Aye, some of these buffs will make lock/dk better. But I am against buffs in general, they just need to pull out the nerf hammer and nerf everything that is strong until everything is on equal footing and it will help limit power creep in the long run.
When those notes said “We feel battlegrounds is in a good place” I facepalmed so hard, devs don’t even play this game I think.
And increasing the cost on Tolvir isn’t nerfing it, that’s a buff, because now it’s in hand even longer, giving you more time to play more 1 cost cards
Its only a buff in wild if you want to run it in odd hunter. You could hold it for longer before to play more 1 cost cards… now you just don’t have the choice.
Basically repeat whatever people want you to say. Do small nerfs so people think you agree with the BS you repeated to make then feel validated.
They killed 2 bit rogue probably in unintentional manner but the same people that say they’re Dumb Will Tell How they 100% intended it.
For me they did “small number change” and not understood the real impact.
And the azalina is BS to sell packs. It Will probably need to be revert at some point.
True, I was usually holding on to Tol’vir past turn 4 to stock it up with more 1 cost spells. As I suggested earlier, this slows aggro for those situations where they absolutely needed to play it on 4 to keep the pressure up, and it nerfed Companion Hunter slightly because this competes with Talya on turn 5, so depending on the situation you might have to make the hard choice of playing it over Talya on curve, but most likely you just Talya on 5 and Tol’vir on 6 into Roam Free on 7. Those games where you wanted to coin Roam Free on 6 might get more awkward now, if you haven’t Tol’vired already.
Such lazy changes. They should have completely redesigned tol’vir but that might have taken time and effort. The snoozefest seems like it will continue as nothing has really changed.
Am I missing something with iridia in standard.. It still kills your deck allowing you to draw 2 cards but at the expense of fatiguing every turn.. Was there some combo I missed that allows you not to eventually die as DH doesnt really have heal/sustain and that 7/7 is dead in a turn anyway so its not going to help
The reign of Shaman will continue. They didn’t touch Mug Hero Power, and no one cares about blazing invocation nerf. Tripwire hunter will continue to pyroblast+ people in the face thanks to Tolvir. Woohoo
I see it as they took one or more powerspike-swing turns off of these aggressive negative integer iq decks. And then GAVE one or more turns for other decks to at least try to set up.
it could be good, see how it plays out. But that guys right i never tolvir on 4 anyways
This was in the back of my mind seeing the patch tease. They touched both void soul DH and moragg.
While all the other void soul buffs are nothing to scoff at, the moragg change might actually be the biggest buff for void souls. Why? Because now the 10 drop demon pool is, AFAICT, only omen and captive nathrezim
This pair doesn’t have the defensive power of Tortolla, but they don’t have the lock beast lowroll.
The other void soul buffs of course help them reach 10 cost void souls. All those demons in turn make their prepare legendary more enticing.
If It received taunt It would be the most stupid overpowered thing by a long margin.
What people don’t get about moorag is that It isn’t a card that really needs much to be viable i can be wrong but the cost reduction is probably enough.
Now you can prep It for the turn 5 play during turn 3. That is a really big diference.
Once the moorag train goes on you either silence him or you lost.
The problem is dropping moragg on turn 5 and doing nothing with it means it is just a dead turn. During this highly aggressive meta that is plenty of time for the opponent to kill you off or silence/hex Moragg. Maybe the reduction is enough but only time will tell. However my money is that it won’t be and it will need further buffs to be relevant.
Because to play that type of cards you have to run risks. Or you really think they should give you a minion virtually unkiliable without a catch?
Some stuff is too much even for blizzard.
If you really want to blame the design. Then blame the lack of support cards that Interact with prepare rather than wanting all cards made to toddlers to be able to play with.