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Big Joe Little Joe skin will be on the line hearthstone! The era of combinatorial mages has come to an end

Perhaps to prove to Microsoft that the Hearthstone game is still hot, the designers have accumulated two weeks of content after the End of the New Year's holiday, and will be updated on January 26. Blizzard released an update announcement for the 22.2 patch in the early hours of this morning, and the construction mode, tavern wargame, mercenary war record and duel mode have all ushered in a large number of content updates.

Big Joe Little Joe skin will be on the line hearthstone! The era of combinatorial mages has come to an end

Mercenary and Duel modes are the addition of new heroes, Tavern Wargames directly adds new mechanics, each hero comes with their own partners, partners can further enhance the hero characteristics. As the Lunar New Year holiday approaches, a series of New Year's events are coming soon, including the Three Kingdoms themed Tavern Wargame New Skin, the Star Sisters get the Big Joe Little Joe Skin, and Ma wei gets the Mink Cicada Skin.

Of course, for Sara, an old player, building the pattern is the most concerned content. The designers have previously announced that this change will affect wild mode, if you have been playing wild mode recently, you will know how bad the environment is now, and the unfolding and OTK are getting faster and faster. However, two days ago, the Russian service client has leaked the changes.

The Legend of thieves cools down for the time being

Before the patch went live, Sara took a look at the weekly report data, and the rogue's appearance rate in standard mode reached an unprecedented 50%, more than the other nine classes combined. This is a horror appearance rate that Hearthstone has never had since its official release in 2014, and even when Demon Hunter first joined the game, it did not reach this rate. The reason is simple, plagiarists and weapon thieves cover each other, and both decks are T1 level strength.

Big Joe Little Joe skin will be on the line hearthstone! The era of combinatorial mages has come to an end

Well, the weakening of thieves is to be expected. The new hero card printing 7 fees is outrageous, some of the explosive thieves in the wild mode a few months ago will still disappear to delay the battle, the hero card also comes with armor and 2 stealth units, and the hero skills are also very practical. In particular, the weapon thief's two cloaks combined with the hero card are equivalent to gaining the advantage of three rounds, this time the hero card and the cloak are weakened, and the weapon thief has been greatly impacted, and it has become a disadvantage when playing against the fast attack and rhythm card deck.

As for the plagiarism thief, it is more terrifying than the 3 fee to shoot 2 3/3, or the 4/5 with its own raid, and the rhythm of the plagiarism will be uncomfortable after becoming 6 fee. However, Sara does not think that the plagiarists will fall, this deck still has a good rhythm and suppression, as long as the card system is not weakened, it is still a T2 level deck. Hero cards and cloaks are also used in some rogue decks in Wild Mode, such as Ghost Thief and King Thief, which have some effect after weakening, but not as much as other weakening cards.

The end of the combo technologist deck

For the last year and a half, Wild Mode has dominated the environment in turn with warlocks and spells, and in recent months it has been pirate wars, odd hunts, and war roars that have risen. The reason why warlocks and mages are so strong is because they have a strong fee reduction system, Hearthstone has reached its eighth year, and now it has long entered the era of super unfolding and OTK. As the card pool continues to expand, Wild Mode gets faster and faster, but designers are still keen to create a fee reduction system.

Big Joe Little Joe skin will be on the line hearthstone! The era of combinatorial mages has come to an end

A few years ago there was a saying that as long as the wizard apprentice did not weaken, the mage would not get a good low-cost spell card. To get away with this design limitation, they sent the Wizard Apprentice into Wild Mode. To be honest, the original Infinite Fireball Method and the Opening Door Method were both entertainment decks of average strength, and now the Fire Demon Method and the Ignition Method are all decks that can directly take away the opponent for five or six fees. The Wizard apprentice is the biggest accomplice, and for the sake of the long-term health of wild mode, Mourning Green must die.

To be honest, Sara initially thought that the wizard apprentice was weakened to 3 fees, but the designer changed it to 4 fees this time, which directly buried many mage combination skill decks. Since 3 fees can still be summoned directly from the deck by Draketal, this weakening is understandable. The spell torrent has been weakened once before, this time the second entrance to the palace is what I did not expect, if the torrent weakens, it means that the spring water has also been cut, and the torrent of 4 fees has no living space in wild mode. Basically, the Wild Mode mage deck is back to the Cosmic Law, and the standard duel method is also falling to the bottom.

Two mission decks fell to the altar

In addition to the twice-collapsed Rogue Mission Deck, the mission theme decks launched by Hearthstone in the past few years are basically of average strength, and the designers at that time were still more conservative about the expansion of card strength. The Stormwind version turns Hearthstone into a racetrack, and in addition to the knight and priest quests, the other eight classes are essentially extremely rewarding, able to quickly defeat opponents in the middle of the game. As a result, the mission system of shamans, mages, and warlocks has been weakened, and warlock missions have even become forbidden cards in wild mode.

Big Joe Little Joe skin will be on the line hearthstone! The era of combinatorial mages has come to an end

Pirate Wars is instead enhanced by the Stormwind version of the Mini Expansion Pack, which makes Pirate Wars take off directly in Wild Mode, and unlike the lack of low-cost Pirate Units in Standard Mode, Warriors in Wild Mode can basically shoot Lokara for 6 fees, and if you are lucky, you can shoot at 5 costs. Pirate wars put a lot of pressure on decks, and the resources they bring with them can make up for the hands they spend on missions. Quest Hunting is tepid in standard mode, Wild Mode has a lot of high-quality low-cost spells, and the odd-number hunting system quickly turns into a powerful straight-wound slashing deck.

These two quest decks are simple to operate and not expensive to build, and are among the wild decks that Sara has played the most in recent months. Therefore, the designer has also been weakened, rapid shooting is the odd number of mission hunters most want to find the card, become 2 fees after the can not join the odd number system, perhaps the task hunt to return to the construction of natural numbers, then the damage ability to do the task will drop sharply, the skill to hit 2 and hit 3 is the qualitative difference. The second stage of the mission battle requires 3 pirate cards to complete the mission, and the number of pirates required is changed from 7 to 8, which is actually a fatal blow.

Big Joe Little Joe skin will be on the line hearthstone! The era of combinatorial mages has come to an end

Pirate Wars in Wild Mode are basically one turn late to complete missions, while Pirate Wars in Standard Mode are even weaker unless the designers add 1 new low-cost Pirate in the Mini Expansion Pack. As compensation, the designers strengthened the Warrior's Hero Card, and the armor given by Lokara changed from 5 to 10 points, and to be honest, the Warrior Hero Card was much weaker than the Knight and the Thief, which was a bit smaller. But it is better to strengthen than not to strengthen, and now with the spell card crack shield blow, it can still be directly cleared on the same turn. If you want to continue to play pirate warfare in the new version, you may have to try the idea of coastal defense warfare.

epilogue

The mages who have the greatest impact of this balance patch can only play the Fire Rush Method and the Great Spell Method in the standard mode, the Mission Method and the Duel Method are already disabled, and the Wild Mode relies on the combination skills of the Wizard Apprentice to play. The intensity of quest hunting after the patch also dropped a lot, because the natural number quest hunting damage is insufficient, the stability of the odd number quest hunt is worse, and the even number hunt does not lack this damage. Mages may only be able to play cosmic entertainment, while hunters regain the even number of cosmic hunters.

Big Joe Little Joe skin will be on the line hearthstone! The era of combinatorial mages has come to an end

Pirate Wars is the evergreen of Wild Mode, once strong will suppress the appearance rate of other decks, the need for more pirates means that the deck is very dependent on card order. After the pirate war is weakened this time, it will withdraw from the high segment, the low segment can still be used, and it will come back after the new low-cost pirate reinforcement. The standard mode of defense is still too weak, the card ability is relatively weak, and even the deck that the mission pastor can't beat is difficult to choose as a quick score.

The strongest rogue deck in Wild Mode is the Ghost Thief and the Thief Thief, after the cloak is weakened, you may have to reconsider the belt dodge, and the cloak of 4 fees is too stuck. The weakening of the hero card does not have a big impact on the wild mode, the thief can not bring, the explosive thief itself is an entertainment card deck, sara recommends that you play odd thief in the new version. The Standard Mode Plagiarists are just back to normal intensity, while the Wild Mode who still plays Plagiarism Thieves, the Standard Environment also has quest thieves to play.

Big Joe Little Joe skin will be on the line hearthstone! The era of combinatorial mages has come to an end

Finally, Sara was a little curious not to weaken the precautionary Guf and War Roar Sa. The Druid is currently the second only standard environment to the existence of thieves, who have been weakened this time, and Beast De and Jumping Feder have the potential to become mainstream in T1. War Roar Sa is one of the strongest decks in wild mode now, and the deck that can restrain War Roar Sa often can't beat other mainstreams, but War Roar Sa basically costs 9 fees to start, so the designer is still temporarily tolerant of this deck. Either way, after the patch goes live, the standard and wild mode will change drastically.

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