Zadina

Kobolds & Catacombs Is Live + Patch Notes

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Blizzard surprised Europeans pleasantly by releasing the new expansion on Thursday, a few hours after the Americas release.

Hearthstone latest expansion is now live in the Americas and in Europe. The patch, that added Kobolds & Catacombs to the live client, was released on Wednesday. The important part is that new cardbacks have been added, arena draft appearance rates have been adjusted and there are going to be daily login quests during the upcoming World Championship. Click below to view the patch notes:

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  • Don’t miss out! The Kobolds & Catacombs pre-purchase bundle will remain available until 11:59 p.m. PST December 6. This bundle includes 50 card packs at a special price and the For the Hoard! card back.
  • Hearthstone’s newest Expansion, Kobolds & Catacombs, releases beginning December 7! Log in after release to receive 3 Kobolds & Catacombs card packs and a random Legendary weapon card, FREE!
  • Kobolds & Catacombs introduces:
    • Dungeon Run: FREE repeatable single-player experience where everything you need is provided!
    • Legendary weapon collectible cards for ALL nine classes
    • A new keyword: Recruit
    • Two new card types: Spellstones and Unidentified Items
    • In total, 135 new cards to add to your collection!
  • Added three progressive Dungeon Run quests that each reward a Kobolds & Catacombs card pack*.
  • Defeat Dungeon Run with all nine classes to acquire the Candle King card back!
  • New daily quest – Spelunker: Defeat 5 Dungeon Run encounters. Reward: 1 Classic card pack.
  • The Hearth and Home cinematic has replaced the previous Hearthstone cinematic.

  • Added the following card backs:
    • Azeroth is Burning – Acquired from a special promotion.

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  • Catacomber – Acquired from achieving Rank 20 in Ranked Play, December 2017

S45_RankedDec2017_CardBack_500x345.png

  • Frostfire – Acquired from achieving Rank 20 in Ranked Play, January 2018

S46_RankedJan2018_CardBack_500x345.png

  • Improved reconnection and UI for Friendly Challenges.
    • A new Match Paused pop-up will display a countdown while waiting for opponent to reconnect.
    • When a player reconnects, the turn timer will restart.
    • The Game Menu will now display ‘End Game’ instead of ‘Concede’ and clicking it will tie the match.
Arena
  • Arena draft appearance rates have been adjusted.
  • Note: Non-Basic Neutral Classic minions represent the baseline for draft appearance rates.
    • Basic/classic neutral minion: .5x
    • Non-basic/classic neutral minion: 1x
    • Most recent set neutral minion: 2x
    • Basic class minion: 2x
    • Basic class spell: 3.5x
    • Non-basic/classic class minion: 2x
    • Non-basic/classic class spell/weapon: 3.5x
    • Most recent set class minion: 4x
    • Most recent set class spell/weapon: 7x
  • As part of our ongoing efforts to improve Class balance in the Arena, we are making small, periodic appearance rate adjustments to specific Arena cards.
 
Bug Fixes
  • Fixed a crash that could occur when attempting to spectate without closing the Arena welcome message.
  • Canceling Malfurion the Pestilent will no longer cause Armor to become invisible.
  • Attacks with Lifesteal will no longer create excessive animations while Auchenai Soulpriest and Bolf Ramshield are on the board.
  • Multi-target effects with Lifesteal now apply their healing as a single large heal, rather than individually.
  • All Lifesteal effects now use the same, standardized, visual and sound effects.
  • Combo effects can no longer target non-interactable minions such as Sherazin, Seed.
  • Brann Bronzebeard will no longer grant double Lifesteal to Corpsetaker.
  • Blingtron’s Battlecry will now trigger weapon Deathrattles when it occurs twice due to Brann Bronzebeard.
  • Minions destroyed by Frostmourne will now be displayed on its enchantment banner.
  • Losing durability from Sword of Justice will no longer sometimes cause Lifesteal to trigger.
  • Deathstalker Rexxar’s Battlecry no longer benefits from effects on an equipped weapon, such as Poisonous or Lifesteal.
  • Unwilling Sacrifice’s random targeting will no longer select an enemy Spellbender that has intercepted an Unwilling Sacrifice.
  • Granting a Deathrattle to Scavenging Hyena, then playing Terrorscale Stalker on it will no longer give it +2/+1.
  • Resolved a crash that could occur when playing a Quest spell that triggers Counterspell.
  • Cards transformed by Golden Kobold will no longer sometimes be revealed to your opponent.
  • The animation for Frost Nova will no longer play multiples times while Moorabi is on the board.
  • Hovering over a Quest in progress as your turn starts will no longer cause cards that provide progress toward completing it to lose class specific border colors.
  • Replacing a Cursed Blade with a Cursed Blade will no longer remove the ‘cursed’ animation on the Hero portrait.
  • Application of the Bolster buff will no longer be slightly delayed on an eligible minion that was played last onto a full board.
  • Joust and other card reveal effects will now function correctly if your deck contains 60 cards.

Tavern Brawl

  • Shiftcon: Minions with a Yellow glow will no longer retain it when they shift into a new minion.
  • Tag Team: Resolved an issue that could cause the match to end prematurely when swapping Heroes.
  • Decks Assemble: Resolved a crash that could occur when the turn ends while your opponent controls Jeeves.

Mobile

  • [Mobile] Fixed a bug where card tooltips would sometime appear at the edge of the screen and get cut off on mobile devices
  • [Android] Region selection on Android tablets will no longer sometimes be blank.

(source)

Kobolds & Catacombs also has a launch trailer. And... it's... glorious!

Our Kobolds & Catacombs hub contains all 135 revealed cards and everything you need to know about the novelties of this expansion, such as the Dungeon Runs or the new Class Legendary Weapons. At the moment, our guide writers should be hard at work preparing new deck guides. We might even have guides for the Dungeon Runs. Lastly, our Arena tier lists are up-to-date.

At any case, you can track any updates in our Hearthstone changelog, but we'll probably make a news post about them. For now, you can read Aleco's excellent set review for Kobolds & Catacombs.

Good luck with your pack openings and feel free to share any amazingly good or bad openings you've had! Also, best of luck to those who'll brave the ladder or to those of you who choose to delve into the Dungeon Runs!

  • Thanks 1

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I got a damn big load of duplicates, especially of the most useless cards and the overall bad quality of the cards in this set made the pack opening a very sad and disappointing experience.

Getting two Duskbreakers was the highlight of 60 packs.

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Man, these dungeon runs get tough. Its like fight 5 or 6 can be a bit of a struggle depending on who you get/what deck you have, but 6 is like a maths test that's on a subject you thought you knew but oh buddy how foolish you were. Also, the flavor text on the spellstones has quickly become my favorite. 

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1 hour ago, ThunderChanter said:

Man, these dungeon runs get tough. Its like fight 5 or 6 can be a bit of a struggle depending on who you get/what deck you have, but 6 is like a maths test that's on a subject you thought you knew but oh buddy how foolish you were. Also, the flavor text on the spellstones has quickly become my favorite. 

Quite enjoyed them so far. I got to the last boss on my first run and promptly got destroyed. Next two didn’t get that far. Good that they’re not easy though, should provide more play time.

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I got to the last boss on the first run as well, the dragon. Got smashed.  Haven't gotten past the 5th or 6th since then. I wonder if that was planned?

 

Tad seems broken? He ran out of cards and didn't suffer fatigue? See 1st Screenshot.

 

Also, A.F. Kay...did nothing until the round I chose NOT to attack her to see how long it would go...then, she filled the board and smashed me. See the 2nd Screenshot.

 

Overall, I'm liking the dungeon play but there should be some sort of reward for winning a full run other than getting a card back eventually. Unless I missed it, the don't count for anything.

 

Hearthstone Screenshot 12-07-17 15.17.50.png

Hearthstone Screenshot 12-07-17 16.19.56.png

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I have gotten to 8th fight 4 times. Lost every time. It's CRAZY hard, since you are picking a deck and praying you get the right encounter for it. One time was control and got the darkness which summons 5/5 every turn... so I lost. Another time was aggro and got a boss that burned your top 2 cards every time, so since I had no late game I lost again. It's so incredibly tough and takes almost an hour for a full run. I love the idea, but not sure how I feel burning 4 hours of play time with literally nothing to show.

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Dungeon runs are probably made for ppl with too much time or absolutely no interest in the "normal" part of the game :D

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1st dungeon run: end on 5th boss - spell heavy mage vs the trogg boss (summons troggs when u cast a spell)

2nd dungeon run: end on 6th boss - lategame big minion warrior vs copy minions boss (no chance...)

3rd dungeon run: end on 4th boss - priest (mostly spells) vs the recruit boss (he got 8+ drops, i got 1-3 drops)

4th dungeon run: win! - shaman vs discard deck boss

my deck was a mix of battlecry and deathrattle, thought it was my worst deck so far but in the end i just got to kill him without any cards left in my deck.

but really fun, every run so far, though sometimes it felt like a bit of a gamble. i mean, if u are playing mage, u are playing spells, and if u end up against the trogg boss, there is almost no chance to win if he draws decent.

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Judging by your comments I was lucky, I cleared the dungeon run on my first try.

I had a killer Rogue Jade deck with double battlecries (say hello to Arya, Vilespine and Shadowcaster ^^)

Since then I've made two other dungeons runs and I didn't make it past Boss 5.

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5 hours ago, Tupi said:

Tad seems broken? He ran out of cards and didn't suffer fatigue? See 1st Screenshot.

He doesn’t draw cards, just pulls them out from his deck with his hero power. So if he runs out of cards his hero power won’t do anything, but he won’t fatigue either as he isn’t drawing.

You see the same thing in some tavern brawls, like the fairly recent one where you started with ten cards in your deck and discovered a copy of a card from your deck each turn instead of drawing. If you ran out of cards (eg. by opponent playing sstuff like gnomeferatu) you just didn’t get anything to discover. Since you weren’t drawing you took no fatigue.

Edited by Bozonik

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I kind of like this game mode but it seems I always get a Boss who specifically counters my deck around 4/5/6... I am by no means an experienced player but I try to build a sensible deck ech time and get destroyed :-)

Edited by Caeren

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Thanks! Getting stomped on the druid trying to play big/jade druid...maybe need to try aggro build?

 

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