I agree, though It's only the first expansion of the new year so decks will tend to be a bit less cohesive than they are at the end of the year. For the upcoming meta, I think with what you said this still makes Sword of the Fallen a meta-defining card.
Druid has many cheap cards that can give any minion taunt, this works as a better Seance then. I can see a greybough midrange token taunt druid emerging, but it might need more good taunt minions and a good reason to play taunts in the first place.
Compared to Self-Sharpening Sword dea, the only slight advantage this weapon has is starting with 2 attack. You can save an attack on this weapon until your next poison, potentially giving this higher durability than SSS, but the bonus damage and its consistency is still less than SSS's base damage of 1+2+3+4=10 attack. If they're trying to push some kind of poison rogue archetype, I think SSS's durability might also get nerfed with Nitroboost Poison.
I'm not sure I would call that change on Mana Wyrm a revert, it's much worse than its original version. It used to be able to challenge all 1-drops and survive with the potential to snowball, and now it's very hard to justify its inclusion since it's much more likely to get immediately removed. On the other hand, Wyrm Weaver costing 1 mana less should make it more playable.
I agree the argument is somewhat flawed or biased, but he did mention that they make balance changes when "The card or deck in question has to be unfun for most of the population". Reverting ALL changes that cards got would make it more unfun for most people than it would be fun for the minority of the people looking forward to it. Secret mage is a very popular deck in wild, and it makes sense to me that more people are having fun playing it than there are people not having fun by playing against it. If fun is a priority in wild, nerfing a deck like secret mage would make less sense than keeping it fun for people that already enjoy it.
Plus, there are soo many cards in wild and it would be impossible to balance it completely without nerfing everything hard and destroying all of the fun left in it. Wild is just not meant to be a balanced experience by design.
Damn, this is not the answer I wanted to hear for wild. They could easily nerf the outright broken decks that have a way to high winrate. (Secret mage, raza priest and darkglare warlock). I don't see a problem with those nerfs.
Dean is saying wild is meant to be broken in order for players to be able to play their old decks, not act as a standard mode with more cards where they'd prioritize balance.
I don't really like this change, it introduces almost no change and I'm still not motivated to play until the mid expansion set. Bogspine attack is still too high and edwin is actually still ok at 4 mana. What saddens me is that edwin will rotate and I fear rogue will have no viable tempo archetype.
Do you seriously belive that the balance team is responsible for the economy?
I did not want my comment to imply that I think that, but I am not confident the design team and the developers are simultaneously working in both areas. Maybe because I haven't seen any response to balance feedback but the game economy is constantly being addressed since its update. Before the major economy changes there hasn't been any requirement from players for the teams to tweak the system and now that there are unintended bugs showing up again and again they must have allocated their resources differently.
I mean will Mankrik even see play past the first week? I'm thinking of disenchanting the golden version regardless if I open him or not.
Easy to ping with Pen Flinger
For anyone wondering or comparing it to Darkbomb, this goes to 4 and 6 damage after upgrades.
I agree, though It's only the first expansion of the new year so decks will tend to be a bit less cohesive than they are at the end of the year. For the upcoming meta, I think with what you said this still makes Sword of the Fallen a meta-defining card.
This could really push the secret package in other paladin decks, might even be on Mysterious Challenger level
Druid has many cheap cards that can give any minion taunt, this works as a better Seance then. I can see a greybough midrange token taunt druid emerging, but it might need more good taunt minions and a good reason to play taunts in the first place.
Compared to Self-Sharpening Sword dea, the only slight advantage this weapon has is starting with 2 attack. You can save an attack on this weapon until your next poison, potentially giving this higher durability than SSS, but the bonus damage and its consistency is still less than SSS's base damage of 1+2+3+4=10 attack. If they're trying to push some kind of poison rogue archetype, I think SSS's durability might also get nerfed with Nitroboost Poison.
This could easily contest self-sharpening sword, on first look at least
i just hope there won't be a card that generates sigils
They really want to push healing priest, which is actually a good thing I guess
and the copy is already corrupted right?
I kind of love this.
Love this direction for mage!
I'm not sure I would call that change on Mana Wyrm a revert, it's much worse than its original version. It used to be able to challenge all 1-drops and survive with the potential to snowball, and now it's very hard to justify its inclusion since it's much more likely to get immediately removed. On the other hand, Wyrm Weaver costing 1 mana less should make it more playable.
I agree the argument is somewhat flawed or biased, but he did mention that they make balance changes when "The card or deck in question has to be unfun for most of the population". Reverting ALL changes that cards got would make it more unfun for most people than it would be fun for the minority of the people looking forward to it. Secret mage is a very popular deck in wild, and it makes sense to me that more people are having fun playing it than there are people not having fun by playing against it. If fun is a priority in wild, nerfing a deck like secret mage would make less sense than keeping it fun for people that already enjoy it.
Plus, there are soo many cards in wild and it would be impossible to balance it completely without nerfing everything hard and destroying all of the fun left in it. Wild is just not meant to be a balanced experience by design.
Dean is saying wild is meant to be broken in order for players to be able to play their old decks, not act as a standard mode with more cards where they'd prioritize balance.
If you Deathspeaker a 1/1 and cast Hysteria on it, it will clear the whole board, right?
Very unlikely? Too bad, I got my hopes up for a second there.
I don't really like this change, it introduces almost no change and I'm still not motivated to play until the mid expansion set. Bogspine attack is still too high and edwin is actually still ok at 4 mana. What saddens me is that edwin will rotate and I fear rogue will have no viable tempo archetype.
I did not want my comment to imply that I think that, but I am not confident the design team and the developers are simultaneously working in both areas. Maybe because I haven't seen any response to balance feedback but the game economy is constantly being addressed since its update. Before the major economy changes there hasn't been any requirement from players for the teams to tweak the system and now that there are unintended bugs showing up again and again they must have allocated their resources differently.