Aleco

Death Knights to Leave the Arena on November 14th

Sign in to follow this  

10 posts in this topic

jn32Asu.jpg

Blizzard has listened! Death Knights will be removed from the Arena in an upcoming update.

Great news for fans of the Arena: Death Knight cards will be removed from the Arena draft pool in an update on November 14th! Blizzard noted that the upgraded Hero Power made these cards too hard to answer, which was a very common complaint from the Hearthstone community at large.

Blizzard LogoBlizzard (Source)

• Death Knight Hero cards can no longer be drafted in Arena.

Starting on the morning of Tuesday, November 14 PST, we will remove the nine Knights of the Frozen Throne Death Knight Hero cards from the Arena draft pool. While the Death Knight Hero Cards are exciting and powerful to play, their permanent Hero Power upgrades are hard to combat in a format where answers are limited. 

We will continue to monitor Arena balance and make changes on an as-needed basis. Please note this change does not remove Death Knight Hero cards from existing drafted decks. For a complete list of cards that are not available in the Arena draft pool, please refer to our Arena Specifics forum post on the official Hearthstone forums.
  • Like 1

Share this post


Link to post
Share on other sites

Arena is becoming very separate mode with a separate subset of cards. I am disappointed by this decision. It does partially solve problem of huge variance in power between two drafted decks but I dislike long term effects.

Share this post


Link to post
Share on other sites
5 minutes ago, Strongpoint said:

Arena is becoming very separate mode with a separate subset of cards. I am disappointed by this decision. It does partially solve problem of huge variance in power between two drafted decks but I dislike long term effects.

Honestly I'm fine if they're removing very strong things like this, but I think that the addition of those new cards that people voted for was a very bad turn...

  • Like 1

Share this post


Link to post
Share on other sites

I don't like this choise, but I agree it's needed. Legendaries' level is not equal at all, and maybe DK are the best legendaries in the game. Being Arena a "random" game mode, I think that cutting the most powerfull (and actually, even the worst one) would be good.

You know, when your opponent have drafted a Bloodreaver Gul'dan and you a Boogeymonster, well....

Share this post


Link to post
Share on other sites

I love this. Jaina DK was essentially an auto 12 win deck... "Free" water elemental is INSANE let alone the regeneration. Some of the others weren't as game breaking (looking at you Rexxar) but you can't regulate that as easily. This change was drastically needed. The cards aren't as broken when you can counter outside of the arena bubble, way better to remove than to alter any of them.

Share this post


Link to post
Share on other sites

That is a good decision.

IMO way too late, DK should have never been allowed in arena. Because it should be totally obvious to everybody involved that you can only counter Deathknight with a perfect deck of your own. And since you don't draft a deck in arena that is perfect there is absolutly no counter to DK, making almost every game where a DK is played an autowin for this player.

But better late then never.

Maybe I will play arena again sometime in the future.

  • Like 1

Share this post


Link to post
Share on other sites
7 hours ago, Laragon said:

Some of the others weren't as game breaking (looking at you Rexxar) but you can't regulate that as easily.

I dunno, in the right deck Rexxar can be pretty insane. 

But anyway, thank god they finally did 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

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      The newest Legendary Shaman minion has me shaking in my boots. Is this the card that will put Elemental Shaman over the top?
      Chinese Hearthstone streamer Snowkiss has revealed the Legendary Shaman minion from K&C. This bad boy appears to pack quite the punch - my mind is already racing with potential combos and synergies for Grumble, World Shaker:

      Card image courtesy of Hearthpwn.com
      Elementals have plenty of powerful Battlecry triggers which Grumble could play for a second time. Kalimos, Primal Lord, Servant of Kalimos, Blazecaller, and Jade Spirit immediately come to mind as potent synergies for the shaker of worlds. Grumble could also be used to double down of Jade cards such as Jade Chieftain and Aya Blackpaw, or could even be used to recycle the Battlecry triggers of the old gods. All of this on a 7/7 for 6 mana? Sign me up!
      Is this the card that Elemental Shaman has been waiting for? Let us know what you think about Grumble in the comment section, and check out our Kobolds and Catacombs hub for more information on the upcoming set.
    • By Aleco

      The second of three Unidentified Magic Items to be revealed from Kobolds and Catacombs, will Unidentified Maul be a smashing success on the ladder?
      Kripparrian revealed the second of three Unidentified Magic Items in Kobolds and Catacombs today on his Twitter accounter, Unidentifed Maul:

      A Paladin Weapon, Unidentified Maul begins each game with an unknown effect and will become "identified" upon drawing the card from your deck. The weapon will always be a 3 mana 2/2, but will be randomly bestowed with one of the four following effects when drawn:

      A couple of the potential modes on this card are very enticing. Two Silver Hand Recruits and a 2/2 weapon for 3 mana is a screaming deal, and the other three modes offer some serious value if you're already ahead on board. Given that three of the four potential modes on Unidentified Maul aren't very good when you're behind, I doubt this card will slot in as an instant replacement for Rallying Blade. Unidentified Maul could end up seeing play in token-based strategies, as granting +1 Attack or Divine Shield to a wide board of minions drawn from Small-Time Recruits is nothing to shake a hammer at.
      Will the random nature of Unidentified Maul be its downfall, or will its synergies with token strategies enable it to see some play on the ladder? Let us know what you think in the comments, and be sure to check out our Kobolds and Catacombs hub for more information on the upcoming set.
    • By Zadina

      Mage gets its first revealed Kobolds & Catacombs minion. And guess what? Joust is back!
      This card release was unexpected, since it wasn't on the schedule, but it is welcome nonetheless! The Hearthstone Brazil Instagram account revealed this minion:

      Image by Hearthpwn.
      It is interesting to see the Joust mechanic return after such a long time. I'd place this card in average tier. It is worse than Arcanologist, since it has one less health and it's also not guaranteed that it will draw you a spell. Even compared to Novice Engineer and Loot Hoarder, Raven Familiar might be a better body but the other two cards are run in decks that really need the guaranteed card draw. The poor Raven can be a liability in a control oriented Mage deck.
      This card is slightly better for Arena mode. Then again, spells aren't that common in that mode and there's also a reduced offer rate for spells like Fireball and Flamestrike.
      Lastly, the Beast synergy is noteworthy. I don't think we'll be seeing Beast Mage any time soon. So Raven Familiar is a weak 2-mana drop that can be generated and offered to Hunters - although this is mostly going to affect Wild mode.
      Feel free to visit our Kobolds & Catacombs hub for all details and revealed cards of the upcoming expansion.
    • By Aleco

      Spoiled yesterday as a 6 mana 5/4, Seeping Oozeling now appears on the PlayHearthstone website with a lowered mana cost.
      Edit: Confirmed in a tweet by the official Hearthstone account, the 5 mana 4/3 version of Seeping Oozeling is an error. Yesterday's 6 mana 5/4 version is the card we'll be seeing in K&C this December.
      Reddit user Fabman650 recently noticed that Seeping Oozeling has different stats on the official PlayHearthstone website than it did in yesterday's spoiler. The card was spoiled yesterday as a 6 mana 5/4, but appears on the PlayHearthstone website as a 5 mana 4/3:

      If this is truly an intended update by Blizzard (and not some kind of mistake), this would be a significant buff to Seeping Oozeling. The true power in this card lies in its Battlecry trigger, not its stats, meaning that a reduction to its mana cost would make it significantly stronger. At 5 mana, Seeping Oozeling also compares much more favorably to Savannah Highmane than it did before.
      Is Seeping Oozeling now strong enough to see play? Let us know what you think about the updated card, and remember to check our news forum and the Kobolds & Catacombs hub for more new cards from K&C!
    • By Zadina

      Silver Vanguard is a new neutral Common minion that will be introduced in Kobolds & Catacombs.
      PC Gamer has unveiled this brand new card: 

      The stats of Silver Vanguard are terrible for a 7-mana card. One could argue that the Deathrattle could trigger more easily with the card having such low health, but the 7 mana slot mostly contains minions with usually beefy stats. Blizzard seems to want to continue the trend they started in Year of the Mammoth, just like with the newly revealed Spiteful Summoner, of minions with interesting effects, but weak stats and slightly elevated Mana costs.
      As the PC Gamer article points out, Silver Vanguard could pull out some nice minions for Paladin and Warrior. Examples are Tirion Fordring, Ragnaros, Lightlord and Grommash Hellscream.
      What do you, guys and gals, think? As always, all the revealed cards can be found in our Kobolds & Catacombs expansion hub.