I mean they can reeaaally easily complete their quest like by turn 5 or 6 and from then they only have to tap and play their cheap cards dealing tons of damage to your face and you can only watch. Like play raise dead and play 2 hyenas for 4 mana to deal 9 damage to your face and put 2 2/4 minions on board wtf.
The Warlock quest is fine (and extremely fun) its Stealer of Souls that is the problem...
Personally if a card like that is banned in Wild and doing this much damage already in standard just hall of fame it...I never liked the idea of outright banning a card from Wild anyways...
I don’t think it’s too bad yet. There’s quite a few decks that shit on it. Their health can actually get pretty low rather quickly in a lot of games. It’s definitely strong for sure, but I don’t think there’s anything cancer about it. I’ve been laughing at all the players accidentally burning the quest reward because their hand is full. I’ve seen it like four times today.
I can't even begin to imagine how any of the mage or hunter decks would ever drop a game to quest warlock.
I have taken plenty of games off of it with warrior and paladin today. The only thing it seemed to do very well against was Quest Druid and the non-Quest Hand Locks.
Just started playing Priest and beat it twice with the Alura version of Quest Priest as well.
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There is a certain version of quest warlock that does fine against aggro, there's definitely an issue when the deck can heal itself to full health repeatedly. Having said that, I do find the deck fun, and am really just part of the problem as it's my most played deck, by far.
Other than that deck I only occasionally play quest priest, which is absolutely terrible.
I got the quest in one of my packs and I was planning on playing it. But I hate playing any deck that everybody is playing. And I just played 6 warlocks in a row
Actually the Warlock Quest is a great addition its just Stealer of Souls is making it too easy to complete and completely removed interactivity between the opponent and player once the Stealer of Soul chain begins where the player's skill becomes if they can complete the APM to OTK the opponent.
The quest an excellent idea and probably the most "Warlock" card we have seen from the team...still Stealer of Souls should be nerfed to the ground. Plus I don't like how the card is banned in Wild to be honest. To me if a card like that is banned in an open format then they know there is potential for abuse in standard (which are seeing early with certain types of Quest Warlock builds) and that will limit design space for a class that historically had issues breaking game modes.
I've played two versions of quest Warlock: The one with Stealer of Souls + Darkglare can take advantage of discounts from the new weapon as well as from Free Admission and pop off on a single turn. Play Stealer + Glare and try to draw through your deck on a single miracle turn, while completing the quest in the process (thx to Stealer) and paying no mana (thx to Glare) then keep going until you more or less OTK the opponent. It felt fun to do it, but also quite uninteractive and unfun for the opponent, but more importantly quite inconsistent.
The other version and the one I had a ton of success with is this one:
I've won some games simply by dropping 1-mana 6/6 taunts and 0-mana 8/8s that my opponent can't deal with. Only lost 2 games: a mirror match-up and one where I played Raise Dead to finish the quest while on 9 cards and thus didn't have hand space to get the reward (facepalm)
The idea behind the quest is good, but its busted. They got to fatigue on turn 8 and killed me. They healed all the damage i hit them with. Its a complete and utter broken deck. No counter play. Lets see if we find a counter buts there is your front runner for a nerf.
I saw this crazy quest warlock that, instead of building a deck around self-damaging cards, built his deck around deck-destroying cards so he could push himself to fatigue and make me suffer it. That shit’s wild, I really hope it doesn’t become the norm.
They should really ban the Stealer of Souls or move it to hall of fame... It really sucks when everybody is playing the same deck on the day 1 of the new expansion. That's why I mostly play Battlegrounds these days.
I don't know, I find this deck very weak against anything with high damage output (read: most of the meta right now). Unless you highroll with Stealer, quest is too slow to complete.
Oh, and Handlock sucks too. Against Quest Mages (they are like 70% of my matchups at this point) most of the time I can't even attack their face once, despite playing all my big dudes (mage keeps freezing them every single turn) and I'm dying to OTK from full health (spells in the face).
I think they should change how paying Health instead of Mana works. It should not count as damage - so, go through Immune, not progress the quest, and still damage you post-Tamsin. With this change they could unban Stealer in Wild.
Not lost to a Warlock yet ... have been playing homebrew versions of Shadow Priest (basically a zoo-type priest) and Zoolock. Easy wins to be honest (hint: dropping the windfury guy onboard turn 5/6 with buffed minions already there does a surprising amount of damage), though I do need to refine the Shadow Priest deck and I need to remove some of the silly mistakes I've been making because I'm playing with cards I don't have the hang of yet ... e.g. slotted Darkglare into my zoo deck and not all my turns are super mana efficient.
I think the Darkglare / Stealer of Souls interactions are more an issue with how they clearly break the game animation-wise. It's a very, very difficult deck to pilot and it seems like it's really easy to run out of time before you can even play out a lethal combo.
That's not even going to be "nerfed" -- it's going to be fixed. It feels like an exploit even while you're doing it
I think the other variants of the deck, which play the game out in a more slow and control-oriented manner, using fatigue as a finisher, are much more normal.
I mean they can reeaaally easily complete their quest like by turn 5 or 6 and from then they only have to tap and play their cheap cards dealing tons of damage to your face and you can only watch. Like play raise dead and play 2 hyenas for 4 mana to deal 9 damage to your face and put 2 2/4 minions on board wtf.
Really seems like a low iq cancer deck jeez.
The problem I have is that card that converts mana into life. They need to ban it from standard too
The Warlock quest is fine (and extremely fun) its Stealer of Souls that is the problem...
Personally if a card like that is banned in Wild and doing this much damage already in standard just hall of fame it...I never liked the idea of outright banning a card from Wild anyways...
I don’t think it’s too bad yet. There’s quite a few decks that shit on it. Their health can actually get pretty low rather quickly in a lot of games. It’s definitely strong for sure, but I don’t think there’s anything cancer about it. I’ve been laughing at all the players accidentally burning the quest reward because their hand is full. I’ve seen it like four times today.
I can't even begin to imagine how any of the mage or hunter decks would ever drop a game to quest warlock.
I have taken plenty of games off of it with warrior and paladin today. The only thing it seemed to do very well against was Quest Druid and the non-Quest Hand Locks.
Just started playing Priest and beat it twice with the Alura version of Quest Priest as well.
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There is a certain version of quest warlock that does fine against aggro, there's definitely an issue when the deck can heal itself to full health repeatedly. Having said that, I do find the deck fun, and am really just part of the problem as it's my most played deck, by far.
Other than that deck I only occasionally play quest priest, which is absolutely terrible.
The problem I have with warlock is that it s**** on any deck that isn't optimized. And this is day one
I got the quest in one of my packs and I was planning on playing it. But I hate playing any deck that everybody is playing. And I just played 6 warlocks in a row
The QQ threads are already running rampant
Actually the Warlock Quest is a great addition its just Stealer of Souls is making it too easy to complete and completely removed interactivity between the opponent and player once the Stealer of Soul chain begins where the player's skill becomes if they can complete the APM to OTK the opponent.
The quest an excellent idea and probably the most "Warlock" card we have seen from the team...still Stealer of Souls should be nerfed to the ground. Plus I don't like how the card is banned in Wild to be honest. To me if a card like that is banned in an open format then they know there is potential for abuse in standard (which are seeing early with certain types of Quest Warlock builds) and that will limit design space for a class that historically had issues breaking game modes.
I've played two versions of quest Warlock: The one with Stealer of Souls + Darkglare can take advantage of discounts from the new weapon as well as from Free Admission and pop off on a single turn. Play Stealer + Glare and try to draw through your deck on a single miracle turn, while completing the quest in the process (thx to Stealer) and paying no mana (thx to Glare) then keep going until you more or less OTK the opponent. It felt fun to do it, but also quite uninteractive and unfun for the opponent, but more importantly quite inconsistent.
The other version and the one I had a ton of success with is this one:
I've won some games simply by dropping 1-mana 6/6 taunts and 0-mana 8/8s that my opponent can't deal with. Only lost 2 games: a mirror match-up and one where I played Raise Dead to finish the quest while on 9 cards and thus didn't have hand space to get the reward (facepalm)
The idea behind the quest is good, but its busted. They got to fatigue on turn 8 and killed me. They healed all the damage i hit them with. Its a complete and utter broken deck. No counter play. Lets see if we find a counter buts there is your front runner for a nerf.
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I saw this crazy quest warlock that, instead of building a deck around self-damaging cards, built his deck around deck-destroying cards so he could push himself to fatigue and make me suffer it. That shit’s wild, I really hope it doesn’t become the norm.
They should really ban the Stealer of Souls or move it to hall of fame... It really sucks when everybody is playing the same deck on the day 1 of the new expansion. That's why I mostly play Battlegrounds these days.
I don't know, I find this deck very weak against anything with high damage output (read: most of the meta right now). Unless you highroll with Stealer, quest is too slow to complete.
Oh, and Handlock sucks too. Against Quest Mages (they are like 70% of my matchups at this point) most of the time I can't even attack their face once, despite playing all my big dudes (mage keeps freezing them every single turn) and I'm dying to OTK from full health (spells in the face).
I think they should change how paying Health instead of Mana works. It should not count as damage - so, go through Immune, not progress the quest, and still damage you post-Tamsin. With this change they could unban Stealer in Wild.
Not lost to a Warlock yet ... have been playing homebrew versions of Shadow Priest (basically a zoo-type priest) and Zoolock. Easy wins to be honest (hint: dropping the windfury guy onboard turn 5/6 with buffed minions already there does a surprising amount of damage), though I do need to refine the Shadow Priest deck and I need to remove some of the silly mistakes I've been making because I'm playing with cards I don't have the hang of yet ... e.g. slotted Darkglare into my zoo deck and not all my turns are super mana efficient.
Up next a midrange and then spell Hunter.
I think the Darkglare / Stealer of Souls interactions are more an issue with how they clearly break the game animation-wise. It's a very, very difficult deck to pilot and it seems like it's really easy to run out of time before you can even play out a lethal combo.
That's not even going to be "nerfed" -- it's going to be fixed. It feels like an exploit even while you're doing it
I think the other variants of the deck, which play the game out in a more slow and control-oriented manner, using fatigue as a finisher, are much more normal.
Was this Quest meant to be completed on turn 4?