17.0.2 Balance Patch

These nerfs are impactful and not useless. U just being salty here? What did you want done instead?

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no, the reason is because priestess comes too late and without antaen to combo, it is not desired - DH is an aggro deck

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Will still see moderate play. Will still be annoying. Just as Priest and its nerve-racking cards.

Of course, make a card that was previously useless and saw some play since, you know, DH is everywhere, back to unplayable (just like Warsong Commander).

I don’t play wild, but lol this nerf has almost no impact. There are so many ways Mage can generate spells (especially given it’s Wild we’re talking about). I feel bad for Wild players having to suffer this oppression that is Quest Mage.

What can I say except I hope Priest leaves Standard.

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Mage nerf will not work out because the real problem was Archmage Vargoth and then the cost of spell and the amount of spells that takes to complete it. Waygate needs to be rehandled with Vargoth in mind because this completely misses the mark.

Quest reward should cost 6 or 7 mana, and the amount of spell it takes to complete the quest could remain the same; but in my honest opinion, wild needs a bit more shake-up and the opportunity for revitalizing the meta and making a headroom for fresh archetypes is at stake so I suggest you also increase the amount to 10 spells.

Though, mages generally play more than 8 spells and by the time they are ready to OTK, most (not the highlander version), will have casted around 12-15 spells in median average game (not counting the outliers), I’ll admit this is still better than nothing and, compared to demon hunter, mage is the least of my worries at the moment, and so, too, probably for most other people.

Altruis nerf is the most appreciated. I think taking the ability from him to deal damage to face would have burried the card forever and demon hunter feels distinct because of its pace. I’m not one to wrangle with the balance team, nor am I of grab the pitchforks and find a scapegoat mentality; but I think some of the more subtler nerfs just feel a little too…weak.

You wanted demon hunters to continue to exist and have a chance; and I think they will continue to wreak havoc on ladder, especially in arena.

By the by, I think the sac pac nerf was a little shoot off. You only had one job and that was changing Jaraxxus’ tag from Demon on board to ‘hero’ when played; just like DK and other heroes. Seriously, that was all you had to do. :triumph: :triumph: :triumph:

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I would have love fondamental change to the cards.

As by example, the minion with outcast should not deal damage face.
Or Kael should be limited to a ONE turn ability.

If you nerf the minion with outcast -->You reduce it’s mana cost to (2) instead to balance it.

For the quest mage : it should say “You take an extra turn, but not another after this one”

Those kinds of change. Fondamental.

not really, kael’thas and altruis are already not used on curve but when you can combo the most -druid has innervates and overgrowths while DH has twin slices, they don’t affect the combos at all

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Too little too late. Quest mage nerf still leaves slow decks unplayable and you make the sac pact nerf people asked for for 6 years ago now.

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Kthas nerf does hit OTK Demon Hunter as it can’t be combined with Kayn in the same turn anymore, but it’s true that it should still be able to perform its combo more or less the same as before without taunts in the way. Druid however doesn’t care at all about this change (not like Druid has always had this “untouchable class” treatment since forever riiiight blizzard?)

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The deck is too slow in constructed and is easily overwhelmed. Honestly, Paladin will most likely need more.

TL:DR: It’s a mixed bag, some changes were good and some changes did basically nothing.
My personal takes on these changes.

Kael’Thas: going from 6 to 7 mana barely changes this card as he was typically played when Druid had access to 7 mana. Not sure this is really a nerf at all when you consider how many 0 mana spells Druid has at that point in the game.

Albatross: This card was really good at 3 mana. I’m not convinced this needed a nerf, but it will still see some play at 4 mana. I get people’s issue with it, but I personally have no real issue one way or another with this change.

Frenzied Felwing: This card was really powerful in Aggro decks. Making it slightly less durable was probably the healthiest route to go in terms of nerfing it.

Altruis: You increased his manacost by 1…and his attack by 1. Oh, and his ability still goes face. I don’t understand how this will balance this card in any way, shape or form. So…yeah, I’d say I’m less than thrilled by this change.

Battlefiend: This card was arguably the 2nd or 3rd strongest 1 drop ever printed in the history of HS. It will still be strong and very much playable as a 1/2.

Glaivebound Adept: This card was way too strong for a Basic Set minion. I’d argue they could have nerfed this to a 5/4 and it would still see play. I’m not sure how effective a simple -1 attack nerf will be.

Sac Pact: This was basically the change everyone saw coming. This card will still see play in Galakrond Warlock as a cheap healing tool, but it’s also an indirect buff to DH which scares me a bit.

Bloodbloom: RIP Mecha’thun Warlock. Sadly, nerfing Darkest Hour’s manacost wouldn’t matter because you could still just cheat it out with a 2 mana Bloodbloom.

Libram of Justice: I thought this was a decent card at 6 mana. This seems like a strictly better version of Equality at 5 mana. I doubt this will be a change to push Paladin up from the bottom of the barrel, but I fully endorse any buffs for the class.

Open the Waygate: Thankfully, I don’t play Wild. If I did, this would basically come across as a late April Fool’s joke. 6 spells to 8 spells. Wow…that changes basically nothing that’s currently wrong with Quest Mage in Wild.

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True but at least they will be able to chain fewer cards now that he costs more mana,and Odd Demon Hunter in Wild isn’t going to be as absurd.Also RIP Battlefiend.

Sad about the Waygate nerf. Pretty much the only deck that I played on and off in Wild especially when I wanted to punish those Rez Priests. I’ve heard that there are more powerful versions that people abused with Vargoth, Flamewakers etc., but I’ve always sticked to the original version with Cabalist’s Tomes, Babbling Books and Antonidas which was never even a Tier 2 deck as far as I remember.

P.S. But maybe it won’t be that terrible in the end though because in most cases you already have to draw almost all of you deck before you can perform the OTK.

I like some of these changes but this is just a massive buff to demon hunter IMO. Sure they lose 2 damage and a mana crystal but sac pact was the one thing that kept them from the #1 spot in the meta.

This isn’t just bad news for warlocks but also highlander decks who usually save zeph to sac priestess of fury (who is ridiculous btw)

I’m really glad you guys are making these changes as it really shows you care. In this instance though I don’t think you got it right and I’ll be genuinely shocked if demon hunter doesn’t take the top spot.

Who knows though? Maybe I’m wrong, I hope I am but I think this one might be pretty cut and dry if I’m honest.

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The Quest nerf is barely relevant.
I’ve played it myself, plenty, until I decided it was too stupid for me.
And people who took it to legend several times also agree this will be barely noticeable. Especially due to Evocation.

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Huh, I guess ur right. Libram Paladin is probably too slow with all the DH and Warlock snowball agro - thanks for clearing it up.

You’re being generous with that assessment. As far as I can tell this nerf is literally pointless outside of exactly one corner case where the Mage would cast seven “didn’t-start-in-your-hand” spells and use Time Warp as the 8th to fully discount Mana Giant.

Someone please help me with the math if there’s something I missed, but afaik the person responsible for this nerf doesn’t know how Quest Mage operates.

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It can give Mages more time to dump spells, because they can easily generate too many.

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whatever about game dev whos never play they own game

I think it’s gonna get better to be honest. The nerfs are very minor compared to the fact that sac pact can no longer be used against them by warlocks or highlander decks. Warlocks ability to do this is what has kept DH from the #1 spot

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Actually had the very same thought when read about the Sac Pac nerf. While the card ir really strong/unfair against DH because of it Warlock was also a class that kept DH in check. I feel that now DH will just roll over the meta and take the throne again, but of course I could be wrong.