Quest Warrior isn't even the strongest deck in Standard right now. And general win rate statistics aren't something that can be used to prove the strenght of a deck. For example, Grim Patron Warrior was, arguably, the strongest deck in HS history and yet it had winrate under 50%, because it was also one of the hardest decks to pilot properly. And that's why many players feel like Quest Warrior is OP, because it's one of the least punishing decks if not played properly and one of the most punishing decks if not played properly against.
Quest Warrior isn't even the strongest deck in Standard right now. And general win rate statistics aren't something that can be used to prove the strenght of a deck. For example, Grim Patron Warrior was, arguably, the strongest deck in HS history and yet it had winrate under 50%, because it was also one of the hardest decks to pilot properly. And that's why many players feel like Quest Warrior is OP, because it's one of the least punishing decks if not played properly and one of the most punishing decks if not played properly against.
Wow, i haven't heard this much verbal diarrhea in a long time.... First off, quest warrior is, by a large margin the strongest deck in the meta right now, globally, in legend and in top 100 legend. In top 100 it has only 2 matchups below 50% winrate: hand warlock and aggro druid.
On the grim patron part, first off, grim patron warrior hard to play? On what planet? :D The gameplan of that deck was literally 'mull for patron and any of inner rage, whirlwind or frostbite and roll your opponent at turn 6 or refill with battle rage if the opponent managed to clear any', it was arguably easier to play than face hunter. Also, grim patron warrior the 'strongest deck ever', really? With decks like the pre-nerf versions of Infinite druid, Raza priest, Cube lock and Baku hunter, Undertaker hunter, Galakrond shaman etc in the history? I could probably name about 20 other decks before even considering grim patron warrior for that title. At the time, the only deck that could beat it consistently was control warrior:
The highest winrate it achieved in it's timespan is 78% in legend, and Blizzard literally had to pull 3 rounds of nerfs of it to get it right. The fact that you are calling quest warrior and grim patron warrior 'hard to play' decks show that you have absolutely no idea what you are talking about though, nuff said...
Mr Smite is the biggest problem that I see with it. If the juggernaut spawns him and the warrior has 1-2 pirates in hand (which they usually do) its instant 10+ dmg not even counting the weapon they randomly get.
I don't get WHY they made such a high damage charge minion after going totally away from them in favor of rush... I just don't get it. Of make him not have charge and just grant it at least that would tone it down. It's seeing play in other decks and offering ridiculous burst (buff pally, rogue and their shadowstep shenanigans) but at least those aren't as oppressive as pirate warrior.
I'd like them to nerf stats at the very least... otherwise reduce its cost 1 and make it Rush give your other pirates rush. Then it could be used to clear boards but not as 10+ burst out of nowhere.
I got killed by a random generated Mr Smite topped with random Gorehowl into a played Mr Smite and the 3/3 bomb your opponent. 26 damage ( 2 overkill). Yeah I know that's rare and RNG.. but still pretty disgusting.
#OutOfSalt
It is clear that the current Blizzard team 5 has no experienced designers left and the cards are created\designed by excited kids with no regards to the balance or health for the game.
The only chance for this game to survive is that the corporate bosses will notice a huge player drop and then resign the developers to other projects, so they can hire professional people for the game.
We need massive amounts of nerfs for wild so it can be fun again.
I've played only 15 matches this season in wild. 6 were pirate warrior, 4 were questline hunter and some mages and shaman sneaked in surprisingly.
Edit: I've actually won all 10 with even giantlock but it's simply not fun
I echo this sentiment. HS nowadays feels like an optimal curve race in which whoever curves out better cards each turn (i.e. wins the draw RNG coinflip) quite simply wins the game. I have observed this effect in standard and wild, and while it is particularly noticeable with pirate warrior, I feel that it applies to the vast majority of meta decks to greater or lesser degrees. It is perhaps less obvious with decks that win via otk like ignite mage or even warlock, but the premise of advancing towards a singular win condition by simply drawing cards and removing threats does feel similar in that it is equally undemanding from a skill perspective and quite frankly boring to play against. For me, it feels like we've arrived at a juncture wherein the archetypes that comprise the meta are so well optimized that there is virtually no room for error and that consequently the outcome of matchups is becoming more and more heavily predicated on luck as opposed to actual skill. Quite simply, whoever draws better cards almost ways wins, as outplay potential has become greatly diminished.
So I don't know if people know this but I found that Quest paladin with a low curve and a bunch of healing completely eradicates quest warrior, even if they get their quest rewards before you do
Not so great against other decks but hey, it's not the point
And Righteous Defense is a ridiculously strong card against aggro even on curve on a stupid 2/4 or something, board debuff and hand buff is a wonderful combination for a card, again I don't know if this is new or meta to all of you, I didn't play for a while
We need massive amounts of nerfs for wild so it can be fun again.
I've played only 15 matches this season in wild. 6 were pirate warrior, 4 were questline hunter and some mages and shaman sneaked in surprisingly.
Edit: I've actually won all 10 with even giantlock but it's simply not fun
I echo this sentiment. HS nowadays feels like an optimal curve race in which whoever curves out better cards each turn (i.e. wins the draw RNG coinflip) quite simply wins the game.
It has always been the case. Moreso in "vanilla" HS
I echo this sentiment. HS nowadays feels like an optimal curve race in which whoever curves out better cards each turn (i.e. wins the draw RNG coinflip) quite simply wins the game.
It has always been the case. Moreso in "vanilla" HS
Perhaps to a certain extent that is true, but rarely (if ever) in my experience to the degree that it is the case today. Although I have noticed that it is very much like that in classic. Certainly it hasn't been like this in more midrange/control oriented metas for obvious reasons: midrange and control decks don't need to curve out a better card than their opponent every turn in order to win a match.
Not even gonna try to argue someone who said this:
"On the grim patron part, first off, grim patron warrior hard to play? On what planet? :D The gameplan of that deck was literally 'mull for patron and any of inner rage, whirlwind or frostbite and roll your opponent at turn 6 or refill with battle rage if the opponent managed to clear any', it was arguably easier to play than face hunter."
My biggest problem is the damned deadmines cards. The cannoner and Smite are a bit too much it gives so much unexpected damage for which you cant prepare. They should never printed these two cards when they play them I always loose no matter what.
I know it's just bad rng and this kind of thing happens, but fuck, the last pirate warrior I played was gifted a Gorehowl 3 turns in a row after he played Rokara. Granted, by the time the 3rd came out, it was waaay overkill. Just added a bit of insult to injury.
At least this game he wasn't ALSO gifted a Mr Smite...
Quest warriors reward should be changed. First turn it summons an extra pirate. The turn thereafter it deals twice 2 damage to 2 random enemies. And the turn after it summons a pirate again. It switches each turn.
Quest warriors reward should be changed. First turn it summons an extra pirate. The turn thereafter it deals twice 2 damage to 2 random enemies. And the turn after it summons a pirate again. It switches each turn.
that's actually a cool idea. To just swap what it does each turn. Nice. Some might say it's too weak then but it already draws a weapon that draws 2 minions + it deals 4 damage for second stage
Quest warriors reward should be changed. First turn it summons an extra pirate. The turn thereafter it deals twice 2 damage to 2 random enemies. And the turn after it summons a pirate again. It switches each turn.
Game after game of playing against stupid quest pirate warriors and it's disgusting how easily they come back from skipping turn 1 and turn the board around.
They complete the quest consistently on turn 5 or 6, while removing my board and damaging my face and barely ever running out of resources. I know Blizz are probably waiting to see how the new expac changes things up, but this sort of deck should never have made it through testing, and definitely didn't need the buffs that accompanied the mini-set (I mean seriously - did a "4/5 rush, frenzy: draw a card" really need a buff?).
The more I play, the more i'm convinced that the juggernaught isn't the main problem. It's all the stupidly high tempo cards along the way AND the reward from the various stages of the quest. It's just so difficult to stick a minion while they easily clear your minions while developing the board.
It boggles the mind that Blizz think it's OK, it truly does.
Quest Warrior isn't even the strongest deck in Standard right now. And general win rate statistics aren't something that can be used to prove the strenght of a deck. For example, Grim Patron Warrior was, arguably, the strongest deck in HS history and yet it had winrate under 50%, because it was also one of the hardest decks to pilot properly. And that's why many players feel like Quest Warrior is OP, because it's one of the least punishing decks if not played properly and one of the most punishing decks if not played properly against.
Wow, i haven't heard this much verbal diarrhea in a long time....
First off, quest warrior is, by a large margin the strongest deck in the meta right now, globally, in legend and in top 100 legend. In top 100 it has only 2 matchups below 50% winrate: hand warlock and aggro druid.
On the grim patron part, first off, grim patron warrior hard to play? On what planet? :D The gameplan of that deck was literally 'mull for patron and any of inner rage, whirlwind or frostbite and roll your opponent at turn 6 or refill with battle rage if the opponent managed to clear any', it was arguably easier to play than face hunter.
Also, grim patron warrior the 'strongest deck ever', really? With decks like the pre-nerf versions of Infinite druid, Raza priest, Cube lock and Baku hunter, Undertaker hunter, Galakrond shaman etc in the history? I could probably name about 20 other decks before even considering grim patron warrior for that title.
At the time, the only deck that could beat it consistently was control warrior:
The highest winrate it achieved in it's timespan is 78% in legend, and Blizzard literally had to pull 3 rounds of nerfs of it to get it right.
The fact that you are calling quest warrior and grim patron warrior 'hard to play' decks show that you have absolutely no idea what you are talking about though, nuff said...
It is clear that the current Blizzard team 5 has no experienced designers left and the cards are created\designed by excited kids with no regards to the balance or health for the game.
The only chance for this game to survive is that the corporate bosses will notice a huge player drop and then resign the developers to other projects, so they can hire professional people for the game.
We need massive amounts of nerfs for wild so it can be fun again.
I've played only 15 matches this season in wild. 6 were pirate warrior, 4 were questline hunter and some mages and shaman sneaked in surprisingly.
Edit: I've actually won all 10 with even giantlock but it's simply not fun
I echo this sentiment. HS nowadays feels like an optimal curve race in which whoever curves out better cards each turn (i.e. wins the draw RNG coinflip) quite simply wins the game. I have observed this effect in standard and wild, and while it is particularly noticeable with pirate warrior, I feel that it applies to the vast majority of meta decks to greater or lesser degrees. It is perhaps less obvious with decks that win via otk like ignite mage or even warlock, but the premise of advancing towards a singular win condition by simply drawing cards and removing threats does feel similar in that it is equally undemanding from a skill perspective and quite frankly boring to play against. For me, it feels like we've arrived at a juncture wherein the archetypes that comprise the meta are so well optimized that there is virtually no room for error and that consequently the outcome of matchups is becoming more and more heavily predicated on luck as opposed to actual skill. Quite simply, whoever draws better cards almost ways wins, as outplay potential has become greatly diminished.
Its way too strong atm. all im facing on ladder is pirate cunts.. Hope they fix this problem soon! its a fcking diseases that needs a cure..
So I don't know if people know this but I found that Quest paladin with a low curve and a bunch of healing completely eradicates quest warrior, even if they get their quest rewards before you do
Not so great against other decks but hey, it's not the point
And Righteous Defense is a ridiculously strong card against aggro even on curve on a stupid 2/4 or something, board debuff and hand buff is a wonderful combination for a card, again I don't know if this is new or meta to all of you, I didn't play for a while
I'm doing well with evolve shaman :)
It has always been the case. Moreso in "vanilla" HS
Perhaps to a certain extent that is true, but rarely (if ever) in my experience to the degree that it is the case today. Although I have noticed that it is very much like that in classic. Certainly it hasn't been like this in more midrange/control oriented metas for obvious reasons: midrange and control decks don't need to curve out a better card than their opponent every turn in order to win a match.
Not even gonna try to argue someone who said this:
"On the grim patron part, first off, grim patron warrior hard to play? On what planet? :D The gameplan of that deck was literally 'mull for patron and any of inner rage, whirlwind or frostbite and roll your opponent at turn 6 or refill with battle rage if the opponent managed to clear any', it was arguably easier to play than face hunter."
So much for your understanding of the game.
My biggest problem is the damned deadmines cards. The cannoner and Smite are a bit too much it gives so much unexpected damage for which you cant prepare. They should never printed these two cards when they play them I always loose no matter what.
How do you play quest pala with low curve and a bunch if healing? I want decklist!
I know it's just bad rng and this kind of thing happens, but fuck, the last pirate warrior I played was gifted a Gorehowl 3 turns in a row after he played Rokara. Granted, by the time the 3rd came out, it was waaay overkill. Just added a bit of insult to injury.
At least this game he wasn't ALSO gifted a Mr Smite...
Quest warriors reward should be changed. First turn it summons an extra pirate. The turn thereafter it deals twice 2 damage to 2 random enemies. And the turn after it summons a pirate again. It switches each turn.
that's actually a cool idea. To just swap what it does each turn. Nice.
Some might say it's too weak then but it already draws a weapon that draws 2 minions + it deals 4 damage for second stage
it should be killed like they did with mage quest
Game after game of playing against stupid quest pirate warriors and it's disgusting how easily they come back from skipping turn 1 and turn the board around.
They complete the quest consistently on turn 5 or 6, while removing my board and damaging my face and barely ever running out of resources. I know Blizz are probably waiting to see how the new expac changes things up, but this sort of deck should never have made it through testing, and definitely didn't need the buffs that accompanied the mini-set (I mean seriously - did a "4/5 rush, frenzy: draw a card" really need a buff?).
The more I play, the more i'm convinced that the juggernaught isn't the main problem. It's all the stupidly high tempo cards along the way AND the reward from the various stages of the quest. It's just so difficult to stick a minion while they easily clear your minions while developing the board.
It boggles the mind that Blizz think it's OK, it truly does.
Don't forget jugger summoning Smite, allowing for 8+ mana worth of charge, but that's not helping the argument I suppose.
Hey sorry I didn't see your message before, I will give you my list later today