The quest is completely fine. Ever game feels unique with all the card generation and lackey generation so it s fun and unrepetive. Hell I once evolved into Hireek (stupid right?) but I bounced it back with Bog slosher and made a board full of 5/5 the next turn.
What isn t OK is MC Tech. That card alone is bad rng. You lose the game by playing cards and get rekt by a lucky 8drop steal. I think bumping the amount of minions needed up to 5 would be kind of a healthy change- yeah you get rekt by it once in a while but at least you can make somewhat of a board. And it still punishes zoo decks.
It needs nerfed. It has card draw, card generation, AOE, Tech cards, win condition. Just because it's weak to some a few decks doesn't make it fine.
What’s also important is the fact it has a pretty good earlygame highroll potential with Mogu into evolve Lackey or the 0 mana spell. If that got nerfed it would lower the powerlevel pretty significantly.
If you're having trouble with control matchups as quest shaman, try adding zephyrs to your deck (it doesn't need to be singleton). After you draw all your dupes adding 2 tirions/yseras to your hand, plus more if you bounce it (and shudder) is just too much value for most control decks to overcome.
And against a faster deck a vanilla 2 mana 3/2 that counts towards your quest isn't terrible.
This deck has a lot of OK cards that when put together make an oppressive deck. Mutate is a big problem - rush the 3/4 into something small on turn 3 and Mutate into an 8/8 wins the game on the spot. Coining out the Lackey Totem is often game winning if it can't be answered. You can't build a board because of MC Tech. They have a ton of bounce effects on strong battlecry minions. The 2/2 AOE deals with a lot of early aggression and does double damage with the battlecry (but no double Overload). The Lackeys generating spells are ridiculous too - Discover 2 spells for 3 Mana is insane. I hate playing against it.
The deck isn't oppressive or anything but I find this type of decks super annoying, wish it was less popular but these doesn't mean it needs nerfing. The next nerf probably will be something about priests OTK capabilities.
Quest is fine. Mogu Fleshshaper + Mutate is the problem. It feels like cheating with killing an opponent`s minion and then get an 8 mana minion on turn 4/5
While the totem could be changed to 3. I could live with that, the quest is fine. I never have problems with this opponent other than coin totem turn one. Other than that I'm good. I'd rather see a change to the laughable warrior quest. Nerf wise I'm not too crazy about Paladin. But quest Shaman loves that match.
the thing makes this OP is actually the lackey that discover the spell. thart little bastard has to be nerfed to add a random class spell in your hand
I kind of agree with it. Had scenarios where shaman just has no ways to win,plays double lackeys from rat, that he dropped same turn ,Drops discovers 2 silences for my 2 big taunts and still has mana for bloodlust also from discovery.
Making it random would be much more appropriate. In some games I see shaman discovering 6 to 10 cards, which are his choice as well, feels rather cheap.
But then again, if quest was harder to complete, he would need to use some of those lackeys for survival and trading. It would solve both problems not involving other classes in the nerf.
The thing is, though, while the losses against Quest Shaman can feel cheap or frustrating, the deck really does not perform that well overall, and it's the bigger picture that you have to look at.
It's easy to say "I lost because the Shaman abused this particular mechanic in the game i played against him", but when that mechanic doesn't help the Shaman the other 80% of the time, it tempers the need for change somewhat.
And the bottom line is that Quest Shaman is simply not strong enough overall to be considered a problem for the larger playerbase.
The thing is, though, while the losses against Quest Shaman can feel cheap or frustrating, the deck really does not perform that well overall, and it's the bigger picture that you have to look at.
It's easy to say "I lost because the Shaman abused this particular mechanic in the game i played against him", but when that mechanic doesn't help the Shaman the other 80% of the time, it tempers the need for change somewhat.
And the bottom line is that Quest Shaman is simply not strong enough overall to be considered a problem for the larger playerbase.
This is a bit of a ridiculous circlejerk. Quest shaman is not overpowered, and isn't anywhere close to being the strongest deck right now. It is a highly technical deck with a flexible game plan that rolls over to any deck that can do threatening things in the early game before the quest is completed. It is the most popular deck on ladder right now because a lot of people enjoy playing it, but its win rate is barely over 50%. Nerfing the card that a lot of players really enjoy that also isn't causing any balance issues would be a perplexing decision on blizzard's part.
the thing makes this OP is actually the lackey that discover the spell. thart little bastard has to be nerfed to add a random class spell in your hand
The quest is completely fine. Ever game feels unique with all the card generation and lackey generation so it s fun and unrepetive. Hell I once evolved into Hireek (stupid right?) but I bounced it back with Bog slosher and made a board full of 5/5 the next turn.
What isn t OK is MC Tech. That card alone is bad rng. You lose the game by playing cards and get rekt by a lucky 8drop steal. I think bumping the amount of minions needed up to 5 would be kind of a healthy change- yeah you get rekt by it once in a while but at least you can make somewhat of a board. And it still punishes zoo decks.
It needs nerfed. It has card draw, card generation, AOE, Tech cards, win condition. Just because it's weak to some a few decks doesn't make it fine.
What’s also important is the fact it has a pretty good earlygame highroll potential with Mogu into evolve Lackey or the 0 mana spell. If that got nerfed it would lower the powerlevel pretty significantly.
If you're having trouble with control matchups as quest shaman, try adding zephyrs to your deck (it doesn't need to be singleton). After you draw all your dupes adding 2 tirions/yseras to your hand, plus more if you bounce it (and shudder) is just too much value for most control decks to overcome.
And against a faster deck a vanilla 2 mana 3/2 that counts towards your quest isn't terrible.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
This deck has a lot of OK cards that when put together make an oppressive deck. Mutate is a big problem - rush the 3/4 into something small on turn 3 and Mutate into an 8/8 wins the game on the spot. Coining out the Lackey Totem is often game winning if it can't be answered. You can't build a board because of MC Tech. They have a ton of bounce effects on strong battlecry minions. The 2/2 AOE deals with a lot of early aggression and does double damage with the battlecry (but no double Overload). The Lackeys generating spells are ridiculous too - Discover 2 spells for 3 Mana is insane. I hate playing against it.
The deck isn't oppressive or anything but I find this type of decks super annoying, wish it was less popular but these doesn't mean it needs nerfing. The next nerf probably will be something about priests OTK capabilities.
I beat a warrior like a fucking DRUM with Quest Shammy yesterday.
I got the tell-tale immediate friend request, followed by this message:
"Cancer deck, kill yourself"
I replied "Why? It's more fun to kill you."
Had a quest shaman opponent the other day generate 6 Ethereal Lackeys. What a great time to be playing HS.
Quest is fine. Mogu Fleshshaper + Mutate is the problem. It feels like cheating with killing an opponent`s minion and then get an 8 mana minion on turn 4/5
While the totem could be changed to 3. I could live with that, the quest is fine. I never have problems with this opponent other than coin totem turn one. Other than that I'm good. I'd rather see a change to the laughable warrior quest. Nerf wise I'm not too crazy about Paladin. But quest Shaman loves that match.
I agree. I don't mind shaman quest. The paladan one is obnoxious
I kind of agree with it. Had scenarios where shaman just has no ways to win,plays double lackeys from rat, that he dropped same turn ,Drops discovers 2 silences for my 2 big taunts and still has mana for bloodlust also from discovery.
Making it random would be much more appropriate. In some games I see shaman discovering 6 to 10 cards, which are his choice as well, feels rather cheap.
But then again, if quest was harder to complete, he would need to use some of those lackeys for survival and trading. It would solve both problems not involving other classes in the nerf.
The thing is, though, while the losses against Quest Shaman can feel cheap or frustrating, the deck really does not perform that well overall, and it's the bigger picture that you have to look at.
It's easy to say "I lost because the Shaman abused this particular mechanic in the game i played against him", but when that mechanic doesn't help the Shaman the other 80% of the time, it tempers the need for change somewhat.
And the bottom line is that Quest Shaman is simply not strong enough overall to be considered a problem for the larger playerbase.
Agreed. It is far from "oppressive".
I think it's not entirely a quest, but also a _very_ cheap lackeys with double battlecries what makes this deck unfair and annoyng af.
it will have to get nerfed even though it's fine in some games
mainly because it'll just get better over time
i just find it "mildly" annoying that some quests see no play at all and others massively. i'm sure they can do better than that..
This is a bit of a ridiculous circlejerk. Quest shaman is not overpowered, and isn't anywhere close to being the strongest deck right now. It is a highly technical deck with a flexible game plan that rolls over to any deck that can do threatening things in the early game before the quest is completed. It is the most popular deck on ladder right now because a lot of people enjoy playing it, but its win rate is barely over 50%. Nerfing the card that a lot of players really enjoy that also isn't causing any balance issues would be a perplexing decision on blizzard's part.
I wonder if they see the irony in a Warrior player calling any other class "cancer."
"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
Totally dpnt know why you wanna nerf just a good deck. Guess cuz you dont like it but its a bad reason.