I think going forward this needs to change because warlock is able to clear heal and develop his board in one turn i think this actualy also a major problem mana cheat yes but this as well.
In the early days of hearthstone he had to stop tapping at a certain point these days he just doesnt.
the entire meta of quests needs nerfed into the ground and made useless make people play regular decks agian
Itâs worse than that. With Soul Fragments in your deck tapping when youâre at 1 or 2 can actually keep you alive.
I dont mind warlock being strong but to me he seems to have little weaknesses except hyper aggro and even then he migt be able to win i suspect.
Cheap removals are needed in a game where fast decks can refill hands and fill the board in the first 3 turns.
If anything, more classes (warrior at least) need cheap removals and healing
Gee. Lets give aggro dirt cheap mana draw 3-4s, unlimited refill, and make it so the old traditional aoe you play on turn 5 dies on curve with like 10 hp left against a face hunter that pierces.
Yeah the only viable control cards are a little busted but blizzard so power creeped aggroâs draw and refill to endless point, all trying to play with fair 4-5 mana required 2 damage aoe cards like priestâs just results in you only half clearing a board of 2 drops and then dying.
Endlessly clearing over and over isnât fun, but just clearing minions isnât good enough anymore when aggro usually gets effect + damage + body + draw all in one⊠while you spend like 5 mana to clear 2/3s at 11 hp remaining and the hunter just kodos, hero powers and shoots your face, you die.
Honestly iâm not sure how you could balance it without just toning down past cards. Aggro refill is crazy and most aggro dump and refill. Which isnât a bad playstyle IF THE other person had like a solid counter. The closest is like that shaman 8 mana 3 damage lifesteal aoe, youâre paying 8 mana for 3 damage and aggro players absolutely hate that cards since itâs vanilla damage sucks but lifesteal on a aoe is like the only viable way to recover from aggro. And a big part of aggro is hitting your opponentâs face before they can do anything, and the other decks are trying to win if they live to do anything⊠Iâm not actually sure if printing more and more op removals to keep up with op draw and refills are the solution. Honestly if you took away both warlock and shaman at once, im not really sure if traditional control decks even have much gas against current levels of hyper aggro. Thereâs just more draw than clears and i guess i admit Samuro apothesis was a unfun combo, but still i mean.
They wonât design any balanced or fun ways for 6-10 drop playing tempo control decks to play stats that donât miss taunt and just die the next turn from being removed by aggro⊠or removed in a single card by midrange⊠or laughed at and board cleared by control.
It doesnât need to be a snowball card, just something as simple as idk, a 6-7 mana 4/9 or 4/11 taunt with Tradable, battlecry: This card is immune to spells for 1 turn, your hero is protected from damage as long as this card is alive.
You donât need a card thatâs immune to spells forever, but just something like immune for 1 turn so the card could hit the ground, do something, and then be removable later without snowball bricking a game could be nice or ridicolous shenanigans. Something like a Malganis hero immunity effect on a taunt that could be cleared by death could be nice. Just, you know⊠a card aggro doesnât just ignore and run overâŠ
But isnât some ridic 3/9 + 1/3 + 1/3 + 1/3 voidlord shenanigans that come back 5 times that make aggro and midrange want to die you know or a rez priest. Just give something thatâs fair, playtested, enjoyable to play against, and isnât unbalanced and control can play without dying or something that doesnât take 9 years to lose to. You can have decks go to like turn 8-15 without 30-50 turn dead man hand warrior mirror blockbuster snorefests.
this is basically an iceblock, too strong!
Spells should be able to remove it, otherwise it is just too strong; also the âyour hero is immuneâ part seems too much to me
Oh boy, if only youâd seen the cubelock dominance days.
A fair thing is, yeah itâs kinda op by vanilla stats, but consider that for this meta for a 6-7+ drop to see current play by current quest powerlevels⊠it needs to either do some bs. (Battlemaster ± 2x 0 mana 8/8 windfury giants for 16-32 damage or battlemaster /conviction for like 6-12+ burst damage for a lethal. )
As well as current âmidrangeishâ decks like handbuff paladin getting +5/5 per divine shield with the 6 drops and stuff like 1 mana 6/6 to 11/11+ divine shield taunts for 1 mana that also buff another minion +5/5⊠or the lifesteal or divine shield rush minionsâŠ
By all terms yeah, youâd have to do playtesting, but consider that Cornelius was a 6 mana 4/5 with draw 2-4 that is powerful but struggles to see play since youâll die.
Also considering the minion yeah, could be a taunt wall, but youâre playing 6-7 mana on a big drop for a psuedo 1 turn iceblock like effect for a minion that could just die. Honestly i guess itâs fair that maybe having both hero immunity and spell immunity for 1 turn might be a bit much, but itâs really hard to know whether or not the card could be good for not since best case scenario⊠You spend 6-7 mana on a 4/9 to 4/11.
It lives for one turn and hits face for 4 damage. you have a turn to develop your board without being burned to death or quest locked.
Without immunity warlock just plays like 4 manaâs worth of spells on it, or it gets hard removed, and they go back to burning your face and you die. Or you lose the game if it gets removed for like 1-4 mana.
I guess itâs really a card youâd need to playtest to figure out if itâd work out strong or imba, but a huge part is youâre spending your whole turn on a 7 drop that might not even live a turn or get smashed by a 0 mana 8/8 giant the warlock cheated for free or getting deleted by 2 mana deal 6 damages in warlock.
Warlock is single-handedly warping the meta, and it needs to change.
Quests will eventually change. With so many people being unsatisfied with current state of Hearthstone, I hardly beleive they will remain the same.
so dose mages they have cheap and op spell cards and theyâre not getting nerf at all.
Your Magic will not save you!
Die Mage!
I Though he was a rogue player like me oâŠo
Thatâs right.
You couldnât run Spellbreaker in Odd Rogue.
I also feel like a problem with Warlock, and why people hate Mage as well, is that they made them both play like Rogue. Rogue is all about drawing lots of cards and discounting things and playing a bunch of cards in a single turn but unlike Rogue, Mage and Warlock were not balanced around doing the same thing. Itâs why Rogue is such a fair and thus underpowered class right now, everyone is doing what they do but with additional upsides.
I kind of like that each class has a speciallity and making it so that that only that class has it unique if all the classes do the same thing that can get abit stale i agree.
Design to give healing to Warlock was a poor decision imo. Even the quest allows you to damage yourself, complete a step, and self heal. Poor design.
???
is a class dealing damage to use cards so of course it needs some healing
losing to it doesnt make it poor design
It definitely needs healing. It just doesnât (IMO) need so much.