So, I had a game playing rogue vs warlock, and that just happend, the warlock healed during the game 54 health, yes 54.
-6 from quest steps
-12 from Touch of Naztherim (extra Tamsin)
-6 from Soul Drain
-12 from Bristleback
-18 from Spice Bread Baker
And that could be even more healing having luck with Raise Dead.
I understand the new "role" of warlock is self damage but hell this level of healing is outrageous, priest never been able to have this kind of healing, warlock has card drawn, insane healing. and huge threads (giants), mass and single removal and broken fatige damage avoiding. Time ago, the devs said that every class should have an identity, well what is the identity of the warlock right now?
Jokes aside, yeah it's a common theme for Warlock more than other classes (imo) that when they try to "push" an archetype they end up giving too much power to the class, and I think the problem lies in how usually they make cards that are very strong but with a drawback, and then other cards that perfectly take the drawback and makes it into a benefit, say Backfire (I still have nightmares of 1 mana gain 8 health and summon a Doomguard from your deck)
I think that they are gonna try to change yet again the identity of Warlock in the next expansion and we're gonna go back to a very bland or underpowered version when the Quest will rotate out
lol I had a match a few days ago where the Quest Lock managed to heal for more than 70 before I stopped counting. I fought through it and applied as much pressure as I could, but in the end I was off by 5. Kinda nutty considering I was using an off-meta Quest Hunter.
The problem with Priest wasn't really healing, but the amount of cards that discover cards that discover cards etc.
You just ran into more deffensive version of Warlock that probably didn't even have that many threats, except for giants and maybe 6/6 taunt. If you practice against it it's actually a decent matchup for Rogue (I'm assuming you play Quest or Tempo, not Garrote). I play Quest Rogue and I like this matchup, if you need any tips feel free to ask :)
Remember, Warlock usually needs to pick between healing, removing your board or developing the quest. It's your job to make this choice as difficult as possible!
lol I had a match a few days ago where the Quest Lock managed to heal for more than 70 before I stopped counting. I fought through it and applied as much pressure as I could, but in the end I was off by 5. Kinda nutty considering I was using an off-meta Quest Hunter.
And this illustrates why it's not that big of a deal. Heals are used to survive on the way to reaching Warlock's wincon. If they healed for 70 and you were short by 5, you had a total dmg output of 95. Now this is crazy, especially considering it was an off-meta Quest Hunter. Without the heal, Warlock wouldn't stand a chance. Power creep in this game is real but the other factors, such as total health, remain constant. Increasing health to 40 would immediately improve the game imho and make 7+ drops viable again.
I like this faster and crazier meta but 30-40% of cards in my collection are non-viable right off the bat by just considering their cost and ignoring power level. And this is bugging me personally.
So, I had a game playing rogue vs warlock, and that just happend, the warlock healed during the game 54 health, yes 54.
-6 from quest steps
-12 from Touch of Naztherim (extra Tamsin)
-6 from Soul Drain
-12 from Bristleback
-18 from Spice Bread Baker
And that could be even more healing having luck with Raise Dead.
I understand the new "role" of warlock is self damage but hell this level of healing is outrageous, priest never been able to have this kind of healing, warlock has card drawn, insane healing. and huge threads (giants), mass and single removal and broken fatige damage avoiding. Time ago, the devs said that every class should have an identity, well what is the identity of the warlock right now?
Right now, it is the most disgusting deck to play against. Just play Quest Mage and watch them cry
Great art can never be created without great suffering.
Being broken
Jokes aside, yeah it's a common theme for Warlock more than other classes (imo) that when they try to "push" an archetype they end up giving too much power to the class, and I think the problem lies in how usually they make cards that are very strong but with a drawback, and then other cards that perfectly take the drawback and makes it into a benefit, say Backfire (I still have nightmares of 1 mana gain 8 health and summon a Doomguard from your deck)
I think that they are gonna try to change yet again the identity of Warlock in the next expansion and we're gonna go back to a very bland or underpowered version when the Quest will rotate out
And i don’t even play Paladins
lol I had a match a few days ago where the Quest Lock managed to heal for more than 70 before I stopped counting. I fought through it and applied as much pressure as I could, but in the end I was off by 5. Kinda nutty considering I was using an off-meta Quest Hunter.
https://hsreplay.net/replay/vAfwff8EeXbptFC42gTVrc
The problem with Priest wasn't really healing, but the amount of cards that discover cards that discover cards etc.
You just ran into more deffensive version of Warlock that probably didn't even have that many threats, except for giants and maybe 6/6 taunt. If you practice against it it's actually a decent matchup for Rogue (I'm assuming you play Quest or Tempo, not Garrote). I play Quest Rogue and I like this matchup, if you need any tips feel free to ask :)
Remember, Warlock usually needs to pick between healing, removing your board or developing the quest. It's your job to make this choice as difficult as possible!
I'm not Paul George, I'm just a fan.
Who cares? Most classes can do OTK anyway.
And this illustrates why it's not that big of a deal. Heals are used to survive on the way to reaching Warlock's wincon. If they healed for 70 and you were short by 5, you had a total dmg output of 95. Now this is crazy, especially considering it was an off-meta Quest Hunter. Without the heal, Warlock wouldn't stand a chance. Power creep in this game is real but the other factors, such as total health, remain constant. Increasing health to 40 would immediately improve the game imho and make 7+ drops viable again.
I like this faster and crazier meta but 30-40% of cards in my collection are non-viable right off the bat by just considering their cost and ignoring power level. And this is bugging me personally.
Remember when Apotheosis was nerfed with the reason being they [the devs] wanted to reduce the amount of "burst healing" ?
Quest mage need minion they let u have very few if any and yes u might eek out here and there but ur only hope is they run out of healing.