Why think only about warlock quest? You nerf it to the groud, then another one will be too opressive. My solution goes in the another direction: allow only one step completion per turn - for all quests. After one step is completed no action (take damage, play pirate, gain attack, cast spell etc.) is counted till the beginning of the next turn.
I agree with the suggestion someone floated that Fatigue damage shouldn't be passed to the other player as a result of the Warlock Quest. Before fatigue? Fair game. But after is just too damn much. Far too strong of a reward for cycling through your deck when being out-of-cards should be considered a penalty (and is for every other class).
Example: Warlock draws their last card - deck is now empty. They play a Backfire for 6 damage in fatigue (1, 2, 3-dmg respectively for each card). Then hero power for another 4-dmg, plus whatever they have left to play / minions to attack on board.
Obviously it doesn't happen all the time, and to be perfectly honest, I think Warlock is pretty overrated and killable with one of the many aggro decks in the meta. Hell, even my Quest Hunter has an easy time with them as long as I don't draw like absolute dogs***.
Most of the suggestions in the thread would just make the quest unplayable, and it's already a low winrate deck.
"iTs A lOw WiNrAtE dECk"
That's why every single person at GMs recently brought some form of a questlock deck. It's such a low winrate deck. All those clowns are just memeing on us bringing such a low winrate deck. How silly.
I am surprised at some suggestions here that mention removing fatigue damage - this will change nothing, playing a pure Quest version deck to fatigue happens very infrequently, just try it and see yourself. Where this quest shines is in the Handlock version and quest completion is not necessary for that. It's used to claw some of the health back and to discount Flesh Giants - that is all.
Most of the suggestions in the thread would just make the quest unplayable, and it's already a low winrate deck.
"iTs A lOw WiNrAtE dECk"
That's why every single person at GMs recently brought some form of a questlock deck. It's such a low winrate deck. All those clowns are just memeing on us bringing such a low winrate deck. How silly.
Right? I sometimes wonder if people don't consider that high winrate and high play count means the deck is encountering itself more often, which just results in inflated values for losses and artificially suppressed amounts for wins.
I agree with the suggestion someone floated that Fatigue damage shouldn't be passed to the other player as a result of the Warlock Quest. Before fatigue? Fair game. But after is just too damn much. Far too strong of a reward for cycling through your deck when being out-of-cards should be considered a penalty (and is for every other class).
Example: Warlock draws their last card - deck is now empty. They play a Backfire for 6 damage in fatigue (1, 2, 3-dmg respectively for each card). Then hero power for another 4-dmg, plus whatever they have left to play / minions to attack on board.
Obviously it doesn't happen all the time, and to be perfectly honest, I think Warlock is pretty overrated and killable with one of the many aggro decks in the meta. Hell, even my Quest Hunter has an easy time with them as long as I don't draw like absolute dogs***.
This would kill the deck, removing fatigue damage would severely nerf a deck that's only pretty strong right now. The unique style of drawing your deck as fast as possible and damage yourself makes it worth preserving. There really isn't much that could be done without killing the deck really, maybe and I mean maybe flesh giant to 10 could bring player perception back in line but the deck isn't exceptional strong even for tournament play tons of other decks see play too.
Didn't read all the comments so not sure if this has been mentioned - But how about taking out the healing aspect after quest, and just make it so you don't take your own damage, something similar to that DH legendary that turns your lifesteal into damage, they don't get to keep the lifesteal AND damage, so one or the other makes sense.
Didn't read all the comments so not sure if this has been mentioned - But how about taking out the healing aspect after quest, and just make it so you don't take your own damage, something similar to that DH legendary that turns your lifesteal into damage, they don't get to keep the lifesteal AND damage, so one or the other makes sense.
..because there are already other cards with this effect, and it's pretty lackluster
Most of the suggestions in the thread would just make the quest unplayable, and it's already a low winrate deck.
"iTs A lOw WiNrAtE dECk"
That's why every single person at GMs recently brought some form of a questlock deck. It's such a low winrate deck. All those clowns are just memeing on us bringing such a low winrate deck. How silly.
What I think yourself and many others that craft questlock might be failing to take into account is that D6 (which is the iteration that many GMs played and that many people have crafted) is a high skill cap decklist that can be incredibly strong in the hands of a top tier pro but not necessarily so much when piloted by the average player or even most people in legend. That deck actually does have a relatively low wr at every rank where it is played including legend, and the reason why is that it is difficult to play optimally. So I think context is important to take into account here.
Why think only about warlock quest? You nerf it to the groud, then another one will be too opressive. My solution goes in the another direction: allow only one step completion per turn - for all quests. After one step is completed no action (take damage, play pirate, gain attack, cast spell etc.) is counted till the beginning of the next turn.
The fatigue shit has to change, i just lost to a Qlock who destroyed his whole deck with Hemet, Jungle Hunter and killed my just by drawing cards lol...how ********...
Yeah everytime the game becomes so stupid and shit, like what are this interactions. Then this bitches call this game “esports” lmao! Competitive 🤣🤣🤣🤣
Most of the suggestions in the thread would just make the quest unplayable, and it's already a low winrate deck.
"iTs A lOw WiNrAtE dECk"
That's why every single person at GMs recently brought some form of a questlock deck. It's such a low winrate deck. All those clowns are just memeing on us bringing such a low winrate deck. How silly.
What I think yourself and many others that craft questlock might be failing to take into account is that D6 (which is the iteration that many GMs played and that many people have crafted) is a high skill cap decklist that can be incredibly strong in the hands of a top tier pro but not necessarily so much when piloted by the average player or even most people in legend. That deck actually does have a relatively low wr at every rank where it is played including legend, and the reason why is that it is difficult to play optimally. So I think context is important to take into account here.
Hahahahahahahahahah what’s the skillcap? Draw draw draw discount, vomit stuff, heal, heal, clear board, have no punishment in decisions? Lol dude the warlock deck ain’t a science. The mirror match is not even decided by who pilots the deck better, but who draws better. Nice try pal… hearthstone ain’t that skilled and is def the joke of “esports”. Matter oF fact hearthstone “pros” are just there because they play 15-20 hours a day 🤣 of course the winrate will be flawless. While you sleep, or have sex or are at work they are playing nonstop “grinding” infinite to keep those spots month to month. Hearthstone in it’s current form it’s very poor on decision making and with discover and the rng% being so high, the game the least it has it’s “skillcap”.
Most of the suggestions in the thread would just make the quest unplayable, and it's already a low winrate deck.
"iTs A lOw WiNrAtE dECk"
That's why every single person at GMs recently brought some form of a questlock deck. It's such a low winrate deck. All those clowns are just memeing on us bringing such a low winrate deck. How silly.
What I think yourself and many others that craft questlock might be failing to take into account is that D6 (which is the iteration that many GMs played and that many people have crafted) is a high skill cap decklist that can be incredibly strong in the hands of a top tier pro but not necessarily so much when piloted by the average player or even most people in legend. That deck actually does have a relatively low wr at every rank where it is played including legend, and the reason why is that it is difficult to play optimally. So I think context is important to take into account here.
And no, the reason it does poorly on ladder it’s because people are playing aggro af!! And teching decks with shit cards but that are good against those “solitaire” uninteractive trash decks. That’s why it does poorly and not even because it still even beats decks that are counter because of how broken it is. In tournaments you can ban in ladder you cannot. Can’t compare.
Exactly nobody asked this stupid clowns at team 5 to do quests for a fucking third time. The quests always fuck up the game, and the same shit everytime 2-3 quests broken and the rest basically unplayable.
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Why think only about warlock quest? You nerf it to the groud, then another one will be too opressive. My solution goes in the another direction: allow only one step completion per turn - for all quests. After one step is completed no action (take damage, play pirate, gain attack, cast spell etc.) is counted till the beginning of the next turn.
This Questline has a good thing:
Noone talks about Tickatus anymore. xD
1 mana quest,
step 1: take 6 damage from different sources, deal 3 damage with lifesteal (so only 2 damage from heropower until the step is complete)
step 2: take 7 damage from different sources, deal 3 damage with lifesteal
step 3: take 8 damage from different sources, tamsin
tamsin, 5 mana
battlecry, whenever you would take damage on your own turn, redirect it from a source to your opponent (so only first fatigue in a turn deals damage)
To live is to suffer, to survive is to find meaning in the suffer!
simple, just delete it.. thanks
I agree with the suggestion someone floated that Fatigue damage shouldn't be passed to the other player as a result of the Warlock Quest. Before fatigue? Fair game. But after is just too damn much. Far too strong of a reward for cycling through your deck when being out-of-cards should be considered a penalty (and is for every other class).
Example:
Warlock draws their last card - deck is now empty. They play a Backfire for 6 damage in fatigue (1, 2, 3-dmg respectively for each card). Then hero power for another 4-dmg, plus whatever they have left to play / minions to attack on board.
Obviously it doesn't happen all the time, and to be perfectly honest, I think Warlock is pretty overrated and killable with one of the many aggro decks in the meta. Hell, even my Quest Hunter has an easy time with them as long as I don't draw like absolute dogs***.
Why You wanna nerf something, that is weak? Any spell mage or face deck have it easy win with that Questline warlock.
"iTs A lOw WiNrAtE dECk"
That's why every single person at GMs recently brought some form of a questlock deck. It's such a low winrate deck. All those clowns are just memeing on us bringing such a low winrate deck. How silly.
I am surprised at some suggestions here that mention removing fatigue damage - this will change nothing, playing a pure Quest version deck to fatigue happens very infrequently, just try it and see yourself. Where this quest shines is in the Handlock version and quest completion is not necessary for that. It's used to claw some of the health back and to discount Flesh Giants - that is all.
Wild is unplayable because of this garbage. Did you forget that is a game mode?
Right? I sometimes wonder if people don't consider that high winrate and high play count means the deck is encountering itself more often, which just results in inflated values for losses and artificially suppressed amounts for wins.
3 Take damage X amount of turns, just like new Antonidas works.
This would kill the deck, removing fatigue damage would severely nerf a deck that's only pretty strong right now. The unique style of drawing your deck as fast as possible and damage yourself makes it worth preserving. There really isn't much that could be done without killing the deck really, maybe and I mean maybe flesh giant to 10 could bring player perception back in line but the deck isn't exceptional strong even for tournament play tons of other decks see play too.
Didn't read all the comments so not sure if this has been mentioned - But how about taking out the healing aspect after quest, and just make it so you don't take your own damage, something similar to that DH legendary that turns your lifesteal into damage, they don't get to keep the lifesteal AND damage, so one or the other makes sense.
..because there are already other cards with this effect, and it's pretty lackluster
What I think yourself and many others that craft questlock might be failing to take into account is that D6 (which is the iteration that many GMs played and that many people have crafted) is a high skill cap decklist that can be incredibly strong in the hands of a top tier pro but not necessarily so much when piloted by the average player or even most people in legend. That deck actually does have a relatively low wr at every rank where it is played including legend, and the reason why is that it is difficult to play optimally. So I think context is important to take into account here.
Realy good idea
Yeah everytime the game becomes so stupid and shit, like what are this interactions. Then this bitches call this game “esports” lmao! Competitive 🤣🤣🤣🤣
Hahahahahahahahahah what’s the skillcap? Draw draw draw discount, vomit stuff, heal, heal, clear board, have no punishment in decisions? Lol dude the warlock deck ain’t a science. The mirror match is not even decided by who pilots the deck better, but who draws better. Nice try pal… hearthstone ain’t that skilled and is def the joke of “esports”. Matter oF fact hearthstone “pros” are just there because they play 15-20 hours a day 🤣 of course the winrate will be flawless. While you sleep, or have sex or are at work they are playing nonstop “grinding” infinite to keep those spots month to month. Hearthstone in it’s current form it’s very poor on decision making and with discover and the rng% being so high, the game the least it has it’s “skillcap”.
And no, the reason it does poorly on ladder it’s because people are playing aggro af!! And teching decks with shit cards but that are good against those “solitaire” uninteractive trash decks. That’s why it does poorly and not even because it still even beats decks that are counter because of how broken it is. In tournaments you can ban in ladder you cannot. Can’t compare.
Exactly nobody asked this stupid clowns at team 5 to do quests for a fucking third time. The quests always fuck up the game, and the same shit everytime 2-3 quests broken and the rest basically unplayable.