Reducing the spell damage on mage Quest to 1 or make it discover a card that started in your deck would make it unplayable. 1 spell damage is nothing. 2 is even more acceptable. This is a Legendary card and Mage needs to be competitively viable. It shouldn't auto lose to decks or be made that much weaker seeing as it already has a hard time winning because it is weak to Aggro.
The biggest issue is Flow, and I say this as a Mage main. Mage has a lot of draw, but Flow enable Mage to play a lot of their draws in the same turn. Warlock, there really is much way to change this card without making it do something completely different. Hunter, 0 cost Hero power that refreshes IS pretty busted for a class that can already burn you down with it even when it costs 2.
The best fix would be to increase the cost of the rewarded minions so the effect enters the game later. 6-8 would be fair. 9 to 10 would be extreme. Though even with these quests nerfed, the game won't get any slower. The strongest decks in the game don't even use the quests. Those decks will just become more prevalent when the Quest decks receive a nerf, then people will start to complain about those decks next, that's what always happens. Blizzard could nip this in the bud by nerfing more than just the quest decks this round, but they haven't even met yet to discuss nerfs or look at the data. They are doing that tomorrow.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
⚙
Learn More
Cosmetics
Related Cards
Card Pools
✕
×
PopCard Settings
Click on the buttons to change the PopCard background.
Elements settings
Click on the button to hide or unhide popcard elements.
Reducing the spell damage on mage Quest to 1 or make it discover a card that started in your deck would make it unplayable. 1 spell damage is nothing. 2 is even more acceptable. This is a Legendary card and Mage needs to be competitively viable. It shouldn't auto lose to decks or be made that much weaker seeing as it already has a hard time winning because it is weak to Aggro.
The biggest issue is Flow, and I say this as a Mage main. Mage has a lot of draw, but Flow enable Mage to play a lot of their draws in the same turn. Warlock, there really is much way to change this card without making it do something completely different. Hunter, 0 cost Hero power that refreshes IS pretty busted for a class that can already burn you down with it even when it costs 2.
The best fix would be to increase the cost of the rewarded minions so the effect enters the game later. 6-8 would be fair. 9 to 10 would be extreme. Though even with these quests nerfed, the game won't get any slower. The strongest decks in the game don't even use the quests. Those decks will just become more prevalent when the Quest decks receive a nerf, then people will start to complain about those decks next, that's what always happens. Blizzard could nip this in the bud by nerfing more than just the quest decks this round, but they haven't even met yet to discuss nerfs or look at the data. They are doing that tomorrow.