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Hearthstone Balance Patch Hits Key Card



▲ Hearthstone's balance sheet released new changes slated to go live later today.

Christmas came early for fans of Blizzard Entertainment's Hearthstone when the team released a blog post in the middle of the night that outlined many future cash changes that are slated to go live later today.

Some of the five cards Blizzard considered problematic has been discussion topics in the Hearthstone community for several years, while others have only occupied their last calendar year.

Blizzards develops a note about the specific changes saying: "This balance update focuses on improving long-term health for both Standard and Wild. We have chosen to make these changes earlier in the expansion cycle than we normally consider, we would love to hear your feedback about the time of this update, as well as what you think of all the individual card changes. "

Druid was hit hard by nerfs, fundamentally changing the way they are able to manipulate or ramp up their mana in the early game and obtain resources late.

According to Blizzard: "Wild Growth and Nourish has been present in every mid range, combination and control Druid tires since the introduction in the Basic and Classic sets. When the Basic and Classic sets are too powerful, they have negative long-term effects on the game. Continuous gaming against these cards can start to feel repetitive and they feel so obliged that they choke creative tire decision making. By increasing the mana cost of both cards after one, we expect them to be considered to late game control Druid decks, but more difficult to fit into strategies that do not directly exploit ramping mana. "

A top-rated top-rated card in the Paladin class has been hit quite hard. While it may seem that a one-mana change to a powerful card is not a big deal, this card was popular in an Odd Paladin card that could only use cards of certain numeric values. By switching it to itself, it can no longer be played on the same deck that has been level 1 throughout the year.

According to Blizzard: "Odd Paladin has consistently been one of the most powerful and most popular tires since it was introduced to The Witchwood. By removing Level Up from Odd Paladin, we still expect it to be competitive steering wheel tire, only with more consistent injury output that should be easier to play around. "

The final class card, which was descended as a result of a recent busy playability, Leeching Poison, was a key tool to make Kingsbane Rogue possible to stay alive late, while effectively removing the board and pressing the opponent. A cost reduction with a mana and limiting the ability of an easy trip can still allow the card to see games because of its overall power and utility in tires. But it can not be noted that the card is as powerful as before.

According to Blizzard: "We love the imagination of building a powerful weapon during a game with Kingsbane, but giving it a permanent lifestyling effect with Leeching Poison resulted in an end result with few weaknesses as well as Conflicts with our philosophy that Rogues should not have persistent self-healing effects. Making the Lifesteal effect only active for a trip should address some of the problems with Kingsbane Rogue's late game. "

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The only one The neutral card to see nerfs, Saronite Chain Gang, ultimately answers the question that is linked to his lineup by collecting "How long can this continue?"

Turned out, the balance wanted to handle Shudderwock Shaman's ability to continuously call Shudderwock eight months after the combination was oppressive. Earlier, when the Saronite Chain Gang was played, Shudderwock's ability would allow him to replicate himself when he played. Now only another Chain Gang can be called.

According to Blizzard: "We love the imagination of building a powerful weapon during a game with Kingsbane, but giving it a permanent lifestyling effect with Leeching Poison resulted in an end result with few weaknesses as well as Conflicts with our philosophy that Rogues should not have persistent self-healing effects. To make the Lifesteal effect only active for a trip should address some of the issues with Power Level Rogue's late game. "


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