Upcoming Balance and Ranked Play Changes

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Update 7.1 Ranked Play Changes – Floors

We’re continuously looking for ways to refine the Ranked Play experience. One thing we can do immediately to help the Ranked Play experience is to make the overall climb from rank to rank feel like more an accomplishment once you hit a certain milestone. In order to promote deck experimentation and reduce some of the feelings of ladder anxiety some players may face, we’re introducing additional Ranked Play floors.

Once a player hits Rank 15, 10, or 5, they will no longer be able to de-rank past that rank once it is achieved within a season, similar to the existing floors at Rank 20 and Legend. For example, when a player achieves Rank 15, regardless of how many losses a player accumulates within the season, that player will not de-rank back to 16. We hope this promotes additional deck experimentation between ranks, and that any losses that may occur feel less punishing.

Update 7.1 Balance Changes

With the upcoming update, we will be making balance changes to the following two cards: Small-Time Buccaneer and Spirit Claws.

Small-Time Buccaneer now has 1 Health (Down from 2)

The combination of Small Time Buccaneer and Patches the Pirate has been showing up too often in the meta. Weapon-utilizing classes have been heavily utilizing this combination of cards, especially Shaman, and we’d like to see more diversity in the meta overall. Small Time Buccaneer’s Health will be reduced to 1 to make it easier for additional classes to remove from the board.

Spirit Claws now costs 2 Mana (Up from 1)

Spirit Claws has been a notably powerful Shaman weapon. At one mana, Spirit Claws has been able to capitalize on cards such as Bloodmage Thalnos or the Shaman Hero power to provide extremely efficient minion removal on curve. Increasing its mana by one will slow down Spirit Claws’ ability to curve out as efficiently.

These changes will occur in an upcoming update near the end of February. We’ll see you in the Tavern!
Nice but I think STB should keep the two health and simple give +1 attack when a weapon is equipped.
I think it's pretty fine. Spirit Claws if definitely something I am happy about.

The STB seems reasonable especially since it can be killed by Mortal Coil or simply Fire Blast. Now let's just wait for them to implement this, and we'll see then if it was actually a good move.

And lastly, the ladder thing.. oh boy I might actually start grinding for more. Last time I reached rank 5, I stopped for a while and then started playing again... well... I got back to rank 9, but at least I knew I got my golden epic which I was so much looking forward to ds and craft something good.

Weapon-utilizing classes have been heavily utilizing this combination of cards, especially Shaman


I don't want to start a fight, but Warriors were abusing this far more.
That's it? Thing from Below, Bloodsail Cultist?
Good to see you guys aren't going too overboard with this.

There's so many other incredibly powerful tools (Kazakus and Drakonid Operative come to mind) in the meta that I'm glad it still seems that Aggro will be playable.
The ladder change is awesome. Can't wait!

Thanks
No Jade Idol change...
Let's hope aggro stay strong and keep jade druid pushed down, otherwise i'm out.
Great changes, but I don't understand why cards like 4mana 7/7 or tunnel trogg dodge the nerf bat.
02/14/2017 10:38 AMPosted by DMaster2
No Jade Idol change...
Let's hope aggro stay strong and keep jade druid pushed down, otherwise i'm out.


The meta only changes if the nerf get
1) more people to play traditional control decks.
2) enough people to stick with aggro to keep Jade decks down.

Otherwise all you are doing is shifting percentages of the top 10 decks.
02/14/2017 10:28 AMPosted by Ciataccis
That's it? Thing from Below, Bloodsail Cultist?


Yeah...and Jade Lightning too! That card should only target minions, and not allow for burst wins out of nowhere. It's so absurd that a class like Shaman has more firepower than Mage.

It's expected from Blizzard to only nerf a handful of cards. Every decision they make is slowed down by "analysis paralysis". It's as if any change done to Hearthstone is followed by a minor heart attack. So...go easy on team 5! haha
I think these are good changes. It makes playing the pirate package a touch riskier without shutting down those decks. And spirit claws were too good at 1 mana - I had them in every one of my shaman decks just because they are so efficient. 2 mana makes them compete with stormforged axe depending on deck style.
Great changes, overall....

The question after that will be "Is that enough?", but even if that's not enough rotation will come next.

As for ladder floors...

YESYESYES Now I can play finja miracle and troll people at rank 5 without my rank crumbling :p.
Jade should always be late game while having the necessary early tools against early game. Control or midrange should always be able to be aggro against Jade. aggro should be like how they are but not overly powered :c
I love the ranked play changes, but the nerfs are NOT enough.

This will do 0 to slow down shaman stone or the pirate packages.
Shaman Wars Episode 2: Attack of the Jades
I now feel justified in saying earlier, to a chorus of disapproval, that STB and Spirit Claws would be enough of a nerf. Right or wrong, I at least know the devs agreed.
02/14/2017 10:43 AMPosted by Dawnblade
Great changes, but I don't understand why cards like 4mana 7/7 or tunnel trogg dodge the nerf bat.


A quick look at Shaman's Classic, GVG, or TGT set will explain why.
Not enuf. Pirate war still has nzoth first mate and southsea deckhand to pull out patches. They'll just put in a heavier minion like southsea captain in place of small-time and be good

It's more of a nerf to miracle rogue than pirate war

Shaman will still do great, esp midrange Jade. Should have nerfed maelstrom portal imo
02/14/2017 10:22 AMPosted by Selinken

I don't want to start a fight, but Warriors were abusing this far more.


I mean...it's like two jerks arguing over who is the bigger jerk.

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