new HS year is usually in April, and this set was released in December. So safe to assume mid Feb so its halfway between this xpac release and the new year rotation
Don't get too excited. Questlines are still a thing. Until they get addressed what's the point?
The "perfect world" solution is to print a card that says "Battlecry: Destroy the Enemy's quest or questline spell",
The "I'll settle for" solution would be to print a card that says "Battlecry: RETURN the enemy's quest or questline spell to their hand" and the rule would be once it's returned to hand the quest resets back to the start.
But hey, the balance teams being what they are I doubt they'll be addressed at all.
Don't get too excited. Questlines are still a thing. Until they get addressed what's the point?
The "perfect world" solution is to print a card that says "Battlecry: Destroy the Enemy's quest or questline spell",
The "I'll settle for" solution would be to print a card that says "Battlecry: RETURN the enemy's quest or questline spell to their hand" and the rule would be once it's returned to hand the quest resets back to the start.
But hey, the balance teams being what they are I doubt they'll be addressed at all.
This dumb idea of a tech card is regurgitated so often on these forums that it makes me chuckle a bit more every time.
1. Tech cards are bad. If you added ooze to your deck before you made your deck substantially worse vs non-weapon classes, while not solving the problem against weapon classes most of the time. Since you don't draw it, or cannot time it efficiently to not be at a tempo loss. Now with Viper, it's a bit better because you can trade it, but it's still a bad inclusion in most decks.
2. Why would you want a card that basically says win the game against quest decks? How would quest players feel? It's better to just retire the quests at rotation (like genn and baku) rather than print this horrible spite card. Also if this exists as a quest killer, nobody would play quests anymore, nobody will want to buy packs from that set, so it's not only a disaster from blizzard's perspective, it's admitting a mistake (and there is a long debate about quests being a mistake or not) and coming up with a horrible solution like a quest destruction card.
At competent levels (diamond through legend), quest decks are not even tier 1, and only warrior, rogue and warlock see a winrate just barely above 50%. Quests are fine now, we have to see post nerf, some will become much more dominant (like quest rogue for example), but I doubt they are going to dominate the meta. And if they do, it's very easy to soft nerf their stages until they hit the right spot in terms of power level.
So to everyone having wet dreams about quest destruction cards, keep dreaming.
just allow mulligans when you know your opponent... for example a sollution would be to add 3 joker slots in the deck, that you can fill with 3 choices... a 0 mana card that lets you discover one of the 3 options you chose... being a counter to a specific deck (Golakka Crawler), a card that turns the tides when needed (Flamestrike), or just finishes off your opponent when low on health (Fireball).
Rule should be to respect the 2 card in a deck rule, so if you allready have 2 fireballs in your deck, you cant put it in a joker card, and it has to be from you class.
this would allow people to run specific tech cards against certain decks, and still have a decent card in the pool to use against decks that arent targeted with the techcard...
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To live is to suffer, to survive is to find meaning in the suffer!
i understand the butt hurt of losing to some quests but please dont suggest idiotic ideas like destory the enemy quest, thank god u dont work at a balancing team.
Easily bump the requirement by 1-2 more just like they did with warlock over and over again, or make the reward cost 7-8 mana to play it is a bloody 7-7 with a strong effect why is it 5 mana only anyway.
Are quests really that much of a problem right now? The only quest deck I see consistently on ladder is Pirate Warrior, and that's getting nerfed tomorrow. It seems to me that the most problematic quests have been nerfed enough to have reached an appropriate power level, and many of them will get weaker with rotation: Warlock is losing Raise Dead and Backfire, Mage is losing Brain Freeze, Primordial Studies and Cram Session, Shaman is losing Lightning Bloom, Instructor Fireheart and Serpentshrine Portal, just to name some of the most prevalent cards.
Don't get too excited. Questlines are still a thing. Until they get addressed what's the point?
No, Questlines are not a thing. Quest Warrior is still present, but it's getting nerfed into oblivion tomorrow. Quest Rogue may actually come back after the balance changes, but Rogue overall is losing some of its most powerful tools.
If you are still losing consistently to Questlines, you are a bad player and have no business giving advice to strangers on forums.
I think that it would be cool to bring back some old mechanics in the mini-set, like a card with overkill: deal the excess damage to the enemy hero and honorable kill: restore this minion to full health, or an nature spell for druid that is 2 cost and has "echo, give your hero +2 attack this turn".
Don't get too excited. Questlines are still a thing. Until they get addressed what's the point?
The "perfect world" solution is to print a card that says "Battlecry: Destroy the Enemy's quest or questline spell",
The "I'll settle for" solution would be to print a card that says "Battlecry: RETURN the enemy's quest or questline spell to their hand" and the rule would be once it's returned to hand the quest resets back to the start.
But hey, the balance teams being what they are I doubt they'll be addressed at all.
This dumb idea of a tech card is regurgitated so often on these forums that it makes me chuckle a bit more every time.
i understand the butt hurt of losing to some quests but please dont suggest idiotic ideas like destory the enemy quest, thank god u dont work at a balancing team.
I guess everyone just conveniently forgets Oh My Yogg! is a thing and unless your opponent knows its that specific secret and burn the coin first, there is plenty of GOTCHA moments in hearthstone clip compilations.
Rollback Post to RevisionRollBack
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Anybody knows aprox. release date?
Somewhere between now and then.
half february i think... or 2 weeks after upcomming patch... something like that... nothing official yet
To live is to suffer, to survive is to find meaning in the suffer!
new HS year is usually in April, and this set was released in December. So safe to assume mid Feb so its halfway between this xpac release and the new year rotation
Ur welcome.
I forget. How much gold to buy the set?
2.000 gold I guess
Don't get too excited. Questlines are still a thing. Until they get addressed what's the point?
The "perfect world" solution is to print a card that says "Battlecry: Destroy the Enemy's quest or questline spell",
The "I'll settle for" solution would be to print a card that says "Battlecry: RETURN the enemy's quest or questline spell to their hand" and the rule would be once it's returned to hand the quest resets back to the start.
But hey, the balance teams being what they are I doubt they'll be addressed at all.
This dumb idea of a tech card is regurgitated so often on these forums that it makes me chuckle a bit more every time.
1. Tech cards are bad. If you added ooze to your deck before you made your deck substantially worse vs non-weapon classes, while not solving the problem against weapon classes most of the time. Since you don't draw it, or cannot time it efficiently to not be at a tempo loss. Now with Viper, it's a bit better because you can trade it, but it's still a bad inclusion in most decks.
2. Why would you want a card that basically says win the game against quest decks? How would quest players feel? It's better to just retire the quests at rotation (like genn and baku) rather than print this horrible spite card. Also if this exists as a quest killer, nobody would play quests anymore, nobody will want to buy packs from that set, so it's not only a disaster from blizzard's perspective, it's admitting a mistake (and there is a long debate about quests being a mistake or not) and coming up with a horrible solution like a quest destruction card.
At competent levels (diamond through legend), quest decks are not even tier 1, and only warrior, rogue and warlock see a winrate just barely above 50%. Quests are fine now, we have to see post nerf, some will become much more dominant (like quest rogue for example), but I doubt they are going to dominate the meta. And if they do, it's very easy to soft nerf their stages until they hit the right spot in terms of power level.
So to everyone having wet dreams about quest destruction cards, keep dreaming.
just allow mulligans when you know your opponent... for example a sollution would be to add 3 joker slots in the deck, that you can fill with 3 choices... a 0 mana card that lets you discover one of the 3 options you chose... being a counter to a specific deck (Golakka Crawler), a card that turns the tides when needed (Flamestrike), or just finishes off your opponent when low on health (Fireball).
Rule should be to respect the 2 card in a deck rule, so if you allready have 2 fireballs in your deck, you cant put it in a joker card, and it has to be from you class.
this would allow people to run specific tech cards against certain decks, and still have a decent card in the pool to use against decks that arent targeted with the techcard...
To live is to suffer, to survive is to find meaning in the suffer!
Good morning, pretty shit idea btw
Were do you guys get this ideas from?
i understand the butt hurt of losing to some quests but please dont suggest idiotic ideas like destory the enemy quest, thank god u dont work at a balancing team.
Easily bump the requirement by 1-2 more just like they did with warlock over and over again, or make the reward cost 7-8 mana to play it is a bloody 7-7 with a strong effect why is it 5 mana only anyway.
Are quests really that much of a problem right now? The only quest deck I see consistently on ladder is Pirate Warrior, and that's getting nerfed tomorrow. It seems to me that the most problematic quests have been nerfed enough to have reached an appropriate power level, and many of them will get weaker with rotation: Warlock is losing Raise Dead and Backfire, Mage is losing Brain Freeze, Primordial Studies and Cram Session, Shaman is losing Lightning Bloom, Instructor Fireheart and Serpentshrine Portal, just to name some of the most prevalent cards.
No, Questlines are not a thing. Quest Warrior is still present, but it's getting nerfed into oblivion tomorrow. Quest Rogue may actually come back after the balance changes, but Rogue overall is losing some of its most powerful tools.
If you are still losing consistently to Questlines, you are a bad player and have no business giving advice to strangers on forums.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I think that it would be cool to bring back some old mechanics in the mini-set, like a card with overkill: deal the excess damage to the enemy hero and honorable kill: restore this minion to full health, or an nature spell for druid that is 2 cost and has "echo, give your hero +2 attack this turn".
All I want is a card that punishes spell-heavy and no minion decks.
Trogg could've been it, but they smothered it in the crib.
I don't care at all about the new mini set.
I would like to see a use for the surplus of coins of mercenaries like Blizz promised.
22.4 will likely be a Mercenaries-centric patch, as that's when they mentioned having a "permanent fix for training grounds"
I guess everyone just conveniently forgets Oh My Yogg! is a thing and unless your opponent knows its that specific secret and burn the coin first, there is plenty of GOTCHA moments in hearthstone clip compilations.