How to fix warlock quest without making it unplayable

currently warlock quest is dominating pretty well, and while its not the only problem as the meta has significantly sped up, and even though i love playing the deck, and i do think people should have a chance to figure out counter strategies, the current builds are a little degenerate.

ive heard a lot of bad suggestions that break the theme or the purpose of the deck, but ive also heard some that seem much more reasonable.

currently the worst offenders of the quest in standard are stealer of souls (pay health to kill opponents) and in wild the crystalizers and 5 damage ETB imps. these cards allow ridiculous damage per turn.

but the quest deck can still be built in a much more reasonable way using spells, soulshard fragments, and draw etc, with a little tempo from flesh giants or handsize. so rather than blanket nerfs, why not just change the quest to say “from non minion sources”. that way your hero power still works, and the spells still work as intended.

feel free to leave your own thoughts too.

and keep in mind the silly meta we are in. if quest warlock isnt doing its thing by turn 7, then 5 or 6 other OTKs will kill you in the same time, essentially just making all the popular masses moving to some other archtype with the same problem. Id rather see the deck i love balanced than obliterated.

1 Like

There’s a problem with your idea.

People are cutting out the Stealer of Souls and running Darkglare in Standard, and playing it in a similar way as the Wild version.

So what you are suggesting would 100% kill the deck.

4 Likes

Personally speaking, I don’t think this is a good baseline to use when setting balance. What’s the point of 10 cost cards?

Just patch the apothecary and crystalizer combo out of wild, from damage to remove hp, or at least the imp and I’m happy. Otk gone. Still either crystalizer giving armor shouldnt count for quest, or quest hp should count hp loss only, no progress on crystalizer armor. It’s already plenty cheaty in wild already and has lots of tools.

1 Like

quest is fine.
darkglare isn’t.

3 Likes

Iksar already said games should be finishing by turn 8. So the point of a 10 cost card is to finish the game inmediately. Probably there isn’t going to be a 10 cost card anywhere soon as they literally don’t want games to take more than 8 turns.

Why? Because of the new 3 second attention span of humans?

Why don’t we skip to the chase and simply build decks and have Blizz email us the results of the game as played by AI.

Like the WOW command table quests…

Why bother playing the game at all?

1 Like

If anything, i feel like wild questlock has to be addressed just as much, if not more than standard. As standard questlock is a middling, deck, but killing the opponent with fatigue versions and killing control makes the gameplay unenjoyable of just playing aggro, aggro and more aggro.

With a side of our favorite deck… Aggro priest and waiting to see if explosive runes lets me fireball my own face. Idk, I just get bored of playing aggro for 5 years or every deck not even caring if it has a board, or board clearing feeling like a waste since your opponents board building and dealing 15-30 damage with a effect that was meant to be a huge downside on a 3 mana 5/5 instead of a easy 15-30 damage otk feels bad. Plus they get like 6 lifesteal damage from the quest anyways, and crystalizer triggers quests really consistently. All that crap about 66% darkglarelock being a stronger deck than 70-76% wild gold questlock wrs or 80% wr questlocks in wild if you go unfiltered seems a little overblown.

Perhaps there’s a counter at legend, but making a 5000-10000 dust deck that might perish to ashes to just get a 100 coin card pack seems bleh. Asking for wild to be broken since people who don’t play it at all and get stomped with standard decks are like people who play the queen in chess like a checker piece, only moving 1 space at a time and calling the queen broken. Even though… both sides kinda get stronger pieces in both chess and wild and it can easily go back and forth balanced with optimal decks vs randomly thrown together garbage.

Wait…Thats for real? Thats the design they wanna keep pushing?

I mean - Im still not decided if I should come back (because I am missing these last 2 expansions and thats immense ammount of cash I would have to spend on HS - like 160-200 EUR to have atleast some basic collection to try new decks).

If that is true - game should ideally end at turn 8, then I have nothing more to decide, troll the forum a bit and then disappear for another 4 months or so :smiley:

Could easily have shorter modes - 10 card, 20 card, 30 card decks (etc). Reduce health to match, voila.

It would be good to understand the quote in context.

Best nerf would probably be to have it still make you take 0 self-damage, but only reflects the first instance of self-damage per turn to your opponent.

If it’s still too good, it would solely be because of the Zoo version, so a second possible nerf (not at the same time, only after the previous nerf and it’s still too good) would be to remove the 2x 3 damage from the previous stages (still have them heal you for at least 3, could probably be bumped up to healing for 6 in this case).

3 Likes

We all can be smart,imaginative and full of ideas for fixing this game as long as we want,but everything we write here about this game is useless 'cause devs are obviously afraid to come to their own forum here to read posts,they do not care about players opinions,they will do things THEY thinks that needs to be done and the most biggest problem of all is that they are drunk and high when they’re working (actually,they’re constantly wasted,information about that came out right after that law suit thing) and they think a word “test” means something to eat or drink…this game is doomed,let’s party! :monkey: :orangutan: :horse: :monkey_face: :cow: :pig: :boar: :microbe:

1 Like

I am playing quest warlock without darkglare in standard: the quest is very strong, I have no idea how they made it without realising how powerful it is.

It’s a combo deck that can beat aggro on turn 6!

I don’t think darkglare is the problem, in fact it doesn’t even work after the quest is finished.
Even without it the deck is fast and strong.

How to fix it? Maybe next time make the reward less broken, idk :joy: play-testing may help

2 Likes

Jee, A player who actually played wild and thinks a 80% winrate deck might be a bit too strong, instead of needing more buffs.

I know, lets nerf the Imp to be a 4 mana 70/70 with battlecry: deal 70 damage to your opponent. I believe this change will help keep the game balanced. As it is wild. And wild with more moves and cards and combos should not be like a game of checkers vs chess. But a game of Chess where the black warlock king teleports into White king’s family. Beats up control, and then otks the combo decks and then loses to it’s primary counter. It’s hardest toughest matchup, other warlocks at 70% winrates on hsreplay. The horror!!!

I mean, sure there’s probably like some top legend tiers that can make decks to counter it. But like also at the same point, having or building 4k-10k dust decks to get a 100 coin pack probably worth 40 dust isn’t the most worthwhile use of bankruptcy. Just kinda sad that quests just killed about all of the previous wild control decks overnight.

I like powerful back and forths, but asking for wild to be broken by standard players, is like seeing the game designer for chess being a checker player going to his own game and saying "This game is broken, i don’t get it. Why can the queen basically teleport 10x further than checker pieces, and on earth is why is the queen stronger than my useless king!? "

"This game is broken garbage, i don’t know why anyone would want to play chess with more moves and broken flying pieces when they could just move 1 space at a time with only a few options and your choices made for you in standard. This game is broken. I never played it, but i should know better than people who actually played this mode, as i saw a standard player made a reddit post off 0 games of wild vs someone who played it everyday. SMH. "

If that’s satire… you don’t know 90% of my daily struggle just wanting to have fun games of back and forths in wild. Usually combos aren’t… able to literally use any combo in deck… Or have…

Questlock’s Otk Quest: Play 3 mana’s worth of 1 drop minions on a 3 drop. Reward: Summon a 5/5, 2/1, 1/3 and 2/1 and 8/8 for 6 mana, Draw two cards and gain 5 armor, you opponent takes 29 damage and dies. Costs 6 mana. #Balanced.

But darkglare is the problem right? Even though… the quest being printed… or decks without it, are literally only looking at 60% vs 80% winrates in wild…

And trust me, a 60% no quest darkglares vs 80% questlocks in wild ± darkglares, is a hell of a difference when it comes to 20:5 win streaks vs 6:4 win streaks. Notice how one deck gets like 3x more wins for about the same number of losses? Kinda significant margins.

Probably counter decks at higher wild like more aggro, but any wild control deck that can’t clear a board and survive 70 damage worth of attrition by turn 6-8 is dead in a coffin rn. And there’s no way to obtain that much hp, heal or reno, everyone just dies.

2 Likes

Darkglare and stealer of souls both need nerfs. The rest of the deck is fine.

1 Like

Can you send me a link of the article where it says games should end by turn 8 please.

Now with more refined lists quest warlock and mage are unstopable Tier S decks and need to be hit extremely hard for nerf hammers, not a litlle adjust here or there, they need to broken the spine of the decks and fast.

Everything in the deck is broken.

2 manas kill a 6 health minion? If the minion don’t have so much health you complete the quest? WTF??? This card need to cost 4 manas at minimum.

The step of quest complete and you restore 3 health and give 3 damage at the same time? You don’t hit yourself, you share the damage with the opponent, make a least the cost in life being a factor.

3 manas minion giving you free healing/removing spells? Why the copies cost 0?

Don’t matter if the warlock player hit itself 100 damage in the game if he have so easily and free healing for nothing, make the damage matters or chance this cursed quest entirely.

IT IS BEYOUND BROKEN LEVEL!!!

Old jade druid and midrange shaman are completely garbage tier in comparison.

NERF THIS ABOMINATION NOW!!!

2 Likes