It is clear that the quest problem will never be solved no matter how many cards are nerfed. This decks are usually extremely obnoxious to play against if play any tempo or control and the more cards come out with each expansion the easier will get for these decks to complete the quests in record times. It is impossible to balance and everyone else is forced to play mega aggro decks that kill you on turn 4/5. I am convinced that without quests the wild format would become a lot healthier and more fun to play
It is pretty ridiculous that the quest rewards were meant to help the quest player catch up on tempo once it's done but now Hunters just complete the quest by turn 5 and are rewarded with a 5 mana 7/7 on top of their quest reward
I'd be more sympathetic to banning quests in wild if you had made this post a year ago. There have been past wild metas where quest/questlines dominated the meta (think odd hunter + pirate warrior), but right now the strongest quests (ignoring druid) are sitting around t2 at best. I think questline druid needs to be target nerfed (Yogg Saron), but the problems with that deck I think are unrelated to the questline (*COUGH* 0 mana Yogg).
Excluding questline druid, it seems like there's not really a lot to be frustrated with. Basically every strong quest has been target-nerfed by this point. Quest mage, questline warlock + warrior + hunter + shaman have ALL been nerfed. I do understand that quest decks are not always fun to play against, but I think they have a place in wild and don't need a ban.
The new Yogg is entirely the sole problem with most Wild decks today. 3 of the 4 highest performing classes in the format (Druid, Rogue and Hunter) have Yogg as their linchpin.
The card should at LEAST be changed to a base cost of 20, if not 25. Also, Renathal should give 40 health again, but that's a different matter.
Really feeling that since the mini-set. Praying every night that the new yogg gets banned / reworked. No worse feeling than playing into mind control / one-sided hysteria on turns 3, 4, 5 ...
Really feeling that since the mini-set. Praying every night that the new yogg gets banned / reworked. No worse feeling than playing into mind control / one-sided hysteria on turns 3, 4, 5 ...
Just rat it out bro. You're here defending quests but can't counter Yogg with the oldest card in the book?
The new Yogg is entirely the sole problem with most Wild decks today. 3 of the 4 highest performing classes in the format (Druid, Rogue and Hunter) have Yogg as their linchpin.
The card should at LEAST be changed to a base cost of 20, if not 25. Also, Renathal should give 40 health again, but that's a different matter.
Man please stop making blanket statements like this - "yogg is the entire problem". Yes he makes those spell heavy decks better but "THE PROBLEM" is overly dramatic. Have you considered that maybe, Rogue being able to draw half their deck by turn 3 is also part of the problem? The whole reason why miracle/kingsbane rogue is so ridiculous is because it basically draws its whole deck by turn 5-6, and has access to everything all the time.
Opponent rogue has drawn half their deck and played 20/20 of stats on their turn 3. How is yogg the issue here?
I'd be more sympathetic to banning quests in wild if you had made this post a year ago. There have been past wild metas where quest/questlines dominated the meta (think odd hunter + pirate warrior), but right now the strongest quests (ignoring druid) are sitting around t2 at best. I think questline druid needs to be target nerfed (Yogg Saron), but the problems with that deck I think are unrelated to the questline (*COUGH* 0 mana Yogg).
Excluding questline druid, it seems like there's not really a lot to be frustrated with. Basically every strong quest has been target-nerfed by this point. Quest mage, questline warlock + warrior + hunter + shaman have ALL been nerfed. I do understand that quest decks are not always fun to play against, but I think they have a place in wild and don't need a ban.
I'd be more sympathetic to banning quests in wild if you had made this post a year ago. There have been past wild metas where quest/questlines dominated the meta (think odd hunter + pirate warrior), but right now the strongest quests (ignoring druid) are sitting around t2 at best. I think questline druid needs to be target nerfed (Yogg Saron), but the problems with that deck I think are unrelated to the questline (*COUGH* 0 mana Yogg).
Excluding questline druid, it seems like there's not really a lot to be frustrated with. Basically every strong quest has been target-nerfed by this point. Quest mage, questline warlock + warrior + hunter + shaman have ALL been nerfed. I do understand that quest decks are not always fun to play against, but I think they have a place in wild and don't need a ban.
You are minimizing the problem and probably because you’re a hard aggro player and you don’t care. Believe me warlock mage rogue druid quests prevent any other type of alternative control or tempo decks making the wild format what it is right now. Fast aggro fest and nothing more. The nerfing will always be a temporary issue because with new cards coming out each season quest players will eventually find a way to break the game again.
The new Yogg is entirely the sole problem with most Wild decks today. 3 of the 4 highest performing classes in the format (Druid, Rogue and Hunter) have Yogg as their linchpin.
The card should at LEAST be changed to a base cost of 20, if not 25. Also, Renathal should give 40 health again, but that's a different matter.
Man please stop making blanket statements like this - "yogg is the entire problem". Yes he makes those spell heavy decks better but "THE PROBLEM" is overly dramatic. Have you considered that maybe, Rogue being able to draw half their deck by turn 3 is also part of the problem? The whole reason why miracle/kingsbane rogue is so ridiculous is because it basically draws its whole deck by turn 5-6, and has access to everything all the time.
Opponent rogue has drawn half their deck and played 20/20 of stats on their turn 3. How is yogg the issue here?
*Complains about Miracle Rogue being a problem when it high-rolls into early big board with no additional steam behind it.
*Shows evidence of him playing Treachery Warlock without The Demon Seed or anything else other than prayers.
Dude, one Plague of Flames will BTFO your opponents board (even if their minions are stealthed) and they have no reload on T4. Build your deck appropriately if you want to win.
The only quest I find the verbiage egregious to need addressing is Open the Waygate. Which would be a simple enough fix. Just make it a dormant location that activates upon completion & has 1 durability. Unless they ever print a card that recreates a location you've played that solves the issue while making it harder (but still possible) to pull off degenerate nonsense.
The rest range from mildly annoying to bad gimmick with the noted exception of Lost in the Park. Which shouldn't be banned but probably should have it's numbers tweaked a bit with how overly abundant armor gain cards are in Wild.
The only time any class will get a nerf is if it directly affecting effectiveness of big priest andpriest class in general. That was the rule since the split of two formats.
If any kind of deck, play strategy or card, is outrunning priests turn 3-4-5 tempo, its a no-go.
Quests are extremely rare on higher ranks since they are highly dependent on draw, mana reduction, order of cards that are being played and hand disruption that almost everybody run. Home-brew greed decks that have 40 cards with 15 win conditions should be stomped to ground.
As you are convinced that removing quests will balance out wild, I am convinced that removing priest class and its entire player base will do the same.
The only time any class will get a nerf is if it directly affecting effectiveness of big priest andpriest class in general. That was the rule since the split of two formats.
If any kind of deck, play strategy or card, is outrunning priests turn 3-4-5 tempo, its a no-go.
Quests are extremely rare on higher ranks since they are highly dependent on draw, mana reduction, order of cards that are being played and hand disruption that almost everybody run. Home-brew greed decks that have 40 cards with 15 win conditions should be stomped to ground.
As you are convinced that removing quests will balance out wild, I am convinced that removing priest class and its entire player base will do the same.
The "high rank" argument is so stupid. You do realise that's like 5% of the playerbase? Which means 95% of the players are affected by it and find it off putting enough where they don't even try to reach that 5% anymore. Balancing your game according to the pro and high rank scene has always spelled the death of a game's playerbase, unless it's Counter Strike
The "high rank" argument is so stupid. You do realise that's like 5% of the playerbase? Which means 95% of the players are affected by it.
You do realize that those are active players, and the 95% are inactive ones that login occasionally to collect stuff? Why would Tencentzzard balance game around inactive bots? And on top of that, why would they make reaching higher ranks easier?? That kills competitiveness.
The "high rank" argument is so stupid. You do realise that's like 5% of the playerbase? Which means 95% of the players are affected by it.
And on top of that, why would they make reaching higher ranks easier??
First part is just gibberish but focusing on that point - I never said make it easier but I would say the outrageous support hyperaggro and extremely quick combo decks have got certainly has made it easier and more brain dead than ever before. The so called "active" players just log on for an hour or two and grind with their netdecks, they have less upside for Blizzard than the ones playing around plat-diamond who spend more hours in the game and more money on packs and cosmetics. A netdecking hyperaggro player is going to dust all of his useless cards and only craft the specific deck he needs, thus after a certain point he won't even need to purchase anything in game
See, hyper aggro that you keep referring to =/= Quest.
Quests are the topic of this post.
Competitive mode and casual mode are completely different things, seems you really can't differentiate between those two. Players on rank 10-5 (new plat-diamond) are the ones who play for quests only since they reached the best rank they could for EOM rewards. Which leads to conclusion, if quests doesn't affect big priest of priest class in general, they won't receive a nerf.
The new Yogg is entirely the sole problem with most Wild decks today. 3 of the 4 highest performing classes in the format (Druid, Rogue and Hunter) have Yogg as their linchpin.
The card should at LEAST be changed to a base cost of 20, if not 25. Also, Renathal should give 40 health again, but that's a different matter.
We know Yogg will certainly at least have changes since it impacts Standard too. We just don't know when since they focus on new expansion promotion... (we might have to wait for 2-4 weeks...)
Renathal might have a chance to revert that 40 health nerf with the upcoming Standard rotation in April 2024, when MLK rotates to Wild...
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It is clear that the quest problem will never be solved no matter how many cards are nerfed. This decks are usually extremely obnoxious to play against if play any tempo or control and the more cards come out with each expansion the easier will get for these decks to complete the quests in record times.
It is impossible to balance and everyone else is forced to play mega aggro decks that kill you on turn 4/5.
I am convinced that without quests the wild format would become a lot healthier and more fun to play
It is pretty ridiculous that the quest rewards were meant to help the quest player catch up on tempo once it's done but now Hunters just complete the quest by turn 5 and are rewarded with a 5 mana 7/7 on top of their quest reward
I'd be more sympathetic to banning quests in wild if you had made this post a year ago. There have been past wild metas where quest/questlines dominated the meta (think odd hunter + pirate warrior), but right now the strongest quests (ignoring druid) are sitting around t2 at best. I think questline druid needs to be target nerfed (Yogg Saron), but the problems with that deck I think are unrelated to the questline (*COUGH* 0 mana Yogg).
Excluding questline druid, it seems like there's not really a lot to be frustrated with. Basically every strong quest has been target-nerfed by this point. Quest mage, questline warlock + warrior + hunter + shaman have ALL been nerfed. I do understand that quest decks are not always fun to play against, but I think they have a place in wild and don't need a ban.
Druids and rogues need to be banned in Wild.
The new Yogg is entirely the sole problem with most Wild decks today. 3 of the 4 highest performing classes in the format (Druid, Rogue and Hunter) have Yogg as their linchpin.
The card should at LEAST be changed to a base cost of 20, if not 25. Also, Renathal should give 40 health again, but that's a different matter.
Really feeling that since the mini-set. Praying every night that the new yogg gets banned / reworked. No worse feeling than playing into mind control / one-sided hysteria on turns 3, 4, 5 ...
Just rat it out bro. You're here defending quests but can't counter Yogg with the oldest card in the book?
Man please stop making blanket statements like this - "yogg is the entire problem". Yes he makes those spell heavy decks better but "THE PROBLEM" is overly dramatic. Have you considered that maybe, Rogue being able to draw half their deck by turn 3 is also part of the problem? The whole reason why miracle/kingsbane rogue is so ridiculous is because it basically draws its whole deck by turn 5-6, and has access to everything all the time.
Opponent rogue has drawn half their deck and played 20/20 of stats on their turn 3. How is yogg the issue here?
no. if u dont like wild, play another format or game.
You are minimizing the problem and probably because you’re a hard aggro player and you don’t care. Believe me warlock mage rogue druid quests prevent any other type of alternative control or tempo decks making the wild format what it is right now. Fast aggro fest and nothing more.
The nerfing will always be a temporary issue because with new cards coming out each season quest players will eventually find a way to break the game again.
they just dont like the game at all, which is fine.
*Complains about Miracle Rogue being a problem when it high-rolls into early big board with no additional steam behind it.
*Shows evidence of him playing Treachery Warlock without The Demon Seed or anything else other than prayers.
Dude, one Plague of Flames will BTFO your opponents board (even if their minions are stealthed) and they have no reload on T4. Build your deck appropriately if you want to win.
The only quest I find the verbiage egregious to need addressing is Open the Waygate. Which would be a simple enough fix. Just make it a dormant location that activates upon completion & has 1 durability. Unless they ever print a card that recreates a location you've played that solves the issue while making it harder (but still possible) to pull off degenerate nonsense.
The rest range from mildly annoying to bad gimmick with the noted exception of Lost in the Park. Which shouldn't be banned but probably should have it's numbers tweaked a bit with how overly abundant armor gain cards are in Wild.
The only time any class will get a nerf is if it directly affecting effectiveness of big priest and priest class in general. That was the rule since the split of two formats.
If any kind of deck, play strategy or card, is outrunning priests turn 3-4-5 tempo, its a no-go.
Quests are extremely rare on higher ranks since they are highly dependent on draw, mana reduction, order of cards that are being played and hand disruption that almost everybody run. Home-brew greed decks that have 40 cards with 15 win conditions should be stomped to ground.
As you are convinced that removing quests will balance out wild, I am convinced that removing priest class and its entire player base will do the same.
Wild is...Wild, that's the whole format's point.
The "high rank" argument is so stupid. You do realise that's like 5% of the playerbase? Which means 95% of the players are affected by it and find it off putting enough where they don't even try to reach that 5% anymore. Balancing your game according to the pro and high rank scene has always spelled the death of a game's playerbase, unless it's Counter Strike
You do realize that those are active players, and the 95% are inactive ones that login occasionally to collect stuff? Why would Tencentzzard balance game around inactive bots? And on top of that, why would they make reaching higher ranks easier?? That kills competitiveness.
First part is just gibberish but focusing on that point - I never said make it easier but I would say the outrageous support hyperaggro and extremely quick combo decks have got certainly has made it easier and more brain dead than ever before. The so called "active" players just log on for an hour or two and grind with their netdecks, they have less upside for Blizzard than the ones playing around plat-diamond who spend more hours in the game and more money on packs and cosmetics. A netdecking hyperaggro player is going to dust all of his useless cards and only craft the specific deck he needs, thus after a certain point he won't even need to purchase anything in game
See, hyper aggro that you keep referring to =/= Quest.
Quests are the topic of this post.
Competitive mode and casual mode are completely different things, seems you really can't differentiate between those two. Players on rank 10-5 (new plat-diamond) are the ones who play for quests only since they reached the best rank they could for EOM rewards. Which leads to conclusion, if quests doesn't affect big priest of priest class in general, they won't receive a nerf.
We know Yogg will certainly at least have changes since it impacts Standard too. We just don't know when since they focus on new expansion promotion... (we might have to wait for 2-4 weeks...)
Renathal might have a chance to revert that 40 health nerf with the upcoming Standard rotation in April 2024, when MLK rotates to Wild...