The official nerfs have been revealed and are as follows: Skull of Gul’dan - Mana cost increased from 5 to 6. Imprisoned Antaen - Mana cost increased from 5 to 6. Eye Beam - Outcast Mana cost increased from 0 to 1. Aldrachi Warblades - Durability decreased from 3 to 2.
Predicted Nerfs (provided they're not out already) --- Aldrachi Warblades: Mana increase to 4 mana, durability decrease to 2, or text change to "Battlecry: Gain Lifesteal this turn." Removing the Lifesteal entirely would probably kill the card, but I could see that occurring as well. +Increasing it to 4 mana means that it's a slower card that has slightly worse utility for clearing out early game threats. +Decreasing its durability makes it a bit more risky to swing immediately, but ultimately might not really "break" the card. +The text change would place the card in-line with the Kingsbane nerf of the Lifesteal effect, which keeps it as an efficient 3 mana card, but can allow for the possibility of a one-turn comeback mechanic in the late game. Eyebeam: Either loses the Outcast effect, or loses the Lifesteal effect. Changing its Mana-cost or damage output wouldn't change much of the card as Spell damage exists and paying more than 3 mana normally to deal 3 damage to a minion doesn't make sense regardless of the Lifesteal effect, or mana reduction changes. +Losing the Outcast effect is huge as it makes the card a flat 3 mana for 3 damage effect which is only "fair" in current Hearthstone. +Losing the Lifesteal effect would make it a more strategic card rather than a catch-up mechanic for a quick health refresh. Imprisoned Antaen: More likely than not a text change to "Deal 10 damage split randomly across all enemy *minions"* would make the most sense. They could alter the mana-cost, stats, or damage output, but paying 5 mana to deal more damage as a 6 mana Avenging Wrath and getting a 10/5 minion is absolute insanity. It could be a 2/2 minion and people would still probably play it due to its "insane" effect. Players can play around it, but this requires either taking 10 damage to face or already having big minions on board that can survive the effect. +Removing the possibility of dealing damage to face does make the minion body a bit more threatening, but overall makes the card less aggro-focused and utilized as a midrange/control card. +Another possibility could be to have the 10 damage be split randomly across all *characters* except itself, but I'm not sure if that would still be in-line with the theming of the card. Skull of Gul'dan: Either a mana increase to something like 7 mana; making the Outcast effect reduce cards by (1) mana; or removing the Outcast entirely. +Increasing the mana cost significantly slows down the card, which is great at preventing a Skull of Gul'dan into a Skull of Gul'dan at low mana levels. A better version of Nourish for an aggro class is already a problem, but being able to completely refill your hand with high power-level cards is not okay in any regard. +Reducing the Outcast effect also prevents the Skull into Skull effect, but moreover prevents OTKs from being as effective, while still keeping the theming of the card. +Outcast is ultimately the biggest problem with Demon Hunter. It's specific to its identity, but moreover makes the class too fast, especially at the start of this expansion. If they remove Outcast from both Skull of Gul'dan and Eyebeam, they'll probably either remove Outcast from all the cards, or change Outcast to only be "right-most" or "left-most" cards (instead of both options) to slow down the effect a bit.
I like the durability, life steal, only Minions and 7 mana change, but only reducing the cost by 1 would probably remove the tempo that you can aply instante, wich is still good.
Hey guys this is very bad and not a new tactic from blizzard. Regularly in Heroes of the storm, blizzard would advertise an extremely powerful new hero. Then shortly after everyone purchased the new hero, blizzard would nerf them back into a balanced position. This was a very scummy practice that teeters on bait and switch. This feels very similar. Blizzard knows EXACTLY how weak or powerful each card is, they test cards for months before release. I can only assume this expansion was one of the most preordered in maybe years!??! For them to have nerfs in place this quickly....man, you know they have to go back and retest these cards with the changes...we supposed to be believe they monitored the meta, noticed the exact problem card, kicked around ideas for changes, settled on the best changes, then tested the new cards with changes,...all within the first couple of days?!!!!? Sorry for long post, but guys need to be aware of scummy tactics.
Aldrachi Warblades surprises me it doesn't seem overly strong to me sure it can represent on average 6-9 healing in a game, but in an aggro demon hunter list it seems like they'd prefer to run Umberwing. I understand the other cards my guesses are Eyebeam costs 1 when outcast, Imprisoned becomes a 6 mana 8/6 that deals 8, Skull will either be 7 mana or they lower the cost reduction to 2 or 1, and they make Warblades a 2/2 (unfortunately I think this would kill the card).
some good suggestions for the nerfs, I think maybe your nerf for imprisoned could be a bit too much, but we shall see. its strange really because I have had a lot of fun playing it, even though I know it needs a nerf!
@@aerosounds5826 Maybe, but compared to Regis' nerfs mine are nothing, he suggested 6 mana 6/6 deal 6 which would ruin the card in my opinion. Also I missed it earlier, but I think Battlefiend would be perfect as a 1/2.
Renato Raul Nunez Alzamora that could be a good way to nerf the card, but in some ways it could be sen as a buff. Sometimes when I am playing against this card, I want it to hit my face a bit because I need the minions on board. Guaranteed 10 damage to the board could be devastating, like Reno Jackson is. In other cases it is a nerf, because demon hunter always wants to go face lol
@@aerosounds5826 Funny thing, I'm giving Rogue a rest for a while. Rogue will always, ALWAYS be my main and that's not gonna change, but with the new class and fresh meta with Year of the Raven gone to wild, I feel like trying something.... Fresh and new! Been having fun with a Highlander Priest and a few Demon Hunter Decks 😊. I will return to Rogue one day but for now... I feel like trying new stuff 😊
I think it is ok for different classes to have certain cards which are not on similar power levels, just as long as both classes have strengths and weaknesses elsewhere. That being said, Demon Hunter does not have nearly enough weaknesses to justify this card being so strong in my opinion. I think 6 mana would be fine, but I can easily see it going to 7 as well
The official nerfs have been revealed and are as follows:
Skull of Gul’dan - Mana cost increased from 5 to 6.
Imprisoned Antaen - Mana cost increased from 5 to 6.
Eye Beam - Outcast Mana cost increased from 0 to 1.
Aldrachi Warblades - Durability decreased from 3 to 2.
i know Im quite off topic but does anyone know a good website to watch new movies online?
Predicted Nerfs (provided they're not out already)
---
Aldrachi Warblades: Mana increase to 4 mana, durability decrease to 2, or text change to "Battlecry: Gain Lifesteal this turn."
Removing the Lifesteal entirely would probably kill the card, but I could see that occurring as well.
+Increasing it to 4 mana means that it's a slower card that has slightly worse utility for clearing out early game threats.
+Decreasing its durability makes it a bit more risky to swing immediately, but ultimately might not really "break" the card.
+The text change would place the card in-line with the Kingsbane nerf of the Lifesteal effect, which keeps it as an efficient 3 mana card, but can allow for the possibility of a one-turn comeback mechanic in the late game.
Eyebeam: Either loses the Outcast effect, or loses the Lifesteal effect.
Changing its Mana-cost or damage output wouldn't change much of the card as Spell damage exists and paying more than 3 mana normally to deal 3 damage to a minion doesn't make sense regardless of the Lifesteal effect, or mana reduction changes.
+Losing the Outcast effect is huge as it makes the card a flat 3 mana for 3 damage effect which is only "fair" in current Hearthstone.
+Losing the Lifesteal effect would make it a more strategic card rather than a catch-up mechanic for a quick health refresh.
Imprisoned Antaen: More likely than not a text change to "Deal 10 damage split randomly across all enemy *minions"* would make the most sense.
They could alter the mana-cost, stats, or damage output, but paying 5 mana to deal more damage as a 6 mana Avenging Wrath and getting a 10/5 minion is absolute insanity. It could be a 2/2 minion and people would still probably play it due to its "insane" effect. Players can play around it, but this requires either taking 10 damage to face or already having big minions on board that can survive the effect.
+Removing the possibility of dealing damage to face does make the minion body a bit more threatening, but overall makes the card less aggro-focused and utilized as a midrange/control card.
+Another possibility could be to have the 10 damage be split randomly across all *characters* except itself, but I'm not sure if that would still be in-line with the theming of the card.
Skull of Gul'dan: Either a mana increase to something like 7 mana; making the Outcast effect reduce cards by (1) mana; or removing the Outcast entirely.
+Increasing the mana cost significantly slows down the card, which is great at preventing a Skull of Gul'dan into a Skull of Gul'dan at low mana levels. A better version of Nourish for an aggro class is already a problem, but being able to completely refill your hand with high power-level cards is not okay in any regard.
+Reducing the Outcast effect also prevents the Skull into Skull effect, but moreover prevents OTKs from being as effective, while still keeping the theming of the card.
+Outcast is ultimately the biggest problem with Demon Hunter. It's specific to its identity, but moreover makes the class too fast, especially at the start of this expansion. If they remove Outcast from both Skull of Gul'dan and Eyebeam, they'll probably either remove Outcast from all the cards, or change Outcast to only be "right-most" or "left-most" cards (instead of both options) to slow down the effect a bit.
I like the durability, life steal, only Minions and 7 mana change, but only reducing the cost by 1 would probably remove the tempo that you can aply instante, wich is still good.
Hey guys this is very bad and not a new tactic from blizzard.
Regularly in Heroes of the storm, blizzard would advertise an extremely powerful new hero. Then shortly after everyone purchased the new hero, blizzard would nerf them back into a balanced position. This was a very scummy practice that teeters on bait and switch.
This feels very similar. Blizzard knows EXACTLY how weak or powerful each card is, they test cards for months before release.
I can only assume this expansion was one of the most preordered in maybe years!??! For them to have nerfs in place this quickly....man, you know they have to go back and retest these cards with the changes...we supposed to be believe they monitored the meta, noticed the exact problem card, kicked around ideas for changes, settled on the best changes, then tested the new cards with changes,...all within the first couple of days?!!!!?
Sorry for long post, but guys need to be aware of scummy tactics.
Aldrachi Warblades surprises me it doesn't seem overly strong to me sure it can represent on average 6-9 healing in a game, but in an aggro demon hunter list it seems like they'd prefer to run Umberwing.
I understand the other cards my guesses are Eyebeam costs 1 when outcast, Imprisoned becomes a 6 mana 8/6 that deals 8, Skull will either be 7 mana or they lower the cost reduction to 2 or 1, and they make Warblades a 2/2 (unfortunately I think this would kill the card).
some good suggestions for the nerfs, I think maybe your nerf for imprisoned could be a bit too much, but we shall see. its strange really because I have had a lot of fun playing it, even though I know it needs a nerf!
@@aerosounds5826 Maybe, but compared to Regis' nerfs mine are nothing, he suggested 6 mana 6/6 deal 6 which would ruin the card in my opinion. Also I missed it earlier, but I think Battlefiend would be perfect as a 1/2.
good to see fast action being taken
agreed
I totally saw that coming.
It’s like they didn’t even play test the deck first
No Name I have no idea what it is like to balance a card game, but it does seem a bit strange that they let this one through
I hope they let the Anthaen deal 10 dmg but only for minions, if they lower the dmg of the awakening , RIP the card then
Renato Raul Nunez Alzamora that could be a good way to nerf the card, but in some ways it could be sen as a buff. Sometimes when I am playing against this card, I want it to hit my face a bit because I need the minions on board. Guaranteed 10 damage to the board could be devastating, like Reno Jackson is. In other cases it is a nerf, because demon hunter always wants to go face lol
Well all I can say is "That was fast!" 😁
Mr Meme 2020 some nerfs might give rogue a chance!
@@aerosounds5826 Funny thing, I'm giving Rogue a rest for a while. Rogue will always, ALWAYS be my main and that's not gonna change, but with the new class and fresh meta with Year of the Raven gone to wild, I feel like trying something.... Fresh and new! Been having fun with a Highlander Priest and a few Demon Hunter Decks 😊. I will return to Rogue one day but for now... I feel like trying new stuff 😊
@@steveoo6715 nice! That is the best thing about hearthstone, there is (usually) a lot of variety
I think the 30 attack OHKO Demon hunter is very cancerous.
skull of Gul'dan should be 7 mana its ridiculous that 2 far sights cost more mana than skull of Gul'dan but still draws 1 less????!!!!
I think it is ok for different classes to have certain cards which are not on similar power levels, just as long as both classes have strengths and weaknesses elsewhere. That being said, Demon Hunter does not have nearly enough weaknesses to justify this card being so strong in my opinion. I think 6 mana would be fine, but I can easily see it going to 7 as well