My main problem with Ossirian Tear is its zero mana cost, making it much stronger compared to [[Heart of Vir'naal]] providing a nearly identical effect: double or even triple battlecries.
My suggestion would be to change its mana cost to at least 1 (not 2, to leverage the need of having cheap minions/spells for the early game), or to lower the Shaman ability cost to the same 1 mana, allowing for a potential Turn 10 OTK into Shudderwock
I've meet the quest, the last hours a lot. It seems to win vs long term decks but always fails vs aggressive decks. I would say we should wait the week through to see how the meta settles . Asking for a nerf atm. is in my opinion a bit too fast.
That's the point of passive hero power, right? Zero mana?
Why Shaman hero power isn't passive then but is a stuggering 2 mana, while doing literally the same as Druid's?
Ikr, doubling battlecries and combining effect options is literally the same.
In the decks I see being played for this quest it is, if not even stronger. If you didn't manage to get face low enough by T5 with an ultra-aggro deck it's a gg cause Druid will just refill their side of the board each turn no matter how hard you board-clear.
Quest Druid is hardly OP at all: aggro decks can overwhelm it pretty easily and a lot of slower decks can outvalue it in the late game. Sure, you can compare Ossirian Tear to Heart of Vir'naal, but the problem is that the number of available Battlecry minions FAR outstrips the number of Choose One cards and the Battlecry cards can generally stand on their own well enough (as opposed to, say, Hidden Oasis and Nourish, both of which are very weak cards that are only viable in the quest). There's a reason Quest Druid's winrate is only hovering around 50%: it's not that great.
OP, wait until 3-4 weeks. Someone will find a counter to this deck
Obviously we will find counters to each and every deck (except Dr. Boom), and I'm not calling for an immediate nerf. I'm just very salty about the Druid quest feeling really unbalanced to the Shammy one, while suggesting a nearly similar playstyle for both.
Sometimes Shaman dont want a doubled Battlecry. When you are close to FATIGUE you dont Double for Battlecry Carddraw or cleaning with Sand Elemental only the 1 Health Minions not the 2 Health Egg / Mech Dragon
That's the point of passive hero power, right? Zero mana?
Why Shaman hero power isn't passive then but is a stuggering 2 mana, while doing literally the same as Druid's?
Ikr, doubling battlecries and combining effect options is literally the same.
In the decks I see being played for this quest it is, if not even stronger. If you didn't manage to get face low enough by T5 with an ultra-aggro deck it's a gg cause Druid will just refill their side of the board each turn no matter how hard you board-clear.
I haven't had any issue beating quest druids with secret mage. It's not even an aggro deck, just more tempo oriented. The reason the druid quest is passive and the shaman quest isn't is because double choose one effects are much less impactful and purely class oriented whereas Shamans have every shaman battlecry card and every neutral battlecry card to choose from and a lot of them are straight broken with the shaman quest active. I'd say the only truly broken druid quest interaction is the 5 mana 3/3 with rush that becomes 2 5/5s with rush. Everything else is pretty manageable.
I've meet the quest, the last hours a lot. It seems to win vs long term decks but always fails vs aggressive decks. I would say we should wait the week through to see how the meta settles . Asking for a nerf atm. is in my opinion a bit too fast.
Very much this ^^. The deck is terrible against most good aggro decks, so a nerf would only make it even worse and it's definitely too early to tell at this stage what the meta will do.
My main problem with Ossirian Tear is its zero mana cost, making it much stronger compared to [[Heart of Vir'naal]] providing a nearly identical effect: double or even triple battlecries.
My suggestion would be to change its mana cost to at least 1 (not 2, to leverage the need of having cheap minions/spells for the early game), or to lower the Shaman ability cost to the same 1 mana, allowing for a potential Turn 10 OTK into Shudderwock
Inb4 qq git gud
So, only to better understand: the shaman quest's reward looks underwhelming to you as it is???
Yeah, now that they got rid of the obnoxious Shudderwock infinite decks we should change the Shaman quest so that it might lead to a turn 10 OTK, right? That'll do for sure, let's hurt these pesky Control Warriors while all the others have to suffer as well! All that because of a poor innocent Druid whose deck literally builds itself due to the limited pool of available support.
Can you smart kids name me a single aggro deck that is being played now that can storm Quest druid's face so the minion swarms of T6+ aren't an obstacle? I don't see any.
My main problem with Ossirian Tear is its zero mana cost, making it much stronger compared to [[Heart of Vir'naal]] providing a nearly identical effect: double or even triple battlecries.
My suggestion would be to change its mana cost to at least 1 (not 2, to leverage the need of having cheap minions/spells for the early game), or to lower the Shaman ability cost to the same 1 mana, allowing for a potential Turn 10 OTK into Shudderwock
Inb4 qq git gud
That's the point of passive hero power, right? Zero mana?
I've meet the quest, the last hours a lot. It seems to win vs long term decks but always fails vs aggressive decks. I would say we should wait the week through to see how the meta settles . Asking for a nerf atm. is in my opinion a bit too fast.
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Why Shaman hero power isn't passive then but is a stuggering 2 mana, while doing literally the same as Druid's?
Dude it's been 2 days, chill.
Ikr, doubling battlecries and combining effect options is literally the same.
In the decks I see being played for this quest it is, if not even stronger. If you didn't manage to get face low enough by T5 with an ultra-aggro deck it's a gg cause Druid will just refill their side of the board each turn no matter how hard you board-clear.
OP, wait until 3-4 weeks. Someone will find a counter to this deck
Quest Druid is hardly OP at all: aggro decks can overwhelm it pretty easily and a lot of slower decks can outvalue it in the late game. Sure, you can compare Ossirian Tear to Heart of Vir'naal, but the problem is that the number of available Battlecry minions FAR outstrips the number of Choose One cards and the Battlecry cards can generally stand on their own well enough (as opposed to, say, Hidden Oasis and Nourish, both of which are very weak cards that are only viable in the quest). There's a reason Quest Druid's winrate is only hovering around 50%: it's not that great.
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Obviously we will find counters to each and every deck (except Dr. Boom), and I'm not calling for an immediate nerf. I'm just very salty about the Druid quest feeling really unbalanced to the Shammy one, while suggesting a nearly similar playstyle for both.
Sometimes Shaman dont want a doubled Battlecry. When you are close to FATIGUE you dont Double for Battlecry Carddraw or cleaning with Sand Elemental only the 1 Health Minions not the 2 Health Egg / Mech Dragon
Just your regular day 2 knee jerk reaction.
Release the Kraken!
I haven't had any issue beating quest druids with secret mage. It's not even an aggro deck, just more tempo oriented. The reason the druid quest is passive and the shaman quest isn't is because double choose one effects are much less impactful and purely class oriented whereas Shamans have every shaman battlecry card and every neutral battlecry card to choose from and a lot of them are straight broken with the shaman quest active. I'd say the only truly broken druid quest interaction is the 5 mana 3/3 with rush that becomes 2 5/5s with rush. Everything else is pretty manageable.
What a stupid thread. So you don't care about balance but just want to be able to OTK with Shudderwock on T10? Embarrassing.
Very much this ^^.
The deck is terrible against most good aggro decks, so a nerf would only make it even worse and it's definitely too early to tell at this stage what the meta will do.
So, only to better understand: the shaman quest's reward looks underwhelming to you as it is???
And rogue's? Pretty crappy too, uh?
Yeah, now that they got rid of the obnoxious Shudderwock infinite decks we should change the Shaman quest so that it might lead to a turn 10 OTK, right? That'll do for sure, let's hurt these pesky Control Warriors while all the others have to suffer as well! All that because of a poor innocent Druid whose deck literally builds itself due to the limited pool of available support.
Aggro decks and Control Warrior steamroll it
Can you smart kids name me a single aggro deck that is being played now that can storm Quest druid's face so the minion swarms of T6+ aren't an obstacle? I don't see any.
if you think having to waste your first 4 turns playing at a 1 mana handicap is OP, I got news for you.
you lose most games