Patch notes - nerfs are barely nerfs

The standard nerfs are so weak they’ll barely see impact.

The DH nerf to health does practically nothing at all. What a joke and waste of time.

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Yep I am so disappointed. Another two weeks without any real change to the meta. (Next buffs/nerfs are probably in two weeks right?)

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This changes nothing, absolutely nothing. Dh will still pop off on 4 5 or 6, cleave hunter an stjll cleave. Paladin will still paladin.

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The battleground changes are little better than the changes to constructed.

For example, the issue with pirates has not been the inability to get enough attack value but their change to courier was to make them get more attack without addressing the horrible fact that pirates struggle to gain health.

Blindeye Sharpshooter is a big oof. DH can get you to critical HP before you have a chance to kill the Sharpshooter anyway, and it’s likely they drew the other one in the initial burst. It being easier to kill is not really the solution…but, the deck is way harder to play than anything Paladin or Hunter can field so maybe this does just enough.

I’m extremely wary of Azerite Snake back to 4 mana, even with the nerf. Warlock is just so hecking strong in control mirrors already. At least this will require the Warlock to use all 4 of their bounce cards to outright kill you, but they still have Darkhan…and Sargeras…and Curses to kill you with inevitable damage. That card needs a straight-up rework, not just a nerf.

Holding out for the next patch a week from now. At least Trinket Tracker can’t tutor AaBJ now.

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Not seeing how murlocs or beasts get demonstrably weaker either. I do think elementals will be in a better place but that’s the only real change I see.

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The Order in the Court change is truly impressive. Even if you were expecting little it’s hard to imagine a more inconsequential nerf to a class that is boasting the best WR pretty much everywhere in ladder.

The DH change is laughably small as well but at least we could see it coming.

At least they reverted that horrendous snake hotfix nerf they did. 3 HP is substantial but I can roll with it.

The only decent changes were the hunter ones. But otherwise the patch achieves so little, I am not sure if imma play this for much longer. I was having the least fun I have had with hearthstone in quite a long time as things were and I don’t expect much to change after this.

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Not being able to fish for the formerly 1-mana spell is an issue, but a manageable one. I dropped trinket tracker for arcane quiver. Either it hits AABJ, or it hits Tracking or Conjured Arrow, so there should be enough draw barring “AABJ is your last two cards” kinds of games.

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Beasts seem to be more of a sentiment outlier than a true power problem.

And their comps, at least how they are usually run at higher ranking, were significantly hurt by the fact that bassgill now summons only murlocs instead of the highest health minion in your hand.

Buffed golden rams or feathermanes were among the strongest plays for beasts.

The paladin nerf is a complete joke. But the nerf to DH is meaningful, you can’t just drop sharpshooter on curve anymore and be almost certain that you will pop off on the next turn. So now the pop off turn will not happen on turns 4 and 5 as much as it did before the nerf.

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I’m fairly content with the BGs changes to be honest. I feel like the team certainly put more care and thought into BGs changes when compared to constructed.
I think Rock Rock is a whiff but otherwise pretty fair.
Looks like standard is really going to be for the masochists.

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Yeah the BG changes will do a lot. The standard changes are so miniscule that the meta will see very little change if any. The Hunter nerf is the more severe. The paladin and DH ones are so light that those decks will continue to be top meta.

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Talk about some ‘timid’ changes. I’ve always disliked how they do incredibly incremental changes rather than just blow the top off the whole game so we can get something fresh. I understand thats probably not a sound way to run a business but its why people lose interest in hearthstone… another 2 months of the same decks over and over just gets stale.

Oh look a naga and a spell… riveting… Sif and 40 damage that was exciting. He played a token… and then another token and then that token grew up to become a bigger token.

Still the game is a lot better off to me than when every deck was a highroll scam deck

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The paladin nerf is not that insignificant, a lot of times paladin will keep order in court for the exact moment they need to draw the garden’s grace, now they will have to invest mana earlier for it, which feels bad when they have to contest the board and they also don’t get to draw which also means countess and horn will also get drawn later than usual. I personally agree with all the nerfs, they are on point, just maybe not enough when it comes to paladin, I think they should have also nerfed Keeper’s strength.

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The only nerf is the Snake.

Outside of the Bassgill change, what specifically do you think will make improvement?

Elementals are too slow and pirates are still glass cannons.

The took the extreme top off of murlocs, but their typical build is not weakened appreciatively.

Mayhaps you see something I do not.

So the snake will still see play just not a full bounce package but with something else i am sure. The hunter change is exactly what i thought and cuts the consistency of the pop off turn and ability to fish the card out. The rest of those changes i am truly baffled by.

BG’s on the other hand got some very welcome changes to some long time problematic cards.

The change to Murky is HUGE. Capping it at +10 is a major nerf to that card. You can get far more than that on your own well before you even find one.

Motley Phalanx was hopelessly broken at it’s previous buff level. It needed toned down but not so much that it made menagerie unplayable. Meanwhile Thorncurse is throwing more attack on your menagerie minions. Helps with the overall play of that build after losing a bit from the Phalanx.

Slamma to 5 is a huge change to how that build plays out. Stops the common tactic of tripling on 3 to fish one out super early against most tribes that have no way to deal with it.

The rest are changes to drop the overall health of minions while bring up overall attack to make games shorter instead of longer.

I actually don’t think that the DH nerf is necessarily bad. I don’t think DH needed to be nerfed super hard in the first place — just something to drop its overall winrate by 1%. Not being able to drop Sharpshooter on 3 and expect it to survive the turn might be enough to effect sufficient winrate change. I am not sure that it is, but I’m at least willing to wait and see before I complain about it. It’s the change I’m least upset about.

Cleave Hunter shouldn’t have been nerfed at all. But Zach0 says its toxic so bye bye Cleave Hunter.

Snake got overnerfed. 8 Health would have been fine. 3 bounces is considerably more difficult than 2 bounces, and 4 just kills the deck outright. You might say “good, it should be dead” and I kinda agree, which is why instead of just nerfing the card they should have redesigned it. But they deleted it instead.

Enrage Warrior is probably the best deck in Standard now, previously second best. Paladin just swaps places with it. Rainbow Mage is still 3rd best. These 3 either don’t get touched at all or slapped on the wrist.

In summary, an out of touch balance patch that leaves the top 3 decks of the meta pretty much alone and wastes its time tweaking things that don’t matter. Also a decent attempt at a Naga DH nerf, but that’s pretty much it.

That’s because you don’t play, every single person that doesn’t play that degenerate deck and has faced it wanted it to get actually nerfed.

It’s a huge sentiment outlier.

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That DH change does literally nothing, you already killed the sharpshooter on the turn after it was played before, that was not the issue, the issue is that they already do like 20 damage to your face and clear your board on the turn they play it before you get a chance to remove it.

The hunter and paladin changes at least do something, but I just feel like neither of those is enough to really put a dent in those decks.

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