Official 26.2.2 Patch Notes

2 health is a break point over 3 health.

so many more things can kill it over the top of the taunt.

IMNSHO the taunt at 1/2 would be the lesser nerf.

Why do UDKs run it if its not consistent against aggro? Seems like it would be pretty bad against control decks. Even if its not mulliganed for, its still an anti aggro tool used as a comeback to other aggro decks

Just looking through some of the current top decks that add a way to deal with Necromancer easier, DH can kill it with Taste of Chaos, Undead Priest, a previously favored matchup, can simply hero power it. Mages can use an arcane bolt or try and get a skeleton to trade with it. Druids can rake it without having to Hero Power. Even adding 1 additional way to kill it for a class is a significant threat to stop the snowball effect of Necromancer.

Seems to me like a more sensible thing would have been to reduce the damage output of the necromancer rather than the health.

On the same token reducing the health of the big demon rather than the attack

I really dont think they have a plan for their ā€˜balance’ changes. Just find decks with high winrate, find a card in it that has a decent winrate % then make a mana change or mabye a stat change and wash hands.

The symphony buff while welcome just seems rather pointless honestly. Turn 5 or turn 6 it really is rare for it to win the game on its own anyway, especially with the randomness of the first discover. The only one that might make a difference a turn earlier is reducing the cost of a minion.

The miniset should be soon so there is more change coming.

The nerfs that should have been.

Neutral:

  • foul egg summons a 2/2 chicken on death rather than 3/3.
  • nerubian vizier: remove the mana cost reduction on discovered spells
  • school teacher: get a copy of the spell you discover (lose the ability to play a 1/1 and mana cheat)

Priest:

  • grave digging (reduce/ remove mana reduction)
  • shadow world undead, AoE that does 4 damage doesn’t hit face.
  • mind sear +1 mana cost
  • control priest all needs nerfs but unsure what to hit.

Paladin:

  • radar detector: scan bottom 5 card if at least 3 are mechs draw 3.
    -jitterbug increase mana cost

Shaman

  • carving chisel 1/2 weapon not 1/3
  • the stone Wright. For the rest of the game totems have +1 attack not +2

DK

  • frost strike: deal 2 damage (not 3)
  • frostwyrm fury: increase to 8 mana
  • blood DK vampiric blood should be changed (maybe remove the card draw or reduce the healing)
  • undead: anti-magic shell should be 5 mana
  • undead: grave strength, only give minions +2 attack.

Buffs

  • don’t disagree with buffs but what they’ve given will make zero difference

is better to stop reading after this one is easy to tell the rest of the suggestions wil be as bad as this one

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Still better than the BS we got with this massively irrelevant ā€œbalanceā€ change.

Other than sinful brand these changes do nothing.

I wouldn’t be so sure. They slowed down aggro and moved this piece of the gameplan up. Could be synergistic changes.

I’d disagree, these changes are nowhere near significant enough to really slow down the meta.

Don’t forget paladin and shaman remain untouched and shadow priest is still basically fine.

The only thing that got hit hard was sinful brand (good riddance)

Both decks that warlock specifically has pretty good tools against.

Without even looking at what the nerfs are, history in this game says this.

1 nerf, even mana nerfs, tend to reign in strong decks.

Two nerfs usually take decks right out of the meta.

Three nerfs usually kills a class unless further action comes.

I’ve only seem two decks get four nerfs, and those were unreasonably resilient, and even then, they got weaker with each progressive nerf.

So getting two cards nerfed and not losing a single percent will hardly be a case, like, ever.

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For Demon Hunter? Yeah, that class is mostly gutted and broken after its nerfs now I bet.
UDK? May as well be untouched.

As far as the warlock spell goes I think the random nature of the first discover holds it in check. Obviously if you could choose which one you want warlock would turn into evolveless shaman and pay thaddius on turn 6 every game (or I guess with coin turn 5).

But as it stands now in my opinion the random first choice still makes it a powerful yet still gimmick card and doesnt do a whole lot to fill in the gaps with the clunky warlock packages on offer (demon, fatigue, imp, ect.).

I’d hardly call it a gimmick card, each of the symphonies is excellent, so not getting the exact one you need is generally not a deal breaker.

Also, the symphony you need will always be shuffled into your deck so it just delays the casting of it.

Seems like a decent set of changes some people will never stop complaining.

I like the sinful brand change.

Shadow priest change really won’t make a difference. It’s rare you need to play a mass board rev on 4 mana rather than 5.

If they wanted to hit shadow priest a more impact full hit would have been to stop shadow world undead from being a 4 damage AoE that also hits face.

Or make the 0 mana give everything reborn cost 1 mana.

No. They suck. Badly.

One is miracle rogue and was and is still good, whats the other?

Like every opinion you give on this forum then :kissing_heart:

but it was seeing play on turn 4 …the nerf is to stop that from happening …