So I haven't been playing at all recently. Are these changes actually going to do anything?
We initially tested this card at (6) mana in both the current Standard format as well as with cards that will be released in the future. Ultimately, we felt that its power level was still higher than is appropriate for a Neutral card with no build-around requirements. At (7) mana, we expect Giggling Inventor will find its way into fewer decks in general—and be much less effective in Quest Rogue—while it might remain situationally playable within specific deck archetypes, such as Evolve Shaman.
I don't think the timing is strange at all for Aviana, wild players have been begging for something like this. I think nerfing Juicy Psychmelon would've just been a bandaid solution and Aviana+Kun was the source of the problem.Mana Wyrm and Aviana nerfs are strange in timing and execution,
Big priest got a whole lot more scary now.
Two of its hard matchups wiped out.
And of course I crafted aluneth last week...
It was already borderline.It kinda pisses me off, I crafted a lot of cards to use an aggro mage deck recently. It one of two decks I have that are viable, I was bored playing zoolock...
I still don't really understand the Mana Wyrm nerf. Maybe I'm a bit biased since I mainly play Mage but I don't follow their logic.
They said they don't want it being used in decks without a heavy focus on cheap spells...but which deck does that? Mage only has 2 main archetypes and Mana Wyrm only makes sense in Aggro/Aluneth Mage. Even if you count Elemental Mage/Quest Mage/Pocket Galaxy Mage as archetypes, I'm pretty sure Mana Wyrm is not run in those either.
They said the card also steered them away from making powerful low-cost Mage spells. Why not nerf it with the release of an expansion including such spells? Not to mention they just released a pretty powerful low cost spell in Shooting Star.
I understand Mana Wyrm is a problematic card but it was never in a super oppressive deck and nerfing it to 2 mana seems pretty excessive. Aggro Mage has consistently Tier 2/3 for a while now so I don't see the justification for the nerf without nerfs to other classes, namely Druid. I'm not a pro player or anything so I could be way off here but Hearthstone was a game I used to play everyday and I haven't touched in weeks. These nerfs aren't doing anything to bring me back.
Also interesting to note, I believe Mage was the only class not to have a card nerfed since beta until this Mana Wyrm nerf. Ice Block and Ice Lance were Hall of Famed but not strictly nerfed like Mana Wyrm. Going back to beta you had nerfs to Pyroblast and the Freeze package (Blizzard, Cone of Cold, Frost Nova).
To maximize the upcoming event, we should start an Arena run and stop once we get to 2 losses, right?
I've always loved counter queueing people in wild, since this dumb game never gave us sideboards and bo3 it's as close as it gets to itI'm getting real tired of facing the same players back to back.
Creative director Ben Thompson expanded on that in a recent interview with VentureBeat, beginning by touching on a number of factors that weren'tresponsible for the halt. There were no issues with the Unity game engine, performance was fine, client size wasn't a problem, cross-platform implementation was working out, and the development team was sufficient to handle the task. The loss of Hearthstone honcho Ben Brode in April wasn't a factor either.
The real issue, Thompson said, is rooted in the simple fact that Blizzard dropped the dime too early. "We did something with tournament mode for the very first time that we'd never done before in the history of Hearthstone. What that was, was to announce a new mode to the game, a new feature to the game, so early that it started to take on a life of its own," he explained.
"That allowed for a lot of time for the community to form, in its collective head, what they believed tournament mode could be, or should be. The more time that happened, what we did in that case was allow for two paths of thought to be created. You had the devs working on what they believed tournament mode should be comprised of, and the community building up in their own heads what they hoped and thought it would be."
And as the process went on, Blizzard's plan and fan expectations diverged so much that it decided the only option was to hit the brakes. "We thought that the best case scenario for this would be to take a long, hard look at where we're at and to reassess that and revisit it at a time we would be able to create something much more close to the hopes and expectations of not just our players, but even ourselves as well," Thompson said.
The good news for fans is that he also emphasized that even though there's no set timeline for in-game tournament support, Blizzard is not giving up on it. "We just don't want the community to get the wrong idea," he said. "It's on hold. We're still talking about it."
Let that be a lesson to you, community. If you ever get excited about a feature and build up hopes about what it might be, we'll delay it indefinitely to teach you a lesson! :P
Any time we add something to the game, something has to appeal to the largest number of players as possible and give everyone the broadest chance to enjoy everything we add.
It's going to be hilarious when Artifact launches in a month and, all of a sudden, Blizzard magically starts launching new modes and client features in Hearthstone.
Different variations of Even Hunter are actually pretty fun.Are there any fun meme decks in standard?
I do want to make an Odd Mech Warrior deck but it costs way too much dust unfortunately. Not that its a meme deck or anything.
Looking for something fun!
It's ok. Just lots of 65/35 matchups.I kinda want to start playing again but...it doesn't seem like the game is in too good of shape right now?
There's some matchups that are just outright unwinnable.It's ok. Just lots of 65/35 matchups.
Nothing from the last expansion is really played.
Thank god. I know it wasn't a very powerful deck, but it was so frustrating to play against.
idk, blizz kind of drove a dagger into the heart of an eternal deck format, feels like when they ruined molten giant for handlock. they at least could have made it a 1/3 elemental for 2? or a 1/2 minion for 1 mana? or just have it get upgrades for the single turn ala mana addict? typical blizzard nerf to oblivionThank god. I know it wasn't a very powerful deck, but it was so frustrating to play against.
Honestly I think they just did it for the sake of the first few weeks of an expansion release. During those periods it's like 50% tempo mage while people figure out new decks.idk, blizz kind of drove a dagger into the heart of an eternal deck format, feels like when they ruined molten giant for handlock. they at least could have made it a 1/3 elemental for 2? or a 1/2 minion for 1 mana? or just have it get upgrades for the single turn ala mana addict? typical blizzard nerf to oblivion