I've only played a dozen or so games but every time I matched vs a kazak druid (at least 4) I got my ass kicked. Feels like the the treasures are too strong when you have more than 10 mana a turn.
Of course fast aggro decks generally stomp them before they ramp that high, so not sure how meta defining it will be.
The face hunter people love to hate, also protects against the greedy "OP" slow decks.
They should fix it because the cards above 10 cost are quite a bit worse than many of the 10 cost cards and its pretty OP as is with its chance to hit those 2 dirty Old Gods.
I can live with Pirate Warrior because they fight for board (barely, there's always 2 free damage coming from somewhere), but fuck Combo Mages and fuck Questline Hunter. Good patch.
I think combo mage will still be pretty annoying. Siphon mana discounting their whole massive hand is pretty gross... granted you have to have 2 honorable kill but thats pretty easy to accomplish and with it costing so low right on curve too.
so playing as a shaman how I can counter owl lock?
You need to run weapon removal to slow them down long enough to smash them with your big minions. Also, Frostbite is great tech as it can easily pull off honorable kill against their void tokens and will make their next spell cost 2 more. Also, Cult Neophyte and Far Watch posts will slow them way down.
So you are saying I can just run 6-8 tech cards and I might be able to slow them down enough to beat them? Seems legit.
Mr Smite is the biggest problem that I see with it. If the juggernaut spawns him and the warrior has 1-2 pirates in hand (which they usually do) its instant 10+ dmg not even counting the weapon they randomly get.
I don't get WHY they made such a high damage charge minion after going totally away from them in favor of rush... I just don't get it. Of make him not have charge and just grant it at least that would tone it down. It's seeing play in other decks and offering ridiculous burst (buff pally, rogue and their shadowstep shenanigans) but at least those aren't as oppressive as pirate warrior.
I'd like them to nerf stats at the very least... otherwise reduce its cost 1 and make it Rush give your other pirates rush. Then it could be used to clear boards but not as 10+ burst out of nowhere.
I got killed by a random generated Mr Smite topped with random Gorehowl into a played Mr Smite and the 3/3 bomb your opponent. 26 damage ( 2 overkill). Yeah I know that's rare and RNG.. but still pretty disgusting.
I agree Ignite is bad design. Playing against Quest mage as control I have ate the Quest reward guy and still lost many times due to the cycle and never ending stream of damage. Not sure how to fix it without destroying it though... maybe something like "Deal 2 damage. If you have more than 5 cards left in your deck shuffle a copy that deals one more damage." At least this keeps the initial power and feel intact but caps the amount of damage that can keep being generated and opens mages back up to fatigue damage again.
Is there a good reason the quest rewards only cost 5!??? For how easy the quests are to complete I feel like 7/7 with HUGE impact battle cry should cost much more. Regularly having to deal with a 7/7 on turn 6-7 can be hard enough let alone the fact their decks just put you on a 2-3 turn timer after reward drops.
7 cost feels more fair and would at least slow down the games A BIT
It isn't just wild.. standard has games ending by turn 5 and 6 now too. (Maybe not OFFICIALLY until turn 7 or 8, but they are all but over by 5/6). Warlock quest is flat out disgusting, I just instant concede when I queue into one. Unlimited draw, healing and damage, don't think any deck can consistently challenge it except for maybe well drawn mage quest.
Warlock quest wouldn't be as bad if fatigue and hero power didn't both damage opponent. Maybe just CARDS PLAYED, there is still TONS of damage. It is just too much heals and damage potential when they can tap, draw and discard through their deck in 10 turns.
Not sure I would be voting for any removals this early in an expansion (has that EVER happened?) However, these quests are SUPER strong for some classes and seem too easy to complete. Since most of them are so good, I think they are going to be way more prevalent that most quests of the past. Nerfs look likely.
Perhaps a few cards could have been added to counter them a bit more. Say a 2 cost legendary 3/3 that battle cry "Disable your opponents quest for 2 rounds" or a 3 /4/5 cost neutral with "vanilla" stats that disable all quests for a round or two. Something that can give the slower quests and non-quest decks a bit of counter play against these fast and powerful quest decks that are quickly taking over.
Or maybe its just too early to think about any of this and give the meta a week or two to "settle" and see where things are at then.
1
I've only played a dozen or so games but every time I matched vs a kazak druid (at least 4) I got my ass kicked. Feels like the the treasures are too strong when you have more than 10 mana a turn.
Of course fast aggro decks generally stomp them before they ramp that high, so not sure how meta defining it will be.
The face hunter people love to hate, also protects against the greedy "OP" slow decks.
0
What is cancer druid?
0
I hope they fix it by removing Phylactery from the game :D
1
They should fix it because the cards above 10 cost are quite a bit worse than many of the 10 cost cards and its pretty OP as is with its chance to hit those 2 dirty Old Gods.
0
Agreed....while I like the card it should go to priest not an already OP aggro deck.
0
I think combo mage will still be pretty annoying. Siphon mana discounting their whole massive hand is pretty gross... granted you have to have 2 honorable kill but thats pretty easy to accomplish and with it costing so low right on curve too.
3
Are you reading the same patch notes? I saw nerfs to 2 cards played in EVERY rogue deck and another to poison rogue.
2
So you are saying I can just run 6-8 tech cards and I might be able to slow them down enough to beat them? Seems legit.
4
Mr Smite is the biggest problem that I see with it. If the juggernaut spawns him and the warrior has 1-2 pirates in hand (which they usually do) its instant 10+ dmg not even counting the weapon they randomly get.
I don't get WHY they made such a high damage charge minion after going totally away from them in favor of rush... I just don't get it. Of make him not have charge and just grant it at least that would tone it down. It's seeing play in other decks and offering ridiculous burst (buff pally, rogue and their shadowstep shenanigans) but at least those aren't as oppressive as pirate warrior.
I'd like them to nerf stats at the very least... otherwise reduce its cost 1 and make it Rush give your other pirates rush. Then it could be used to clear boards but not as 10+ burst out of nowhere.
I got killed by a random generated Mr Smite topped with random Gorehowl into a played Mr Smite and the 3/3 bomb your opponent. 26 damage ( 2 overkill). Yeah I know that's rare and RNG.. but still pretty disgusting.
#OutOfSalt
0
What's so wrong with Illucia? At 3 mana I don't get why so many complaints about her, is it a "wild thing"?
0
I agree Ignite is bad design. Playing against Quest mage as control I have ate the Quest reward guy and still lost many times due to the cycle and never ending stream of damage. Not sure how to fix it without destroying it though... maybe something like "Deal 2 damage. If you have more than 5 cards left in your deck shuffle a copy that deals one more damage." At least this keeps the initial power and feel intact but caps the amount of damage that can keep being generated and opens mages back up to fatigue damage again.
0
Is there a good reason the quest rewards only cost 5!??? For how easy the quests are to complete I feel like 7/7 with HUGE impact battle cry should cost much more. Regularly having to deal with a 7/7 on turn 6-7 can be hard enough let alone the fact their decks just put you on a 2-3 turn timer after reward drops.
7 cost feels more fair and would at least slow down the games A BIT
5
It isn't just wild.. standard has games ending by turn 5 and 6 now too. (Maybe not OFFICIALLY until turn 7 or 8, but they are all but over by 5/6). Warlock quest is flat out disgusting, I just instant concede when I queue into one. Unlimited draw, healing and damage, don't think any deck can consistently challenge it except for maybe well drawn mage quest.
1
Warlock quest wouldn't be as bad if fatigue and hero power didn't both damage opponent. Maybe just CARDS PLAYED, there is still TONS of damage. It is just too much heals and damage potential when they can tap, draw and discard through their deck in 10 turns.
0
Not sure I would be voting for any removals this early in an expansion (has that EVER happened?) However, these quests are SUPER strong for some classes and seem too easy to complete. Since most of them are so good, I think they are going to be way more prevalent that most quests of the past. Nerfs look likely.
Perhaps a few cards could have been added to counter them a bit more. Say a 2 cost legendary 3/3 that battle cry "Disable your opponents quest for 2 rounds" or a 3 /4/5 cost neutral with "vanilla" stats that disable all quests for a round or two. Something that can give the slower quests and non-quest decks a bit of counter play against these fast and powerful quest decks that are quickly taking over.
Or maybe its just too early to think about any of this and give the meta a week or two to "settle" and see where things are at then.