lol I had a match a few days ago where the Quest Lock managed to heal for more than 70 before I stopped counting. I fought through it and applied as much pressure as I could, but in the end I was off by 5. Kinda nutty considering I was using an off-meta Quest Hunter.
And this illustrates why it's not that big of a deal. Heals are used to survive on the way to reaching Warlock's wincon. If they healed for 70 and you were short by 5, you had a total dmg output of 95. Now this is crazy, especially considering it was an off-meta Quest Hunter. Without the heal, Warlock wouldn't stand a chance. Power creep in this game is real but the other factors, such as total health, remain constant. Increasing health to 40 would immediately improve the game imho and make 7+ drops viable again.
I like this faster and crazier meta but 30-40% of cards in my collection are non-viable right off the bat by just considering their cost and ignoring power level. And this is bugging me personally.
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And this illustrates why it's not that big of a deal. Heals are used to survive on the way to reaching Warlock's wincon. If they healed for 70 and you were short by 5, you had a total dmg output of 95. Now this is crazy, especially considering it was an off-meta Quest Hunter. Without the heal, Warlock wouldn't stand a chance. Power creep in this game is real but the other factors, such as total health, remain constant. Increasing health to 40 would immediately improve the game imho and make 7+ drops viable again.
I like this faster and crazier meta but 30-40% of cards in my collection are non-viable right off the bat by just considering their cost and ignoring power level. And this is bugging me personally.