Similar to Stealer of Souls last expansion, this one card has resulted in the death of control and reno archetypes. Only viable options now are hyper aggro, dark glare, or Mozaki. Similar to Stealer of Souls, The Demon Seed needs a nerf. This one card can consistently end game by turn 6.
This morons at team 5 are just destroying the game. This fucking questlines make no sense. Why even put quests again in the game! When i saw the first day that the quests where returning i knew the game was going to be destroyed once more. Who asked this morons for quests? If lasts 2 times people complained and hated them. The worst part is the same fucking shit again. 2 broken quests that destroy the game, 1 that’s problematic and the rest are utter trash or unplayable because of the other 2 stupid quests… is idiotic. Either break all quests so all classes can compete or don’t print quests at all!!! The hell this idiots, i can’t believe i have better ideas at the game than this clowns.
This morons at team 5 are just destroying the game. This fucking questlines make no sense. Why even put quests again in the game! When i saw the first day that the quests where returning i knew the game was going to be destroyed once more. Who asked this morons for quests? If lasts 2 times people complained and hated them. The worst part is the same fucking shit again. 2 broken quests that destroy the game, 1 that’s problematic and the rest are utter trash or unplayable because of the other 2 stupid quests… is idiotic. Either break all quests so all classes can compete or don’t print quests at all!!! The hell this idiots, i can’t believe i have better ideas at the game than this clowns.
Infinite value ruins any future control match ups. In current state no control deck will beat quest warlock in wild and until that changes it will just be all aggro every game. Gets boring quick
I disagree with this. When I play aggro priest, questlock is like a free win. I have lost to it once because of an unexpected Defile (never seen it before in questlock), but my winrate is well above 90% against questlock with aggro priest.
A lot of them run defile, armor vendors, and hellfire now because of shadow priest. Otherwise I agree they get wrecked but the last like 10 I've run into are optimized vs. aggro and it's a 50/50 match
I have seen a lot of armor vendors and hellfires and they didnt cause me any problems. Defile is another story, but in my experience its not common (yet).
My decklist is similar except I use 2 Tour guides instead of Kezan mystic and Illucia. I think that Illucia is probably better than the 2nd Tour guide, but the mystic is not needed in this meta.
I have seen a lot of armor vendors and hellfires and they didnt cause me any problems. Defile is another story, but in my experience its not common (yet).
My decklist is similar except I use 2 Tour guides instead of Kezan mystic and Illucia. I think that Illucia is probably better than the 2nd Tour guide, but the mystic is not needed in this meta.
Yeah mystic was a dead card a lot, was facing more mages earlier in the run. Worked well vs hunter though. I've even seen some warlocks running mistress of mixtures now too. With that and defile and armor vendor and crystallizer it was awful. Luckily a lot don't go full antiaggro yet because it hurts their match up vs. other cancer warlocks
Alright officially just playing Quest Warlock in wild for September until nerfed. Not spending money on this game until it is. RIP the best game mode in mean time. Quest Warlock mirrors all day
It's not that there aren't decks in Wild that can counter the strongest questlines. I've beaten The Demon Seed Warlock many times. It's just that Control is totally dead. The archetype can still prevail with a little luck over other fast questlines such as Hunter and Warrior. But as long as fatigue counts as damage that can be redirected by Blightborn Tamsin games just end too quickly.
I haven't read the whole thread, so I'm not sure if this has been proposed. I think the best workaround for the Warlock questline reward, would be to have the damage still be done to yourself and the opponent. This would prevent the fatigue damage shenanigans in wild with cataclysm and hand of guldan. As well as allow other midrange decks to still be in the game. I think control will still be a dead playstyle, which I feel is what the Hearthstone team wanted.
If there's ONE deck dominating a bracket then it's very easy to know what to play, which is a hard counter to the deck. So instead of whining about locks, play something that works against it, like pirate warrior. First day of the season I had a winstreak in wild to diamond 5 using pirate warrior fighting mostly vs warlocks.
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If there's ONE deck dominating a bracket then it's very easy to know what to play, which is a hard counter to the deck. So instead of whining about locks, play something that works against it, like pirate warrior. First day of the season I had a winstreak in wild to diamond 5 using pirate warrior fighting mostly vs warlocks.
When I play warlock pirate warrior or any warrior was ez for me. And when something has such a high winrate vs almost everything that exists it needs to be nerfed. The complete ladder is mage and warlock. Its disgusting.
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"... but not less than (1)" is needed now more than ever!
It's been a little over a month and warlock has had the highest consistent win rate since release day in wild. The trackers I look at show the deck with around a 70% win rate across the ladder. And nothing has been done about it, or at least the changes that have been made were laughably inefficient to actually change anything.
I remember a time when Blizzard would nerf cards because they were not fun to play against. It didn't really matter if they were good, if it felt bad to play against them, they were changed. Now we have a deck that feels bad to play against and has a way to high win rate. But again nothing has happened. I'm not sure why the balance team is so resistant to just make the changes that are necessary. It doesn't need nerfed into the ground, it just needs balanced.
I think it is time to nerf life tap. We already have a precedent of different costs for hero powers thanks to DH. With 3 mana life tap we will slow warlocks down.
After losing and losing against The Demon Seed I decided to give it a try...
Man... this deck is OP as hell...
I realized that increasing mana costs does't change much at all... what I would do to nerfer it, is to decrease the damage drain every step from 3 to 2... cause this deck has too much potential on healing and removing...devastating
Gonna be the bad guy here, and state what’s often stated and what’s always true.
It’s wild. It’s going to be an unbalanced mess, and it’s that way by design. It is the inevitability of a format that allows all cards to be played in a game that has thousands available.
YouTube any Vintage (MTGs version of wild) MTG crazy combo, and you’ll see another representation of what happens when you allow any and all cards in deck building.
Turn 6 deaths? In MTG vintage, there are decks that can easily win on the first or second turn.
MTG shows what not to do. Early MTG cards are terribly unbalanced, Hearthstone never had cards as stupid as "2 mana get an extra turn." Also, MTG loves mana cheat of various forms.
After getting legend in Wild last month, and playing through the ranks again this month, I think it really comes down to this: The final quest reward cards for Warlock, Hunter and Warrior should be 7 mana for a 7/7 permanent effect card, not 5. I don't see it much in wild, but I think the same applies for the Mage final quest reward: Make that thing 7 mana. And I'm verytempted to add Shaman to this list, as I'm certain the vacuum would mean they would float to the top (more than they already are). A two mana cost would slow things down enough that actual decisions made each turn would matter more.
Druid, Priest and Rogue get a pass, as they aren't "for the rest of the game" plays, and involve more opponent interaction.
Paladin and Demon Hunter I'm on the fence about. Paladin is still top dog and doesn't even run the quest, so they would likely need some handbuff nerfing (for instance, make Alliance Bannerman draw a card, not specifically a minion)
Edit: A few more games in, and I'm struck by the absurdity the text being "Take X damage" instead of "Lose X health", and this problem becomes more and more apparent when armor stacking comes into play. A self-sacrifice playstyle shouldn't be able to armor their way to a point where they aren't actually losing any health at all. At least the Flesh Giants text required your Health to change, a fact most people seem to overlook.
Check my decks, posted a shadow priest on there
This morons at team 5 are just destroying the game. This fucking questlines make no sense. Why even put quests again in the game! When i saw the first day that the quests where returning i knew the game was going to be destroyed once more. Who asked this morons for quests? If lasts 2 times people complained and hated them. The worst part is the same fucking shit again. 2 broken quests that destroy the game, 1 that’s problematic and the rest are utter trash or unplayable because of the other 2 stupid quests… is idiotic. Either break all quests so all classes can compete or don’t print quests at all!!! The hell this idiots, i can’t believe i have better ideas at the game than this clowns.
Infinite value ruins any future control match ups. In current state no control deck will beat quest warlock in wild and until that changes it will just be all aggro every game. Gets boring quick
https://www.hearthpwn.com/decks/1394587-legend-aggro-shadow-priest-with-guide
Only wild? in standard is the same, just people turned to play agro.
I like to play control or midrange decks, and I just concede when I face a warlock. Is very sad atm
Maybe they should unnerf quest mage (one that takes two or three consecutive turns one) and let cancer handle cancer lol
I have seen a lot of armor vendors and hellfires and they didnt cause me any problems. Defile is another story, but in my experience its not common (yet).
My decklist is similar except I use 2 Tour guides instead of Kezan mystic and Illucia. I think that Illucia is probably better than the 2nd Tour guide, but the mystic is not needed in this meta.
Yeah mystic was a dead card a lot, was facing more mages earlier in the run. Worked well vs hunter though. I've even seen some warlocks running mistress of mixtures now too. With that and defile and armor vendor and crystallizer it was awful. Luckily a lot don't go full antiaggro yet because it hurts their match up vs. other cancer warlocks
Alright officially just playing Quest Warlock in wild for September until nerfed. Not spending money on this game until it is. RIP the best game mode in mean time. Quest Warlock mirrors all day
It's not that there aren't decks in Wild that can counter the strongest questlines. I've beaten The Demon Seed Warlock many times. It's just that Control is totally dead. The archetype can still prevail with a little luck over other fast questlines such as Hunter and Warrior. But as long as fatigue counts as damage that can be redirected by Blightborn Tamsin games just end too quickly.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
I haven't read the whole thread, so I'm not sure if this has been proposed. I think the best workaround for the Warlock questline reward, would be to have the damage still be done to yourself and the opponent. This would prevent the fatigue damage shenanigans in wild with cataclysm and hand of guldan. As well as allow other midrange decks to still be in the game. I think control will still be a dead playstyle, which I feel is what the Hearthstone team wanted.
I disagree.
If there's ONE deck dominating a bracket then it's very easy to know what to play, which is a hard counter to the deck. So instead of whining about locks, play something that works against it, like pirate warrior. First day of the season I had a winstreak in wild to diamond 5 using pirate warrior fighting mostly vs warlocks.
༼ つ ◕_◕ ༽つ * Record holder for fastest rank 50 - legend f2p run (15:12 hours) * ༼ つ ◕_◕ ༽つ
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/234323-f2p-rank-50-legend-in-15-12-hours
When I play warlock pirate warrior or any warrior was ez for me. And when something has such a high winrate vs almost everything that exists it needs to be nerfed. The complete ladder is mage and warlock. Its disgusting.
"... but not less than (1)" is needed now more than ever!
"The Demon Seed Is Killing HearthStone."
Here, I fixed for you;
It's been a little over a month and warlock has had the highest consistent win rate since release day in wild. The trackers I look at show the deck with around a 70% win rate across the ladder. And nothing has been done about it, or at least the changes that have been made were laughably inefficient to actually change anything.
I remember a time when Blizzard would nerf cards because they were not fun to play against. It didn't really matter if they were good, if it felt bad to play against them, they were changed. Now we have a deck that feels bad to play against and has a way to high win rate. But again nothing has happened. I'm not sure why the balance team is so resistant to just make the changes that are necessary. It doesn't need nerfed into the ground, it just needs balanced.
I think it is time to nerf life tap. We already have a precedent of different costs for hero powers thanks to DH. With 3 mana life tap we will slow warlocks down.
After losing and losing against The Demon Seed I decided to give it a try...
Man... this deck is OP as hell...
I realized that increasing mana costs does't change much at all... what I would do to nerfer it, is to decrease the damage drain every step from 3 to 2... cause this deck has too much potential on healing and removing...devastating
MTG shows what not to do. Early MTG cards are terribly unbalanced, Hearthstone never had cards as stupid as "2 mana get an extra turn." Also, MTG loves mana cheat of various forms.
Nerf this FUCKING Questline already BLIZZ!!!
After getting legend in Wild last month, and playing through the ranks again this month, I think it really comes down to this: The final quest reward cards for Warlock, Hunter and Warrior should be 7 mana for a 7/7 permanent effect card, not 5. I don't see it much in wild, but I think the same applies for the Mage final quest reward: Make that thing 7 mana. And I'm very tempted to add Shaman to this list, as I'm certain the vacuum would mean they would float to the top (more than they already are). A two mana cost would slow things down enough that actual decisions made each turn would matter more.
Druid, Priest and Rogue get a pass, as they aren't "for the rest of the game" plays, and involve more opponent interaction.
Paladin and Demon Hunter I'm on the fence about. Paladin is still top dog and doesn't even run the quest, so they would likely need some handbuff nerfing (for instance, make Alliance Bannerman draw a card, not specifically a minion)
Edit: A few more games in, and I'm struck by the absurdity the text being "Take X damage" instead of "Lose X health", and this problem becomes more and more apparent when armor stacking comes into play. A self-sacrifice playstyle shouldn't be able to armor their way to a point where they aren't actually losing any health at all. At least the Flesh Giants text required your Health to change, a fact most people seem to overlook.