Useless patch buff and nerf

This patch did nothing, its still the same decks before patch. hs devs should get a pay raise for being good at their job!

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Because alot of people liked this meta and, besides Warrior/DH/Paladin that were too weak and hopefully the buffs will make them better, meta was healthy and balanced.

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Bwahahahahahahahahahahaha you funny

DH yes, the other two no. Sanguine Depths would be really strong with a Whirlwind effect but the class still just lacks card draw. They need to return Battle Rage for Enrage to be playable. Paladin will suck until they give it some SERIOUS closing power.

The only ways I can see forward for Paladin are buffing the Questline so that one of the stages also gives Taunt to the Recruits (AND also probably adding a card-draw aspect to one of the steps), making Service Bell 2 mana, and probably buffing Countess to a 5 mana 5/5. Giving Recruits Taunt allows you to stall out for long enough to actually get some value out of the hero power. Warhorse Trainer’s buff is absurd, but you can’t get enough Recruits to really make use of it. Getting access to Taunted Recruits earlier and consistently should change that. Countess, on the other hand, it’s just too slow. 5 mana Countess into 3 invitations on turn 6 is a pretty decent payoff for how restrictive it is to be a Pure deck.

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You have to be joking.

what ?
everybody knows dH warrior and paladin were really bad

Have you been playing the same game? Most people are highly upset at the current meta and expansion. Pally may be in its worst state in the history of the game and Warrior is virtually unplayable.

I don’t! Best meta I’ve ever had, the most skill testing meta I’ve had in a long time.

Hmm, maybe the paladin and warrior players because they have too low winrate but, as i said, I hope they get better with the recent buffs.

You have to see it from an “all classes are equal in my eyes” perspective. Nothing subjective, then you’ll see why it is good, no meta deck is completely shutting down the other, really skill-testing(at least in wild).

Hmm, having some experience with past odd-paladin, I wouldn’t underestimate a board-spamming paladin.
Not sure if it’s enough, I would wait fo rmore buffs or the next mini-expansion, but dudes paladin can surely be good.

You are funny… its getting worse and worse

This is probably the most dumbed down the game has ever been.

To be fair, it especially depends on the deck you are using.

Besides all the homeless and poor and starving people in the world…

Everything is great!

If it doesn’t affect me, what do I care!

/s

You are either a troll or delusional. Nothing in this current meta is balanced. It’s a 3 viable deck meta that is simply just “I drew this before you drew that”.

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Warlock, Priest, Druid, Mage, Hunter and Shaman all have functional decks (6 in total, btw), balanced agaisnt one another. The 5 other classes were either a little or a lot behind, so yeah, oParis is right.

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I also have experience with that deck, and there’s an enormous difference between having access to improved button on turn 1 and gaining access to it on turn 6.

This is also ignoring the fact that the current power level of Standard is way beyond what it was at in Witchwood. I don’t think you could succeed remotely as well with that old Odd Pally list in current Hearthstone.

I’m speaking not only from experience on Odd Pally but also just current Dude/Quest Pally. The deck is really, really bad. It automatically loses to any control deck because it has no way to amass enough pressure to kill them quickly (and it has no late game presence whatsoever), and it is flat out terrible against other aggro decks because you have to cram your deck full of 1 cost cards, you start a turn behind tempo with the Quest, you have terrible card draw, and you don’t have any kind of stall potential.

For Quest Paladin to be playable against other aggro decks, Step 1 needs to also give your Silver Hand Recruits Taunt so you can actually maintain a semi-healthy life total while playing more bad cards. If you had the ability to summon 2 taunted bodies every turn, that would actually change things against aggro decks & it’s possible that the deck could turn things around even though it has no card draw and awful minions in the deck.

For Quest Paladin/Dude Paladin to be playable against control decks, there needs to be some kind of way to consistently develop a midrangey threat. If Stewart’s effect wasn’t able to be silenced, that could work; something like “Battlecry: For the rest of the game, the first Silver Hand Recruit you summon each turn has +3/+3”. If Stewart can still be silenced, I actually think the effect should be able to run as a 2x, and I think finding ways to duplicate that effect is pretty much the only way you could justify Dude/Quest Paladin against a control deck.

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Quest Pally

1 - add an effect to the 1/4 weapon that reduces your hero power cost by 1 whenever you attack for that turn only.

2 - Instantly spawns two silver hands + original 2 for 1 hero power upgrade.

3 - Give Divine Shield to all controlled Silver Hand minions on board +original 3/3 upgrades.

Make Steward a Battle cry effect instead of death rattle and increase the cost to 5

Balanced……

The weapon doesn’t need a change. Recruits do. The weapon is actually fine and has synergy with cards like Equality & Righetous Defense.

Literally all Quest needs is Taunt on Recruits from step 1 or 2 onwards. The number of games you will suddenly stop losing to skeletons or imps or other board focused decks because you can just taunt up to stop getting chipped down is insane.

I’m a Pally main and just love it when dude Pally is relevant but a perma taunt by turn 2/3 would immediately become too strong I think.

Yeah guys except for the fact that almost half the classes are unbalanced and the 6 viable ones are RPS with a myriad of overtuned mechanics everything is fine. They aren’t balanced against eachother what so ever.

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