I've seen many people talk about how the Warlock Questline should be changed/reworked, but how? There are two ideas that come to mind for me. For the record, these are just ideas, as should the comments of this thread. I don't have a huge opinion on the "This card's broken/This card's not broken" debates, I'm more interested in seeing what ideas people come up with to how cards could look/feel to make playing against them less dull.
1. Increase the amount of damage taken for Questline steps
This is the most common option you will see people say, but in my opinion is also weakest option I feel that could be done, but nonetheless, still an option. With most of Warlock's self damage cards dealing mostly 2-3 damage per card, this would slow down the quest completion slightly. However, there is still the issue of Stealer of Souls allowing Warlocks to take even more self damage, allowing them to complete steps of the Questline faster and also saving those cards for after playing Tamsin. Which brings me to my second option.
2. Change the Questline from "Take X amount of damage" to "Take damage X amount of times"
My main issue with the Questline is how easily Warlocks can take X amount of damage, along with Stealer of Souls. If they change it to take damage X amount of times, I believe this would slow down the Questline greatly, while also making Warlocks wait longer to play Stealer of Souls to use after Tamsin.
(There is also the option of changing/reworking Tamsin, but I couldn't really think of any ideas other than common ideas like "exclude fatigue damage", so if anyone has ideas for changes/reworks for Tamsin, I'd love to see them.)
Simple: change it so cards/effects that cost life instead of mana don't count as damage.
Stealer of Souls stops counting towards progression and doesn't outright murder the opponent post completion, and simultaneously fixes the issue where it had to be banned out of wild for it's interaction with immune cards.
Simple: change it so cards/effects that cost life instead of mana don't count as damage.
Stealer of Souls stops counting towards progression and doesn't outright murder the opponent post completion, and simultaneously fixes the issue where it had to be banned out of wild for it's interaction with immune cards.
Win win win.
Yeah it needs to be "damage dealt by effect" and not "health paid".
I think it would be good if the card required you to take all the damage for each step in a single turn, like the Demon Hunter questline does. That would help slow it down on turns 2 and 3.
And Darkglare needs to just be changed so that it’s not the same card anymore. Being able to draw and play half your deck on turn 4 isn’t much better than being able to draw and play half your deck on turn 3. The ability is just too powerful.
Also, I think animated Broomstick is too strong in decks that can produce a big board in a single turn. Being able to give a bunch of giants rush is too powerful for a 1 cost card.
Simple: change it so cards/effects that cost life instead of mana don't count as damage.
Stealer of Souls stops counting towards progression and doesn't outright murder the opponent post completion, and simultaneously fixes the issue where it had to be banned out of wild for it's interaction with immune cards.
Win win win.
While i think this is by far the best way to change things, i dont know if that would happen ever since it may require a change in the hearthstone game code itself and we dont know how much work that might be. It could be potentially very easy, it also could be a nightmare depending on how it is programmed.
Simple: change it so cards/effects that cost life instead of mana don't count as damage.
Stealer of Souls stops counting towards progression and doesn't outright murder the opponent post completion, and simultaneously fixes the issue where it had to be banned out of wild for it's interaction with immune cards.
Win win win.
While i think this is by far the best way to change things, i dont know if that would happen ever since it may require a change in the hearthstone game code itself and we dont know how much work that might be. It could be potentially very easy, it also could be a nightmare depending on how it is programmed.
They already have 'non damage' and 'non-healing' health manipulation effects in the code (Alexstrasza) that still preserves maximum health.
Also, I think animated Broomstick is too strong in decks that can produce a big board in a single turn. Being able to give a bunch of giants rush is too powerful for a 1 cost card.
But that's hardly an issue of broomstick that a deck can drop multiple big minions on one turn.
I mean Flesh Giant, Broomstick, Darkglare and Stealer of Souls existed before and weren't an issue, but the quest enables a better synergy between these cards.
You can easily activate the discount on the giant and Stealer of Souls and Darkglare let you mana cheat minions with the quest to keep you alive and Tamsin as the finisher.
Before the quest you could already play all these cards, but you would run the risk of having little to no life left and the opponent just pushing you over the line.
I would change the entire questline mechanic in such a way that whenever you finish one part of your questline, you can no longer interact with your questline that turn. None of the selt-damage (warlock), cards you play (mage), cards you draw (dh) etc. will then count towards your questline progression.
That way, you will need at least 3 turns to finish your questline and 1 Stealer cannot do it all in one turn.
Blightborn Tamsin Battlecry: For the rest of the game, damage you take on your turn damages your opponent too.
I like this one. It still preserves the warlocks ability to do that crazy damaging shit, but they at least still need to be careful doing it.
They have enough ways to heal themselves, and we're not even considering the lingering impact of flesh giants and battlemasters... I think making this change is fair and also wouldn't kill the deck.
Also, I think animated Broomstick is too strong in decks that can produce a big board in a single turn. Being able to give a bunch of giants rush is too powerful for a 1 cost card.
But that's hardly an issue of broomstick that a deck can drop multiple big minions on one turn.
I mean Flesh Giant, Broomstick, Darkglare and Stealer of Souls existed before and weren't an issue, but the quest enables a better synergy between these cards.
You can easily activate the discount on the giant and Stealer of Souls and Darkglare let you mana cheat minions with the quest to keep you alive and Tamsin as the finisher.
Before the quest you could already play all these cards, but you would run the risk of having little to no life left and the opponent just pushing you over the line.
Dropping multiple big minions on the same turn is a lot more balanced if doing so prevents you from otherwise affecting the board state.
It doesn't need to be nerfed it's really not that strong. We don't even have blizzard's data publicly so there's no way to know the win rates currently, face hunter could be the top deck now or a priest deck we aren't aware of.
As far as nerfs go we just had a round of them I don't understand the rush for even MORE changes.
Blizz probably wants to keep the new cards competitive for the expansion anyways so there's no way to nerf the warlock quest, stealer of souls or zoo in general.
Buffing other classes and cards doesn't solve the problem, these are indirect nerfs which reduce the viability of warlock too, if every other class gets buffed that is a nerf to warlock.
I know this would never happen and its a lot less strong, but i would like the quest reward to be a flip in healing and damage. So on your turn every damage you take is healing and every healing is damage. It would be fun.
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I've seen many people talk about how the Warlock Questline should be changed/reworked, but how? There are two ideas that come to mind for me. For the record, these are just ideas, as should the comments of this thread. I don't have a huge opinion on the "This card's broken/This card's not broken" debates, I'm more interested in seeing what ideas people come up with to how cards could look/feel to make playing against them less dull.
1. Increase the amount of damage taken for Questline steps
This is the most common option you will see people say, but in my opinion is also weakest option I feel that could be done, but nonetheless, still an option. With most of Warlock's self damage cards dealing mostly 2-3 damage per card, this would slow down the quest completion slightly. However, there is still the issue of Stealer of Souls allowing Warlocks to take even more self damage, allowing them to complete steps of the Questline faster and also saving those cards for after playing Tamsin. Which brings me to my second option.
2. Change the Questline from "Take X amount of damage" to "Take damage X amount of times"
My main issue with the Questline is how easily Warlocks can take X amount of damage, along with Stealer of Souls. If they change it to take damage X amount of times, I believe this would slow down the Questline greatly, while also making Warlocks wait longer to play Stealer of Souls to use after Tamsin.
(There is also the option of changing/reworking Tamsin, but I couldn't really think of any ideas other than common ideas like "exclude fatigue damage", so if anyone has ideas for changes/reworks for Tamsin, I'd love to see them.)
Simple. Change it so fatigue damage doesn't count, only self inflicted damage.
Simple: change it so cards/effects that cost life instead of mana don't count as damage.
Stealer of Souls stops counting towards progression and doesn't outright murder the opponent post completion, and simultaneously fixes the issue where it had to be banned out of wild for it's interaction with immune cards.
Win win win.
will this meta EVER get BETTA....will it ???
Yeah it needs to be "damage dealt by effect" and not "health paid".
I think it would be good if the card required you to take all the damage for each step in a single turn, like the Demon Hunter questline does. That would help slow it down on turns 2 and 3.
And Darkglare needs to just be changed so that it’s not the same card anymore. Being able to draw and play half your deck on turn 4 isn’t much better than being able to draw and play half your deck on turn 3. The ability is just too powerful.
Also, I think animated Broomstick is too strong in decks that can produce a big board in a single turn. Being able to give a bunch of giants rush is too powerful for a 1 cost card.
While i think this is by far the best way to change things, i dont know if that would happen ever since it may require a change in the hearthstone game code itself and we dont know how much work that might be. It could be potentially very easy, it also could be a nightmare depending on how it is programmed.
They already have 'non damage' and 'non-healing' health manipulation effects in the code (Alexstrasza) that still preserves maximum health.
I imagine it's not that hard.
But that's hardly an issue of broomstick that a deck can drop multiple big minions on one turn.
I mean Flesh Giant, Broomstick, Darkglare and Stealer of Souls existed before and weren't an issue, but the quest enables a better synergy between these cards.
You can easily activate the discount on the giant and Stealer of Souls and Darkglare let you mana cheat minions with the quest to keep you alive and Tamsin as the finisher.
Before the quest you could already play all these cards, but you would run the risk of having little to no life left and the opponent just pushing you over the line.
What should happen: one of the ideas in this thread, almost all of them are ok
What will happen: questline cost up to 2 mana
I'm not Paul George, I'm just a fan.
I would change the reward instead of the quest.
Blightborn Tamsin
Battlecry: For the rest of the game, damage you take on your turn damages your opponent too.
I would change the entire questline mechanic in such a way that whenever you finish one part of your questline, you can no longer interact with your questline that turn. None of the selt-damage (warlock), cards you play (mage), cards you draw (dh) etc. will then count towards your questline progression.
That way, you will need at least 3 turns to finish your questline and 1 Stealer cannot do it all in one turn.
I like this one. It still preserves the warlocks ability to do that crazy damaging shit, but they at least still need to be careful doing it.
They have enough ways to heal themselves, and we're not even considering the lingering impact of flesh giants and battlemasters... I think making this change is fair and also wouldn't kill the deck.
How about having tamsin reverse healing as well as damage?
Fatigue damage really needs to go with warlock. The fact they have a backup way to win on top of their toolkit is asinine.
Dropping multiple big minions on the same turn is a lot more balanced if doing so prevents you from otherwise affecting the board state.
It doesn't need to be nerfed it's really not that strong. We don't even have blizzard's data publicly so there's no way to know the win rates currently, face hunter could be the top deck now or a priest deck we aren't aware of.
As far as nerfs go we just had a round of them I don't understand the rush for even MORE changes.
Blizz probably wants to keep the new cards competitive for the expansion anyways so there's no way to nerf the warlock quest, stealer of souls or zoo in general.
Buffing other classes and cards doesn't solve the problem, these are indirect nerfs which reduce the viability of warlock too, if every other class gets buffed that is a nerf to warlock.
Quest : fatigue dmg doesnt count toward the dmg you do to youself and after quest completion
Stealer of souls : to 3 mana instead of 4 but the cards you draw cost health only for this turn.
that means all the healing will dmg the warlock and that dmg will go to you since he heals on his turn xD
I know this would never happen and its a lot less strong, but i would like the quest reward to be a flip in healing and damage. So on your turn every damage you take is healing and every healing is damage. It would be fun.