Still waiting for the explosive shot nerfs, up to 9 damage without any spell damage cards for 5 mana. Ridiculous if you ask me.
I can agree with most of these changes. I mostly like the change made to Unleash the Hounds, when they say they wanted to make it so it was "intended to give Hunters their own form of AoE" it seems to be along the same lines as Arcane Explosion with its basic power, though could easily be combined with 2 Timber Wolf for its original cost for a couple of 3/1s. The only real problem I still see with this card is for you to get a decent amount of hounds your opponent needs to have a decent amount of creatures which in early game wouldn't be bad, but late game this card doesn't really help much. Still, at least it is a little better now.
I will just say that I believe the Shaman "Blood Lust" ability needs to be looked at, it is a five mana cost spell that grants +3 to ALL minions and I have easily been killed when almost on 30 HP if not on 30 by a double bloodlust, if that does not scream OP what does?
the reason it doesnt "Scream OP" is because of a statement you can find in the patch notes for charge "We want the game to be about playing minions and fighting for board control"when fighting a shaman you need to be aware that bloodlust is a possibility and ensure you dont let his board get out of control, if you dont clear his board and get hit with a "double bloodlust" kill then you might want to review your play
Not sure if I'm alone in this, but I'd really appreciate if Hearthstone got its own site or at least news feed. I use wowhead as a primary source for WoW news and have been annoyed at all the non-WoW news. Just my two cents.
Hmhm... Was actually looking into getting Sylvanas to fill a slot in the missing five mana that my priest deck has...Oh whell...
Man, i finally get around making a Warlock rush deck and now they nerf blood imps...Oh well, at least ranks 15 and up will be easier now since about 70% of the people i encounter in those ranks are playing Warlock rush decks or Warlock murloc decks.Happy with the pyroblast nerf as well.It's really annoying to see a mage freeze all your minions, throw some spells at your face and finish you off at turn 8.People whine about Mind Control, but Pyroblast is a way better spell and for a cost of 8 mana it's way too strong.
Darn. Two of the cards I love using are getting nerfed...oh well...at least they're slight.
I will exact my vengeance on the ruining of blood imp.... well, probably not. I'll mostly just mutter my complaints to whoever happens to be nearby. But seriously, blood imp is now young priestess with stealth instead of 2 attack. IMO, nerfing the ability alone would have been enough. Now he's just a dude that sits on your field, providing no attack value*, and only a situational bonus.*Yes, I'm well aware you shouldn't be attacking with Blood Imp. No, I don't think removing his attack, period, was a good idea.
The change to Warsong Commander is a good one that stopped the Warrior OTK strategy of " I'm going to let you punch me in the face until I can Molten Giant to kill your big taunt, then Youthful Brewmaster and punch you again to remove your other big card".
I say keep the novice engineer a 1/2. It isnt fair that all a mage/druid has to do is waste 2 mana on basically a never ending spell called the hero power.
I am pretty confused by the Novice Engineer change, too... Usually one has it traded off against a 2/1 minion anyway; like a Loot Hoarder or Leper Gnome.Frankly, though, it was nice having a turn-2 (or even turn 1 when coined) minion that would force my opponent to have to choose to use a minion, soften it with a hero-power or even both, and not use their mana on casting something new properly.All it's turned into now is a power-magnet or a deflection for an Elven Archer.