeze Mage that violates everything Blizzard claim to hold dear in Hearthstone, why do we still have Miracle Rogue who can get out of hand as soon as turn 3, why Malygos is a normal thing, but it's Worgen who takes one for the team?

It was not a top performing deck. It killed things using damage coming out of some staples and then some weird fringe cards. It had a ridiculous skillcap. It made flashy plays worthy of E-Sports fame. It had free losses when you never saw your combo piece. You could counter it with a freaking Taunt.

Worgen OTK deck had nothing that you can find offensive and metagame health threatening, because it was not consistent enough to actually make wide impact. It's a reccuring problem that i come back to : Blizzard can't stand Combo because the game is "simple" and there is no way to interact with it properly. 

Change it. Add a Loatheb back or something. Bring Sciccors to the table. Because without Combo as a thing, there would be impossible to create balance - whether you position it to be a Control punisher or an Aggro punisher.

But of course, instead of solving the problem, you can change an enabler into a worthless piece much like you did to Warsong Commander, and cover it up with "restricts future cards". Invent a card that would be busted with the old Charge and is not Raging Worgen, then we can talk.

I apologize for the inconvenient explaination of my dissapointment with this change. I'm just feeling like a Raging Worgen right now.

How I believe these changes would affect the meta:

Spoiler
  • Druid is going to be the public enemy #1. He already is, it just feels less oppressive and weaker to aggro than Shaman. That would make a more powerlevel closer metagame, but Druid is going to be the best deck. He loses almost nothing, while his opposition does. Malfurion should be the next blip on Blizzard's radar.
  • Shaman would be dissolved further, and Aggro will finally part with Midrange. Ultimately it would come to whether Shamans want to commit to Doomhammer+Rockbiter, or be more focused on the remaning interaction in form of Spirit Claws and Maelstrom Portal. Second option feels like a weapon of choice, and it's reduced power level will make Shaman actually tolerable.
  • Hunter would become weaker, but remain popular because of its artificial features - simplicity and cost. Hybrid versions are taken down, and I think we can expect a shift towards more heavier approach.
  • Zoo Warlock and Warrior, specifically Dragon Warrior, look promising, even though they are nerfed in a way. Both archetypes are well positioned against Druid and are sort of soft to Shaman, who would decrease. Dragon Warrior would have a closer Hunter matchup which benefits it a lot, and Zoo would feel more confident going there, too.
  • Rogue already grows popular as a Druid counter in the tournament scene, and with more Druids, more Rogues would be around as well. It's the Control Punisher we deserve.
  • Control Paladin is also a thing that gets bumped in the matchups, but it's weak against Druid, so I'd call an expanded niche, not ladder dominance for it. Same goes for Priest, probably.

 

 

Share this post


Link to post
Share on other sites
6 hours ago, Paracel said:

This is like the worst day of my life. I've never felt that ashamed and unprofessional. I'll quote myself from an hour ago :

This was before patch announcement was live.

I owe an apology to @klott100 and all you guys too. 

Do you actually want to hear my opinion on the actual changes? Because oh boy, I did screw up the last time.

All good my man.  At least you admitted when you made a mistake if the whole world did that we'd be in an amazing place. :)

 

Share this post


Link to post
Share on other sites

@ParacelTo play win against OTK Raging Worgen, you would have to play the BEFORE he launches the combo, which is why they decided to nerf it (and Warsong Commander and Force of Nature). 
Freeze mage isn't a true OTK - it can't bash you from 30 to 0 in one single turn, unlike Raging Worgen or Patron Warrior. [Edit: Forgot double Frostbolt+Ice Lance, I could see Ice Lance nerfed to 3 dmg] That means you can [often] disrupt their combo by healing. If you heal back up after freeze mage drops Alexstrasza, you win almost every time. However, the issue with healing in standard is that there are just not enough good healing effects, apart from Reno Jackson, but he limits the deckbuilding options a lot. That's why I think we will see new heals in the upcoming expansion. (Defending freeze mage feels so disgusting)
Malygod is a problem, and I hope he sees a nerf. 26 damage after one turn of Emperor Thaurissan is an issue and should be resolved.

Share this post


Link to post
Share on other sites
38 minutes ago, positiv2 said:

Reno Jackson limits the deckbuilding options a lot.

And yet at the same time not enough. Reno decks are powerful and consistent enough, you just need a huge collection (or a lot of dust to burn) to create one.

Quote

(Defending freeze mage feels so disgusting)

Doubly so when you see the amount of them. Seriously...

Quote

Malygod is a problem, and I hope he sees a nerf. 26 damage after one turn of Emperor Thaurissan is an issue and should be resolved.

 Thaurissan will rotate out soon. A correctly timed Loatheb will throw a huge wrench in that well-oiled gears in Wild.

You'd still be able to Malygos + Moonfire + Moonfire for 12 damage on turn nine as a burst/finisher/emergency clear (Considering Living Roots will rotate out as well), but that's nothing a Mage can't do. With less cards and less mana, I might add.

Share this post


Link to post
Share on other sites

I think all the nerfs are good except maybe Charge, I never see worgon otk on the ladder. Tuskar could be 3/3 that summons a basic totem, lots of other 3/3 3mana minions with effect. Yogg should just be removed from the game, it is so random, it's bad for the game. I'm kind of sad for abusive, it will probably not see much play now like lepergnome. 

Share this post


Link to post
Share on other sites

Worgen had to go in my opinion. I'm not the biggest fan of OTK decks (and if I'm not mistaken neither is Blizzard) and I felt it was kinda cheap especially when you've been playing a good game and lose it in one fell swoop to something you cannot counter. In regards to Yogg, I like the change. It has balanced the risk vs reward (considering my Yoggs tend to kill themselves) but has left it viable.

Share this post


Link to post
Share on other sites

I guess I will throw in my 2 cents here.

Tuskarr totemic: Represented some of the very worst of RNG.  I hated losing to stuff like trogg > golem > coin tuskarr + golem/flame tongue.  Dealing with some 11/13 worth of stats by turn 4 is somewhat nightmarish, and getting flame tongue is even worse, you basically lose the game if you don't have an on point answer.

 

Yogg:  Little sad to see this, I personally love the wackiness it brings, but it needed to be done.  I also doubt it will be viable anymore.  After this nerf it will be much less consistent, which will pretty much mean it will only be played in like yogg-n-load decks.  Not much more to say about this.

 

Rockbiter: Eh, I honestly don't think this was the right card to nerf.  Yes it enables some pretty silly combos, but honestly, shaman has a really weak core set, and this was one of the best cards.  At 1 mana it was strong, at 2 mana, it will probably only see very marginal play.  Plus, this card really wasn't the problem with shaman (Or maybe a better way to say this is that shaman has 2 problems, cheap efficient removal and cheap efficient minions, neither of which are bad on there own but together become problematic), totem golem and thing from below are both much more problematic, and from the way things are shaping up, spirit claws should probably be on that list of incredibly broken shaman cards.  In general, shamans lack strong 2 drops aside from totem golem, so I would think thing from below should have been the card nerfed over rockbiter.  Although, there is something to be said for rockbiter limiting design space with things like windfury minions, but lets be honest, blizzard say things like "Blade flury is problematic and limits design space for good rogue weapons so we are nerfing it to the ground so we can print better rogue weapons".  Then only give rogues an over-costed fiery winaxe that is a death rattle from an over-costed bloodfen raptor.  So I really don't think that is a good reason to nerf things.

 

Call of the wild:  Well it really ins't that problematic right now, simply because hunter isn't that strong right now, but a good measure of a cards power is to consider how playable the card is at a 1 mana increase, and if the answer is still "this card will be an auto 2 of in almost every single deck", then something is the matter.  All and all, a good nerf, but a bit depressing considering the state of hunter in general.

 

Execute:  I actually really like this nerf.  It really doesn't hurt control warrior that much, but it makes execute much less viable in tempo based warrior decks.  Being able to do stuff like play a 4 drop on turn 5 and remove the damaged minion your opponent used to trade into your 3 or 4 drop was very strong, and is a lot of what made these sort of warrior builds incredibly strong.

 

Charge:  Eh I mean this nerf is what it is.  No one is surprised by this nerf, and while it probably wasn't necessary, very few people have the skill to really play the decks based around this card, and it often feels unfair to lose to them (even though it really isn't unfair).  While I am saddened to see combo decks go, I don't play the raging worgen deck, nor do I see many of them on ladder, so it barely effects me (or over 95% of the community for that matter).

 

Abusive sergeant:  I also really like this nerf. Abusive is by far the strongest neutral 1 drop in the game for aggressive decks, and the power level of 1 drops effects the power level of decks far more then people seem to realize (especially for aggressive decks).  I still think this card will be seen in zoo, but it might not be an auto include for almost every aggressive deck out there.  Most of the problem with this card lies in the current state of the game.  Tempo swings don't really happen as often anymore, The deck who gains tempo early tends to keep tempo and decks that keep tempo tend to win.  Cards like abusive sergeant help you snowball a small tempo lead into a large one by allowing you to trade up by 1-2 mana, the letting you play a minion that is off curve by 1, along with the 2/1 body.

 

Overall, I feel like this was a great set of nerfs, my only real problem with the nerfs themselves is with rockbiter (and the a lesser extent charge), but really it still helps.  However, from a macro prospective, shaman might have actually gotten stronger after these nerfs considering all the other strong decks (tempo mage, druid, and tempo/dragon warrior) all got nerfed harder then shaman did, making them less relevant comparatively.  Only time will tell if this is actually the case, however.

Share this post


Link to post
Share on other sites
59 minutes ago, PaasHaaS said:

And we're live!

FYI Mobile iOS is not yet. Still rocking my Shaman cheese!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina

      Saturday's schedule included the Group Stage knockouts and the quarterfinals. Spoilers incoming!
      Deciders
      These were the matches between the players who had 1 victory and 1 lost during the Group Stage. Three out of the four deciders were sweeps. From Group A, tom60229 quickly removed Orange off the competition with a 3-0 sweep. The same fate awaited Muzzy who lost from the experienced JasonZhou in the Group B decider game. Lastly, another NA champion fell in the Group C decider, as ShtanUdachi made wreck of Purple. It's interesting to compare Shtan's fast and confident pace in this match-up, compared to his quarterfinal performance, which we will talk about later on.
      The only contestant, who proved to be more of a challenge for his opponent, was OmegaZero; he fought valiantly but ultimately fell to Fr0zen prowess in the Group D Decider game (3-2). One of the highlights of this series was in the second game, with Fr0zen spotting a nice way to find lethal. The Mage vs Priest game was also interesting to watch, showing how DK Jaina can sometimes outfatigue DK Anduin.
      Therefore, tom60229, JasonZhou, ShtanUdachi and Fr0zen proceeded to the quarterfinals, where the winners of the Group Stage were waiting for them.
      Quarterfinals
      The first quarterfinal was between JasonZhou and DocPwn. The Canadian player took a 2-victory lead, but then Jason proved why he's considered one of the most experienced players in the world and one of China's best representatives. Jason destroyed DocPwn's Rogue, winning against it in a spectacular reverse sweep (2-3) - just as he did with Kolento in the Group Stage. It was also impressive how fast these three victories happened: it tooks Jason something less than 30 minutes to bring DocPwn from an advantageous position to defeat and elimination.
      Then it was time for practice partners and contestants from the same region, SamuelTsao and tom60229, to face off against one another. Just like during the first day, Samuel's inexperience was pretty evident. His Priest play was just... slow. Thus, tom didn't have trouble taking him out with a score of 3-1.
      And we move on to probably the best match of the day: Sintolol versus Fr0zen, with the latter being the last representative of his region. Before their game, Fr0zen had stated that he had 10% chance of winning, since both players ran control decks and Sinto's Mage was more aggressive, and he needed (sic) a miracle to win. Well, miracles do happen in the World Championship! I recommend that you watch this series!
      In the first game, Fr0zen was forced to Psychic Scream Sinto's Dragoncaller Alanna, making it possible for the German player to draw her exactly when needed and secure the victory. Sinto's Mage remained undefeated in this tournament and it shows its power against meta decks like Highlander Priest, although Fr0zen did put up a good fight. Fr0zen won the Jade Druid mirror game, but then his Mage fell to Sintolol's Druid. The last deck remaining for Sintolol was his unique Dragon Combo Priest. Fr0zen, being an exceptional Control player himself, managed to succeed where Sinto's previous opponents seemingly failed: he read completely through the playstyle of that deck, denying Sinto the opportunity to steal his minions even by damaging them on purpose! The American player skillfully piloted his own Priest around Sinto's and evened out the score. The last nail-biting match was between Fr0zen's Mage and Sinto's Priest. Sinto quickly lost his combo pieces, but then he was miraculously saved by a Frost Lich Jaina pick-up. The game started heading into fatigue, with Sinto running out of cards slightly faster. It all culminated into a battle of DK Jainas, with both players trying to find ways to create Water Elementals via her Hero Power and Sinto making some impressive plays again. However, Fr0zen highrolled for a second time for 7 damage with Dragon's Fury (he had already done so earlier in another crucial turn) and that's when Sintolol started cracking under the pressure and made a couple of mistakes. In the end, it was Fr0zen who progressed to the semi-finals as America's last representative (3-2)!
      After this amazing match, the last quarterfinal was yet another battle between giants: Surrender versus ShtanUdachi. Surrender is the only representative from Korea, while Shtan was Europe's last hope to progress to the semi-finals. This series wasn't as impressive as the previous one, but the final match between Surrender's Priest and Shtan's Jade Druid is the one to watch out for. It's also probably the longest match of the day. With Surrender ahead at 2-1, Shtan maximised his armor gain and his Jade Golem counter quite fast. On the other hand, Surrender had all the Highlander Priest tools right on curve. Near the end of the game, even though Shtan seemed to have the edge, Surrender noticed what both casters and audience failed to see: he could still win the game. And that he did, thus becoming the last semifinalist!
      Final Remarks
      It's pretty obvious, after the previous day too, that Big Spells Mage is the deck to look out for in this tournament. It's won some unbelievable games and it's proven that it's a force to be reckoned with in fatigue, even against Highlander Priest. I think Sinto's Big Spells Mage is better, since it's more aggressive. Dragoncaller Alanna has proven wrong everyone who underestimated her in the beginning of Kobolds & Catacombs. In contrast, Fr0zen's Mage is much more conservative, matching his preferred control-oriented playstyle.
      Speaking of Fr0zen, his performance was certainly impressive today. He totally read through Sintolol's Dragon Combo Priest. He was better in the "who can find the ping" late game with Frost Lich Jaina. And he kept North America still in the competition, when favourite Purple and DocPwn fell. We should still commend Sintolol: he wasn't that well known in the general public, but he's been a consistent ladder player for a while now, he showed some incredible plays and he definitely made a name for himself in this Championship. Lastly, Surrender himself and his Priest gameplay are just on another level. The Korean player has demonstrated amazing skill and he's one of the favourites to win.
      Thus, we have two semifinalists from the APAC region (Surrender and tom60229), one from China (JasonZhou) and one from the North America (Fr0zen). It looks like that Hearthstone will have its first World Champion from the Asia region (and if you want to be pedantic, it will definitely have its first Asian World Champion). Although, as we saw today, you shouldn't underestimate Fr0zen!
    • By Zadina

      Friday was the second day of the group stage of the HCT 2017 World Championship. Here's what happened (spoilers ahead)!
      Group C
      This group had only champions from Europe and North America: ShtanUdachi represented Russia, Ant represented the US, Sintolol represented Germany and Purple represented Canada. The first match of a day saw Alexey "ShtanUdachi" Barsukov easily beat Anthony "Ant" Trevino with a score of 3-1.
      Then, it was time for one of NA's favourite's Ryan "Purple" Murphy-Root to face off against Thomas "Sintolol" Zimmer. Sintolol is one of the few players that has brought Big Spells Mage in this tournament and Purple opted not to ban it, which turned out to be a mistake. Purple took a quick 2-0 lead in the beginning, but Sintolol came back with his Combo Dragon Priest against Purple's traditional Higlander Priest. Even though Purple denied Sinto's 4/18 Twilight Drake with a clever play involving a stolen Inner Fire, the German player still managed to win that game with a 44/44 Kabal Talonpriest. Sintolol then proceded to reverse-sweep his opponent (3-2). Overall, this was one of the series with the smartest plays.
      Afterwards, Purple easily eliminated Ant with a clean sweep (3-0). The other game of Group C was the battle of European giants: ShtanUdachi versus Sintolol. Sinto's Mage remained unbanned again and he managed to take the first game against ShtanUdachi's Jade Druid. In the last match, Sintolol made an impressive play with his Priest, involving stealing ShtanUdachi's Fandral Staghelm and using a pre-obtained Nourish. The German player humbly admitted later that he hadn't planned this play, it was just luck but it was enough to crown him as the victor of Group C with a score of 3-1.
      Group D Match W-L Sintolol 2-0 ShtanUdachi 1-1 Purple 1-1 Ant 0-2 Group D
      Group D has representatives from all 4 big regions: Surrender from Korea, OmegaZero from China, Fr0Zen from the US and Neirea from Ukraine. Jung-Soo "Surrender" Kim had a tense first match against Zheng "OmegaZero" Lin. The Korean player, whom a lot of people have voted for, ultimately won the series with 3-2. Then, it was Yevgeniy "Neira" Shumilin against Frank "Fr0zen" Zhang. Neirea must have noticed the performance of Sintolol's Big Spells Mage, because he quickly banned Fr0zen's Mage (he's a notoriously good Freeze Mage player). However, this wasn't enough since the American player easily beat Neirea with a score of 3-1.
      Neira also lost with the same score from OmegaZero in the elimination match. Thus, both of Ukraine's players (Kolento and Neirea) were eliminated.
      The winner's match between Surrender and Fr0zen was intense. The Korean Summer Champion also saw that Mage was a force to be reckoned with and he banned that deck, letting the audience finally see a Warlock deck in action during the World Championship. Surrender played impressively with his Priest in the first game against Fr0zen's Druid. However's Fr0zen won the two next games in a row, putting Surrender in a difficult position. The next match, with Fr0zen's Cubelock and Surrender's Aggro Druid, was very close: Surrender got lucky in the end and he evened out the score. In the last game, Cubelock proved to be a liability for Fr0zen, as his draw was weak, and Surrender managed to come out at the top of his group (3-2).
      Group D Match W-L Surrender 2-0 Fr0zen 1-1 OmegaZero 1-1 Neirea 0-2 Final Remarks
      It became apparent from this deck that players, who brought unique decks and not the usual meta ones, stood out. We saw that the previous day with Orange's Hunter. Now, it was Sintolol's Big Spells Mage that made the difference in Group C. The experienced players of Group D must have noticed that Mage's performance, because Fr0zen's Mage was banned in both games he played. On the other hand, the traditional Priest, Druid and especially Rogue meta decks have had an average performance, while Fr0zen's Cubelock showed that maybe Warlock isn't so powerful as it seems.
      If there was one player that left an impression to the audience, it was Europe's sole champion to secure a guaranteed spot in the quarterfinals, Sintolol. He made some really smart plays that left everyone with their mouth open and he remained humble and sincere in his post-game interviews. On the other hand, the Group D winner Surrender had two very close games (3-2). Even though he showed his talent with Highlander Priest once again, it was mostly luck and not skill that helped him win these two games. Of course, he still remains a favourite for the World Championship and his reactions are always amusing to watch.
      The decider matches are currently underway and we'll be back later today with another recap!
    • By Zadina

      The final stage of the HCT 2017 Worldc Championship has kicked off with the group stage. On Thursday, we saw matches on groups A and B. Beware because spoilers are following!
      Group A
      This group consists of Frederik "Hoej" Nielsen, Julien "DocPwn" Bachand, Jon "Orange" and Chen "tom60229" Wei Lin. The first match of the day was between the Danish Hoej vs the Canadian DocPwn (2-3). This was one of the longest matches, with both players displaying exceptional skill. It all culminated into the 5th game, where DocPwn managed to get his Keleseth Rogue early game going and beat Hoej's Priest. In the other game, tom60229 from Taiwan easily beat Orange from Sweden with a score of 3-1.
      The two defeated players, Hoej and Orange, proceeded to play against each other. Hoej's Murloc Paladin, the deck that made him stand out compared to other contestants, betrayed him as he lost 3 times in a row with it! Thus, one of the favourites for the World Championship was eliminated. DocPwn also sweeped his opponent tom, but he had a much harder time. Their last game, with Keleseth Rogue for DocPwn and Jade Druid for tom, had quite a few upsets and you should definitely watch it.
      The decider match between Orange and tom60229 will take place on Saturday.
      Group A Match W-L Total W-L DocPwn 2-0 6-2 Orange 1-1 4-3 tom60229 1-1 3-4 Hoej 0-2 2-6 Group B
      Muzahidul "Muzzy" Islam, Jason "JasonZhou" Zhou, Aleksandr "Kolento" Malsh and Samuel "SamuelTsao" Tsao play in this group. Muzzy, who represents America and is one of the favourite's to win the World Championship, beat the Chinese JasonZhou with a score of 3-1. In the next match, even though SamuelTsao made some mistakes, he managed to even the score with the Ukranian legend. In their final game, the young Taiwanese's Priest beat Kolento's Druid with an impressive 46-damage OTK (3-2).
      The elimination series between Kolento and JasonZhou is totally nail-biting! The two experienced players evened out each other and it all came down to the final game with a Keleseth Rogue mirror match. Jason drew better and he managed to eliminate crowd favourite Kolento (along with everyone who voted for him) with a score of 3-2. SamuelTsao managed to beat Muzzy with the same score in another intense series. Their last match (Warlock vs Priest) had a lot of upsides, but in the end luck smiled to SamuelTsao.
      The decider match between Muzzy and JasonZhou will take place on Saturday.
      Group B Match W-L Total W-L SamuelTsao 2-0 6-4 Muzzy 1-1 5-4 JasonZhou 1-1 4-5 Kolento 0-2 4-6 Final Remarks
      Thursday was a day of surprises, particularly unpleasant ones for Europe. Favourites Kolento (RIP packs) and Hoej were eliminated; I am mostly suprised about Hoej, since he had one of the strongest deck line-ups of this Championship. Statistically speaking, I don't think we'll have a European World Champion this time.
      On the other hand, outsiders DocPwn and SamuelTsao managed to come out on the top of their groups. DocPwn's effort is certainly admirable, since he's not exactly a full-time professional Hearthstone player: he was calm, level-headed and showed some exceptional critical decision making. In contrast, Samuel's youth and inexperience were quite evident, but his opponents also underestimated him. I think he has a lot to show for in the future.
      The not-so-surprising highlight of the day was Warlock being banned in almost all matches. Among the decks that stood out were Orange's Hunter (he's the only one that brought one and he won 2/2 of his games with it) and JasonZhou's interestingly teched Aggro Druid.
      Day 2 of the Group Stage is currently underway, so make sure to watch it!
    • By Zadina

      The two Hearthstone developers talked to IGN about the design process behind some of the most impactful cards from Kobolds & Catacombs.
      First of all, Peter Whalen and Mike Donais confirmed that there will be an update on February, a month after the World Championship. This patch will contain new events and possibly balance changes. They will take a look at the meta as it's been and as it is in the World Championship and they will decide accordingly.
      Moving on, they talked about some of the classes and how K&C cards have affected them. Starting with Warlock, Cubelock was a deck that was tested internally and it was an archetype the team was "certainly concerned about and [they] played a bunch of games with it". Carnivorous Cube was also tested internally in Recruit Hunter and in Quest Druid. As far as Possessed Lackey is concerned, there was a second version of it that read "Battlecry: If you control a Demon, Recruit a Demon", while Dark Pact was 0 mana at some point. Lastly, Rin, the First Disciple's seals used to have different effects and Azari, the Devourer was a 15/15 untargetable minion.
      The two devs talked next about the other dominating class of the current meta: Priest. Mike Donais pointed out that Highlander Priest was already doing well, so it was only given one new card: Psychic Scream. On the other hand. Big Priest has a pretty medium win rate, even though it can feel frustrating to play against. It's also a deck that will lose several cards in the upcoming rotation. At this point, the devs repeated that they are looking forward to develop and see in action new playstyles in the post-Barnes era. Finally, during the design process Twilight's Call could summon any minion, not just Deathrattles, but this was deemed too powerful.
      The next class to be discussed was Rogue. The team is happy with how balanced the Kingsbane Rogue deck turned out to be. Some internal iterations of the Rogue legendary weapon were dual-wielded daggers or a weapon that had the Battlecry: Discover a card, everything you draw is a copy of that. Mike also talked about Valeera the Hollow: he expected her to be more powerful than she already is, but maybe players will find a way to use her more in the future.
      There were a few words about Hearthstone's currently weakest class: Shaman. The devs think that the Shaman Spellstone is a powerful "sleeper" card, although maybe there's presently not a proper deck for it. They were also slightly worried about Unstable Evolution. Another "sleeper" card for them is Warrior's Drywhisker Armorer.
      An important point is that when asked about Corridor Creeper, Peter said that it's "one of the cards that raised a red flag". Lastly, they talked about King Togwaggle and the numerous iterations he had - all around swapping decks with your opponent. The penalty on the spell card isn't high enough on purpose, because they didn't want Togwaggle to be a super competitive card.
      I've tried to summarise the most important points, but you should definitely check out the entire interview on IGN. There's much more detail behind the design process of Kobolds & Catacombs, while there is also temp artwortk of cards as well as two cards that never made it into the game!
    • By Aleco

      Players can earn up to three free packs for logging in to Hearthstone during the Hearthstone World Championships.
      The folks over at Hearthpwn.com have learned from data mining of patch 10.0 that the Hearthstone World Championships will offer players three free packs as daily login rewards. The first day of the championships will give players a Journey to Un'Goro pack, the second day a Knights of the Frozen Throne pack, and the third a Kobolds & Catacombs pack. The Hearthstone home screen will also change to sparkling white theme honor the World Championships.

      Along with this week's awesome Tavern Brawl featuring World Championship winning decks, this marks the first time that Blizzard has brought Hearthstone eSports all the way to the Hearthstone client. Given the recent start of the Overwatch League and the choose your champion feature for the World Championships, it seems that Blizzard is supporting competitive gaming now more than ever.