Why does Blizzard refuse to see the problem this card creates in quest warlock? It is not even about the quest itself. They could just leave it as it is. The whole problem is in Crystallizer. For freaking one mana they get 5 hp advance in the quest with 0 downsides. And after the quest is complete they go face with it. They should just nerf this single card and the whole archetype would not be out of control anymore.
I really do not understand what the heck goes through their minds sometimes.
completely agree, but they dont give a f. quest lock has to be one of the most oppressive decks for me personally. same goes with mages having 10 iceblocks a game etc, at least they are not that popular
Nerf one deck and you will see another, quest lock is not the best in wild right now, even my combopriest with naga+elem has like 99% winrate against them
there are more stupid decks that stomp ladder right now, for example dh that can fill board with pirates and burn your mana every turn, or shadow/combo priest that ends game by turn 3-5 too, new grave horror version doesn't even require you to use minions, they will spam the board with 7/8 kiddos on turn 3-4 as pack rogue was doing some months ago
There’s a lot that needs fixing in Wild if Blizzard cared to appease the fan base with significant changes. The meta is very oppressed by decks like Quest Lock that require you to play one specific style-or lose. There are many others that have the same effect.
the yarn about nerfs to Quest Lock making it unplayable are not true- the deck has already had nerfs yet bounced back due to the nature of the play style getting many new cards printed that support and supplement it’s arsenal of abusive cards.
besides, trying to crystal ball guess what the meta will consist of after a nerf is pretty far fetched… who knows, nerfing Quest Lock may see a resurgence of additional Warlock decks such as Reno Lock or Cube Lock, or god forbid, something creative and original.
Nerf one deck and you will see another, quest lock is not the best in wild right now, even my combopriest with naga+elem has like 99% winrate against them
there are more stupid decks that stomp ladder right now, for example dh that can fill board with pirates and burn your mana every turn, or shadow/combo priest that ends game by turn 3-5 too, new grave horror version doesn't even require you to use minions, they will spam the board with 7/8 kiddos on turn 3-4 as pack rogue was doing some months ago
Really? And you know why so many aggro decks swarm wild? Guess. Because decks like quest warlock shuts every control deck out. No control deck? Enjoy the retarded aggro feast.
Really? And you know why so many aggro decks swarm wild? Guess. Because decks like quest warlock shuts every control deck out. No control deck? Enjoy the extravagant aggro feast.
i am not enjoying it, but it seems anyone who is playing "control" deck (play one card per turn till fatigue like in 2013? i don't know what does this even mean in modern hearthstone) is doomed to lose any other deck whose win-condition is set on turns 3-7, and there are plenty of them
if we determine a "control" deck as a deck who plays not aggresively, there are still some of them, the most usual example in wild ladder is a hostage mage, others are various xl decks that try not to lose early and play lategame without any good wincondition (still dies to manaburn dh)
95% of "good" (that are ok for getting legend, tier 1-2) decks in wild are either otk/two turn kill or hyper aggro which is the same two turn kill deck, just get a super good highroll like 99999 pirates in turn 1 and manaburn or 2 voidtouched attendant turn 2, if you highroll don't worry you will still win turn 3 or 4 probably
so what i mean, in the world where now exist 5+ famous decks that end game by turn 7 very often, there is no room for control decks, they have so many various wincondition (lion hunter, otk/ttk buff priest, shadow priest, pirate dh/rogue, seedlock), they just get their solitaire faster than you do, and even if you create a brilliant deck against all of them, you will still lose to all other decks like hostage mage, quest dh, charge druid and some shitty tier3 decks
it's not about rock paper scissors anymore, you just need to win faster than your opponent
There are too little control decks that even work on HearthStone anymore. OTK Decks beat control, Aggro decks are too fast, they also beat control, midrange decks have access to almost "infinite" value engines so they beat control, combo decks beat control. The devs always punish decks that try to win by pure value (even if you include a "I win" card) rewarding decks that just play cards on curve every turn with tons of mana cheap and over value cards. I have not seem not even 1 great AoE for some of the old fashion control classes in YEARS.
Why does Blizzard refuse to see the problem this card creates in quest warlock? It is not even about the quest itself. They could just leave it as it is. The whole problem is in Crystallizer. For freaking one mana they get 5 hp advance in the quest with 0 downsides. And after the quest is complete they go face with it.
They should just nerf this single card and the whole archetype would not be out of control anymore.
I really do not understand what the heck goes through their minds sometimes.
completely agree, but they dont give a f. quest lock has to be one of the most oppressive decks for me personally. same goes with mages having 10 iceblocks a game etc, at least they are not that popular
i don't agree. Questlock is the only meta deck for warlock and this nerf would obliterate warlock out of the meta completely.
Also, this deck is not the fastest deck in wild. there are at least 3 decks faster that I can think of.
what do you play? I bet your most played class has a 'broken' card as well and you ignore that just because you play it often.
Nerf one deck and you will see another, quest lock is not the best in wild right now, even my combopriest with naga+elem has like 99% winrate against them
https://www.hsguru.com/decks?format=1&rank=legend
there are more stupid decks that stomp ladder right now, for example dh that can fill board with pirates and burn your mana every turn, or shadow/combo priest that ends game by turn 3-5 too, new grave horror version doesn't even require you to use minions, they will spam the board with 7/8 kiddos on turn 3-4 as pack rogue was doing some months ago
There’s a lot that needs fixing in Wild if Blizzard cared to appease the fan base with significant changes. The meta is very oppressed by decks like Quest Lock that require you to play one specific style-or lose. There are many others that have the same effect.
the yarn about nerfs to Quest Lock making it unplayable are not true- the deck has already had nerfs yet bounced back due to the nature of the play style getting many new cards printed that support and supplement it’s arsenal of abusive cards.
besides, trying to crystal ball guess what the meta will consist of after a nerf is pretty far fetched… who knows, nerfing Quest Lock may see a resurgence of additional Warlock decks such as Reno Lock or Cube Lock, or god forbid, something creative and original.
Really? And you know why so many aggro decks swarm wild? Guess. Because decks like quest warlock shuts every control deck out. No control deck? Enjoy the retarded aggro feast.
Then play control decks to beat aggro decks? :D
rock, paper, scissors system lol
i am not enjoying it, but it seems anyone who is playing "control" deck (play one card per turn till fatigue like in 2013? i don't know what does this even mean in modern hearthstone) is doomed to lose any other deck whose win-condition is set on turns 3-7, and there are plenty of them
if we determine a "control" deck as a deck who plays not aggresively, there are still some of them, the most usual example in wild ladder is a hostage mage, others are various xl decks that try not to lose early and play lategame without any good wincondition (still dies to manaburn dh)
95% of "good" (that are ok for getting legend, tier 1-2) decks in wild are either otk/two turn kill or hyper aggro which is the same two turn kill deck, just get a super good highroll like 99999 pirates in turn 1 and manaburn or 2 voidtouched attendant turn 2, if you highroll don't worry you will still win turn 3 or 4 probably
so what i mean, in the world where now exist 5+ famous decks that end game by turn 7 very often, there is no room for control decks, they have so many various wincondition (lion hunter, otk/ttk buff priest, shadow priest, pirate dh/rogue, seedlock), they just get their solitaire faster than you do, and even if you create a brilliant deck against all of them, you will still lose to all other decks like hostage mage, quest dh, charge druid and some shitty tier3 decks
it's not about rock paper scissors anymore, you just need to win faster than your opponent
There are too little control decks that even work on HearthStone anymore. OTK Decks beat control, Aggro decks are too fast, they also beat control, midrange decks have access to almost "infinite" value engines so they beat control, combo decks beat control. The devs always punish decks that try to win by pure value (even if you include a "I win" card) rewarding decks that just play cards on curve every turn with tons of mana cheap and over value cards. I have not seem not even 1 great AoE for some of the old fashion control classes in YEARS.
This is a contextually powerful card in Wild, a format that needs to work exactly like that.
The real culprit in Quest Lock is Darkglare. It allows for amounts of mana cheating that is too much even for the Wild format.