Zadina

Patch 15181: New Dailies, Murloc Card Changes and More!

20 posts in this topic

VQ4G8AICTJPW1475699042324.jpg

A new patch has hit the Hearthstone servers, preparing the ground for the upcoming Heroic Tavern Brawl and bringing new dailies, changes to Murloc cards, achievements and more!

As we've already said, this build added some textures for the Heroic Tavern Brawl (which were datamined by Hearthpwn) and it also adds  the BlizzCon 2016 card back. Moreover, Murloc cards that affected ALL Murlocs now only affect friendly ones. There are also several bug fixes. Here are the patch notes:

Blizzard LogoBlizzard Entertainment

In this Hearthstone update, we're making balance changes to several cards and fixing several bugs.

Read on for details!


  • Ethereal Peddler now reads “Battlecry: If you’re holding any non-Rogue class cards, reduce their Cost by (2).” This was done to make it more clear, especially with upcoming releases.
  • The following Murlocs that affected ALL Murlocs now only affect friendly ones, to improve the Murloc mirror-match. These cards are not eligible for a full dust refund.
    • Grimscale Oracle now reads “Your other Murlocs have +1 Attack.”
    • Coldlight Seer now reads “Battlecry: Give your other Murlocs +2 Health.”
    • Murloc Tidecaller now reads “Whenever you summon a Murloc, gain +1 Attack.”
    • Murloc Warleader now reads “Your other Murlocs have +2/+1.”
  • One Night in Karazhan cards will now show up with the same frequency as other card sets in the Arena
  • The following bugs have been squashed:
    • Yogg-Saron, Hope’s End now properly applies the Overload effect when it casts a spell with Overload.
    • Sir Finley Mrrgglton no longer offers Lesser Heal as an option of Hero Powers to Discover when played by Tyrande.
    • Casting Entomb on a transformed minion will no longer reveal the minion’s identity if it gets drawn again.
    • Gladiator’s Longbow now properly prevents damage caused by Explosive Trap.
  • The following card back has been added:
    • Welcome Inn – Acquired by attending BlizzCon 2016 or purchasing a Virtual Ticket for BlizzCon 2016.
  • Many new daily quests have been added.

For more information, including a more comprehensive list of bug fixes, please visit our Forums.

(source)

What are these new daily quests? Well, they were datamined (along with a lot of other stuff) by Hearthpwn. In total, the new dailies are around 35 in number! The 40 Gold ones involve playing 30 class cards for each class. There is a variety of new 50 Gold quests;  their concept involves around playing a specific amount of a particular archetype or kind of cards, like Play 20 Beasts, Play 10 Weapons or Play 15 Overload Minions. The 60 Gold quests require you to play 50 class cards. Lastly, there are two new 100 Gold quests: Murlocalypse - Play 75 Murlocs and Cry Havoc - Play 75 Battlecry minions.

Other datamined data include three new achievements that award three Classic card packs each:

  • Return of the Hero - Defeat the 3 challengers!
  • Ready for Action - Play 30 cards in Play mode
  • Back in the Game! - Deal 100 damage to enemy heroes

There are also six achievements, awarding The Grand Tournament packs, that are tied to the BlizzCon promotion - we will discuss this in another article!

Ultimately, a returning player challenge with three missions has appeared, as well as a possible Innkeeper challenge.

  • Like 2

Share this post


Link to post
Share on other sites

Wow, I did not see these changes coming. Thanks it's not something important. 

New dailies are cool. Some variance would be a very welcomed addition. Additional points for not making us win with Priest cards and Murlocs.

Yeah, and regarding Murlocs, this is an actual balance change! (that's not really going to matter). It was a bad thing that some of them said "yours" while others cared about "all", because consistency is good. But ultimately, I just laughed a lot when suddenly their Warlord buffed my Finley or an Arena game got weird. It also lightens up my heart all the time because The Original Fishy Dudes Buff Lord, Lord Of Atlantis, says "all Merfolk" since 1994 and up to this day. Not that it actually ever mattered, unless we count that one special time where you got into a mirror match and forgot about this, then proceeded to lose miserably and miss the prizes. But obviously that never happens. ;)

Is this change a hint to the next expansion making Murlocs relevant again? 

And the Karazhan Arena normal state is welcome. It's a decent set for the format, don't get me wrong, I've been enjoying it so far, it's just the fact it has Firelands Portal in it.

Share this post


Link to post
Share on other sites

I imagine "Play a Friend" and "Watch and Learn" came up <irony>so much and far too often</irony> to give people quick gold/packs they had to drown them out completely?

75 Murlocs is gonna be a bitch, though. I sure hope everyone pulled a couple of Vilefin Inquisitor already (as if...) and that the wee Silver Hand Murloc count toward the 75 total. (Which I wouldn't put past Blizzard not to, because otherwise it's just too unfair for those who don't want to play paladin.)

Share this post


Link to post
Share on other sites

I don't mind any of the quests really. I'll happily mess around with murloc zoo to get that sweet 100g and make some people salty in the process.

I might need another 9 deckslots though ...

Share this post


Link to post
Share on other sites

Totally down with giving more Murloc decks a swing for that quest. All aboard the OTK train!

Share this post


Link to post
Share on other sites
1 hour ago, Tectonn said:

Are any of these quests completable in solo mode? Like the 'win 7 games' quest.

You can't, no. 

Share this post


Link to post
Share on other sites
1 hour ago, Allegro said:

Now we have a valid reason for selecting Murloc Tinyfin over Piloted Shredder in arena!

Seems like a legit strategy, guess I'll be 12-0 in no time. Maybe that's what Kripp has been hiding!

Share this post


Link to post
Share on other sites
21 hours ago, Horn said:

Can someone explain the thing with the achievements to  me?

They appear when you are long away from the game. If you play often, you won't get them - you will have to take a break from HS.

Share this post


Link to post
Share on other sites
4 hours ago, positiv2 said:

They appear when you are long away from the game. If you play often, you won't get them - you will have to take a break from HS.

Do we know how long that break needs to be?

Share this post


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

Do we know how long that break needs to be?

I couldn't find an official answer, sadly. From experience (just logged to Asia to see), one month is not enough.

Share this post


Link to post
Share on other sites
3 hours ago, positiv2 said:

I couldn't find an official answer, sadly. From experience (just logged to Asia to see), one month is not enough.

Hopefully it will surface soon enough, or enough people will throw out answers that we can piece together a solid timeframe.

Share this post


Link to post
Share on other sites

I've been really enjoying the new quests - more than I thought I would.  They provoke me to try out different decks than normal, which is more fun than just net-decking all the time.  I'm surprised at just how well I can do with cobbled together decks whose only reason to exist is so that I can quest-mine.

I got Murcopalypse and just threw together a deck made up entirely of Murlocs (no spells).  Surprisingly, it worked quite well - the Murloc synergies worked for an extremely aggressive mode of play, and Sir Finley let me switch out for the Warlock power.  I won 6 out of 8 (casual) - which is probably down to luck, and perhaps opponent confusion at what kind of deck I was playing.  Like: "nobody would play this deck: I better play around things".  

I also got a kick out of an all-Beast Hunter deck with (again) no spells.  Even if it under-performs it still generates gold, which makes losing less of a kick in the teeth - especially in a long match.  It makes me less prone to ditch a losing game, as well.  Even if I'm losing, playing more cards will get me the gold quicker.

 

Share this post


Link to post
Share on other sites
18 hours ago, mimech said:

I've been really enjoying the new quests - more than I thought I would. 

They're really getting me to make more and more Yogg decks than I should, but I mean, having 18/18 slots filled with Yogg decks is good, right?

Share this post


Link to post
Share on other sites

WARNING: venting rant incoming. You've been warned.

So I got the dubious honor of recieving the "Play 75 Murlocs" quest today, and it's even worse than I feared. Two hours. Two hours of my life wasted on a pointless, almost cerebral death level of activity grind. Because, guess what, there's 75 of them you need to play. 75. Seventy-****ing-five, straight from your hand, and tokens generated from the likes of Bilefin Tidehunter don't count. 

So, with any constructed (LOL!) Murloc deck right out of the picture, the only thing that is left is building a (insert class) "deck" where you just dump any Murloc you have. Yes, even Murloc Tinyfin. And if you don't have Murloc Knights, Murloc Warleaders and Coldlight Seers; well, ain't you **** out of luck, old boy! Enjoy the dreary, stifly drudge of 'playing' Hearthstone where the only thing you'll do for the next dozen of games is dump whatever Murlocs you have in hand and press end turn. Because you want it to be over ASAP. It's repetitive, it's mind-numbingly boring and luckily there's a full 100 GP at the end, because the Old Gods know why you'd inflict it upon yourself otherwise. Play a Murloc. End turn. Play a Murloc. End turn. Play TWO Murlocs! (watch out, this is getting ot of hand!) End turn. Rince and repeat until you lose at nauseam.

And the worst part, the worst part of all is when you actually win a game. Because, yes, YOU CAN ACTUALLY WIN GAMES pressing 'Soul Tap' and dumping whatever Murloc you topdeck on the field like an automaton. I kid thee not, as completely impossible as it sounds. Except... you don't win. You opponent loses. There's not a shred of satisfaction at seeing the victory screen, because deep down you know that the only thing you did is just dump Murlocs like a braindead zombie and somehow on a misunderstanding managed to let your opponent drag himself down to 14 HP where you can finish him with Bluegill Warrior + Power Overwhelming + Power Overwhelming + Soulfire. Because he couldn't draw into anything except endgame or made misplay after misplay and insisted on killing your Murlocs with his dagger and sacrificing his life. Because he's an idiot that didn't started laughing and playing seriously the moment he saw that Murloc Tinyfin come out.

Jesus H. (censored) Christ, whoever thought of this daily quest should be shot. With extreme prejudice. Repeatedly. With a machine gun. Loaded with incendiaries. On full auto until the barrel fails from overheating!

 

Edited by positiv2
Chapter 2.4. of General Posting Rules

Share this post


Link to post
Share on other sites
16 minutes ago, Keizoku said:

tokens generated from the likes of Bilefin Tidehunter don't count. 

Ooze is not a murloc. Maybe you meant Murloc Tidehunter?

I personally enjoyed the quest, though I only got it once. I had a reason to actually play murloc zoo that I remember from when I started playing HS. The deck is quite fun, though I miss some cards. I even thought about crafting Neptulon just because I realised that murlocs are fun. 

Share this post


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

Maybe you meant Murloc Tidehunter?

Gah... Mixed up Tidehunters. 

And yes, if you have the cards to make a reasonably coherent deck (Read Warleaders and Seers to give your Murlocs more than 1 HP), then it's probably not that bad. When you don't...

Share this post


Link to post
Share on other sites
1 hour ago, positiv2 said:

because I realised that murlocs are fun. 

Anyfin made me realise this.

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
      Dean "Iksar" Ayala was active on Reddit yesterday commenting on the purpose and the design philosophy behind the Basic and Classic sets as well as the reasoning behind nerfs on cards from these sets.
      The Lead Balance Designer explained that the Basic and Classic sets' purpose is to introduce players to the game's mechanics and the fantasies behind each class. Since these sets are always around, powerful cards in them can be frustrating and cause negativity. For example, Wild Growth and Nourish were under the scope for a nerf for a long time. That doesn't mean all Basic and Classic cards have to be weak; some of them, like Fireball, Al'Akir the Windlord, Frothing Berserker and Tirion Fordring, are powerful, they show off class fantasy well enough and are safe from any changes (for now!).
      Card nerfs aren't meant to just solve short-term problems. For example, the Fiery War Axe nerf made it possible for other Warrior weapons to see play. It's true that nerfing cards from the Classic and Basic cards makes players feel obligated to invest their gold or real money on newly released sets. The team has tried to offset this with more seasonal events, as well as the reworked new player experience, which all give packs to players.
      IksarHS
      Ideally the basic and classic set show off the kinds of mechanics each class is about without having too many cards that show up in all possible class archetypes. Basic is important to us because it serves as a set of cards players can use to learn about the game before they choose whether or not to make an investment of their time or money. Classic is important to us because it serves as the secondary jump-off point where you learn the baseline for what each of the individual classes is about along with some of our core mechanics like Battlecry or Deathrattle. From a gameplay perspective, having these sets around forever usually only leads to negativity when the cards are so powerful they show up in every deck in every expansion, making the strategies players use feel more stale than they would otherwise. We've been trying to change some of these power outliers over time, but only when making that change might also be positive for the live game environment. Wild Growth and Nourish were good examples of cards we had thought about changing for some time, so when we arrived in a meta where Druid had been very powerful and popular for a long time, it felt like a good time for those changes. We'd like to continue making these types of changes, as we believe the game will be in a better position to meet the player expectation that the game is new and fresh from expansion to expansion.
      We nerf basic/classic cards that are too powerful instead of rotating them when they hit on class fantasy but at too high of a power level. Ramping mana is a strong identifier for what Druid should be about, so it made more sense to us to have some of the simplest forms of mana ramp exist in the base set to teach players what Druids can be about. It also makes more sense to have those cards be medium power level because if we identify mana ramp as an identity for Druids, it would be nice to be able to make some mana ramp cards from time to time without having to create cards even more powerful than two of the (arguably) most powerful cards in the game. Of course, this doesn't mean all basic and classic cards have to be weak. Generally the cards we target for change are ones that exist in every archetype. Cards like Al'Akir, Frothing, Fireball, or Tirion are probably safe. They are powerful and do an awesome job at selling the class fantasy for the class they represent. They also have some weaknesses and you can imagine an archetype within their class that might not play them. This is a pretty good place to be in. (source)

      I probably should have included this in the first post. It's true that reducing the amount of auto-include cards in the base set makes cards from expansions more important if the goal is to be able to create every powerful deck. This is something that's more healthy to solve with things like gold injection events like fire festival, increasing the gold on the average quest, or having a new player experience that awards 20+ packs. We keep a close eye on the the kind of investment it takes (time or currency) to obtain a deck archetype that is fun and powerful. The end goal is to make that a painless experience and there is more than one way to go about that. Having a wide variety of forever cards that are so high power level they are included in most decks is one way to go about it, I just don't think it's the right one.  (source)

      The main point I think is important to get across here is that we don't ever change basic and classic cards just to solve short-term problems. Warrior was fairly powerful at the time we changed FWA which I think makes the change more palatable. If we truly thought that Warrior was better served in the long-term by have FWA as a (2) mana card, then we certainly would have tried to change expansion level cards rather than something in the classic set. Cards like Sul'thraze, Supercollider, Woodcutter's Axe, and Bloodrazer have all had a little more room to breathe and make Warrior feel different expansion to expansion as a result of the FWA change, which was part of the goal. (source)
    • By Zadina
      Many players - initially from Korea, but then from all regions - have received a survey about Hearthstone and the latest expansions. One of the questions of the survey asks players how likely they would be to to play the card game within the next 30 days, if there were no Blizzard sponsored tournaments.
      The question has made a lot of people nervous, given that Heroes of the Storm esports were recently axed and the game will go in maintenance mode in the near future. The climate is already heavy with the latest WoW expansion not being received that greatly and all the rumours about Activision meddling into Blizzard. The recent news about two Activision Blizzards CFOs leaving the company and Bungie (the developer of Destiny 2) jumping ship from Activision only managed to spark the rumours that things aren't going that well for Blizzard. Hearthstone also saw its game director and public face, Ben Brode, leave this year - along with other notable Hearthstone devs.
      Significant changed to the structure of the Hearthstone Championship Tour were announced less than two months ago, so Hearthstone esports have a future for 2019 at least. Of course, the conspiracy lovers immediately pointed out that HotS devs promised that HGC would continue in 2019, only to announce its cancellation less than a month afterwards.

      The full survey was shared on Reddit by u/HelixFossil89.
      It is important to put this matter into perspective without panicking. First of all, this was a single question in a 35-question survey about the game in general and Rastakhan's Rumble in particular. The conductors of the survey obviously want to get the general opinion of their playerbase on major issues. Just because they asked this particular question, it doesn't necessarily mean they are considering axing Hearthstone esports.
      Second, there is no indication that Hearthstone isn't doing well. Sure, it may have lost some players but it probably still is Blizzard's second best earner. Its competition has definitely not managed to thwart it and the latest balance changes - while they weren't exactly successful in creating a healthy meta - were received with excitement and positivity by most of the community.
      On the other hand, Blizzard has spent quite a lot of money on the Hearthstone professional scene and perhaps there is a limit of how much they can keep throwing at it. There is also the matter that even though Hearthstone has been successful as an esport, it has managed that without being taken totally seriously - even by its own players. The 2019 plans also seem a bit vague-ish, although it should be noted that the January qualifiers are well underway.
    • By Zadina
      This brand new Tavern Brawl challenges you to build a deck with cards from 2 Wild expansions and 2 Standard ones.
      Specifically, you will need to construct a deck using only cards from Goblins vs Gnomes, The Grand Tournament, The Witchwood and The Boomsday Project. We remind you that this month is dedicated to Wild mode with a new Wild Bundle and thematic Tavern Brawls being available.
      Newer players or players that don't have a lot of Wild cards in their collection can pick a Class and a single card and the game will autofill a deck for them with cards they don't have!
      If you don't have cards from GvG and TGT, but still want to make your own deck, Baku the Mooneater and/or Genn Greymane are your best bets. Odd Rogue and Odd Paladin are performing well and Even Shaman is also a decent choice.
      If you have all the cards needed, then it's a great opportunity to show off your Mech power. Mech Hunter and Mech Paladin are absolute beasts, with the Mechs from GvG and The Boomsday Project synergising perfectly.
      This is a very interesting Tavern Brawl, since it creates a whole new meta on its own and it satisfies the players who are asking for yearly/monthly rotations with a specific amount of random sets from all of Hearthstone's history. Sometimes, Tavern Brawls foreshadow future games modes so perhaps this is a small hint on something different being worked on!
    • By Starym
      Here comes another update, once again focusing on Arena balance as classes get the appearance rates of cards tweaked so everyone has a comparable win rate. We're seeing Hunters, Rogues and Warriors getting their rates nerfed, while Druids, Mages, Paladins, Shamans and Warlocks get theirs buffed. This is coming after the more comprehensive update last month that saw some bigger Arena changes, including the removal of Mind Control Tech.

      We're also getting changes to Rumble Run in this update, featuring better synergy for your shrine with new cards picked, boss deck adjustments and the ability to re-pick the shrine you lost with. Check out the full details below:
      January 10 (source)
      This Hearthstone update mixes Rumble Run up for a refreshing new change, while also bringing in some updates to Arena buckets together with the cessation of December 2018’s dust refund. Read on for details!
      Arena Updates
      Following our Arena update last December, we have adjusted the appearance rate of each individual card available in Arena to ensure the overall win-rate of each class remains as close as possible to our ideal of 50%.
      Hunter, Rogue, and Warrior have had the average quality of their Arena picks lowered. Druid, Mage, Paladin, Priest, Shaman, and Warlock have had the average quality of their Arena picks raised. December Update
      The dust refunds that were available following our last update in December 2018 are no longer available as of this post.
      Rumble Run Changes
      Champions, rumblers, and trolls of all sizes! We’ve watched you spend a month punching faces in the Rumble Run, and we think there’s room for some changes based on how things have gone. Here’s what’s new with the Rumble Run.
      Weighted Card Rewards We’ve increased the possibility of synergistic cards for your shrine appearing more often. One of our primary goals with this mode was to showcase the nine troll champions and have you really get to know them. We wanted you to “live the dream” of fighting in the Gurubashi Arena, and to do so, we had to make sure that each Run had its own strong theme. Adjusting the card bucket offerings for decks and re-adding bonus buckets will help strengthen that experience.
      Boss Deck Adjustments One of our design goals with the Rumble Run was to provide huge, overpowered combat. Balancing at such a high power level is a challenge. When it works, it works great. You get epic, monumental combat against overwhelming odds. But when it doesn’t work, it feels random and swingy – like when the AI pulls an overwhelming combo. And since no one likes being repeatedly hit in the face with a club, we’ve pruned some of the power from the boss decks so that your Runs will play out more moderately. We have a lot of data about which bosses have the biggest body counts, and we’ve used that to target the worst offenders. Rumble Runs are now a little easier, but more importantly, they’ll feel a little more fair.
      Shrine Selection Changes In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.
      We had wanted to encourage players to try different shrines, especially to experiment with stuff they normally wouldn’t, so we put the current random shrine drafting in place. While that helped achieve our initial goal, it removed that feeling of mastery – the ability to choose a shrine and play with it until you feel you’ve mastered it or exhausted its possibilities.
      So we want to bring that back. With this update, whenever you lose, you can expect to always be offered the shrine you just lost with. The shrine that the boss used to beat you in your last run will also be offered, per the status quo.
      Some Final Rumble Ruminations
      We always prefer to experiment, try extreme ideas, and get feedback rather than play it safe. In true troll fashion, we went big with the Rumble Run and tried some different ideas to give this expansion a unique feel and to capture the thrill of stepping into an arena against known opponents for some superpowered brutality. It’s wallop or be walloped in there, for better or for worse.
      One of the things we experimented with—and heard great feedback on—was about the earlier pack rewards for the Rumble Run. Previous Hearthstone missions awarded packs via quests for completing content. For The Boomsday Project, we gave packs out without a quest to celebrate the launch of the expansion’s missions. This time around, we front-loaded the rewards and gave players three extra packs on launch day instead of during the Rumble Run. We felt that packs might be more interesting to people during the initial weeks of the expansion.
      As many of you have pointed out, this decision just made the missions feel especially un-rewarding. It’s always more gratifying to earn packs by competing a quest, rather than just being given them. To this end, we’re adding the new quest described above, and going forward, we’ll keep this feedback in mind for the launch of new single-player content.
      We had a ton of fun making mode and really appreciate the time that many of you took to write out thoughtful feedback. Everything we learn helps make future content better.
      And now, it’s back to the Rumble Run!
    • By Zadina
      This January is dedicated to the Wild format: apart from the Wild Open qualifiers taking place this month, you can now get a card Bundle with packs from previous expansions that are not usually available.
      The Wild Bundle contains 10 packs from each of the following expansions, that have rotated out of Standard: Goblins vs Gnomes, The Grand Tournament, Whispers of the Old Gods and Mean Streets of Gadgetzan. The Bundle costs 25 Euros or 25 USD.
      If you are interested in the Wild format - or perhaps you even want to complete in it, the Wild Open qualifiers will be taking place this January.
      Lastly, most Tavern Brawls are in Wild and this will continue being the case throughout this month.