And that is how to balance nerf them without killing them.
They should just increase the legendary minion reward to 6 mana. That will slightly slow them down and prevent them to play it each time on the same turn they complete the quest (except priest obviously) so that at least a Mutanus counter may work sometimes.
This is definitely not a killer because 1) they can still play the minion on the same turn it is just slightly harder and 2) the opponent may not have Mutanus in the deck or hand
If the complaint is about Warlock, then you'd nerf the healing capabilities the class has, since it just negates any negative aspect about a card. Even the healing class Priest can't even compete with the amount that Warlock can regain back.
If the complaint is about Warlock, then you'd nerf the healing capabilities the class has, since it just negates any negative aspect about a card. Even the healing class Priest can't even compete with the amount that Warlock can regain back.
Lorewise Warlock doesn't 'heal' himself, he drains life. It is indeed a much more effective - albeit 'evil' - way of healing.
Yes, a Warlock has to pay for stuff with life, it's just not necessarily with his own.
Print anti-quest tech card. Problem solved. Tech cards should be a natural way to balance the meta but, I think, casual players hate when their one trick pony deck is countered. See Tickatus
What quest is the problem exactly? Mage, Warlock are no longer playing the quests. You're about 2 months behind my dear.
No you're about two weeks blind my dear.
After the initial new Alterac exp hype, they are all slowly coming back because they are still the best archetypes for certain classes.
Not sure why Warlock and Mage would be his initial examples, as Hunter and Warrior remain significant problem decks, especially in Wild. I've long said those quest rewards should be 7 mana, but at this point I'd settle for the suggested 6 cost.
What quest is the problem exactly? Mage, Warlock are no longer playing the quests. You're about 2 months behind my dear.
No you're about two weeks blind my dear.
After the initial new Alterac exp hype, they are all slowly coming back because they are still the best archetypes for certain classes.
Not sure why Warlock and Mage would be his initial examples, as Hunter and Warrior remain significant problem decks, especially in Wild. I've long said those quest rewards should be 7 mana, but at this point I'd settle for the suggested 6 cost.
haven't seen a quest in std for ages. wild is not relevant.
haven't seen a quest in std for ages. wild is not relevant.
Anecdotal evidence from a single individual (which, curiously enough, would be the exact same statement if you hadn't played a single game in months), and offhand dismissal of an entire format that uses the same cards as the Standard format. If this was "pointless comment Bingo" you'd have a full board, congrats!
haven't seen a quest in std for ages. wild is not relevant.
Anecdotal evidence from a single individual (which, curiously enough, would be the exact same statement if you hadn't played a single game in months), and offhand dismissal of an entire format that uses the same cards as the Standard format. If this was "pointless comment Bingo" you'd have a full board, congrats!
You're using words too big for your understanding. The game is balanced around standard, not wild, it's pretty well known by now. Only in extreme cases we see an intervention in wild, and at the moment only 3 of 15 tier 1-2 decks in standard are Quest decks. There is more than just quests going about, usually whine threads don't come from anyone with meta knowledge.
haven't seen a quest in std for ages. wild is not relevant.
Anecdotal evidence from a single individual (which, curiously enough, would be the exact same statement if you hadn't played a single game in months), and offhand dismissal of an entire format that uses the same cards as the Standard format. If this was "pointless comment Bingo" you'd have a full board, congrats!
You're using words too big for your understanding. The game is balanced around standard, not wild, it's pretty well known by now. Only in extreme cases we see an intervention in wild, and at the moment only 3 of 15 tier 1-2 decks in standard are Quest decks. There is more than just quests going about, usually whine threads don't come from anyone with meta knowledge.
It doesn't take much to comprehend how Hsreplay, Vicious Syndicate and Tempostorm meta snapshots work, but it's cute you believe that you have some superior intellect going on there.
Of course the game is "balance" (lulz) around the Standard format, but even if you insist on limiting yourself to that little pond, there are other players who choose the Wild format. So by your own admission, quests in Standard aren't really a thing. So why would you be opposed on a nerf to a couple of them to ultimately benefit Wild, a format you admit to not caring about? Any way I look at this, you don't have a dog in the fight.
This is a precise description of Wild. Not only it is very little - only a fraction of Standard, and I suppose negligible near to BG - it is also very rotten and smells badly. Most whine I read here is from Wild players - and they even don't find it necessary to mention the mode, as if it was natural for someone to play Wild. Very frustating and confusing.
Nope. Wild is dead ant is meant to be dead. Sure, it has a zombie ladder, same as a Classic mode, but if anyone cared about Wild there would have been a tournament or two per year. But as we know nobody cares about Standard tournaments - and never cared to begin with - so...
It leads me to conclusion that the sole purpose of Wild players is to whine in their masochistic ecstase about things that will never be "fixed". Surely this mode should have been renamed to Whild years ago.
They banned Warlock quest and did some balance changes around Wild cards earlier this year, it is not like they completely ignored Wild mode. It is just not on their priority list. The existence of the Mercenaries mode slowed their priorities even more.....
It is understandable that balance changes are considered around Standard format, but to make it easier for both modes, best is to ban Warrior/Hunter quest in Wild... so we don't have to ever worry about these and their balance changes again in Wild.
If you just play and care about Standard format, then these ban shouldn't affect your game anyway.
So if you want to whine about cards affecting wild mode, why don't you post in the wild section? It's very natural to assume that general constructed refers mainly to Standard, since it is by far the most played game mode. The wild pond is much smaller than standard, because you count the players, not the number of cards. I hope this finally enlightens you, darling.
And that is how to balance nerf them without killing them.
They should just increase the legendary minion reward to 6 mana. That will slightly slow them down and prevent them to play it each time on the same turn they complete the quest (except priest obviously) so that at least a Mutanus counter may work sometimes.
This is definitely not a killer because 1) they can still play the minion on the same turn it is just slightly harder and 2) the opponent may not have Mutanus in the deck or hand
What quest is the problem exactly? Mage, Warlock are no longer playing the quests. You're about 2 months behind my dear.
If the complaint is about Warlock, then you'd nerf the healing capabilities the class has, since it just negates any negative aspect about a card. Even the healing class Priest can't even compete with the amount that Warlock can regain back.
Lorewise Warlock doesn't 'heal' himself, he drains life. It is indeed a much more effective - albeit 'evil' - way of healing.
Yes, a Warlock has to pay for stuff with life, it's just not necessarily with his own.
Print anti-quest tech card. Problem solved. Tech cards should be a natural way to balance the meta but, I think, casual players hate when their one trick pony deck is countered. See Tickatus
Like "destroy enemy quest" card?
Oh they aren't? I must have been playing another card game in the last couple of days then, I guess.
That would be very funny....
I think iron deep trogg does a good job. Necessary evil.
No you're about two weeks blind my dear.
After the initial new Alterac exp hype, they are all slowly coming back because they are still the best archetypes for certain classes.
Not sure why Warlock and Mage would be his initial examples, as Hunter and Warrior remain significant problem decks, especially in Wild. I've long said those quest rewards should be 7 mana, but at this point I'd settle for the suggested 6 cost.
haven't seen a quest in std for ages. wild is not relevant.
Anecdotal evidence from a single individual (which, curiously enough, would be the exact same statement if you hadn't played a single game in months), and offhand dismissal of an entire format that uses the same cards as the Standard format. If this was "pointless comment Bingo" you'd have a full board, congrats!
You're using words too big for your understanding. The game is balanced around standard, not wild, it's pretty well known by now. Only in extreme cases we see an intervention in wild, and at the moment only 3 of 15 tier 1-2 decks in standard are Quest decks. There is more than just quests going about, usually whine threads don't come from anyone with meta knowledge.
It doesn't take much to comprehend how Hsreplay, Vicious Syndicate and Tempostorm meta snapshots work, but it's cute you believe that you have some superior intellect going on there.
Of course the game is "balance" (lulz) around the Standard format, but even if you insist on limiting yourself to that little pond, there are other players who choose the Wild format. So by your own admission, quests in Standard aren't really a thing. So why would you be opposed on a nerf to a couple of them to ultimately benefit Wild, a format you admit to not caring about? Any way I look at this, you don't have a dog in the fight.
This is a precise description of Wild. Not only it is very little - only a fraction of Standard, and I suppose negligible near to BG - it is also very rotten and smells badly. Most whine I read here is from Wild players - and they even don't find it necessary to mention the mode, as if it was natural for someone to play Wild. Very frustating and confusing.
Nope. Wild is dead ant is meant to be dead. Sure, it has a zombie ladder, same as a Classic mode, but if anyone cared about Wild there would have been a tournament or two per year. But as we know nobody cares about Standard tournaments - and never cared to begin with - so...
It leads me to conclusion that the sole purpose of Wild players is to whine in their masochistic ecstase about things that will never be "fixed". Surely this mode should have been renamed to Whild years ago.
They banned Warlock quest and did some balance changes around Wild cards earlier this year, it is not like they completely ignored Wild mode. It is just not on their priority list. The existence of the Mercenaries mode slowed their priorities even more.....
It is understandable that balance changes are considered around Standard format, but to make it easier for both modes, best is to ban Warrior/Hunter quest in Wild... so we don't have to ever worry about these and their balance changes again in Wild.
If you just play and care about Standard format, then these ban shouldn't affect your game anyway.
So if you want to whine about cards affecting wild mode, why don't you post in the wild section? It's very natural to assume that general constructed refers mainly to Standard, since it is by far the most played game mode. The wild pond is much smaller than standard, because you count the players, not the number of cards. I hope this finally enlightens you, darling.
Hungriest Crab
2 mana 1/2
Destroy all quests in play, in hands, and in decks. Gain +1/+1 for each quest destroyed this way.
Also in players' collection. That will show them.