I remember this one as well but the murlocs were clearly presented as being importated from Azeroth. There was also a boss that summons murlocs in the Serpentshrine raid but again he was a sea giant so he came from Azeroth. Still weird to see murlocs in an Outland expansion.
About Arcane Missiles, the change they did had actual consequences and isn't just there for flavor reasons. With spell damage +1, the current version just deals 4 damage randomly split, while the alpha version would deal 2 damage to a random enemy three times, so a total of 6 damage! This is absolutely OP and I understand why they changed.
Greater Arcane Missiles does have that wording, and you can verify in the game that spell damage does indeed buff each missiles individually.
I think the reason why we didn't see any Classic DH cards is because...they don't exist. My guess is that DH is not a true 10th class but a yearly class that will rotate alongside the Year of the Phoenix.
So I was wrong. I am still worried about DH's long-term prospects in terms of flavor. Most other classes have a lot going on for them flavor-wise. For instance when you think Rogue you can think of pirates, ninjas, spies, etc. when you think Warrior you can think big tank or bloodthirsty brute, etc... that's because the base classes evokes general D&D/fantasy archetypes. But DH? Too specific to WoW for that. In fact a lot of DH cards we've seen look a lot like each other.
DH's flavor might get refined over the years like the flavor of other classes was, but DH doesn't have much design space left...
Power Infusion is an iconic disco Priest spell in WoW, and iconic spells are generally part of the core sets, so this one doesn't surprise me. My version is closer to its effect in WoW than theirs btw.
So, uh, good timing I guess. Here's my opinion on the changes.
General impressions
The first thing I noticed: Blizzard went into the same direction as Shadows and I for Priest's primary identity: A class that seeks to win through
The second thing I noticed, besides the fact that they didn't reverse-HoF anything is how redundant the new cards are. That is a lot of the cards have very similar effects and only varies in their numbers. Redundancy isn't a bad in and of itself as more redundancy = more consistency and more viability. However this is done at the expense of internal diversity. I don't see any "Razakus-like" combo synergies, any resurrect cards, or any Deathrattle cards. I can understand their design choices for the first two but it's also very limiting. It means they will have to print new cards for each of those themes every time they want to push them...I guess it makes sens from a €€€ perspective.
HoFed cards
4 out of the 6 cards that were HoFed by Blizzard were also HoFed by me. The 2 remaining ones are Holy Fire and Northshire Cleric. I can understand the reasoning for Holy Fire. I myself hesitated to cut it, but chose to keep it out of principle to make my Core sets more versatile.
What I can't understand is Northshire Cleric. Sure, Cleric in its current state is problematic for the reasons I explained. But it is also a card that is healing synergy and therefore fits Priest and, more importantly, a vital form of card draw. Since Blizzard got rid of the card draw part on Power Word: Shield as well, it means that the only form of card draw left to Priest in the Core sets will be Mass Dispel. Hardly viable!
My opinion is that each class needs some minimal form of basic mechanics to be viable. This is why I chose to nerf Cleric rather than HoF it. Shadows chose to HoF it but he replaced it with another form of card draw so there's continuity. By removing all forms of effective card draw from Core sets, Blizzard may just have re-created the same problem they just fixed for board clears: they will have to print card draws for Priest every expansion again.
Changed cards
Thoughtsteal - I hesitated to buff TS to 2 mana since it is unplayable in its current state. I didn't do it. My line of reasoning was that the baseline cost to generate cards, especially cards good enough to be in a deck, has always been 3 and should be 2 only for expansion cards or when this card generation fits only one specific game plan. Then I saw Blizzard did what I was thinking of. You can say that they...stole my thoughts! *ba dum tss* Anyway, if Blizzard did this change, I suppse the have the data to justify that it wouldn't become OP.
Temple Enforcer - This is a card I chose to rotate to replace it with Dark Cultist which performs the same function but is a Deathrattle card, and Deathrattle are part of Priest's class identity. I still think the card was fine as it were. With this change, it might finally see play in constructed.
Shadow Word: Death - An unexpected change but why not? I guess it fits the "cost-effective but niche spells" side of Priest they were talking about.
Shadow Madness - I never liked SM from a design standpoint because the Charge-giving part is only implicit. This is why I rotated it. I don't like this change.
Power Word: Shield - I appreciate that they removed the card draw part because PW:S was objectively OP. In its new state however it is likely useless.
Holy Smite - This idea actually crossed my mind for a split second before I discarded it because I thought it would be OP. Oh well...
Holy Nova - The change is not *strictly* a powercreep of Consecration because it doesn't damage the enemy hero anymore. In practice however it is because the hero-damaging part was never a big deal. I could understand this choice if AOEs were a strong point of Priest but this is not the case...I still prefer my own change.
New cards
Scarlet Subjugator - I like this! I should have added an effect like that in my sets since it appeared in the past.
Kul Tiran Chaplain - A solid card. It fills the "good Priest 2-cost minion" slot that was a big issue back in 2016. My only complaint is the card's lack of originality compared to other cards in the sets.
Power Infusion - Strict powercreep on Power Word: Tentacles. Here you can see why I privileged reverse-HoFing whenever possible rather than making new cards. My card Power Word: Fortitude fills the same role as this one. Their version is probably better because it comes later but again PW:T is a thing. Also, they forgot to add the (+2 Attack/+6 Health) italic text they normally add on all basic buff cards!
Shadow Word: Ruin - Finally! A board clear in Priest's core sets! It completes the new Holy Nova very well because it takes care of all big minions. It could have been in my set, but I didn't have a strict board clear in mine because I thought my modifications would be enough for Priest to not rely on a board clear anymore.
Natalie Seline - Excellent replacement for Velen. Playable and flavorful. I still prefer my Ishanah though lul.
I think the reason why we didn't see any Classic DH cards is because...they don't exist. My guess is that DH is not a true 10th class but a yearly class that will rotate alongside the Year of the Phoenix.
I couldn't believe my eyes when I saw the leak yesterday (and it wasn't even the biggest of the day for me). They actually did it! They changed Priest's core set! Nice timing. Since I pretty much won 2 weeks of holiday that means I will have time to work on other class core sets.
The first thing I noticed: Blizzard went into the same direction as Shadows and I for Priest's primary identity: A class that seeks to win through
The second thing I noticed, besides the fact that they didn't reverse-HoF anything is how redundant the new cards are. That is a lot of the cards have very similar effects and only varies in their numbers. Redundancy isn't a bad in and of itself as more redundancy = more consistency and more viability. However this is done at the expense of internal diversity. I don't see any "Razakus-like" combo synergies, any resurrect cards, or any Deathrattle cards. I can understand their design choices for the first two but it's also very limiting. It means they will have to print new cards for each of those themes every time they want to push them...I guess it makes sens from a €€€ perspective.
As for DH, I think the reason why we didn't see any Classic DH cards is because...they don't exist. My guess is that DH is not a true 10th class but a yearly class that will rotate alongside the Year of the Phoenix.
When I planned my core set revamp, I also wondered whether I should get rid of Charge entirely. I opted for keeping it only for the Classic legendaries that have it. There are 4 of them: King Krush; Al'Akir the Windlord; Grommash Hellscream; Leeroy Jenkins.
Those cards are used as finishers. Without Charge, they would be very bad and not feel like legendaries at all. I *will* nerf Leeroy though, but he's gonna keep Charge.
I've been trying to beat this boss for 5 years. I've tried with a lot of different decks (including mill rogue) and never succeeded because it always pulls some bullshit just when I think I got him.
Yes, heroic bosses are difficult, it's normal to try several times, but Skelesaurus Hex is beyond just "difficult" because 1) it is a pure RNG fight and 2) it is RNG heavily rigged against the player so there's no other way to beat him other than being lucky. It's not hard, it's just frustrating.
I remember this one as well but the murlocs were clearly presented as being importated from Azeroth. There was also a boss that summons murlocs in the Serpentshrine raid but again he was a sea giant so he came from Azeroth. Still weird to see murlocs in an Outland expansion.
There are no Murlocs in Outland
blizz pls
About Arcane Missiles, the change they did had actual consequences and isn't just there for flavor reasons. With spell damage +1, the current version just deals 4 damage randomly split, while the alpha version would deal 2 damage to a random enemy three times, so a total of 6 damage! This is absolutely OP and I understand why they changed.
Greater Arcane Missiles does have that wording, and you can verify in the game that spell damage does indeed buff each missiles individually.
@Demonxz95 I think you can cross that "Fan creation" tile on your bingo
So I was wrong. I am still worried about DH's long-term prospects in terms of flavor. Most other classes have a lot going on for them flavor-wise. For instance when you think Rogue you can think of pirates, ninjas, spies, etc. when you think Warrior you can think big tank or bloodthirsty brute, etc... that's because the base classes evokes general D&D/fantasy archetypes. But DH? Too specific to WoW for that. In fact a lot of DH cards we've seen look a lot like each other.
DH's flavor might get refined over the years like the flavor of other classes was, but DH doesn't have much design space left...
Power Infusion is an iconic disco Priest spell in WoW, and iconic spells are generally part of the core sets, so this one doesn't surprise me. My version is closer to its effect in WoW than theirs btw.
So, uh, good timing I guess. Here's my opinion on the changes.
General impressions
The first thing I noticed: Blizzard went into the same direction as Shadows and I for Priest's primary identity: A class that seeks to win through
The second thing I noticed, besides the fact that they didn't reverse-HoF anything is how redundant the new cards are. That is a lot of the cards have very similar effects and only varies in their numbers. Redundancy isn't a bad in and of itself as more redundancy = more consistency and more viability. However this is done at the expense of internal diversity. I don't see any "Razakus-like" combo synergies, any resurrect cards, or any Deathrattle cards. I can understand their design choices for the first two but it's also very limiting. It means they will have to print new cards for each of those themes every time they want to push them...I guess it makes sens from a €€€ perspective.
HoFed cards
4 out of the 6 cards that were HoFed by Blizzard were also HoFed by me. The 2 remaining ones are Holy Fire and Northshire Cleric. I can understand the reasoning for Holy Fire. I myself hesitated to cut it, but chose to keep it out of principle to make my Core sets more versatile.
What I can't understand is Northshire Cleric. Sure, Cleric in its current state is problematic for the reasons I explained. But it is also a card that is healing synergy and therefore fits Priest and, more importantly, a vital form of card draw. Since Blizzard got rid of the card draw part on Power Word: Shield as well, it means that the only form of card draw left to Priest in the Core sets will be Mass Dispel. Hardly viable!
My opinion is that each class needs some minimal form of basic mechanics to be viable. This is why I chose to nerf Cleric rather than HoF it. Shadows chose to HoF it but he replaced it with another form of card draw so there's continuity. By removing all forms of effective card draw from Core sets, Blizzard may just have re-created the same problem they just fixed for board clears: they will have to print card draws for Priest every expansion again.
Changed cards
New cards
I think the reason why we didn't see any Classic DH cards is because...they don't exist. My guess is that DH is not a true 10th class but a yearly class that will rotate alongside the Year of the Phoenix.
I couldn't believe my eyes when I saw the leak yesterday (and it wasn't even the biggest of the day for me). They actually did it! They changed Priest's core set! Nice timing. Since I pretty much won 2 weeks of holiday that means I will have time to work on other class core sets.
The first thing I noticed: Blizzard went into the same direction as Shadows and I for Priest's primary identity: A class that seeks to win through
The second thing I noticed, besides the fact that they didn't reverse-HoF anything is how redundant the new cards are. That is a lot of the cards have very similar effects and only varies in their numbers. Redundancy isn't a bad in and of itself as more redundancy = more consistency and more viability. However this is done at the expense of internal diversity. I don't see any "Razakus-like" combo synergies, any resurrect cards, or any Deathrattle cards. I can understand their design choices for the first two but it's also very limiting. It means they will have to print new cards for each of those themes every time they want to push them...I guess it makes sens from a €€€ perspective.
As for DH, I think the reason why we didn't see any Classic DH cards is because...they don't exist. My guess is that DH is not a true 10th class but a yearly class that will rotate alongside the Year of the Phoenix.
Shameless self-promotion here.
When I planned my core set revamp, I also wondered whether I should get rid of Charge entirely. I opted for keeping it only for the Classic legendaries that have it. There are 4 of them: King Krush; Al'Akir the Windlord; Grommash Hellscream; Leeroy Jenkins.
Those cards are used as finishers. Without Charge, they would be very bad and not feel like legendaries at all. I *will* nerf Leeroy though, but he's gonna keep Charge.
My worst fears are becoming true. If Blizzard servers close then what will WE do when we will be the ones in quarantine????
Mana Wyrm is an evergreen card. This changes everything because as a 1-mana minion it was an eternal auto-include in any non-control mage deck.
This. 2015 Huntertaker looks pale in comparison to today’s Mech Face Hunter or Pirate Warrior. Also there are more defensive cards today than in 2015.
Kobold Stickyfinger wasn’t a thing back then. Now it is so Kingsbane Rogue has a card counter.
God I laughed so hard
My guess on the cards that will be restored:
- Undertaker
- Leeching Poison
- Dark Pact
- [Hearthstone Card (Spreading Plague[Hearthstone Card (
- Yogg-Saron, Hope's End
- [Hearthstone Card (Dr.Boom, Mad Genius) Not Found]
- Reckless Experimenter
- Raiding Party
- Giggling Inventor
- Archivist Elysiana
) Not Found]) Not Found]I hope this means a revamp of the core sets.
I've been trying to beat this boss for 5 years. I've tried with a lot of different decks (including mill rogue) and never succeeded because it always pulls some bullshit just when I think I got him.
Yes, heroic bosses are difficult, it's normal to try several times, but Skelesaurus Hex is beyond just "difficult" because 1) it is a pure RNG fight and 2) it is RNG heavily rigged against the player so there's no other way to beat him other than being lucky. It's not hard, it's just frustrating.
Yes, that's what I'm going for. It's a spell you can cast 4 times.
Glad it's back. I won't put as much time as before into WCDCs though.
Here's what I'm going with:
Heal Druid was vaguely an archetype during RoS but it didn't take hold.