I do think some of the quest (the easier ones) could have a more expensive reward, i dont think priest or rogue need it for example but i havent played much so i could be wrong.
The only nerf needed is the Warlock quest. They need to make fatigue damage a seperate thing, it is not healthy to be rewarded for burning your 30 cards that quick.
Nerfing The Demon Seed would kill the entire class altogether. Stealer of Souls is the offender, not the quest itself. Without Stealer, going to fatigue is almost impossible for Warlock, because meta is too fast.
Nerfing The Demon Seed would kill the entire class altogether. Stealer of Souls is the offender, not the quest itself. Without Stealer, going to fatigue is almost impossible for Warlock, because meta is too fast.
It would kill the class because Demon Seed almost single-handedly mitigates Warlock's biggest weakness - self-damage cards (I say almost, the healing cards also contribute). But the problem with that is that the self-damage cards are stronger than normal for their cost because self-damage is supposed to cover the remainder of the cost. Same goes with Shaman and its ways to clear overloads.
I play Warlock and love the class but I think the damage should be greater at each step and risk-reward game a little bit more risky for them. But, all classes suffer from power creep and stats reflect that so I think it all may be coming down to players' perception i.e. what people 'hate' vs 'don't mind' losing to. I think Warlock is no. 1 hate, which is why it will get nerfed eventually. Stats supporting it or not.
It would kill the class because Demon Seed almost single-handedly mitigates Warlock's biggest weakness - self-damage cards (I say almost, the healing cards also contribute). But the problem with that is that the self-damage cards are stronger than normal for their cost because self-damage is supposed to cover the remainder of the cost. Same goes with Shaman and its ways to clear overloads.
Well... no. Combo Warlock (D6 with SoS) uses quest to kill the opponent in one, big turn. Quest Zoolock has pretty much the same idea for win condition, but instead of combo, it uses self-damage cards to finish the quest first and then to kill the opponent. Handlock uses quest just to drop Flesh Giant faster, also to get a little bit of health back, but he actually completes the quest maybe in like 1 out of 20 games.
Self-damage cards are not even that strong nowadays and the most powerful at this point is probably Flame Imp, vanilla 3/2 for 1 mana or Raise Dead. Hecklefang Hyena is awful outside of quest, Knife Vendor is just OK. I mean, there's also non-quest Zoolock, and it runs pretty much the same cards minus The Demon Seed, so it's not like quest is allowing you to play something extra strong, that normally would be impossible because of Warlock's weakness.
I play Warlock and love the class but I think the damage should be greater at each step and risk-reward game a little bit more risky for them. But, all classes suffer from power creep and stats reflect that so I think it all may be coming down to players' perception i.e. what people 'hate' vs 'don't mind' losing to. I think Warlock is no. 1 hate, which is why it will get nerfed eventually. Stats supporting it or not.
Sure, but you can't nerf just Warlock, because that would kill the class. Power creep is so high right now, that you simply need to be fast and unfair to stay relevant. Darn, even Priest has become hyper aggro face deck, because it's the only way to go. I'm aware that 2x 8/8 on turn 5 is strong, but anything less wouldn't be good enough. That's how HS works now...
Warlock needs to be 50-50% in dmg, then they cant go fatigue and mana cheat so easy.
That would make the quest dumb, pointless, and incredibly weak.
I'm all for nerfing Quest Warlock a bit, it's not a healthy deck, but this isn't the way to do it.
i hope the quest get a rework soon no matter how much you nerf it it will allways win vs control... so it need to made something else and not do what it do now
Nerfing The Demon Seed would kill the entire class altogether. Stealer of Souls is the offender, not the quest itself. Without Stealer, going to fatigue is almost impossible for Warlock, because meta is too fast.
i allmost never see that card played so i dont know how this card is the problem???
They’re all too fast, except priest. When they said there would a three stage quest line, did anyone think all three stages would be complete by turn 6?
Nerfing The Demon Seed would kill the entire class altogether. Stealer of Souls is the offender, not the quest itself. Without Stealer, going to fatigue is almost impossible for Warlock, because meta is too fast.
i allmost never see that card played so i dont know how this card is the problem???
nvm its becouse i played wild so ofc i not see it there....
They’re all too fast, except priest. When they said there would a three stage quest line, did anyone think all three stages would be complete by turn 6?
Not so sure about the Warrior one - I'd quite like to see that changed to 2 pirates for the first part from 3 - in think it would make it more viable
They’re all too fast, except priest. When they said there would a three stage quest line, did anyone think all three stages would be complete by turn 6?
Like every single one of them besides priest are Guaranteed done by turn 6. I’ve played maybe 10/15 games outs of 200+ games w/quests this expansion where that wasn’t the case.
Hunter 6 mana, DH 6 mana, mage 7 mana and maybe shaman 7 too
Warlock needs to be 50-50% in dmg, then they cant go fatigue and mana cheat so easy
Hunter should be 7, cause I don’t think that after going face for 5-6 turns that you should get a turn 7 that’s a 7/7 and 4+ face damage.
warlock should be 7 mana and you should only get quest credit for PLAYING CARDS that dmg self. Its the only quest where the hero power advances the quest and is the strongest. Hero powers shouldn’t count so that you have some actual risk for smashing your own face. Instead of advancing the quest and padding your hand every turn.
DH could maybe stay at 5/6 mana. Cause realistically you have 5-8 useful cards to draw by the time the quest is done. priest can probably stay 5 cause you need to play turn 8 to finish the quest and the minion still requires you to draw the win.
At the end of the day the devs were Lazy for blanket making them 5 cost 7/7’s and they aren’t going to nerf the quests till next expansion …maybe …whomp whomp. 2 years of this stuff incoming.
How can you call it a quest line when it’s done that early? Someone rank the best and worst designed quests in HS history. I wonder if there’s a correlation with how easy the quest can be completed.
Here are some previous quests that are all harder to complete than the currect quest lines:
Restore 15 health, Summon 7 deathrattle minions, play 7 taunt minions, attack 5 times with your hero, summon 5 minions with 5 or more attack, discard 6 cards, play 5 reborn minions, cast 8 spells that didn't start in your deck, cast 10 spells, draw 20 cards, cast 6 spells on your minions, play 7 1-cost minions, summon 10 murlocs, summon 20 minions
In pretty much every case, the power spike for completing the quest was less than the current power spikes. So, relative to old quests, the new questlines (1) are easier to complete (2) give a bigger reward at completion, and (3) give additional rewards along the way.
They should all be slowed down. Mage could be 1 fire, 1 ice, 1 arcane on the same turn, for example. Make them plan it out and slow it down a bit.
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They are pretty much all too good at 5 mana. It’ll help delay the current insanity and less explosive turn when they are played.
Better for the game?
All? I dont think so...
Hunter 6 mana, DH 6 mana, mage 7 mana and maybe shaman 7 too
Warlock needs to be 50-50% in dmg, then they cant go fatigue and mana cheat so easy
I do think some of the quest (the easier ones) could have a more expensive reward, i dont think priest or rogue need it for example but i havent played much so i could be wrong.
That would make the quest dumb, pointless, and incredibly weak.
I'm all for nerfing Quest Warlock a bit, it's not a healthy deck, but this isn't the way to do it.
The only nerf needed is the Warlock quest. They need to make fatigue damage a seperate thing, it is not healthy to be rewarded for burning your 30 cards that quick.
Nerfing The Demon Seed would kill the entire class altogether. Stealer of Souls is the offender, not the quest itself. Without Stealer, going to fatigue is almost impossible for Warlock, because meta is too fast.
A good nerf for stealer of souls would be "the first card you draw in a turn can have its cost paid in health instead"
It would kill the class because Demon Seed almost single-handedly mitigates Warlock's biggest weakness - self-damage cards (I say almost, the healing cards also contribute). But the problem with that is that the self-damage cards are stronger than normal for their cost because self-damage is supposed to cover the remainder of the cost. Same goes with Shaman and its ways to clear overloads.
I play Warlock and love the class but I think the damage should be greater at each step and risk-reward game a little bit more risky for them. But, all classes suffer from power creep and stats reflect that so I think it all may be coming down to players' perception i.e. what people 'hate' vs 'don't mind' losing to. I think Warlock is no. 1 hate, which is why it will get nerfed eventually. Stats supporting it or not.
Well... no. Combo Warlock (D6 with SoS) uses quest to kill the opponent in one, big turn. Quest Zoolock has pretty much the same idea for win condition, but instead of combo, it uses self-damage cards to finish the quest first and then to kill the opponent. Handlock uses quest just to drop Flesh Giant faster, also to get a little bit of health back, but he actually completes the quest maybe in like 1 out of 20 games.
Self-damage cards are not even that strong nowadays and the most powerful at this point is probably Flame Imp, vanilla 3/2 for 1 mana or Raise Dead. Hecklefang Hyena is awful outside of quest, Knife Vendor is just OK. I mean, there's also non-quest Zoolock, and it runs pretty much the same cards minus The Demon Seed, so it's not like quest is allowing you to play something extra strong, that normally would be impossible because of Warlock's weakness.
Sure, but you can't nerf just Warlock, because that would kill the class. Power creep is so high right now, that you simply need to be fast and unfair to stay relevant. Darn, even Priest has become hyper aggro face deck, because it's the only way to go. I'm aware that 2x 8/8 on turn 5 is strong, but anything less wouldn't be good enough. That's how HS works now...
i hope the quest get a rework soon no matter how much you nerf it it will allways win vs control... so it need to made something else and not do what it do now
i allmost never see that card played so i dont know how this card is the problem???
They’re all too fast, except priest. When they said there would a three stage quest line, did anyone think all three stages would be complete by turn 6?
nvm its becouse i played wild so ofc i not see it there....
Not so sure about the Warrior one - I'd quite like to see that changed to 2 pirates for the first part from 3 - in think it would make it more viable
Like every single one of them besides priest are Guaranteed done by turn 6. I’ve played maybe 10/15 games outs of 200+ games w/quests this expansion where that wasn’t the case.
Hunter should be 7, cause I don’t think that after going face for 5-6 turns that you should get a turn 7 that’s a 7/7 and 4+ face damage.
warlock should be 7 mana and you should only get quest credit for PLAYING CARDS that dmg self. Its the only quest where the hero power advances the quest and is the strongest. Hero powers shouldn’t count so that you have some actual risk for smashing your own face. Instead of advancing the quest and padding your hand every turn.
DH could maybe stay at 5/6 mana. Cause realistically you have 5-8 useful cards to draw by the time the quest is done.
priest can probably stay 5 cause you need to play turn 8 to finish the quest and the minion still requires you to draw the win.
At the end of the day the devs were Lazy for blanket making them 5 cost 7/7’s and they aren’t going to nerf the quests till next expansion …maybe …whomp whomp. 2 years of this stuff incoming.
How can you call it a quest line when it’s done that early? Someone rank the best and worst designed quests in HS history. I wonder if there’s a correlation with how easy the quest can be completed.
Here are some previous quests that are all harder to complete than the currect quest lines:
Restore 15 health, Summon 7 deathrattle minions, play 7 taunt minions, attack 5 times with your hero, summon 5 minions with 5 or more attack, discard 6 cards, play 5 reborn minions, cast 8 spells that didn't start in your deck, cast 10 spells, draw 20 cards, cast 6 spells on your minions, play 7 1-cost minions, summon 10 murlocs, summon 20 minions
In pretty much every case, the power spike for completing the quest was less than the current power spikes. So, relative to old quests, the new questlines (1) are easier to complete (2) give a bigger reward at completion, and (3) give additional rewards along the way.
They should all be slowed down. Mage could be 1 fire, 1 ice, 1 arcane on the same turn, for example. Make them plan it out and slow it down a bit.