Big oversight with mage and warlock quests

I think one of the main faults with mage and warlock quests is that the reward from the quests help you complete the next stage.

Complete part 1 of the mage quest? Oh here is a spell to start you off on your next part. Complete part 2? Well here you go another free spell to make sure you always have a spell to cast to complete one of the requirements.

Warlock is less so but in the same way. Just spent life to complete the quest? Here have some back!

To my knowledge no other quest directly aids the player in completing the next stage.

Druid quests require players to gain attack, but the rewards are all about gaining armor

Rogue is about playing SI cards but the rewards are not SI cards

Paladin is about playing 1 cost minions, yet the rewards dont grant 1 cost minions

Shamans need to play overloads but the rewards are no overload cards (though the first reward unlocks overload it does not grant cards the shaman can play to keep going the next turn)

Priests need to play on curve and while the rewards allow them to discover cards there is no guarantee they will get a card that aids them next stage

DH need to draw cards but rewards are simply cost reductions (which you can say indirectly helps and I would agree but its not a direct “play this to help your next stage”

Warriors need to play pirates but the rewards are simply drawing a wep and dealing damage

Hunters need to deal spell damage yet the rewards all deal with their hero power.

So again looking at the list the only quest that directly aids the player in completing the next step is the mage quest. The warlock quest is pretty darn similar because it is basically giving them life to spend on the next quest stage (similar a bit to DH reducing mana costs and thus allowing more card draw…just the lock kit is much better with its quest than DH)

Perhaps the stage 1 and 2 rewards of the mage quest need to be changed to something like a bonus spell power on next spell. Or the requirements need to be changed to things like “deal X damage with spells”.

The rewards at the moment are why mages and locks can consistently complete their quests on turn 5 / 6 (because mages always have spells read and locks always have life to give aided by the previous quest reward)

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One fix I could see with Warlock quest is to change it from the amount self-damage taken contributing to the quest to number of times you have to self-damage.

For example, hero power would only count as “1” instead of “2”. So instead of casting “5” damage total to get the next stage, you have to self-damage 5 times regardless of how much each time it is.

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I had the same thought or one of these

  1. No lifesteal on the reward

  2. The final reward only reflects self damage from cards (not fatigue)

  3. Final reward only reflects the first time the warlock damages themselves each turn

Mage and Warlock are currently broken hence the reason 90% of players are playing it now desperately climbing rank before nerfs. Of course knowing Blizzard they will nerf DH for no reason other than the fact they hate DH players.

I think that people that are whining about Quest Warlock fail to realize that it’s Stealer of Souls and Darkglare that makes the deck so oppressive.

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They dont help but the quest and reward itself is no entirely blameless.

I have had games where the lock won w/o using souls or darkglare…often in fact since I usually kill souls ASAP but even so it doesnt help because they are always progressing and healing regardless.

A lot of good points in this forum. Truth be told it’s a shame to log into a game that has many years of track record that then drop a new release where the beautiful part of a card games diversity just spirals into everyone playing the same thing… demon seed quest line.

Instead of actual play testing you just drop the expansion and wait for the reviews to eventually correct the flaws… but only after cashing out on your users with the new terrible expansion… can’t mod it right away… gotta meet those numbers first right ? :confused:

Good news… Hunter or Paladin aggro still beats demon seed quite consistently, but all other long game control will usually fall to this quest line with its current broken state.

A quick fix might be to ban crystalizer… 1 drop that inflict 5 health for 5 armor is pretty much and instant level bypass for this quest line at no loss at all. It’s actually +3 life and a 1/3 body disturbance with this combo.

Or perhaps… since it’s demon related… maybe only WARLOCK card damage should trigger the quest. No neutrals or fatigue.

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And if those aggro decks can beat questline warlock they should have a better win rate than questline warlock because they also curb stomp control decks.
Everybody is on the nerf Warlock questline bandwagon but it is still early. I was doing well but people have adjusted and I went from Gold 6 back down to Gold 10 with questline warlock. We need to stop panicking and see how the meta actually shapes up. People just haven’t figured out the best counters to questline warlock.

Its not panic its rational. Every forum including this one and many gaming journalism sites have noticed and talked about how mage and warlock are dominating the game at the moment in one of the most broken ways ever.

There are no counters, even arrgo decks have a decent chance of losing against lock…at BEST its 50/50

I just looked over as HS Tracker’s stats. Best Questline Warlock has 0.13% popularity and a current winrate of 59%. By contrast handfull paladin has a 0.3% popularity (nearly three times that of questline warlock) and a current winrate of 68.5%. What we have is osbervational bias but actual statistics show something else.

2 Likes

Because the quest lock deck REQUIRES a legendary questline card where as paladin does not require a lynchpin card like that.

Thus the paladin deck is more accessible than the warlock one thus resulting in more popularity and more plays.

Sorry didnt mean to step all over your poor interpretation there but when I see bad logic I call it out.

What we actually have here is you who either

  1. Fails to see why quest lock (and quest mage) is so broken because you cant comprehend it

  2. You play quest lock poorly and thus lose often and think that everyone who plays the deck plays it as poorly as you

  3. You play quest lock and dont want Bliz to take away your broken deck so you can rack up free wins for a while.

OMG. You again! Another thread where you are posting bad logic and poor interpretation while projecting those faults onto someone else.

  1. You claim Paladin is more accessible cause quest decks require a legendary?
    Do you not know what are in the current meta decks?

Quest Lock uses ONE legendary, the quest itself. Sometimes they also add in Tasmin, but the most optimal version of the deck doesn’t, that’s it. One, maybe two legendaries tops.
In fact, most quest decks only run one or two legendaries, they are actually very accessible decks in general.

Paladin meanwhile has 8.

Mrggg Mrgggrgl, Caria, Varian, Fordragon, Moonfang, Samuro, Runthak and Corneilius. You can probably cut out Corneilius and MAYBE Varian, but that’s still 6. Even accounting for Runthak being a free legendary we are at 5, which makes it one of the LEAST accessible decks currently in the meta.

  1. Already showed you stats in other thread proving you wrong, showing the neither quest lock (nor quest mage) are broken.

  2. You are clearly just not good at this game at all, but refuse to believe it and blame decks you lose to due to being unable to comprehend them, but refuse to look introspectively and objectively at data and just scream for kneejerk nerfs based on nothing.

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You do realize that most of those legendries are not required. You can make due with only a few of them not all of them as you can replace some or most with epics. In addition 5 of those legendries are from past sets…which means people have had time to acquire them by now.

I run a handbuff paladin deck w/o Highlord Fordragon because I dont have him. Nor do I use moonfang and I have not seen moonfang listed as a card in either of the top 2 handbuff paladin decks on hearthpwn. So again you are ill informed as usual.

The quest lock card is brand new and thus not a lot of people have been able to obtain it compared to the legendries you posted.

I mean child look this is simple stuff, if you are going to troll around at least be half way intelligent about it ok kid?

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If they finally addressed Stealer of souls and Incanters flow then the quests wouldn’t be so bad. But devs have a good tradition of taking ages to address cards that create obvious problems for the game.

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LOL. Hearthpwn?!? That’s just random dudes with their deck suggestions. Go to HSReplay, which has the actual decks that are winning.

And sure, you can take out some of those legendaries, I even listed the ones you can smartly take out; but you’re going to be playing sub-optimally. The fact you are apparently using a bargain-bin version of the deck might explain why you get destroyed be two decks with obvious weaknesses that you should be beating. Thanks for (inadvertently) admitting how bad you are. LOL!

And my point still remains that Handbuff Paladin is the most expensive and least accessible deck in the meta today.

Man, you really are devoid of logic.

mage is trash right now and only barely beats a handful of decks. its tier 3 at best and if you are consistently losing to mage its either your deck or a skill issue. lock on the other hand is better but only bc of the variety of decks the quests enable. ultimately i think lock sees changes but mage they have to be careful bc a small change could make the entire class unplayable all together. i thoroughly consider mage to be the weakest class in the game atm.

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You need a mandatory forum break. hs replay does have the correct stats and the lowest performing variant just today of quest mage is 55% up to 59.8% for other variants

The meta is just Op decks slamming into each other and pushing anything else out, the data backs this up.

All you do is try to defend your broken deck, using no statistics, say it’s fake news when you’re proven wrong and then insult people like you’ve really done something.

That’s nice that you consider it the weakest class right now but it is statistically strong and alongside other combo decks is pushing an entire play style out of existence

Dude, you were proven wrong repeatedly in that other thread. Still doubling down on your fantasy here?

In fact: Lets revisit that thread where you repeatedly embarrass yourself: Robes of protection? Calling BS, just wait for nerfs

Sure could you just show me where because any stat I’ve been posted is backed up with data and that’s all been posted.

You just saying I’m wrong isn’t worth the change I’m my pocket and yet that’s all you seem to do