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 Post subject: New Nerfs
PostPosted: Wed Sep 28, 2016 4:57 pm 
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In patch 6.1.3, they are going to be nerfing 7 cards. You can read their reasoning here:

http://us.battle.net/hearthstone/en/blo ... -9-28-2016

Rockbiter Weapon, Execute, and Call of the Wild all cost :1: more.

Charge now costs 1 but the minion can't go face the turn it has charge and doesn't gain the 2 attack any more.

Tuskarr Totemic will now only summon basic totems.

Abusive Sergeant is now a 1/1.

Yogg's effect ends if Yogg dies.


In a later patch, not necessarily the next one, overload spells cast will yogg will also now overload you.


Last edited by mark777 on Wed Sep 28, 2016 5:04 pm, edited 1 time in total.

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 Post subject: Re: New Nerfs
PostPosted: Wed Sep 28, 2016 5:02 pm 
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I think Rockbiter Weapon will still see play at a later date, but at the moment it might be a bit outclassed in the class now. Not sure. The synergy with Doomhammer is still a lot of burst though...

Call of the Wild will be fine. Not sure if Hunter will be but think they will be. It's still the only thing holding the class together but I'm not sure if waiting one more turn is that bad here.

Execute and Abusive basically got love tapped. Neither one's primary reason for running it got that hurt and I don't see any reason they won't still be as annoying as ever.

Rip Tuskarr. Removed all the positive outcomes.

Rip Charge.

Rip Yogg. Not even a fun card anymore.


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 Post subject: Re: New Nerfs
PostPosted: Wed Sep 28, 2016 5:17 pm 
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but call of the wild was such a necessary card for my trashy spell-hunter, now I can't play it on turn 7 with thaurissian even
they should just have banned yogg from tournaments instead, like what the hell

also where are the buffs

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 Post subject: Re: New Nerfs
PostPosted: Wed Sep 28, 2016 5:20 pm 
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Like i said yogg was never a problem, it was people's perceptions of yogg.

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 Post subject: Re: New Nerfs
PostPosted: Wed Sep 28, 2016 7:30 pm 
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They should have rotated Yogg into wild. It's not that powerful there. Or they could have capped it at a more reasonable number of spells. Say 8? There were ways to go about it that didn't kill the card, but Blizzard always nukes the really unpopular ones form orbit to make sure they see zero competitive play, which any reasonable nerf would have done. And they refuse to do bans because they want ladder to be exactly like tournaments.

Yogg was a problem in competitive, but part of the problem is that competitive isn't set up that well anyways. But it's the reason Druid is neck and neck for most played tourney class with Shaman (which is more op). It leads to massaging win-rates to be more uniform across the board and makes it much harder for the better players to consistently perform. Which is something people really really want in the competitive scene right now. It's really exciting for people to watch tourneys where player X has been around for a long time and some underdog is up against them. It's not as fun to watch a tourney of no-names, and the tourney scene has been really suffering as of late because of this, whereas something like Batstone did massively well.

The added "problem" is what you stated. The perception of Yogg is a massive issue. It has the largest rng spread in the game, and it almost always is the last thing to happen in the game. This has led to it being one of the most hated cards in the game, because people really really do not like massive rng events that happen at the end of the game. Something like Animal Companion by comparison is something we don't care about as much because the spread isn't very big and it happens in the middle of the game, so the difference in effects isn't as massive as often and it's not usually the last thing played that game.

TLDR: Yogg makes it harder to people to be consistent in tourneys and is the big rng event that happens at the end of the game, so it was bad for the reputation of Hearthstone.


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 Post subject: Re: New Nerfs
PostPosted: Wed Sep 28, 2016 8:54 pm 
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 Post subject: Re: New Nerfs
PostPosted: Thu Sep 29, 2016 2:22 am 
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I would still play Yogg, but the overload thing kind of ruins it for me. I don't get that at all.


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 Post subject: Re: New Nerfs
PostPosted: Thu Sep 29, 2016 4:07 am 
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Mown wrote:
but call of the wild was such a necessary card for my trashy spell-hunter, now I can't play it on turn 7 with thaurissian even

Mown wrote:
I don't think it's outright bad. It provides imediate 5 damage in a class that likes to race, it goes wide without being all that susceptible to aoe, and with a taunt that protects it. However, would you really play this in anything but midrange, how much does an 8 drop need to do, and is it better than Ragnaros? The most annoying part of it is that it totally whiffs with the Elekk. Ultimately, I expect it to be a budget 1-of for midrange, and nothing else.

Just follow your own advice and replace it with Rangaros. :P

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 Post subject: Re: New Nerfs
PostPosted: Thu Sep 29, 2016 5:27 am 
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Ragnaros isn't a spell though, and dilutes my Elekk targets.

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 Post subject: Re: New Nerfs
PostPosted: Fri Sep 30, 2016 9:01 am 
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Yogg and Charge are dust now.
All others will still see play.

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 Post subject: Re: New Nerfs
PostPosted: Fri Sep 30, 2016 9:31 am 
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Dudibus wrote:
Yogg and Charge are dust now.
All others will still see play.

isn't Charge basic?

:duel:

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 Post subject: Re: New Nerfs
PostPosted: Fri Sep 30, 2016 3:36 pm 
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Oops. SMART ASS!

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 Post subject: Re: New Nerfs
PostPosted: Fri Sep 30, 2016 5:35 pm 
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 Post subject: Re: New Nerfs
PostPosted: Fri Sep 30, 2016 8:39 pm 
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When will they nerf Brian Kibler. His face and personality are OP.

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 Post subject: Re: New Nerfs
PostPosted: Fri Sep 30, 2016 9:06 pm 
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The day Toast gets out of Blizzard jail on bail, they are going to send him into Kibler's dragon-den in a Hearthstone rendition of Goodfellas.


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 Post subject: Re: New Nerfs
PostPosted: Fri Sep 30, 2016 9:29 pm 
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Kibler is the most attractive professional tcg player ever.

Hafu is nice too.

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People, buy more stuff.
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 Post subject: Re: New Nerfs
PostPosted: Sat Oct 01, 2016 5:20 am 
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He might be the most handsome, but I would not call him the most attractive.
I thought Reynad's review was pretty reasonable, although I don't know how accurate it is.

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 Post subject: Re: New Nerfs
PostPosted: Sat Oct 01, 2016 6:06 am 
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Kibler's new video actually made me think whether charge as a mechanic wouldn't be better served by being unable to attack heroes during the first turn. It would actually make the card named Charge be just that instead of "Charge. Also, here is a clunky rider." They could even study restoring Warsong to its original form and be less afraid of making new charge cards.


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 Post subject: Re: New Nerfs
PostPosted: Sat Oct 01, 2016 10:21 am 
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I dont think theres a difference from handsomeness and attractiveness.

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 Post subject: Re: New Nerfs
PostPosted: Sat Oct 01, 2016 2:08 pm 
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When it has limits there is nothing wrong with charge. A large number of cards have charge and aren't doing anything bad. The problematic cases have always been:

1) Being able to give charge to other minions.
2) Charge minions with high attack at low mana costs.

The literal card charge was the last instance of either left in the game.


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