This is not a salty thread, this is an actually concern i have and a possible idea to solve it.
I am sure people have suggested this before, but i think the quest reward for the warrior quest should only be able to target minions. This will make the quest alot less tilting and make the games seem a little less Random.
The warrior quest is the second most broken quest new to quest rogue. The reward is better than Ragnaros the Firelord, requires nearly no counter play and comes down to "If i get lucky i win!". Hitting face 4 out of 5 times to win is really uninteresting and almost drives people to stop playing the game. i think changing it to only hit enemy minions would make it as a whole a lot Fairer.
Dealing 8 damage to a random enemy minion for 2 mana is still insane! it will still see play and it wont be as oppressive!
I will answer to your question with the plain - No!
Quest Warrior is a deck build that sacrifises aggressive minions with Taunt Minions that stall the game.
In order to complete the quest you need a large number of minions with Taunt that benefit no offensive play.
When you complete the quest you receive the new hero power that is your finisher.
Compare this to the old Control Warrior - he played lesser amount of Taunt minions and had more removal, but used Alexstrasza, Gromash for game finish, cards that are cut from all Taunt Builds.
Quest Warrior is fine at the moment and also you got no life gain after you complete the quest, since you are normally at low hp at that moment, so you got the risk to be zerged for your remaining health easier, since you have no Armor up available any more.
I see you point, but i think that you miss understood my point a little.
1: Playing 7 taunts is normally very easy. You can easily do it by turn 8 with a large amount of your health left. I played taunt warrior when i got my quest done on turn 7 with 30 health. compare this to the warlock or mage quest which requires you to really sacrifice cards and make cards out of no where.
2: Old control warrior had to draw through nearly their whole deck, where taunt warrior just needs a good hand. drawing Alexstrasza and Gromash is much harder than playing one card such as the Curator to draw 2 taunt minions.
3: You can not really do any counter play vs Taunt warrior apart from drop minion and pray to RNG to be kind. In old warrior, as control you can play around things, drop creatures, use spell...where now all you can do is just smorc and hope you get lucky.
As i said before you rely on your hero power, which is already an RNG factor to win you the game.
And Quest Warrior sarifices Shield Blocks, Shield Slams and has no more access to Justicar - aka isvery hard to recover after an early agression.
And I will repeat - you loose your hero power, which is essential to survive, since in my limited play time with quest warrior I always was at 10-16 Hp at quest finish and had no way to heal up after and was very vurnarble to 1-2 face spells to kill me.
And the hero power is easily countered with Board Flood. 2-3 wrong hits on some token minions and you are a goner.
pretty hard to flood the board vs 2x brawl, 2x dragons , 2x fishes and like 3 whirlwind effect, you got armorsmiths to generate armor and i'm pretty sure most of the revised lists play 2x shield block +1 shield slam. i suggest tailoring the deck to what you face on ladder instead of just copying 1 list and hoping its good vs everything.
This deck runs both shield blocks and Alley Armorsmith for recover. Brawls Help you destroy large boards on creatures and you replace your hero power with Bacially a mini Pryoblast each turn. I agree it hard to recover vs aggro, but easy to recover vs control/ most midrange decks.
Lets say you vs priest without any burst, you win if you hit face a few times with your random hero power. I know the quest is not broken, but i think you are only focusing on aggro decks and not control decks. Playing vs a control deck with quest warrior is basically one of the hardest decks to face as you got to either get lucky or turn aggro. The only harder control deck to face is jade druid.
This is not a salty thread, this is an actually concern i have and a possible idea to solve it.
I am sure people have suggested this before, but i think the quest reward for the warrior quest should only be able to target minions. This will make the quest alot less tilting and make the games seem a little less Random.
The warrior quest is the second most broken quest new to quest rogue. The reward is better than Ragnaros the Firelord, requires nearly no counter play and comes down to "If i get lucky i win!". Hitting face 4 out of 5 times to win is really uninteresting and almost drives people to stop playing the game. i think changing it to only hit enemy minions would make it as a whole a lot Fairer.
Dealing 8 damage to a random enemy minion for 2 mana is still insane! it will still see play and it wont be as oppressive!
I think your suggestion would make the quest warrior even stronger. I played quest warrior myself and the heropower is a good tool to control the board and make your opponent running out of steam. This change would only do 2 things in my oppinion:
First making games last longer by fatiquing your opponent if your opponent has enough removal. Second making quest warrior stronger because you can play your taunt minions, which kill your opponent slowly, while killing all his minions with rag heropower.
I often had the situation myself that heropower went face, when my oppenent had high health and i.e. a kalamos on board, which you definitely want to kill because it does almost as much damage as your heropower.
So short answer: no, this would make it stronger in my oppinion
Thanks for giving a good answer! i think that is an interesting thought. Iforgot how it is good for board control, so yeah maybe it would make the deck stronger if the change like that was made to only target minions.
I would increase the mana cost of weapon to 5 . Like other quest rewards. Making hero power to only hit minions makes it more reliable clear and buffs it.
Changing the cost to 5 would do absolutely nothing - there is often spare mana leftover when playing the weapon. If you haven't noticed, the weapon doesn't get played on turn 4, it's usually turn 8 at the earliest.
I have to agree with the general sentiment in this thread: I don't believe the Quest or the reward for completing it to be overpowered. I've faced a couple of Quest Warriors at high ranks this season 2-3ish and even with my dragon priest I was able to win around nearly 60% of that matchup. As many other control decks it is somewhat draw dependent and if they don't hit Curator or a nice taunt curve from 3-6 i could usually beat them.
Pretty sure they get stomped by Aggro as well unless they draw godlike or mulligan the quest for better early game answers.
I think its fine as it is, quest warrior quite often lose vs control (paladin, shaman, priest). Maybe as someone said the only change could be make it 5 mana like all others rewards
I would like to see how the game felt if no weapon, spell or hero power were aloud to hit face.
It would like Zoolock vs Murloc Pally vs quest rogue vs evolve shaman. And thats about it. (oh and Midrange hunter, which I assume you would allow to hit face).
I will answer to your question with the plain - No!
Quest Warrior is a deck build that sacrifises aggressive minions with Taunt Minions that stall the game.
In order to complete the quest you need a large number of minions with Taunt that benefit no offensive play.
When you complete the quest you receive the new hero power that is your finisher.
Compare this to the old Control Warrior - he played lesser amount of Taunt minions and had more removal, but used Alexstrasza, Gromash for game finish, cards that are cut from all Taunt Builds.
Quest Warrior is fine at the moment and also you got no life gain after you complete the quest, since you are normally at low hp at that moment, so you got the risk to be zerged for your remaining health easier, since you have no Armor up available any more.
Then why doesn't priest quest set enemies health total to 4??? Where is the win condition for playing slow cards???? Buff priest quest or nerf warrior quest.
This is not a salty thread, this is an actually concern i have and a possible idea to solve it.
I am sure people have suggested this before, but i think the quest reward for the warrior quest should only be able to target minions. This will make the quest alot less tilting and make the games seem a little less Random.
The warrior quest is the second most broken quest new to quest rogue. The reward is better than Ragnaros the Firelord, requires nearly no counter play and comes down to "If i get lucky i win!". Hitting face 4 out of 5 times to win is really uninteresting and almost drives people to stop playing the game. i think changing it to only hit enemy minions would make it as a whole a lot Fairer.
Dealing 8 damage to a random enemy minion for 2 mana is still insane! it will still see play and it wont be as oppressive!
But your deck is full of taunt minions? How cant you recover vs a midrange or control deck?
http://www.hearthstonetopdecks.com/decks/ungoro-quest-taunt-warrior-deck-list-guide-standard/
This deck runs both shield blocks and Alley Armorsmith for recover. Brawls Help you destroy large boards on creatures and you replace your hero power with Bacially a mini Pryoblast each turn. I agree it hard to recover vs aggro, but easy to recover vs control/ most midrange decks.
Lets say you vs priest without any burst, you win if you hit face a few times with your random hero power. I know the quest is not broken, but i think you are only focusing on aggro decks and not control decks. Playing vs a control deck with quest warrior is basically one of the hardest decks to face as you got to either get lucky or turn aggro. The only harder control deck to face is jade druid.
Make the weapon cost 5 like other quest rewards.
Anger is the punishment we give ourselves for someone else's mistake.
Hitting only minions would make it better, not worse. It would also polarize the deck needlessly.
It's not unbalanced in the slightest either, seems you're just judging it based on a few games.
I would increase the mana cost of weapon to 5 . Like other quest rewards. Making hero power to only hit minions makes it more reliable clear and buffs it.
Changing the cost to 5 would do absolutely nothing - there is often spare mana leftover when playing the weapon. If you haven't noticed, the weapon doesn't get played on turn 4, it's usually turn 8 at the earliest.
It's not actually very strong, my only problem with it is how much of a coin-flip it is.
I would like to see how the game felt if no weapon, spell or hero power were aloud to hit face.
This is why mage and burn decks wreck quest warrior. Taunt means nothing to them. And replacing armor up just means less health to deal with.
It's a rock, paper, scissors meta and the OP has post an example or this.
Quest warrior for the most part is heavily favoured against any minion based deck (agro exempted).
If you're playing priest for example you really just have to pray that those brawls are at the bottom of your opponent's deck...
This is not a salty thread,
but
I lost to a deck
so
NERF IT BLIZZARD !
I have to agree with the general sentiment in this thread: I don't believe the Quest or the reward for completing it to be overpowered. I've faced a couple of Quest Warriors at high ranks this season 2-3ish and even with my dragon priest I was able to win around nearly 60% of that matchup. As many other control decks it is somewhat draw dependent and if they don't hit Curator or a nice taunt curve from 3-6 i could usually beat them.
Pretty sure they get stomped by Aggro as well unless they draw godlike or mulligan the quest for better early game answers.
No it should not be nerfed.
Taunt warrior is the beat designed quest it has clear weaknesses and strengths and isn't very oppresive, also the hero power got counterplay.
The only claim I have is that the quest reward is very uninmpressive visually, needs more flare.. could really make you hero fiery
I think its fine as it is, quest warrior quite often lose vs control (paladin, shaman, priest). Maybe as someone said the only change could be make it 5 mana like all others rewards
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