The recent “nerf” didn’t do a single thing to this deck. (But was in keeping with a string of nerfless nerfs!)
How to actually fix the issue. Two thoughts:
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warlock has enough tools to self heal. The internal heal to the questline adds too much. It’s just 6 points of health, but removing the healthsteal from Seeds would go a long way to balancing things out! Lopsided games in Locks favor would now be close games. (Balance achieved.)
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change Seeds to read “lose health” instead of “take damage.” No more stripping your own armor to count towards quest progress! Sure armor will still help Locks on opponents turn, but changing it to losing health will return the risk/reward intended for Seeds to have in the first place (aka making the card work as intended is good; it will also bring balance but leave the deck playable.)
Thoughts?
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Agreed!! I was thinking along the same lines.
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What I think might work well here is instead of having it redirect damage to you that occurs during your turn, have it redirect damage inflicted on you by your own cards and abilities. That would organically exclude fatigue damage (also means cards like Explosive Runes will hit the warlock and not you). I’d also like to see a way to destroy quests. You can destroy enemy minions, weapons, and secrets. Quests are the odd permanent out; why can’t we destroy them?
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Great points!
Changing it from “all damage on your turn” to “damage from your cards” would reintroduce the risk/reward aspect. You’d have a great payoff, but you’d have to be careful.
I’d still like to see the removal of life’s teal from the quest, but your change alone would be awesome!
agreed with first part, would maybe push the quest each round +1, so it is a bit harder.
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Why fix what isn’t broken?
The quest itself is fine. It’s the cards that enable it that make it difficult at times to play against.
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Take the quest out. Do you still have a competitive deck? No? Then you’ve properly identified the crux of the problem. Fix it and the support cards will keep it competitive after the problem is fixed.
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I think the opposite: the cards that enable it are fine (many were already there and were not problematic), the quest itself is strong.
Any permanent effect in HS is strong: FL jaina lifesteal, Dr boom rush, quest mage +3 spell damage…
It’s cool to have permanent aura effect, but unless they balance them it will be awful.
Hagahta has a pseudo permanent aura effect, which was a passiv heropower.
Maybe a good start would be to change warlock heropower with tasmin effect after you play tasmin?
For mage/shaman doesn’t work, but it’s not my job to playtest stuff and adjust it to make it enjoyable 
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Blizzard is killing standard for 2 years with this card and wild is dead forever
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what problem
handlock doesnt need the quest to climb