Warlock quest ban in wild

Its probably fine in standard (dont know for sure since I dont play standard, but I would imagine its fine). And we already have a precedent with Stealer of Souls (banned in Wild only), so you know what? Just ban lock quest in Wild. Problem solved.

As much as I hate Boar Priest in wild, the answer is simple: silence and transform, or have an oppressive board. Every other quest? I can just dirty Rat the quest reward or have a better board. Quest lock? It’s too OP with no clear hard counter minus maybe hyper aggro or some combo shenanigans.

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Agreed, or at least a quest + apothecary imp ban. A 3 mana 5/5 meant to deal 5 damage a minion meant as a punish was too broken for enabling otk and crystalizer kobolds and raise dead can make the quest free or open up otks with few requirements other than play 1 drops with more impactful deal 10-20+ damage, gain 5-10 armor and draw than a lot of 10 drop effects or 9 mana to do 8 damage like alexstraza.

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That or you can buff that imp making it do less damage.

Because let’s be fair…
It was bad even during it’s standard days before this combo.

Honestly just removing the quests imp and crystalizer from deal damage to some kind of remove / set your heros hp 5 lower without triggering quest synergy or 30 damage + 6 quest damage otks, or limiting damage from quest to first 5 a turn would be nice. They talk all about design space and then a card with 70-83% wr in wild that otks control, outraces and so strong it’s like scissors cutting rock when a self dmg deck counters burn mages. And warps the upper and lower diamond legend wild format around it killing tons of fan favorite decks with t6 near requirementless otks through remix and clears while vomitting board and doing design space restrictions far worse than charge every did until turn 10 specific card combos.

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Self damage is supposed to be a tempo play no matter how you like or dislike.

You’re paying more than mana so you should receive more than what you get from only using mana. It’s no rocket science.

Now the fact that those were always extra bad with insane health prices is getting it too good when you direct they at the opponent.

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Or maybe face the fact wild is a joke and it will never be balanced and get over it ?

Just because chess moves faster than checkers doesn’t mean a game should be designed by people who don’t know how to play it.

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But they know. They know how to play so much that were here in forums talking about why it’s so strong.

Ignore this fact is when someone shows that they have no idea of what they’re talking about or are so biased that should be ignored.

a ban would be shameful: I want to play with new cards, I would hate to see it banned from wild.
Even in standard is too strong, so they better fix it and let it be playable in both formats

I can see flame imp to deal only 2 damage: 3 is bad by today standards, but too good to complete the quest

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quest lock won’t remain t1 for long, it’s very weak against all the face decks

true: since I find it weak to secret mage (without looking at data) I think that in wild it can be countered easily by the meta.
Not sure about standard though

BS.

Quest warlock is winning in turn 5 or 6 PLAYING YOUR OWN MINIONS, KILLING THE OPPONENT ONES AND RESTORE HEALTH in all turns at the same time, it is broken beyond believe, I play this game since Naxx, it is the most powerful deck in HearthStone history, everything else like jade druid, galakrond/midrange shaman, old face hunter with 2 manas combo cards are completely garbage tier in comparison, the deck don’t break the entire Wild format by luck.

If this insanity don’t being nerfed to oblivion, or being completely banned from all formats then every single nerf of the entire time can be reversed because everything is a piece of useless crap compared with this new quest warlock.

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It’s standard viable and 79-83% wr variants in wild if actually played by a person who uses or builds A good version of it. Apothecary was meant as a aggro side with huge downside. Not a overstatted 3 mana 5/5 with instant quest completion or otk ability. Kobold librarian raise dead kobold librarian and crystalizer and a flesh giant is 32 damage + 5/5 2/1 2/1 1/3 8/8 for a combined total of 38 damage with quest progress plus 18/18 worth of stats for 6 mana. In other words about like 30-40 mana worth of value for 6 mana while otking A opponent and still dropping stats on board. Apothecary and crystalizer need to be patched to not trigger quest imo or set health 5 lower Alextraza/smart style removing self damage synergies.

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Demonstrably false statement.

Its wrecks in wild thanks to access to all the good self damage cards and darkglare

Demonstrably false reply. This deck in wild has no clear counter and is reminiscent of the Tiller OTK, having too much broken synergy in Wild, or even the Naga Giants OTK.

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Yeah honestly if anything needs to be nerfed hard it’s the crystalizer + imp shenaningans.

Maybe bad or unoptimzed decks lose to darkglare, it could highroll boards but i dont’ care about that deck much since my decks ate it, control or burn. That, or i just met a mysterious amount of diamond warlock decks that were apparently too scared to ever play a card or do anything after taking 10 damage of burn, or being cleared by a teched clear counter or a coin lightbomb.

It was a homebrew but i was bored of playing aggro for years to afford the deck and a deck that had previously gone like 55-65% wr in past seasons up to 50-200 top wild legend just playing for fun since the deck was so enjoyable for me to play and a pet deck was gone. I don’t mean to be shy but i played zoo lock, worgen otk, piloted f2p decks. When i take over a deck pre mmr i used to pilot 55-65% standard hsreplay decks to literal 70-80% winstreaks all the up to the diamond 5 i’d stop at, and then diamond to legend pushes it’d be more normal at the normal 55-65% winrates just since obviously everyone was also competitive there. I am currently miserable right now, since the new meta killed a deck i spent 10k on and i loved wild but it left me without a good deck, but i thankfully could make a good 62-67% gold/any wr ele shaman in standard apparently for 100 dust. I just don’t want to grind all those ridicolous games or not… literal 10 winstreaks in a row or not i don’t like just effortlessly winning and then just not having pointless non games. I want 50 50s and 60 40s. where you can have a lean but not these non game 80%:20%s or 10%:90% games and that’s why i hate quests. I don’t care win or lose if i win or lose some arbitrary 40-60% number. I hate decks that don’t make it feel like your turns matter or anything you do matter and the matchup is decided all by non interactive mulligans. I like when both players have a chance to doing crazy stuff, but going back and forth. Like dumping 20/20 of stats, but aoeing the board and healing back to full, then they draw 6 cards, and then rng decides win or lose.

I don’t mind aggro doing crazy stuff as long as it’s a wild game that you don’t just instadie. I’m not asking for autowin cards to start in hand. i just don’t want the perfect possible mulligan to do jack since the opponent otks and plays 18/18 worth of stats over 5 bodies and otks you anyways for 30 damage for 6 mana on a empty board or just play standard decks that avoid interaction and get pushed to buy monthly garbage where the deck building is. "Hmm. which of like… 3 viable drops for this deck. with obvious synergies, do i put in this deck?

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I agree thsr is strong and should be nerfed, but I don’t think crystalizer deserves a nerf.

The quest is very good even without it, so it is only a question of time before something else replaces it.
Nerfing the quest is the most logical solution, given that even in standard it isn’t too hard to complete it and otk before turn 10.

Apothecary may be buffed, so you lose only 3 health: it wouldn’t see play in any other deck anyway while being still good on that quest deck.

A slower quest solves forever the problem of having cards that deal 5 damage to the hero that complete it in a very fast way.

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Team 5 really doesn’t know what they’re doing…who is testing there stuff they came up to and want to put in a game? their pets? kids?
They already banned one card from a wild and now players again asking some card to be banned from a same class the first one was banned 'cause it is totally way OP in standard and in wild with all other combinations warlock has there to play with that quest is “concede at turn one”…
This game is in such a chaotic state ATM and something drastically needs to be done by devs if they want earn something from this game and if they do not care about it it would be correct of them to stop making idiots out of us ordinary players and just kill this game.

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winner winner, chicken dinner!! Team-5 needs a HUGE jolt of common sense.

I sometimes outlast the onslaught of this deck with Control Warrior, yet by the time the board is stabilized and I can start throwing stuff down they’re killing me with their own fatigue. So stupid that it prevents fatigue damage…and not only prevents it but puts it on me. Insane

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