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Major Balance Changes Coming to Hearthstone

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Blizzard have announced major balance changes to Hearthstone's Bonemare, Corridor Creeper, Patches, and Raza

With the year of the Mammoth coming to an end, Blizzard decided to do some house cleaning by hitting some of Hearthstone's most played cards. These updates will be live "next month" with Update 10.2. If you have just crafted these cards, fear not: you'll be able to disenchant them at full Dust value for 2 weeks following the nerfs changes.

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Bonemare has been quite strong in both constructed and Arena. It has a big, immediate impact on the board, and since it’s neutral, it’s been finding its way into a wide variety of decks.

Increasing its mana cost by 1 will give opponents more time to utilize powerful late-game cards to counteract Bonemare’s effect on the board.

Bonemare was the 7th more played card according to hsreplays. As an affordable common rarity card, it was reigning over arena as much as constructed, providing a powerful Battlecry effect that could be used offensively or defensively, or both. The card's stats themselves weren't too shabby either, technically resulting in a 9/9 Taunt for 7 with the potential to deal 4 damage instantly provided you had a minion on board, which wasn't all too harsh of a condition to meet. I don't think I need to expand on why this is a reasonable change.

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Due to the way that Corridor Creeper’s mana cost reduction works, it can cause big swings based on whether or not it happens to be in-hand at the start of the game.

Since it’s a very strong neutral card, Corridor Creeper has been played by a lot of classes. By lowering its attack, we reduce the overall swing potential and power level of the card, but still allow players who draw it early to benefit from having a low-cost minion to play when the game state is ideal.

Most played card in the game, seeing about twice as much play as the next most played card. Quite underrated upon its initial reveal, too, rated in the bottom 30%. Corridor Creeper is the only card from KnC seeing a nerf, showing its ridiculous potential that helped it find a spot in basically every aggro and a good number of midrange decks, including Zoolock, Token shaman, Aggro druid, Pirate warrior, Secret mage, and so on. This change is certainly warranted, but I can't help but feel that this is a bit heavy handed, unlike Bonemare's. Would a 3/5 or a 4/4 have been a bit more reasonable?

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As we move closer to the new Hearthstone Year, we had some concerns about allowing Patches to remain in his current state after moving out of Standard. Patches’ strength has caused almost every class to add some Pirates just to benefit from him, and his early game power forces control decks to include a good answer to him. This change should give Wild players more flexibility when building their decks.

Removing Charge will lower his power level, ensuring he shows up in fewer decks and allowing opposing players some additional time to respond to Patches, making him less “in charge” of the early game.

Patches is a controversial card that gave birth to the "pirate package" and contributed to the general rise of Pirate warrior, one of the most hated aggro deck ever developed. Nowadays, it sees play in most aggro deck along Southsea Captain for a free 2 points of damage, and sometimes more if it manages to survive. This nerf will most likely result in aggro decks dropping the Captain, and in Patches seeing no play whats however. The removal of charge makes Patches even worse to draw. Rest in peace.

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In a similar vein to Patches the Pirate, we had some concerns about allowing Raza to remain in his current state forever. Raza is currently an important combo piece along with Shadowreaper Anduin, and can lead to games that rely heavily on drawing him by turn 5. Adjusting his Battlecry will lower his overall power level when combined with Shadowreaper Anduin in Standard, and keep his power level reasonable in Wild as we prepare for the new Hearthstone Year.

Raza defined Highlander/Kazakus/Shadowreaper priest by giving it a ridiculously powerful win condition in the form of a discounted hero power. This nerf is unlikely to kill the deck, but is likely to dent its win rates by some 3-4%. With priest weakened like this, will Cubelock become unstoppable?

How do you feel like these changes will impact the metagame? Do you feel they are fair?

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That Patches nerf was long overdue, people complained about it all year long in 2017 and they were right to. Raza really became a pain when DK Anduin was introduced, so it's nice to see it being nerfed a little. But damn, Blizzard was slow to nerf those.

Bonemare's nerf is acceptable and understandable.

They killed Creeper, but I don't mind, this kind of card is stupid, both in ladder and arena.

Well, that gives people some dust before the next expansion I guess, that's nice.

 

 

Edited by Aglommon

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I hope the new balance year for hearthstone with the rotations going out should mean a lot more balanced and diverse metagame for hearthstone. Gadgetzan really has had such an adverse affect on deckbuilding for way too long and I can't wait to never see Jade Druid on ladder again. That deck single handedly made me and a few of my friends just give up Hearthstone. I feel like Un'Goro, Frozen Throne and Kobolds have a much better balance approach than some other expansions.

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Besides the Bonemare nerf I say they are just idiots or slow, or both :D

But I have a golden Corridor Creeper, looks like I will get a free legend or 4 epics I need :D

@leapingshadow with these nerfs we will see jade druid a lot more again, I guess. At least until it rotates out.

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I don't understand the last nerfs. Raza and Patches are going to leave standard soon, so this nerf is about Wild.

While Reno Priest is the strongest deck (even if Vicious Syndicate say that the strongest wild deck is Aggro Paladin, followed by Cubelock and another paladin), the Wild meta show lots of differents deck and differents classes. I don't think that Raza is a problem here, is only a (very) strong deck. And why nerf patches? To be sure that Warrior doesn't have a strong deck even in wild? Or to have a meta only of warlock? Or maybe a meta of face deck, again and again?

I don't understand :|

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The thing is, yes, almost all aggro decks did run the creeper, pirate package, and yes, it was absurdly strong sometimes. But what i always liked about these aggro decks is that you can have some kind of chance against control to close out the game before they can stabilize. Now you have to bet your luck with drawing Keleseth early...

And as much as i appreciate these nerfs, as much i miss some tweaking on other dumb and boring cards (especially jade idol) from control decks.

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No prince 2 nerfs and no cube lock nerfs.  Oh goody.  Cube lock is honestly too strong, especially without razakus priest to check it, and prince 2 is arguably more poorly designed then patches.  Oh well.

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The timing of these is really odd... like everything they do it is painfully late and heavy handed enough that 2 our of the 4 cards are now worthless (patches and creeper). Raza might survive at 1 mana, but he certainly loses a LOT in the mid game that way.

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Bonemare: unexpected for me, but reasonable. But does not really matter, because for me around 60% of times game result can be seen by turn 7, moreso by turn 8 (unless RNGeneral takes over the wartime rules).

Creeper: totally had to be done. when beast hunter got the board control by turn 3, and i killed them all, he got this out and gave it charge. Totally overwhelming power.

Patches: strange that they did it just now, but maybe because there just was some sense in his charge. Not sure that this way he is better, because mage will just kill him, and then what?

Raza: ... ... ... +manacost or -power? Well...... yeah. Never got shadowreaper, but played against this combo more than once. Won only one time, by pure random luck. Simply got him down before he could make good use of it. At least this puts some limit to his ability to damage. BTW, wasn't there some other card with similar effect to hero power?

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HS has traditionally suffered from unbalance because of fast plays. It started with cards like Warsong Commander. Blizzard figured out that Charge minions are typically too powerful and either nerfed those or removed some Charge abilities. This moved on to Ragnaros and now other cards like Bonemare and Patches. It is also the reason Rogue is so successful with both Prince 2 and Vilespine Slayer.

 

Blizzard mentioned quite a lot of times they hate cards/decks that require you to work around proactively instead of reactively (i.e. the old Druid tree + roar, you just had to make sure you had enough armor or a few taunts to counter it before it was played). But then they keep introducing the very same type of cards they hate, complain, then nerf it.

 

Guess what's gonna happen in 1-2-3 expansions?

 

 

#justblizzardthings

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Interesting set of nerfs. Honestly some of these nerfs seem way too late. This is the type of stuff that should've been fixed a while ago. Corridor creeper nerf seems like a bit too much to me, but who knows.

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I expect them to put a mana limit to recruit cards of warlocks not those useless nerfs, if they stop those Voidlord spam at turn 6 will be useful not those nerf at pratically Wild cards only.

Bonemare nerf is ok a bit late but ok the card is too powerful for 7 mana.

Corridor Creeper nerf is fine I guess but Warlocks (90% of the ladder) don't play it so who cares if it's nerfed, aggro lost patches that is much more important already, without pirate package what you use to discount it, but was already a useless card 5/5 or 2/5 is only a nerf to hunter more than anything, for Evolve shaman stats not matter you evolve it to 8 mana anyway

Patches nerf is just stupid nerfed right before going to Wild after years people complain about him, well done.

Raza nerf kill the DK Priest deck since you have no wincon even if you draw Velen so makes the purpose of the deck useless, you play Raza to OTK with Velen+Mind Blast for 20 damage at least now at best is 14 damage with Velen/Blast, and nobody leave Velen on board for a turn.

Edited by Hanz39

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the nerf on corridor and patches in understandable but the raza thing i don't quite get. i mean it was like the counter to jade druid we needed. sure there was a one trick combo with velen. but every class and deck has a one trick combo lately so the raza nerf i find a bit too much. we need a nerf on cubelock aswell. i mean that combo come on

Edited by Sikolik

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Too little, too late. Three of these cards should never have been printed and yet two were allowed to pollute Standard for far too long, killing them off now is as heavyhanded as it is overdue. But then again, considering Blizzard's nerf history, I'm not surprised at all.

The only reasonable thing in this mess is the Bonemare readjustment, which was a strong card before and will remain decently strong even at 8 mana.

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Wait wait wait...timing and stuff aside. The MOST important question is:

Does Patches still says "IAM IN CHARRRRGE NOW!", when he enters the battlefield? Because he clearly isn't!

 

(besides, I always thought, that Patches might be to important for aggro-decks, to be nerved. These decks might get a lot of flag, but they are an integral part of any card game. The patches-nerf could put control even higher up in the meta...oh and I will still play Corridor Creeper in my Evolve-shaman without any doubt)

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Hey all!

Just to confirm when viewing the below..

 These updates will be live "next month" with Update 10.2. If you have just crafted these cards, fear not: you'll be able to disenchant them at full Dust value for 2 weeks following the nerfs changes.

I bought the 2 card set yesterday (Shadowreaper Anduin & Raza the chained) - I have bought so many packs to get these, i just ended up spending my saved dust. I'm not too pleased about the changes to Raza but i fully understand why they have taken place. Because i bought the card yesterday, will i still be able to disenchant the card for full dust value? 

Also would the same apply to Shadowreaper Anduin as the cards are slightly linked? Or will the full disenchant value only be applied to Raza?

 

Thanks in advance guys - Safe travels. 

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no idea what it is with you people using blue color text on a blue background. Missed a part of the post :D

As stated and as it was in the past with cards that got nerfed they could be disenchanted for the full dust value (e.g. Raza could be disenchanted for 1600 dust) once the patch that nerfs it goes live and then for 2 weeks after the nerf. 

Even though a nerf to one specific card might affect the relevance of other cards related to it they are not disenchantable for full dust value.

But I think there is no reason to see it that bad with Shadowreaper Anduin. It is still usable in other decks and even though not as powerful as in the dull razadin machinegun deck it's still a strong Legend imo.

Edited by Caldyrvan
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1 hour ago, Caldyrvan said:

no idea what it is with you people using blue color text on a blue background. Missed a part of the post :D

Thats the blue post from blizz, you should see a black background...

About the changes...

Bonemare was needed, it have to much power, as well corridor (may be they went to far with this one).

The nerf for Raza and Patches are necesaries, specially now that they are going passing to wild, so they dond disrupt the standar meta so bad (just a month or something like that).

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I was rather short on dust at the start of this expansion so i made Creeper and Patches based aggro decks, I guess there being cheap tier 1 decks was too much for Blizzard. Like seriously, Cubelock is so expensive and Jade Druid is too, especially considering the deck will probably start running Medivh + Kun package again after aggro ceases to exist.

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10 minutes ago, BrightwingMain said:

I was rather short on dust at the start of this expansion so i made Creeper and Patches based aggro decks, I guess there being cheap tier 1 decks was too much for Blizzard. Like seriously, Cubelock is so expensive and Jade Druid is too, especially considering the deck will probably start running Medivh + Kun package again after aggro ceases to exist.

I thought it too. One of my problem is that I play almost only wild, so I invested a lot of dust in highlander priest, because I thought it would always be playable in wild. Now, they are using this nerves to balance wild... or to force player like me to buy newer cards?

One of the reason of standard rotation is to eliminate strong old cards to make newer deck shine. So, why wild meta is not full of secret paladin or mech mage, but is dominated by highlander priest and cubelock just like standard?

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59 minutes ago, Synesthesy said:

So, why wild meta is not full of secret paladin or mech mage, but is dominated by highlander priest and cubelock just like standard?

Peerc Rewop!

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There is something I really hate about the creeper nerf.

I don't really care much about to be honest, it was too strong and seen everywhere and deserved some adjustment, but it was a strong epic in my collection I could use it if I want, now I (we) have just one more useless(more or less) high rarity card in our card collections.

Edited by Caldyrvan

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      Want to get a longer look at the new Location card type? Join Brian Kibler and Game Designer Leo Robles Gonzalez as they explore the new Location card type, try them out in a couple games, and reveal some more new cards! Join them on Friday, July 1, at 11 a.m. (Pacific) on Twitch and Youtube!

      Prince Renathal Login Reward Available Now!
      Log in to Hearthstone to get your first hint at what Castle Nathria holds with the complimentary Prince Renathal Legendary minion!* Grow more powerful as you draw more souls to your cause with 40 life and a 40-card starting deck! Add him to your collection and see what you can do when you have more space to work with.

      * Limited one per account. After Patch 24.6, Prince Renathal will be granted upon opening your first Murder at Castle Nathria card pack instead of upon logging in.
      Pre-Purchase Murder at Castle Nathria
      The Murder at Castle Nathria Mega Bundle includes 80 Murder at Castle Nathria card packs, 5 Golden Murder at Castle Nathria card packs, two random Murder at Castle Nathria Legendary cards, the Sire Denathrius Warrior hero skin, the Denathrius card back, the Sandy Shores Battlegrounds Board, and 10 Mercenaries Packs!*

      The Murder at Castle Nathria Bundle includes 60 Murder at Castle Nathria card packs, 2 random Murder at Castle Nathria Legendary cards, and the Denathrius card back!

      Pre-purchase
      * Battleground Perks are not included in the Mega Bundle pre-purchase this time. We’re reworking how Battlegrounds Perks and rewards work for next Battlegrounds season. Until then, some of the current Perks are being extended. Check out the Patch Notes and stay tuned for more details.

    • By Damien
      This thread is for comments about our Handbuff Paladin Deck.
    • By Staff
      A new Hearthstone update prepares the Tavern for United in Stormwind, launching August 3. Here are the official patch notes.
      (Source)
      The 21.0 patch prepares the Tavern for United in Stormwind, launching August 3. It also brings a new Hero and cosmetics for Battlegrounds, a major update for Duels, an Arena rotation, and more.
      You can check out all 135 new cards included in United in Stormwind on the card library here.
      Battlegrounds Updates
      NEW HERO
      Galewing Dungar’s Gryphon Choose a flightpath. Complete it to get a bonus!
      Players with Battlegrounds Perks will have early access to Galewing before it's formally released on August 10.
      Duels Updates
      When the 21.0 patch goes live on July 27, all players’ Duels ratings will be reset and the pool of eligible cards you can use to build your 15-card start deck will be updated as follows:
      (NEW) United in Stormwind Wailing Caverns Mini-Set Forged in the Barrens The Darkmoon Races Mini-Set Madness at the Darkmoon Faire Scholomance Academy (NEW) Kobolds & Catacombs Journey to Un’Goro One Night in Kharazan Whispers of the Old Gods Curse of Naxxramas Legacy (Basic/Classic) Core NEW PASSIVE TREASURES
      Party Replacement At the start of your turn, summon a 2/2 Adventurer with a random bonus effect.
      Inspiring Presence After you play a Legendary minion, reduce the cost of a random minion in your hand by (1).
      Greedy Gains Your minions have +2/+2 but cost (2) more (up to 10).
      Meek Mastery Your Neutral minions cost (1) less and have +1/+1.
      Legendary Loot At the start of the game, equip a random Legendary weapon.
      Deathly Death! After a friendly Deathrattle minion dies, destroy the minion with the lowest Health.
      Ooops, All Spells! At the start of the game, destroy all minions in your deck. Your spells cost (1) less and gain +2 Spell Damage.
      BANNED CARDS & BUCKETS
      The following cards have been banned from between-game card buckets and will not be Discoverable:
      Final Showdown              Lost in the Park Defend the Dwarven District       Sorcerer's Gambit            Rise to the Occasion        Seek Guidance  Find the Imposter            Command the Elements The Demon Seed             Raid the Docks  Other Banned cards:
      Unstable Evolution is banned from card buckets but will still be Discoverable. Maestra of the Masquerade is banned from deckbuilding, card buckets, and will not be Discoverable. Seven new designer card buckets have been added as well:
      Furious Fel (Demon Hunter) AHHHH RATS!!!! (Hunter) Fire!!! (Mage) SI:7 (Rogue) ARRRRRRG! (Warrior) Auction House (Neutral) Live to Win (Neutral) Smart buckets have also been updated to include the two new card sets, and two previously missed card sets: Legacy (Classic/Basic) and Demon Hunter Initiate. Lastly, you’ll be able to find United in Stormwind cards in Duels card buckets after the patch goes live and before the expansion launches.
      Arena Rotation

      When United in Stormwind launches on August 3, the Arena will include cards from the following sets:
      United in Stormwind Forged in the Barrens Wailing Caverns Mini-Set Madness at the Darkmoon Faire Darkmoon Races Mini-Set The Witchwood Saviors of Uldum Rastakhan's Rumble Core Book of Heroes Illidan – Coming August 10

      After regaining his freedom, Illidan was eager to prove himself once and for all. But even as he journeyed far from his homeland and joined forces with new allies, the thirst for power never left him. It was only a matter of time before it interfered with his judgment, resulting in more dire consequences than ever before…Defeating all 8 bosses in this linear adventure will reward 1 Demon Hunter pack, containing only Demon Hunter cards from Standard.
      United in Stormwind Rewards Track & Tavern Pass
      When the Rewards Track refreshes when United in Stormwind launches, all players will automatically be granted any unclaimed rewards on both the free track and the Tavern Pass track (if purchased), and a completely new Rewards Track of unlockable loot will take its place.

      The Forged in the Barrens Tavern Pass will expire with the launch of United in Stormwind and a new Tavern Pass will be made available for purchase—offering a host of brand-new cosmetic rewards and XP boosts.

      Learn more about the United in Stormwind Rewards Track and Tavern Pass here.
      As a reminder, Battlegrounds Perks are now available as a standalone purchase, separate from the Tavern Pass.
      New Cosmetic Coins
      Two new Cosmetic Coins are being added with United in Stormwind, the Stormwind coin and the Lordaeron coin. The Stormwind coin is obtainable by completing the first 90 levels of the Rewards Track with the Tavern Pass. The Lordaeron coin is obtainable by collecting 135 unique United in Stormwind cards.

      Keep in mind that United in Stormwind will have a 35-card Mini-Set that will make it easier to reach both the 25 total United in Stormwind Legendary cards for the Archbishop Benedictus Diamond card reward and the 135 total United in Stormwind cards for the Lordaeron Cosmetic Coin. We’ll have more information to share about the United in Stormwind Mini-Set in the coming months.
      Bug Fixes & Game Improvements
      Fixed a bug where Shenanigans would not transform Soul Fragments into Bananas. Fixed a bug where Wicked Stab could be upgraded by cards that temporarily increase mana. Fixed a bug where Shan’do Wildclaw would not lay flat on the board. Fixed a bug where Defender would not play its VO when summoned by Noble Sacrifice. Fixed a bug where golden Soul of the Forest would not summon golden Treants. Fixed a bug where golden Ancestral Spirit would not summon a golden minion. Fixed a bug where golden Grave Rune would not summon golden minions. Fixed a bug where golden Primal Talisman would not summon golden minions. Fixed a Battlegrounds bug where Y’shaarj’s Battlegrounds Hero Power would not take its newly summoned minion into account when deciding which warband attacked first. Fixed a Battlegrounds bug where Baron Rivendare was causing visual issues when in a warband with golden Kaboom Bot. Fixed a Battlegrounds bug where Galakrond’s Greed was missing a tooltip for Discover. Fixed a Battlegrounds bug where Come One, Come All! Was missing a tooltip for Discover. Fixed a Battlegrounds bug where Avatar of N’Zoth was missing a tooltip for Deathrattle. Fixed a Battlegrounds bug where Sprout It Out! Was missing a tooltip for Taunt. Fixed a Battlegrounds bug where Hero Powers for Aranna Starseeker, Infinite Toki, Millhouse Manastorm, Nozdormu, and Tess Greymane were missing a tooltip for Refresh. Fixed a Duels bug where Diamond cards would only be Diamond in appearance for the first game of a run. Fixed a Duels bug where Lone Champion and minions summoned by Gift of Luminance were not buffed by Hold the Line. Updated the description of the Roguish Maneuvers Hero Power in Duels to be more accurate. Fixed a bug with Book of Mercenaries Guff where A Party of Adventurers will cast Against All Odds, even if they have board control. Fixed a bug where one of Lady Katrana Prestor’s emotes was showing incorrect text. Searching “Refund” in the Collection will now populate with cards eligible for a dust refund. Pressing and holding on the Rewards Track page arrows will now flip through the pages quickly. Fixed a bug where if a player disconnected from a ranked match, they’d get a message stating they won their last ranked game upon relogging.  


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