Most of the suggestions in the thread would just make the quest unplayable, and it's already a low winrate deck.
Stealer of Souls is a degenerate interaction that needs to be adjusted. Otherwise the quest is not especially powerful -- certainly no more powerful than some of the other quests.
5 damage to complete step 1, 10 damage to step 2 and 15 damage to final step 3, become way harder to complete but turn into an actual quest with problems in build to put that of, like priest one.
The real problem with "quest" warlock is the card don't be a quest at all, we can barely call a small task.
re: Anarchy1, I think it would still be playable, but it would be more of a long burn (affliction warlock style) rather than just dumping all your pain cards as soon as you complete the questline. It would ruin backfire + fatigue shenanigans though.
re: Anarchy1, I think it would still be playable, but it would be more of a long burn (affliction warlock style) rather than just dumping all your pain cards as soon as you complete the questline. It would ruin backfire + fatigue shenanigans though.
Just no. You would never build your deck around a quest to then deal what? 2-4 dmg every turn? And there is no way grind decks come back
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.
Broomstick was a mistake in general, not specific to Warlock.
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 retarded...
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.
Problem I would say with this line of thought is that, even after the nerfs, Warlock is still the only class with a banned Wild Card: Stealer of Souls
So something still needs to be done, eventually, in order to allow said card to be played once it rotates, and it just so happens to be used in a prominent "feels bad" archetype with a positive winrate (whether it's out of scope power wise or not).
Only question would, therefore, be whether the card/mechanic gets changed sooner or later, and I'd argue sooner is better for Hearthstone, since it is such a feels bad archetype right now.
For me personally it's a combination of a few things.
1.The final quest reward should make damage hit both the warlock AND his opponent.
2. While rushing through their quest they have an inhuman amount of hard removal, and most of it has some form of healing and lifesteal aswell which almost turns it into a deck with no downsides but luckily it has no control......
3. BUT WAIT A SECOND.... turn 3-4 possibility to pump out 2 8-8's at next to no cost.
You can drop the winrates around all you want but the fact is that it's a retarded deck. Losing against someone doesn't matter as long as you're having a good game in my opinion. However losing against quest lock is the most anti fun thing that has ever been in hearthstone's lifespan imo.
I was thinking more along the lines of healing heals the enemy hero, that way playing tamsin becomes an all in play
“Damage from your cards” instead “damage you take on your turn”
My offering for a new take on the final reward.
Battlecry: For the rest of the game, the first time you take damage on your turn damages your opponent instead.
So you just want to delete it? There would be no reason to ever play it then
Most of the suggestions in the thread would just make the quest unplayable, and it's already a low winrate deck.
Stealer of Souls is a degenerate interaction that needs to be adjusted. Otherwise the quest is not especially powerful -- certainly no more powerful than some of the other quests.
Increase solve this problem.
5 damage to complete step 1, 10 damage to step 2 and 15 damage to final step 3, become way harder to complete but turn into an actual quest with problems in build to put that of, like priest one.
The real problem with "quest" warlock is the card don't be a quest at all, we can barely call a small task.
re: Anarchy1, I think it would still be playable, but it would be more of a long burn (affliction warlock style) rather than just dumping all your pain cards as soon as you complete the questline. It would ruin backfire + fatigue shenanigans though.
It really is that simple, It really really is
Just no. You would never build your deck around a quest to then deal what? 2-4 dmg every turn? And there is no way grind decks come back
Broomstick was a mistake in general, not specific to Warlock.
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 retarded...
They could change steal of souls to a battlecry "All cards drawn this turn" or "The next card you draw" etc. It doesn't need to be a permanent effect.
I’m just sick and tired of warlock having so many different ways to win, it’s so dumb.
Problem I would say with this line of thought is that, even after the nerfs, Warlock is still the only class with a banned Wild Card: Stealer of Souls
So something still needs to be done, eventually, in order to allow said card to be played once it rotates, and it just so happens to be used in a prominent "feels bad" archetype with a positive winrate (whether it's out of scope power wise or not).
Only question would, therefore, be whether the card/mechanic gets changed sooner or later, and I'd argue sooner is better for Hearthstone, since it is such a feels bad archetype right now.
ez, change the "instead" to "also"
For me personally it's a combination of a few things.
1.The final quest reward should make damage hit both the warlock AND his opponent.
2. While rushing through their quest they have an inhuman amount of hard removal, and most of it has some form of healing and lifesteal aswell which almost turns it into a deck with no downsides but luckily it has no control......
3. BUT WAIT A SECOND.... turn 3-4 possibility to pump out 2 8-8's at next to no cost.
You can drop the winrates around all you want but the fact is that it's a retarded deck. Losing against someone doesn't matter as long as you're having a good game in my opinion. However losing against quest lock is the most anti fun thing that has ever been in hearthstone's lifespan imo.
Remove the self heal
if you would take dmg from a friendly effect - your side of board, cards you play, hero power deal 1 dmg to your opponent instead.
So killing the card again? Because that effect would be totally useless
easiest question ever:
ALL dmg you take is ALSO dealt to the opponent