Blizzard just revealed all the balance changes they previously teased for the upcoming patch, which is likely dropping within the hour.
Quote from BlizzardOur goal this expansion was to bring Quests closer to the level they reached in their first two appearances, rather than the overperformance seen with Questlines in United in Stormwind.
Quote from BlizzardHearthstone balance changes, Battlegrounds updates, and some bug fixes go live today!
Hearthstone Updates
Dev Comment: Well met! We want to share a quick update covering two things: a small set of balance changes and the current status of Quests. The meta features a wide variety of decks across classes and strategies, balanced well against each other, so we've avoided major changes that could disrupt things ahead of the mini-set launch. Instead, we focused on a couple of play patterns that needed adjustment.
Amirdrassil has been the strongest card in Druid since its release, especially in Owlonius Druid where it fuels the OTK gameplan. This change slows it down and makes it riskier to keep in the mulligan.
Reserved Spot has been enabling explosive early turns in Handbuff Hunter, so we've made it a bit slower and more measured to reduce those blowouts.
We've been following community discussions around the power level of Quests and appreciate everyone who's taken the time to share their thoughts. Our goal this expansion was to bring Quests closer to the level they reached in their first two appearances, rather than the overperformance seen with Questlines in United in Stormwind. For that reason, we're not making further Quest buffs in this patch, but we'll continue monitoring their power level following the mini-set.
- Old: 4 mana.
- New: 5 mana.
- Old: 3 mana.
- New: 4 mana.
Battlegrounds Updates
Dev Comment: This patch primarily targets the overperformance of cycling Elementals, Flotsam Flinger Murlocs, and spell-buffing Undead, while also rebalancing Stomping Stegodon Beasts. We're also buffing underperformers such as Goldrinn Beasts, Demons, and Quilboar that synergize with Blood Gems played from hand.
The adjustment to Stomping Stegodon (granting +2 Attack but no Health) is intended to reduce the comp's snowballing potential when minions survive too long in combat, which can lead to frustrating play patterns (especially in Duos). To compensate for the now more fragile Stegodon builds, we're bringing back P-0UL-TR-0N to give the strategy more late-game potential.
We will continue to monitor the meta as it develops and make additional adjustments as needed. Thank you for all you feedback so far on the new season and we'll see you in the Tavern!
Hero Updates
Armor Changes
The following Heroes now have less Armor:
- Ini Stormcoil has 12 Armor, 6 Armor in Duos, and 10 Armor in low ranks
- Millificent Manastorm has 16 Armor, 5 Armor in Duos, and 13 Armor in low ranks
- Fungalmancer Flurgl has 14 Armor, 15 Armor in Duos, and 12 Armor in low ranks
- Ozumat has 15 Armor, 7 Armor in Duos, and 13 Armor in low ranks
- Ragnaros the Firelord has 16 Armor, 13 Armor in Duos, and 14 Armor in low ranks
- Sneed has 18 Armor, and 15 Armor in Duos
- Onyxia has 16 Armor, and 14 Armor in Duos
The following Heroes now have more Armor:
- Master Nguyen has 12 Armor, and 10 Armor in Duos
- Scabbs Cutterbutter has 16 Armor, and 14 Armor in Duos
- Sire Denathrius has 13 Armor, and 11 Armor in Duos
- Elise Starseeker has 15 Armor, and 13 Armor in Duos
- Lich Baz'hial has 20 Armor, and 18 Armor in Duos
- Heistbaron Togwaggle has 14 Armor, and 12 Armor in Duos
- Rock Master Voone has 14 Armor, 15 Armor in Duos, and 12 Armor in low ranks
- Inge, the Iron Hymn has 15 Armor, 10 Armor in Duos, and 13 Armor in low ranks
- Thorim, Stormlord has 15 Armor, and 13 Armor in Duos
- Snake Eyes has 9 Armor, and 7 Armor in Duos
- Marin the Manager has 12 Armor, and 10 Armor in Duos
- Zerek, Master Cloner has 17 Armor, and 15 Armor in Duos
- Farseer Nobundo has 13 Armor, and 11 Armor in Duos
- Loh, the Living Legend has 18 Armor, and 16 Armor in Duos
Minion and Spell Updates
Minion Changes
- Old: 5/7. Whenever you cast a Tavern spell, give a friendly minion of each type +2/+1.
- New: 5/8. Whenever you cast a Tavern spell, give a friendly minion of each type +2/+2.
- Old: 3/3. Rally: Give your other Beasts +1/+1 and this Rally.
- New: 4/4. Rally: Give your other Beasts +2 Attack and this Rally.
- Old: 2/7. Your Beasts have +1/+1. (Improved by each Beast you've summoned this combat!)
- New: 2/8. Your Beasts have +2/+2. (Improved by each Beast you've summoned this combat!)
- Old: 4/4. Whenever you summon a Beast, give it +4/+4.
- New: 5/5. Whenever you summon a Beast, give it +5/+5.
- Old: 4/4. Deathrattle: For the rest of this combat, your Beasts have +4/+4.
- New: 5/5. Deathrattle: For the rest of this combat, your Beasts have +5/+5.
- Old: 1/6
- New: 2/6
- Old: 4/6. Taunt. After you play a Demon, consume a minion in the Tavern to gain its stats.
- New: 4/7. Taunt. After you play a Demon, consume 2 minions in the Tavern to gain their stats.
- Old: 7/2. Taunt. Deathrattle: Deal 4 damage to all non-Demon minions.
- New: 8/2. Taunt. Deathrattle: Deal 4 damage to all minions (except friendly Demons).
- Old: [Tier 4]
- New: [Tier 5]
- Old: 3/7. Whenever a friendly Dragon attacks, give your Dragons +1/+3.
- New: 3/8. Whenever a friendly Dragon attacks, give your Dragons +1/+2.
- Old: 2/6
- New: 1/5
- Old: [Tier 4] 4/4
- New: [Tier 5] 5/5
- Old: 3/6. Divine Shield After a friendly minion loses Divine Shield, your minions have +2 Attack for the rest of this combat.
- New: 3/8. Divine Shield After a friendly minion loses Divine Shield, your minions have +3 Attack for the rest of this combat.
- Old: 3/6. At the end of your turn, trigger the Battlecries of your minions from Tier 3 or below.
- New: 3/7. At the start of your turn, trigger the Battlecries of your minions from Tier 3 or below.
- Old: [Tier 5] 2/8
- New: [Tier 6] 4/8
- Old: [Tier 4] 6/2
- New: [Tier 3] 5/2
- Old: 4/1
- New: 3/1
- Old: 3/6
- New: 2/4
- Old: [Tier 5] 6/3. Whenever you cast a spell, give your minions +1 Health.
- New: [Tier 6] 7/4. Whenever you cast a spell, give your minions +2 Health.
- Old: 2/2. Spellcraft: Give a minion +2/+2 until next turn. Improve your future Deep Blues.
- Old: Deep Blues: Give a minion +2/+2 until next turn. Improve your future Deep Blues.
- New: 2/3. Spellcraft: Give a minion +2/+3 until next turn. Improve your future Deep Blues.
- New: Deep Blues: Give a minion +2/+3 until next turn. Improve your future Deep Blues.
- Old: [Tier 3] 3/4
- New: [Tier 4] 4/6
- Old: [Tier 4] 5/5
- New: [Tier 3] 2/2
- Old: Battlecry: Make a friendly Pirate Golden.
- New: Battlecry: Make a friendly minion from Tier 6 or below Golden.
- Old: [Tier 5] 5/8
- New: [Tier 4] 3/7
- Old: [Tier 4] 3/4. Battlecry: Play a Blood Gems on all your other minions.
- New: [Tier 5] 4/5. Battlecry: Play 2 Blood Gems on all your other minions.
- Old: [Tier 5] 7/3. Deathrattle: Your Tavern spells that gives stats grant an extra +2 Attack this game.
- New: [Tier 4] 6/3. Deathrattle: Your Tavern spells that gives stats grant an extra +1 Attack this game.
- Old: [Tier 4] 4/3
- New: [Tier 3] 3/2
- Old: 2/2
- New: 3/2
- Old: 5/1. Has +1/+1 for each friendly Eternal Knight that died this game (wherever this is).
- New: 4/1. Has +2/+1 for each friendly Eternal Knight that died this game (wherever this is).
- Old: 3/4. After a friendly minion is Reborn, gain +1/+2 permanently.
- New: 2/3. After a friendly minion is Reborn, gain +2/+3 permanently.
- Old: 3/9. Whenever you summon an Undead, give all your Undead +1/+1 permanently.
- New: 4/10. Whenever you summon an Undead, give all your Undead +2/+1 permanently.
Dev Comment: The following minions received text updates to better reflect their intended functionality, with no gameplay changes made.
- Old: Whenever you spend 9 Gold, get a random Bounty. (9 left!)
- New: After you spend 9 Gold, get a random Bounty. (9 left!)
- Old: After you play an Elemental, give it +2/+2. (Improved by each minion you've played this turn!)
- New: Whenever you play an Elemental, give it +2/+2. (Improved by each minion you've played this turn!)
- Old: Rally: Get a random Magnetic Mech.
- New: Divine Shield. Rally: Get a random Magnetic Mech.
Spell Changes
- Old: Give a minion +6/+6.
- New: Give your left-most minion +6/+6.
- Old: 2 cost.
- New: 1 cost.
- Old: Give a Dragon +10 Health and Windfury.
- New: Give a Dragon +8 Health and Windfury.
- Old: Sell a friendly minion. Then choose an Elemental to give its stats to.
- New: Sell a friendly minion. Give its stats to your left-most Elemental.
Minion and Spell Pool Changes
Minion Changes
The following Minions have been removed from the minion pool:
The following Minions are returning to the minion pool:
Quest Reward Pool Changes
Anima Bribe has been removed from the Quest pool. Wondrous Wisdomball has been added back into the Quest pool.
The following Quest Rewards are easier to complete:
The following Quest Rewards are more difficult to complete:
- Old: Avenge (3): Gain a free Refresh.
- New: Avenge (2): Gain a free Refresh.
- Old: Avenge (4): Get a random Tavern spell.
- New: Avenge (3): Get a random Tavern spell.
- Old: After you buy a minion, give it +1/+1 and upgrade this.
- New: After you buy a minion, give it +2/+2 and upgrade this.
- Old: At the start of your next turn, gain 8 Gold and choose a Greater Trinket to buy.
- New: At the start of your next turn, gain 4 Gold and choose a Greater Trinket to buy.
- Old: At the start of your next turn, gain 8 Gold and choose a Lesser Trinket to buy.
- New: At the start of your next turn, gain 4 Gold and choose a Lesser Trinket to buy.
Trinket Changes
Behemoth Portrait has been removed from the trinket pool.
Gameplay Updates
In order to allow for enough time to strategize during the more complex turns later in the game, the turn timer has been increased by 10 seconds starting round 9 and after.
Bug Fixes and Game Improvements
- [Battlegrounds] Fixed a bug where Motley Phalanx did not give permanent stats and returned it to the minion pool.
- [Battlegrounds] Fixed a bug where Dune Dweller affected opponent's Taverns as well when triggered in combat.
- [Battlegrounds] Fixed a mismatch between the text and functionality of Golden Goldrinn, the Great Wolf so its stat increase now correctly reflects the intended value.
I'm a little surprised they didn't buff or change the shaman quest. In it's current state it's awful. You play a bunch of random minions with no synergy to satisfy the quest requirements, only to get a 5 mana minion (which you obviously have to spend mana on) with no garuantee you'll get anything remotely decent from the options presented (and you can even get duplicates you cant use!!!). Worst case scenario you get some 1/1's and +1/+1 - outstanding!
By turn 6 or 7 (which is realistically when this is getting completed) the paladin quest is already up to +3/+3, and their minions keep getting bigger (and synergise with each other).
I assume they've made it shit because the combo with Shudderblock actually makes the reward reasonable (dare I say good), but it's such an unlikely combo in a real game it doesn't really work. The decks you can pull it off against usually just OTK you anyway regardless.
Kinda feels like they should have made it an aura or deathrattle....but here we are.
It's not just the Shaman quest. Most quests are unplayable either because they're hard to complete or because the reward is weak.
Haha very funny Blizzard. Almost every deck that isn't a tempo or early combo deck has the exact same win condition, which is "I keep the board clear and do nothing to your health total until I kill you in 1-2 turns with something that is nearly impossible to survive unless you have a gazillion health". That would be:
The only ones that do things differently are Quest Mage (which sucks), non-Terran Control DK and Nebula Shaman.
Why is the meta like this? Well first off you cannot survive the countless OTK decks unless you're Warrior, DK or Terran DH, which means that you need some way to win quickly before they pull off their OTK, which there is really only one reliable way to do: OTK them yourself. There are also so many decks like Imbue Druid, Quest Paladin and Quest Shaman with minions that quickly grow too big to be removed, which again forces you to find a way to win quickly.
This is very true but if that is the case, along side a nerf like this they should buff some of their weaker cards to not make them drop out of the meta even more. Thing is I don't really see this card dictate the meta in anyway it's powerful yes but quite hard to play well which is probably why we don't see it as much outside the top tier players.
I dont know how imbue mage manages to evoide the nerfs - the hero power in wild is just too opressive.
So they changed the wording on one of the cars from whenever to after, then right on the very next card to after instaid of whenever.
What the actual fuck blizzard.
What is your point even?
I also don't see the functional change to the first one since it already worked with magnetic. The pirate however, would burn the card you bought if you didn't have hand space... Good change really
What a stupid comment. Genuinely not surprised anymore. Either things are super playable in which case nerf it to the ground or it’s not playable omg what are they doing. ??? make your mind up
A non-post ignorant to meta history. Hate to see it.
What is the point of changing stuff like Mounting Avalanche to target leftmost stuff since...they can just move the intended target to the leftmost position before doing anything, rendering the change moot. Is this an APM thing?
they are really putting a lot of faith in the upcoming mini set, a practice that has either changed nothing or made things so much worse.
i was kinda hoping these changes would slow things down in bgs a little. nope. still having turn 7 blowouts.
Man that Gleaming Trader buff sure is gonna save mechs. Still an absolute joke of a tier 6 minion.
But then they removed Mooncatcher instead of those redundant tier 1 mechs... Somehow magnetic seems better now :)
You ever have one of those days at work where you're busy all of the time but it's over, it looks like you've not really done anything useful?
I dunno why those patch notes made me think of that...
I mean, the Patch is not live yet, but on point 19:00 the Shop was updatet thats the respect that we got from Blizz
They made Sanctify 1 Gold. lmao
This will surely revolutionize the Battlegrounds meta!!!
While I don't mind the nerf of something used by an OTK deck it feels like a really weird change I don't really feel that Druids are overpopulated or anything, in fact my most common opponent this expansion is Paladin 37% of my games while Druid is amongst the classes I face the least.
It's Paladin > Mage > Hunter > Priest > Demon Hunter > Death Knight > Rogue > Warrior > Druid > Shaman > Warlock in that order based on the classes I faced the most to the least and most of the Druids I faced was before the nerf shortly into the expansion after the nerf I think I've just seen a single Druid. So after the nerfs that landed a couple of weeks in Druid has been my least faced opponent.
So I'm kinda confused to why it's being nerfed, but as I said in the start I don't mind the nerf I just find it strange since I do believe there are far more potent OTK decks in the game right now.
It's the card with the highest played WR in Standard. I believe it was 67%.