I don't understand how you even supposed to play against them if you are not a kingsbane rogue or something hyper-hyper aggro. It's just stupid. They have too much healing and cannot be interacted with
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#3May 18, 2024(Dr. Boom's Incredible Inventions Mini Set)
I despise the deck with passion and nowadays just autoconcede to them. When in the mood to hunt for these degenerates, I've crafted two decks that deal with them quite decently(Or at least used to, not sure about this new version). One was a hyper fast Linecracker druid and the other evasive mill rogue. The key with the rogue was to use evasion in a smart way and then hit the warlock with a boatload of oracles when they are out, blowing them up on your turn.
The winrate of these decks versus anything else is questionable though :D.
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#4May 18, 2024(Dr. Boom's Incredible Inventions Mini Set)
truly nothing can bring down this cancer deck. even with hyper aggresive deck I bring down the opponent to 2 health on turn 4. and then he just play that new card which bring his health back to 15, followed by 2 giants.
sorry to curse, but fuck this game.
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#11May 20, 2024(Dr. Boom's Incredible Inventions Mini Set)
I think Blizzard only will address Mass Production and maybe Cristallizer, the damage it deals could be reduced, other than that I don't see a nerf to a 2 times nerfed quest.
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#12May 20, 2024(Dr. Boom's Incredible Inventions Mini Set)
Isn't painlock without the quest better? Slamming 2 molten giants into a 15HP reset with infernals on turn 4 is way more disgusting, the deck plays at twice the speed of everyone else and you have way above curve stats each turn with flame imp, rook, free blood treants etc
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#13May 20, 2024(Dr. Boom's Incredible Inventions Mini Set)
I think Blizzard only will address Mass Production and maybe Cristallizer, the damage it deals could be reduced, other than that I don't see a nerf to a 2 times nerfed quest.
Mass production needs to get banned from wild. I hear over half of wild is questlock now and it's a tier S deck. My fears were correct. No point playing wild with anything besides questlock or hyper aggro till then.
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#14May 20, 2024(Dr. Boom's Incredible Inventions Mini Set)
I think Blizzard only will address Mass Production and maybe Cristallizer, the damage it deals could be reduced, other than that I don't see a nerf to a 2 times nerfed quest.
Mass production needs to get banned from wild. I hear over half of wild is questlock now and it's a tier S deck. My fears were correct. No point playing wild with anything besides questlock or hyper aggro till then.
And then? You can't permanent ban cards.
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#15May 20, 2024(Dr. Boom's Incredible Inventions Mini Set)
In Wild my Astral Automation Priest deck beats them most of the time, depending on draw. Amazing how hurting yourself makes you vulnerable to 7/7's with divine shield and reborn that comes back as an 8/8.It has issues with Shaman and Druid decks though.
Wild is in an ugly place right now… warlock quest and silly draw rogues are very problematic.
I just had Captain Hooktusk played against me 6x by T8–another great Hearthstone experience.
Cards like that also need the “once a game” treatment, and more conditions need to be applied to the likes of Secret Passage, Gear Shift and Mass Production so that they can’t be played to draw through entire decks so fast.
Wild is for broken decks, if you are not playing one, good luck with that. I like wild because of the diversity of decks you play against. Sure every so often one deck will be more popular and you will see it more. But it wont last long because someone will find a broken deck that beats it. I am happy its nothing like standard where you will see the same three net decks over and over. But just like other modes in Hearthstone the trick is to find a deck that wins more than it loses. Complaining on a forum does nothing. Playing net decks is ok, but for best results modify them to your play style.
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Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
#18May 21, 2024(Dr. Boom's Incredible Inventions Mini Set)
I think Blizzard only will address Mass Production and maybe Cristallizer, the damage it deals could be reduced, other than that I don't see a nerf to a 2 times nerfed quest.
I think there is room for more nerfing. To start with, remove the lifesteal effect from the first two rewards. At least that would make it more vulnerable to aggro.
Second make the legendary reward cost more than 5 mana. It should cost at least 7
I think Blizzard only will address Mass Production and maybe Cristallizer, the damage it deals could be reduced, other than that I don't see a nerf to a 2 times nerfed quest.
I think there is room for more nerfing. To start with, remove the lifesteal effect from the first two rewards. At least that would make it more vulnerable to aggro.
Second make the legendary reward cost more than 5 mana. It should cost at least 7
Just no, lol.
Quest Rewards always costs (5). And if you remove the Lifesteal, the enemy hero damage should be increased.
But Blizzard can nerf the effect of Tamsin. Instead of negate all of the damage, only your own card damage are negated. So you would still take fatigue damage.
I think I reached 0 cards in deck like 5 times max. the rest of the time I finished the game or got smashed way before.
This won't solve the issue. Although I am a warlock main, I do see this deck as a problem.
but fatigue damage doesn't solve anything, taking away the lifesteal rewards means no rewards at all until you reach the end quest - so that's bs.
making the legendary cost 7 mana is also in contradiction with all other class quests - another bs.
one way in my opinion would be to increase the amount of damage required and also the lifesteal reward - deal 15 damage, reward 5 damage lifesteal. this would increase the total damage to 45 and the reward to 10 lifesteal. way harder to finish than 30 dmg with 6 lifesteal.
another way to counter this deck is to print a neutral minion that says something like 'deal damage to the enemy hero as much as he has taken in his previous turn'. this way you cannot risk playing 2 quest turns at a time because it would mean instant death after hitting end turn.
I've just faced 4 warlocks in a row with The Demon Seed And all of them with the same cancerous deck.
So i guess wild is unplayable until they ban this shit card again.
I don't understand how you even supposed to play against them if you are not a kingsbane rogue or something hyper-hyper aggro. It's just stupid. They have too much healing and cannot be interacted with
I despise the deck with passion and nowadays just autoconcede to them. When in the mood to hunt for these degenerates, I've crafted two decks that deal with them quite decently(Or at least used to, not sure about this new version). One was a hyper fast Linecracker druid and the other evasive mill rogue. The key with the rogue was to use evasion in a smart way and then hit the warlock with a boatload of oracles when they are out, blowing them up on your turn.
The winrate of these decks versus anything else is questionable though :D.
Yep , they should rework reward for it , or at least give card that can counter quest or reset it
Nobody cares about wild. It should Be wild
Watching Rarran stream the deck right now. He's only losing during the mirror match. 30-0 otherwise.
I beat one the other night playing combo priest. His draw was pretty bad and he only had Tamsin on 6
Yes because it was not strong enough already so they had to go and print this Mass Production
truly nothing can bring down this cancer deck.
even with hyper aggresive deck I bring down the opponent to 2 health on turn 4.
and then he just play that new card which bring his health back to 15, followed by 2 giants.
sorry to curse, but fuck this game.
I think Blizzard only will address Mass Production and maybe Cristallizer, the damage it deals could be reduced, other than that I don't see a nerf to a 2 times nerfed quest.
Isn't painlock without the quest better? Slamming 2 molten giants into a 15HP reset with infernals on turn 4 is way more disgusting, the deck plays at twice the speed of everyone else and you have way above curve stats each turn with flame imp, rook, free blood treants etc
Mass production needs to get banned from wild. I hear over half of wild is questlock now and it's a tier S deck. My fears were correct. No point playing wild with anything besides questlock or hyper aggro till then.
And then? You can't permanent ban cards.
In Wild my Astral Automation Priest deck beats them most of the time, depending on draw. Amazing how hurting yourself makes you vulnerable to 7/7's with divine shield and reborn that comes back as an 8/8.It has issues with Shaman and Druid decks though.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
Wild is in an ugly place right now… warlock quest and silly draw rogues are very problematic.
I just had Captain Hooktusk played against me 6x by T8–another great Hearthstone experience.
Cards like that also need the “once a game” treatment, and more conditions need to be applied to the likes of Secret Passage, Gear Shift and Mass Production so that they can’t be played to draw through entire decks so fast.
Wild is for broken decks, if you are not playing one, good luck with that. I like wild because of the diversity of decks you play against. Sure every so often one deck will be more popular and you will see it more. But it wont last long because someone will find a broken deck that beats it. I am happy its nothing like standard where you will see the same three net decks over and over. But just like other modes in Hearthstone the trick is to find a deck that wins more than it loses. Complaining on a forum does nothing. Playing net decks is ok, but for best results modify them to your play style.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
I think there is room for more nerfing. To start with, remove the lifesteal effect from the first two rewards. At least that would make it more vulnerable to aggro.
Second make the legendary reward cost more than 5 mana. It should cost at least 7
Just no, lol.
Quest Rewards always costs (5).
And if you remove the Lifesteal, the enemy hero damage should be increased.
But Blizzard can nerf the effect of Tamsin.
Instead of negate all of the damage, only your own card damage are negated.
So you would still take fatigue damage.
I think I reached 0 cards in deck like 5 times max. the rest of the time I finished the game or got smashed way before.
This won't solve the issue. Although I am a warlock main, I do see this deck as a problem.
but fatigue damage doesn't solve anything, taking away the lifesteal rewards means no rewards at all until you reach the end quest - so that's bs.
making the legendary cost 7 mana is also in contradiction with all other class quests - another bs.
one way in my opinion would be to increase the amount of damage required and also the lifesteal reward - deal 15 damage, reward 5 damage lifesteal. this would increase the total damage to 45 and the reward to 10 lifesteal. way harder to finish than 30 dmg with 6 lifesteal.
also: a 25 mana cost Molten Giant, a 12 mana cost Flesh Giant, a 10 mana cost Imprisoned Horror and a 5 mana cost Darkglare would hit the deck hard
another way to counter this deck is to print a neutral minion that says something like 'deal damage to the enemy hero as much as he has taken in his previous turn'. this way you cannot risk playing 2 quest turns at a time because it would mean instant death after hitting end turn.