The priest quest is easily one of the weakest, in most cases you get killed by turn 7 trying to complete it
If you died completing the quest, you shouldn't have been trying to complete it. Either mulligan the quest if you anticipate a match-up like that, or use it for the cycling rewards.
The issue is priest and control I'm general is a reactive class but opponents don't have any minions to react to anyone. For example, what use is hysteria or smite vs. quest mage?
There is no buffing that could be applied to priest which wouldn't make it just as broken as every other deck because thats the only way you can win in the current "meta".
Usual Priest too powerful end of expansion once we figure it out and nerfed, only to drop off a couple of weeks later with a new meta forming (always reactive). Since when did Priest have a great deck start of expansion?
Minion Quest - Need excellent discovers and lose the board too easily, but can OTK turn 9-10 Disruption Quest - NZoth shell with Voijin, Mutunus and Illucia can break their Quest and is powerful enough to ignore your own but still too slow most of the time Shadow Recipe - Back fires too often and too slow to setup Shadow Control - Fun but still too slow Buff Priest - can't hold the board to Elekk Miracle Priest - so much Randuin now, never boring but never winning
But there is a light in the shadows, SMoRC Priest is creaming through most opponents for me and eats Warlocks easily. Has been my best climber so far and got Zetalot to Legend pretty quickly..
That's probably why Priest has that Quest, because the developers know they sped up the game too much. The only fun I've had with Quest Priest is beating immune adventure bosses. Generally the games you win against real people aren't because of the Quest. And the few times you are about to beat them because of it... they concede, robbing you of that sweet animation.
Yeah, I got the Priest quest as one of my free legendaries, and it pretty much sucks. (Hadn't considered using it in adventure bosses, though. That's a great idea!!) I only managed to actually destroy my opponent once, and I think that was because he was kind and figured "This poor dude got stuck with this crappy quest. The least I can do is let him finish me off."
Sure, if you get insanely lucky, you can finish the quest on turn 10-11 (assuming you live that long). But that happened to me one time in dozens of games. I also had situations where it's turn 8 and I still haven't been able to play a 4 mana card. At which point, you've basically lost. It's too bad: they finally give priest a real win condition, but it's attached to this dog of a quest.
Yeah, I got the Priest quest as one of my free legendaries, and it pretty much sucks. (Hadn't considered using it in adventure bosses, though. That's a great idea!!) I only managed to actually destroy my opponent once, and I think that was because he was kind and figured "This poor dude got stuck with this crappy quest. The least I can do is let him finish me off."
Sure, if you get insanely lucky, you can finish the quest on turn 10-11 (assuming you live that long). But that happened to me one time in dozens of games. I also had situations where it's turn 8 and I still haven't been able to play a 4 mana card. At which point, you've basically lost. It's too bad: they finally give priest a real win condition, but it's attached to this dog of a quest.
That sounds like a deckbuilding issue, though. I had this issue, and then I added more of what I was missing and it helped. Cards like Gnoll and Fortitude also help because you can manipulate how much they cost.
They game actually got worse after this expansion lol. There should just be filter for 5 mana or less cards because other ones are irrelevant. (flesh giant is not 8 mana card, it costs 0, you know it). Why even release slow, high mana cards anymore, it is just bait for pack buying addiction. This game got to retarded point where it is turn based solitaire, with no board. (or board of 30+ stats on turn 4)
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"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
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If you died completing the quest, you shouldn't have been trying to complete it. Either mulligan the quest if you anticipate a match-up like that, or use it for the cycling rewards.
They messed up the game....
In general control decks have been murdered. There is no way to play them facing quest mage, otk rogue etc.
The issue is priest and control I'm general is a reactive class but opponents don't have any minions to react to anyone. For example, what use is hysteria or smite vs. quest mage?
how can deal with mage easily 20+ to my face every turn, on top of that against warlock which just burns all my cards?
It didn't shake the meta - it broke the game...
There is no buffing that could be applied to priest which wouldn't make it just as broken as every other deck because thats the only way you can win in the current "meta".
Remember the outrage for the Priest quest? I knew it will be shit.
Usual Priest too powerful end of expansion once we figure it out and nerfed, only to drop off a couple of weeks later with a new meta forming (always reactive). Since when did Priest have a great deck start of expansion?
Minion Quest - Need excellent discovers and lose the board too easily, but can OTK turn 9-10
Disruption Quest - NZoth shell with Voijin, Mutunus and Illucia can break their Quest and is powerful enough to ignore your own but still too slow most of the time
Shadow Recipe - Back fires too often and too slow to setup
Shadow Control - Fun but still too slow
Buff Priest - can't hold the board to Elekk
Miracle Priest - so much Randuin now, never boring but never winning
But there is a light in the shadows, SMoRC Priest is creaming through most opponents for me and eats Warlocks easily. Has been my best climber so far and got Zetalot to Legend pretty quickly..
Yeah and bronze players were talking that quest priest will be god tier LULW
That's probably why Priest has that Quest, because the developers know they sped up the game too much. The only fun I've had with Quest Priest is beating immune adventure bosses. Generally the games you win against real people aren't because of the Quest. And the few times you are about to beat them because of it... they concede, robbing you of that sweet animation.
Yeah, I got the Priest quest as one of my free legendaries, and it pretty much sucks. (Hadn't considered using it in adventure bosses, though. That's a great idea!!) I only managed to actually destroy my opponent once, and I think that was because he was kind and figured "This poor dude got stuck with this crappy quest. The least I can do is let him finish me off."
Sure, if you get insanely lucky, you can finish the quest on turn 10-11 (assuming you live that long). But that happened to me one time in dozens of games. I also had situations where it's turn 8 and I still haven't been able to play a 4 mana card. At which point, you've basically lost. It's too bad: they finally give priest a real win condition, but it's attached to this dog of a quest.
Unless they give Priest some Aggro Shadow Priest tools or OTK/combo tools, Priest is screwed as Miracle/Control or whatever decks...
The class is never allowed to have higher than 45% win rate. When they do, people complain to the top of the world for nerfing ...
That sounds like a deckbuilding issue, though. I had this issue, and then I added more of what I was missing and it helped. Cards like Gnoll and Fortitude also help because you can manipulate how much they cost.
They game actually got worse after this expansion lol. There should just be filter for 5 mana or less cards because other ones are irrelevant. (flesh giant is not 8 mana card, it costs 0, you know it). Why even release slow, high mana cards anymore, it is just bait for pack buying addiction. This game got to retarded point where it is turn based solitaire, with no board. (or board of 30+ stats on turn 4)
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"