Just wanted to see what you would like to see changed in Lakkari Sacrifice. Initially I was on the hype train for this card pre-expansion, and now after playing many games with it, it is just utter garbage. The only improvements that I could think of would be make the imps larger bodies, or reduce the number of cards you need to discard. I understand that unlike all other quests, this quest is especially dependent on a RNG mechanic (discard) which makes you deck that much more unreliable. While yes, this could be called an inherent problem with the quest, I think that Blizzard needs to make the reward that much better since it is not that easy to achieve to begin with. I'd totally be down for the portal to spawn 2 5/5 imps or something like that. Let me know what you think. Thanks and may RNGesus be in your favor!
I'm pretty sure that no card in hearthstone is ever going to get buffed.
I see quests in 3 tiers right now, the broken (rogue), the strong (warrior) and the trash (everything else). Rogue is broken because it's not only the easiest to complete but also has the an incredibly strong effect. Warrior quest is strong because it takes time to complete, but the effect is strong. The rest are trash for one of 2 reasons (sometimes both), either terrible effect or way to expensive to complete, Warlock definitely falls into the latter category, since the quest effect is pretty good.
Just wanted to see what you would like to see changed in Lakkari Sacrifice. Initially I was on the hype train for this card pre-expansion, and now after playing many games with it, it is just utter garbage. The only improvements that I could think of would be make the imps larger bodies, or reduce the number of cards you need to discard. I understand that unlike all other quests, this quest is especially dependent on a RNG mechanic (discard) which makes you deck that much more unreliable. While yes, this could be called an inherent problem with the quest, I think that Blizzard needs to make the reward that much better since it is not that easy to achieve to begin with. I'd totally be down for the portal to spawn 2 5/5 imps or something like that. Let me know what you think. Thanks and may RNGesus be in your favor!
Making the imps bigger wouldn't really have an impact, since most games are either won or lost before you even get to playing the portal.. It will likely never be playable, because blizzard doesn't ever "buff" cards.. the only change i can think of would be to reduce the number required to discard, making it possible to play the portal when its still impactful in the game.. 5 discards would maybe make it playable.. 4 discards to actually be considered good..
I think maybe if you gain "draw a card" when you cast the quest would also mitigate its terrible-ness..
Likely, the only real way this quest would be good, is through meaningful new discard cards introduced in later expansions. Malcy's Imp and Silverware Golem were the first cards that actually made discard lock a thing.. Im thinking a card better suited to a control style.. a card that reads: battle cry - discard a card, death rattle- return that card to your hand.. the problem with playing the quest in a control style matchup, is discarding cards really sucks in control.. a card like this would not be a permanent discard.. only temporary.. and would add insane value if you drop your silverware golem or the new beast legend
EDIT: Another idea I had would be another imp card that causes discards to add another positive effect like malc's imp.. like heal your hero, or instead of a draw, duplicate the card that was discarded.. or a storage effect like the paladin minion that returns buff cards to your hand.. every card you discard while this minion is in play, would be "stored", then on deathrattle, would return them to your hand.. In any event.. blizzard wont make changes to a card unless its a nerf, so the only realistic way the quest will become playable is new cards in future expansions.. and the way blizzard keeps pushing disco-lock... it could happen
The portal could cost 3 mana like the warrior weapon does. The imps could maybe also have a deathrattle (just a random example, but something like deal 2 damage to a random enemy minion). Something other than just minion stats is needed. Could also maybe be 5 discards, but I think the portal is really what needs adjusting. That reward is just a crappier Hunter reward.
Just wanted to see what you would like to see changed in Lakkari Sacrifice. Initially I was on the hype train for this card pre-expansion, and now after playing many games with it, it is just utter garbage. The only improvements that I could think of would be make the imps larger bodies, or reduce the number of cards you need to discard. I understand that unlike all other quests, this quest is especially dependent on a RNG mechanic (discard) which makes you deck that much more unreliable. While yes, this could be called an inherent problem with the quest, I think that Blizzard needs to make the reward that much better since it is not that easy to achieve to begin with. I'd totally be down for the portal to spawn 2 5/5 imps or something like that. Let me know what you think. Thanks and may RNGesus be in your favor!
Making the imps bigger wouldn't really have an impact, since most games are either won or lost before you even get to playing the portal.. It will likely never be playable, because blizzard doesn't ever "buff" cards.. the only change i can think of would be to reduce the number required to discard, making it possible to play the portal when its still impactful in the game.. 5 discards would maybe make it playable.. 4 discards to actually be considered good..
I think maybe if you gain "draw a card" when you cast the quest would also mitigate its terrible-ness..
Likely, the only real way this quest would be good, is through meaningful new discard cards introduced in later expansions. Malcy's Imp and Silverware Golem were the first cards that actually made discard lock a thing.. Im thinking a card better suited to a control style.. a card that reads: battle cry - discard a card, death rattle- return that card to your hand.. the problem with playing the quest in a control style matchup, is discarding cards really sucks in control.. a card like this would not be a permanent discard.. only temporary.. and would add insane value if you drop your silverware golem or the new beast legend
That is a good idea for a card! A friend told me another interesting card would one that is Battlecry: Discard 2 cards of your choosing, something that lets you pick what cards to discard.
Just wanted to see what you would like to see changed in Lakkari Sacrifice. Initially I was on the hype train for this card pre-expansion, and now after playing many games with it, it is just utter garbage. The only improvements that I could think of would be make the imps larger bodies, or reduce the number of cards you need to discard. I understand that unlike all other quests, this quest is especially dependent on a RNG mechanic (discard) which makes you deck that much more unreliable. While yes, this could be called an inherent problem with the quest, I think that Blizzard needs to make the reward that much better since it is not that easy to achieve to begin with. I'd totally be down for the portal to spawn 2 5/5 imps or something like that. Let me know what you think. Thanks and may RNGesus be in your favor!
Making the imps bigger wouldn't really have an impact, since most games are either won or lost before you even get to playing the portal.. It will likely never be playable, because blizzard doesn't ever "buff" cards.. the only change i can think of would be to reduce the number required to discard, making it possible to play the portal when its still impactful in the game.. 5 discards would maybe make it playable.. 4 discards to actually be considered good..
I think maybe if you gain "draw a card" when you cast the quest would also mitigate its terrible-ness..
Likely, the only real way this quest would be good, is through meaningful new discard cards introduced in later expansions. Malcy's Imp and Silverware Golem were the first cards that actually made discard lock a thing.. Im thinking a card better suited to a control style.. a card that reads: battle cry - discard a card, death rattle- return that card to your hand.. the problem with playing the quest in a control style matchup, is discarding cards really sucks in control.. a card like this would not be a permanent discard.. only temporary.. and would add insane value if you drop your silverware golem or the new beast legend
you'd be surprised the difference between 2 and 3 health is actually pretty big. But in reality, we need more malch imp like cards to make the deck decent. just having imp is really not good enough. Not to mention the deck is still yet again, too slow against pirate warrior.
Just wanted to see what you would like to see changed in Lakkari Sacrifice. Initially I was on the hype train for this card pre-expansion, and now after playing many games with it, it is just utter garbage. The only improvements that I could think of would be make the imps larger bodies, or reduce the number of cards you need to discard. I understand that unlike all other quests, this quest is especially dependent on a RNG mechanic (discard) which makes you deck that much more unreliable. While yes, this could be called an inherent problem with the quest, I think that Blizzard needs to make the reward that much better since it is not that easy to achieve to begin with. I'd totally be down for the portal to spawn 2 5/5 imps or something like that. Let me know what you think. Thanks and may RNGesus be in your favor!
Making the imps bigger wouldn't really have an impact, since most games are either won or lost before you even get to playing the portal.. It will likely never be playable, because blizzard doesn't ever "buff" cards.. the only change i can think of would be to reduce the number required to discard, making it possible to play the portal when its still impactful in the game.. 5 discards would maybe make it playable.. 4 discards to actually be considered good..
I think maybe if you gain "draw a card" when you cast the quest would also mitigate its terrible-ness..
Likely, the only real way this quest would be good, is through meaningful new discard cards introduced in later expansions. Malcy's Imp and Silverware Golem were the first cards that actually made discard lock a thing.. Im thinking a card better suited to a control style.. a card that reads: battle cry - discard a card, death rattle- return that card to your hand.. the problem with playing the quest in a control style matchup, is discarding cards really sucks in control.. a card like this would not be a permanent discard.. only temporary.. and would add insane value if you drop your silverware golem or the new beast legend
you'd be surprised the difference between 2 and 3 health is actually pretty big. But in reality, we need more malch imp like cards to make the deck decent. just having imp is really not good enough. Not to mention the deck is still yet again, too slow against pirate warrior.
Look at my edit to my post.. I added a good idea for another imp card.. the difference between 2 and 3 health is huge, but my point is that the problem with the quest is you are usually dead before you play it anyway.. or you've already won the game without it. Bumping the health to 3 might make the more control-y version a lot better
I also think its not the end of the world if some quests are bad.. then every single class would be playing quests. I would like to see the addition of cards that support the bad quests in future expansions.. and the quests that are currently top tier, to lose the cards that support them.. That way, future expansions wont just be the same quest classes, with different iterations..
Then maybe we see quest rogue and quest warrior drop off, and quest lock and quest paladin actually see play
I think the main problem with the quest is that Warlock's discard package is composed primarily of early-game minions and burn, promoting an aggressive play-style, so Lakkari Sacrifice is too slow to fit the theme. Either it needs to be faster (ie. 4 discards to activate, as others have mentioned), or Blizzard would have to push discard synergy for control archetypes (something like an AoE that triggers when discarded, or more cards like Clutchmother Zavas and Silverware Golem that reduce the drawback of discarding cards.
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Well... Lets look at how to complete the quest. 1. You have to discard cards So I'm thinking lower the amount you need to discard
2. The discard itself, If they allowed you to pick cards to discard it would be good but Blizzard..... Yeah...
3. If 2 is never implemented then they should make it so cards like [card]Clutchmother Zavas[/card] and Silverware Golem are a priority discard I think this is one of the best ideas.
I think the quest could be interesting if it was "at the end of your turn summon a minion that was discarded from your hand this game". Maybe more viable in control that way. meaning discarding bigger things would be better. but thats just a radical change.
I'd like to see Discardlock viable, but the suggestions here (discard 4 instead of 6, make the reward imps charge, etc) just makes the Discardlock more aggressive faster deck to compete with PW, Quest Rogue, and Hunter..... the meta can't be faster than this...
I'd prefer them to give Discard type of cards that enhance AoE, board control, drawing mechanic, healing, Demon support for more Midrange/Control Warlock instead..
I'd like to see Discardlock viable, but the suggestions here (discard 4 instead of 6, make the reward imps charge, etc) just makes the Discardlock more aggressive faster deck to compete with PW, Quest Rogue, and Hunter..... the meta can't be faster than this...
I'd prefer them to give Discard type of cards that enhance AoE, board control, drawing mechanic, healing, Demon support for more Midrange/Control Warlock instead..
I think we can all agree that imps was just a bad idea. It should have been like discard X cards give you portal. whenever you discard a card(s) AOE your opponent with a hellfire that only affects their side of the board.
Discard is inherently unviable due to the inconsistency, so the quest is unsalvageable. The quest should have been damage yourself X times during your turn and the reward should have been a tempo play. I seriously hope blizzard just lets this whole discard-archetyp die and give us quality minions, in particular demons and spells, so warlock can have an identity for once. I don't want to see more card slots wasted trying to enforce the "viability" of such a failure.
I'd say there are four. Rogue is broken and warrior strong, as you say, but the other seven are not equal. Mage and Priest are somewhat viable, Hunter, Shaman and even Paladin can work sometimes. Warlock and Druid are pure trash that I have yet to see win someone a match, even once.
One would think Blizzard would have bent over backwards during playtesting to keep sure the quests were as close as possible to balanced, but obviously they screwed that up. Rogue at minimum five plays and probably not affecting board, either. Warrior at least five mana for the weapon. Warlock one less discard, Druid affecting hand so that it would be possible to drop a taunt or something and actually live long enough to use Barnabus.
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Greeting HS community,
Just wanted to see what you would like to see changed in Lakkari Sacrifice. Initially I was on the hype train for this card pre-expansion, and now after playing many games with it, it is just utter garbage. The only improvements that I could think of would be make the imps larger bodies, or reduce the number of cards you need to discard. I understand that unlike all other quests, this quest is especially dependent on a RNG mechanic (discard) which makes you deck that much more unreliable. While yes, this could be called an inherent problem with the quest, I think that Blizzard needs to make the reward that much better since it is not that easy to achieve to begin with. I'd totally be down for the portal to spawn 2 5/5 imps or something like that. Let me know what you think. Thanks and may RNGesus be in your favor!
"I wield the power of Blackwing."
4 discards only
My Recruit url for those who want dem packs! https://battle.net/recruit/CDF2JMK6CQ?blzcmp=raf-hs&s=HS&m=pc
Remove rogue quest from the game - there you go. It's viable.
I'm pretty sure that no card in hearthstone is ever going to get buffed.
I see quests in 3 tiers right now, the broken (rogue), the strong (warrior) and the trash (everything else). Rogue is broken because it's not only the easiest to complete but also has the an incredibly strong effect. Warrior quest is strong because it takes time to complete, but the effect is strong. The rest are trash for one of 2 reasons (sometimes both), either terrible effect or way to expensive to complete, Warlock definitely falls into the latter category, since the quest effect is pretty good.
I think maybe if you gain "draw a card" when you cast the quest would also mitigate its terrible-ness..
Seems ok.
The portal could cost 3 mana like the warrior weapon does. The imps could maybe also have a deathrattle (just a random example, but something like deal 2 damage to a random enemy minion). Something other than just minion stats is needed. Could also maybe be 5 discards, but I think the portal is really what needs adjusting. That reward is just a crappier Hunter reward.
"I wield the power of Blackwing."
Yeah it can be viable with fewer discards, or more cards like clutchmother to soften the blow of discarding cards.
Seems ok.
I also think its not the end of the world if some quests are bad.. then every single class would be playing quests. I would like to see the addition of cards that support the bad quests in future expansions.. and the quests that are currently top tier, to lose the cards that support them.. That way, future expansions wont just be the same quest classes, with different iterations..
Then maybe we see quest rogue and quest warrior drop off, and quest lock and quest paladin actually see play
Seems ok.
I think the main problem with the quest is that Warlock's discard package is composed primarily of early-game minions and burn, promoting an aggressive play-style, so Lakkari Sacrifice is too slow to fit the theme. Either it needs to be faster (ie. 4 discards to activate, as others have mentioned), or Blizzard would have to push discard synergy for control archetypes (something like an AoE that triggers when discarded, or more cards like Clutchmother Zavas and Silverware Golem that reduce the drawback of discarding cards.
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I'd like to see it spawn two 3/2 imps with charge at the START of your turn, the quest isn't pro-active enough to be a finisher in a zoo deck.
Wimmy wam wam wazzle!
Well... Lets look at how to complete the quest. 1. You have to discard cards So I'm thinking lower the amount you need to discard
2. The discard itself, If they allowed you to pick cards to discard it would be good but Blizzard..... Yeah...
3. If 2 is never implemented then they should make it so cards like [card]Clutchmother Zavas[/card] and Silverware Golem are a priority discard I think this is one of the best ideas.
4. Make more cards like Silverware Golem
5. Make the Imps stronger or give them a Deathrattle Like Draw a card when it dies.
G=Good B=Bad Do you see the pattern? Every second expansion is always trash.
G: Goblins V Gnomes , Old Gods, unguro
B: TGT, gadgetzan, Knights (Unreleased so MAYBE)
I think the quest could be interesting if it was "at the end of your turn summon a minion that was discarded from your hand this game". Maybe more viable in control that way. meaning discarding bigger things would be better. but thats just a radical change.
I'd like to see Discardlock viable, but the suggestions here (discard 4 instead of 6, make the reward imps charge, etc) just makes the Discardlock more aggressive faster deck to compete with PW, Quest Rogue, and Hunter..... the meta can't be faster than this...
I'd prefer them to give Discard type of cards that enhance AoE, board control, drawing mechanic, healing, Demon support for more Midrange/Control Warlock instead..
Discard is inherently unviable due to the inconsistency, so the quest is unsalvageable. The quest should have been damage yourself X times during your turn and the reward should have been a tempo play. I seriously hope blizzard just lets this whole discard-archetyp die and give us quality minions, in particular demons and spells, so warlock can have an identity for once. I don't want to see more card slots wasted trying to enforce the "viability" of such a failure.
I'd say there are four. Rogue is broken and warrior strong, as you say, but the other seven are not equal. Mage and Priest are somewhat viable, Hunter, Shaman and even Paladin can work sometimes. Warlock and Druid are pure trash that I have yet to see win someone a match, even once.
One would think Blizzard would have bent over backwards during playtesting to keep sure the quests were as close as possible to balanced, but obviously they screwed that up. Rogue at minimum five plays and probably not affecting board, either. Warrior at least five mana for the weapon. Warlock one less discard, Druid affecting hand so that it would be possible to drop a taunt or something and actually live long enough to use Barnabus.