Hey can I get a source on it being "easily the most popular deck in the game". The sources I checked have minimum 2 decks above it in popularity (highlander hunter and murloc paladin), typically more. Also a quick look on HS replay at decks with 1000+ played games has the best performing version of quest shaman at just 39th so not much to suggest it's too powerful either.
The funny thing is you hit the nail on the head regarding the worst side of the deck - the direct damage allowing for wins that shouldn't be possible. That has nothing to do with the quest though (and you even describe the more positive and complex side of that quest reward) so idk what this thread even is.
It runs no boardclears so unless they highroll MCT you can jsut push them off the board. The turn 1 do nothing is a huge detriment to their tempo game.
Priest will get nerfed again before Shaman (and it should because Divine SPirit is broken)
Not to mention that after the rotation the quest won't be nearly as strong (unless they print even better battlecries than we have now)
Lackeys and wasp are the bulk of their in hand damage every time. yes Lifedrinker will be a huge loss for them healing wise but it won't be that hard for them to just start using Nightblade or maybe tech in Sunreaver Warmage and run Bloodlust and The Storm Bringer for really aggressive versions or Hagatha's Scheme and Earthquake for more controlling versions. Also the card bouncing will still be available to them as well which is where this deck can really get out of hand.
Said it before and the issue isn't power of the Quest, it's the limited design space for the time it's in rotation.
The other awkward part of the Quest is it offers insane value for agro/temp style decks. Which, again is more a design limiting factor. When an agro deck can out value a control deck for example? This is why a combo deck like Priest feels more threatening in the meta because it doesn't allow the Quest shaman to go late game and simply out value or find BC combos.
Anyways balance is okay, imo, the outcomes can just be tilting sometimes when you get that "oh here we go again feeling" that the new Quest shaman deck seems to create, especially off hirolls.
Said it before and the issue isn't power of the Quest, it's the limited design space for the time it's in rotation.
The other awkward part of the Quest is it offers insane value for agro/temp style decks. Which, again is more a design limiting factor. When an agro deck can out value a control deck for example? This is why a combo deck like Priest feels more threatening in the meta because it doesn't allow the Quest shaman to go late game and simply out value or find BC combos.
Anyways balance is okay, imo, the outcomes can just be tilting sometimes when you get that "oh here we go again feeling" that the new Quest shaman deck seems to create, especially off hirolls.
It's not really a limit on design space when it's intentionally designed as part of a block rotation. "Limits design space" is really an argument best left for the evergreen cards.
This isn't to say that the developers don't make mistakes. Genn and Baku were parts of a rotational block but were far too good, and they had to be removed early. Even when the "space" was designed around them, they were still too strong. (IMO, this is part of the reason the RoS meta felt so underwhelming. Things like Secret Paladin were designed with Baku and/or Divine Favor in mind, but completely flopped without them.)
That may be a problem for the quest shaman...but it certainly isn't yet.
It has zero shot of being nerf'ed. Big fat goose egg. ZERO.
The whole point of the recent changes were to make the Quest decks from this e-pac playable. QS is one of the best. Mission accomplished. A nerf would undo all the work.
Now they just need to do somthing to improve the Mage, Hunter and Warrior quests. :-)
Quest Hunter is actually extremely strong.
Its win rate would be even higher, but it's not an easy deck to pilot.
This isn't the last expansion before rotation, so while it's in rotation it does in fact limit design space. You are right though about eventually it's gone.
However, in the meantime it'll be hard to print good neutral BCs for all classes without considering the impact to shaman first.
When you have to look at strictly at one class for a keyword when printing neutral cards, well, we've restricted design space. Intention or not.
Without a doubt Corrupt the Waters is gonna be the next card to be hit with a nerf. Something tells me it's gonna get The Caverns Below treatment, which means it won't be nerfed enough and it will still be viable again and again which is annoying as hell. It's listed as a tier 2 deck on HSReplay which is incorrect it's tier 1 and easily the most popular deck in the game. It sucks that most players want to use this cheese deck but sometimes that's just what people enjoy. It is a more complex deck than people might realize because each turn requires a decent amount of thinking on managing discover effects and hand size but more times than not players get to turn their brain off and are able to just be very aggressive with Kobold Lackey, Weaponized Wasp, and Lifedrinker with all of the bounce effects that deck has.
This is a bit of a salt post but this nerf is going to happen so that's that.
cannot agree more, another reason is that its cheap too.
Just taking the 3 cards you mentioned meaning with 9 mana you can combo 16 dmg and heal for 6. Thats just too much, thats out of control
Without a doubt Corrupt the Waters is gonna be the next card to be hit with a nerf. Something tells me it's gonna get The Caverns Below treatment, which means it won't be nerfed enough and it will still be viable again and again which is annoying as hell. It's listed as a tier 2 deck on HSReplay which is incorrect it's tier 1 and easily the most popular deck in the game. It sucks that most players want to use this cheese deck but sometimes that's just what people enjoy. It is a more complex deck than people might realize because each turn requires a decent amount of thinking on managing discover effects and hand size but more times than not players get to turn their brain off and are able to just be very aggressive with Kobold Lackey, Weaponized Wasp, and Lifedrinker with all of the bounce effects that deck has.
This is a bit of a salt post but this nerf is going to happen so that's that.
cannot agree more, another reason is that its cheap too.
Just taking the 3 cards you mentioned meaning with 9 mana you can combo 16 dmg and heal for 6. Thats just too much, thats out of control
You know how much has to happen for that specific situation to occur? Don't be salty
I don't think that quest is too powerful but (with druid's quest) not fun to play against, like quest rouge was years ago. If you aren't playing greedy control like control warrior you have to win (or close to win) before complete quest or you lose. I like playing card for card, when you play card, opponent play card and they have similar power levels (of course when mana cost are similar). But after quest (and to be fair, it isn't hard to do it) you opponent have 16 or 20 mana and 15-20 cards in hand. That's not fun for me and sometimes frustrating. I'm playing hearthstone 4 years and usually I don't care about losing in stupid way anymore but I'm simply losing fun from game. I agree that playing quest druid or shaman is fun, but playing against isn't and that's the problem to me.
I don’t think it’ll be nerfed. It’s not the power level of the deck that’s annoying it’s the fact that it’s so stupidly popular and every game is a god damn RNG clown fiesta. I have a positive win rate against the deck but when you lose to your opponent just constantly randomly generating cards it’s god damn tilting. I’m not sure what’s more annoying, this or burgle quest rogue. I’m leaning toward quest shaman purely because of the popularity of the deck.
Without a doubt Corrupt the Waters is gonna be the next card to be hit with a nerf. Something tells me it's gonna get The Caverns Below treatment, which means it won't be nerfed enough and it will still be viable again and again which is annoying as hell. It's listed as a tier 2 deck on HSReplay which is incorrect it's tier 1 and easily the most popular deck in the game. It sucks that most players want to use this cheese deck but sometimes that's just what people enjoy. It is a more complex deck than people might realize because each turn requires a decent amount of thinking on managing discover effects and hand size but more times than not players get to turn their brain off and are able to just be very aggressive with Kobold Lackey, Weaponized Wasp, and Lifedrinker with all of the bounce effects that deck has.
This is a bit of a salt post but this nerf is going to happen so that's that.
cannot agree more, another reason is that its cheap too.
Just taking the 3 cards you mentioned meaning with 9 mana you can combo 16 dmg and heal for 6. Thats just too much, thats out of control
Without a doubt Corrupt the Waters is gonna be the next card to be hit with a nerf. Something tells me it's gonna get The Caverns Below treatment, which means it won't be nerfed enough and it will still be viable again and again which is annoying as hell. It's listed as a tier 2 deck on HSReplay which is incorrect it's tier 1 and easily the most popular deck in the game. It sucks that most players want to use this cheese deck but sometimes that's just what people enjoy. It is a more complex deck than people might realize because each turn requires a decent amount of thinking on managing discover effects and hand size but more times than not players get to turn their brain off and are able to just be very aggressive with Kobold Lackey, Weaponized Wasp, and Lifedrinker with all of the bounce effects that deck has.
This is a bit of a salt post but this nerf is going to happen so that's that.
cannot agree more, another reason is that its cheap too.
Just taking the 3 cards you mentioned meaning with 9 mana you can combo 16 dmg and heal for 6. Thats just too much, thats out of control
You know you will have 8 mana after activating the power, right?
https://www.vicioussyndicate.com/vs-data-reaper-report-140/
It's almost twice as better as Highlander Hunter across all ranks.
"Popular".. not necessarily "better"... ;-)
Not even close, that deck is way overrated.
It runs no boardclears so unless they highroll MCT you can jsut push them off the board. The turn 1 do nothing is a huge detriment to their tempo game.
Priest will get nerfed again before Shaman (and it should because Divine SPirit is broken)
Not to mention that after the rotation the quest won't be nearly as strong (unless they print even better battlecries than we have now)
I tried having fun once. It was awful.
Lackeys and wasp are the bulk of their in hand damage every time. yes Lifedrinker will be a huge loss for them healing wise but it won't be that hard for them to just start using Nightblade or maybe tech in Sunreaver Warmage and run Bloodlust and The Storm Bringer for really aggressive versions or Hagatha's Scheme and Earthquake for more controlling versions. Also the card bouncing will still be available to them as well which is where this deck can really get out of hand.
Google search: Is Hearthstone free to play?
Nerf it to take 7 battlecries and move evolve to standard set imo.
Said it before and the issue isn't power of the Quest, it's the limited design space for the time it's in rotation.
The other awkward part of the Quest is it offers insane value for agro/temp style decks. Which, again is more a design limiting factor. When an agro deck can out value a control deck for example? This is why a combo deck like Priest feels more threatening in the meta because it doesn't allow the Quest shaman to go late game and simply out value or find BC combos.
Anyways balance is okay, imo, the outcomes can just be tilting sometimes when you get that "oh here we go again feeling" that the new Quest shaman deck seems to create, especially off hirolls.
It's not really a limit on design space when it's intentionally designed as part of a block rotation. "Limits design space" is really an argument best left for the evergreen cards.
This isn't to say that the developers don't make mistakes. Genn and Baku were parts of a rotational block but were far too good, and they had to be removed early. Even when the "space" was designed around them, they were still too strong. (IMO, this is part of the reason the RoS meta felt so underwhelming. Things like Secret Paladin were designed with Baku and/or Divine Favor in mind, but completely flopped without them.)
That may be a problem for the quest shaman...but it certainly isn't yet.
Quest Hunter is actually extremely strong.
Its win rate would be even higher, but it's not an easy deck to pilot.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
This isn't the last expansion before rotation, so while it's in rotation it does in fact limit design space. You are right though about eventually it's gone.
However, in the meantime it'll be hard to print good neutral BCs for all classes without considering the impact to shaman first.
When you have to look at strictly at one class for a keyword when printing neutral cards, well, we've restricted design space. Intention or not.
Quest Shaman is the least interesting? WTF ARE YOU TALKING ABOUT IT IS DIFFERENT EVERY GAME I PLAY.
Please go to the salt thread cause that's what this is. Look at Priest for changes.
Thanks for the tip Op. Dusting now.
quest shaman is fine
priest on the other hand is broken AF
LOL BIGGEST BAIT EVER
cannot agree more, another reason is that its cheap too.
Just taking the 3 cards you mentioned meaning with 9 mana you can combo 16 dmg and heal for 6. Thats just too much, thats out of control
You know how much has to happen for that specific situation to occur?
Don't be salty
I don't think that quest is too powerful but (with druid's quest) not fun to play against, like quest rouge was years ago. If you aren't playing greedy control like control warrior you have to win (or close to win) before complete quest or you lose. I like playing card for card, when you play card, opponent play card and they have similar power levels (of course when mana cost are similar). But after quest (and to be fair, it isn't hard to do it) you opponent have 16 or 20 mana and 15-20 cards in hand. That's not fun for me and sometimes frustrating. I'm playing hearthstone 4 years and usually I don't care about losing in stupid way anymore but I'm simply losing fun from game. I agree that playing quest druid or shaman is fun, but playing against isn't and that's the problem to me.
I don’t think it’ll be nerfed. It’s not the power level of the deck that’s annoying it’s the fact that it’s so stupidly popular and every game is a god damn RNG clown fiesta. I have a positive win rate against the deck but when you lose to your opponent just constantly randomly generating cards it’s god damn tilting. I’m not sure what’s more annoying, this or burgle quest rogue. I’m leaning toward quest shaman purely because of the popularity of the deck.
You know you will have 8 mana after activating the power, right?
It’s not gonna happen mate. Trust me :)
so what beats it? aggro or control? whats their weakness?