
Anyway, here's my brief rambling talk about the changed cards.
The first Demon Hunter balance patch, which was released within a day (and while I acknowledge the power, it does raise a fair bit of questions at how fast a nerf hammer should come out) is basically the version of Demon Hunter that most of us have been playing with. Skull of Gul'dan went from 5 to 6, which is a far, far more fair cost for its effect (which I've been saying since day one). Eye Beam's outcast discount cost went from 0 to 1. It is, again, a lot more fair because Demon Hunters can do a lot of degenerate things with cheap 0-mana cards, although it does make some interesting interactions between Eye Beam and cards like Skull of Gul'dan that discounts cards. Aldrachi Warblades is unexpectedly super-duper awesome. I expected it to be more of an awesome tech addition, but turns out that being able to buff your attack to insane levels and then have guaranteed lifesteal for 3 turns is a bit too much. All three of these cards still see play nowadays, which should really speak to the original power levels of the original versions of these cards.

Those are the 9th April DH patch, anyway, and we're getting a bunch more Demon Hunter nerfs because, well, those four aren't enough. Demon Hunters must be really ransacking Standard, because in Wild I've always felt like they're powerful, but fair and not quite degenerate? Battlefiend gets hit with this first nerf, going from 2/2 to 1/2. Battlefiend is honestly always up there with Skull of Gul'dan as one of the most degenerate powerhouses among the Demon Hunter cards, so I'm definitely not surprised to see this happen, since a powerful one-mana card that synergizes with your hero power is extra powerful when your hero power is, y'know, 1-mana.

Altruis the Outcast has been one of the most fun cards in DH to play and combo with, and one that really makes me think and plan ahead, so I'm definitely sad to see him be changed, but at least it's not a complete nerf, you know what I mean? He goes up from 3 mana to 4 mana, which is fair, but at least he gets a bit of a stat boost to go with it, going from a 3/2 to a 4/2. 4/2 isn't the most ideal statline, and I'd honestly prefer a 3/3 or 4/3 statline or something, but considering that Blizzard could've honestly just given Altruis a nerf without giving him any additional stats, it's definitely hard to complain. I'm just sad that one of the more fun cards in the set got nerfed, though! (And we all thought it was going to be Kayn that's going to be the problematic DH legendary, too.)

Frenzied Felwing goes from a 3/3 to a 3/2. A fair change, doesn't really cause too many decks that already use it to cut it, I don't think. Of course, the Felwing doesn't quite cause as much of a ruckus as Corridor Creeper did once upon a time, and in Wild it's not quite that powerful, mostly used by really aggressive Pirate Warrior or DH decks, but I guess this means that the Felwing does get put into the range of 2-damage AoE removal like Holy Nova and Explosive Trap and whatnot, so... eh? Maybe it's significant enough that you cut it?

Libram of Justice gets buffed, which is a real rarity in Hearthstone, and frankly speaking I'm disappointed that it's the only card that gets a buff. Libram of Justice now costs 5 mana prior to discounting, making the whole Light's-Justice-plus-Eadric-the-Pure-effect significantly cheaper since you're definitely going to get discounting with the Libram. I still don't think it's super powerful, but at least it's something, and maybe it's the boost to get Libram paladin into a higher-tier deck?

The next two, though, are super-exciting, because they're for Wild balance! When has they ever balanced wild? Twice, with Naga Sea Witch and Aviana. And now we're getting two more!
Bloodbloom gets hit from 2 mana to 4 mana, really killing those Mecha'thun/Bloodbloom/Cataclysm combo decks -- which I really did enjoy piloting, but that's not the real target of this. Instead, the real target of this is one of Wild's tier one decks at the time of writing, Darkest Hour Warlock, which aims to summon a whole load of imps (with something like Fiendish Circle, Rafaam's Scheme or invoke effects) and then Bloodbloom + Darkest Hour to suddenly fill your board with a half-dozen big demons and thanks to Bloodbloom, you could do this degenerate combo and have like two Voidlords, Colossus of the Moon and a Despicable Dreadlord by turn four or five, where your enemy has, like, a couple of pitiful pirates and Battlefiends. I really do think that if this doesn't kill Darkest Hour Warlock, it's going to severely incapacitate it.

Perhaps the biggest hurrah to Wild, though, is that Open the Waygate is getting nerfed! I wished that the thing they fixed was the interaction between Time Warp and Archmage Vargoth, but I'll take what I can get. Open the Waygate now requires 8 generated spells instead of 6, and that's amazing because between Arcane Giants and Mana Giants; Archmage Vargoth; those goddamned twinspell freezing spells; Mana Cyclones and whatnot, Quest Mage has been dominating the tier 1 of Wild for months (with Evocation just getting added into the pool, too!), getting more and more powerful with each successful Year of the Dragon expansion that came out. Basically, the top decks in Wild is basically "Quest Mage" or "Reno Quest Mage", with everything else sort of moving up and down. I'm... just not sure if it's enough, considering how rapidly mages can really complete their quest, but boy howdy am I excited to see them finally address this problem! Finally, Wild's going to be crazy and not just "mages and a bunch of other classes you might see". I give two thumbs up to this!
Anyway, it's a great change. It's just such a shame that I actually just finished crafting a Darkest Hour deck around, oh, last week, and I'm not going to get too much of an opportunity to really feel the power and unique playstyle of that deck, but it's been really fun. Demon Hunter is a fun, aggressive deck (I haven't really played aggro decks in a while), I've been having fun with a bunch of random tier 3 stuff like Galakrond Warrior decks or burgle rogue or dicking around with the de-nerfed Yogg-Saron and Dr. Boom Mad Genius. A lot of the new cards are fun, I just haven't quite gotten enough of the set just yet (I have, what, two or three legendaries total so far?) which is why I really sometimes wish they would put just a wee bit of brakes on these huge nerfs.
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