You didn't nerf quest paladin

i still face too many murloc quest paladin … the nerfs for paladin have done virtually nothing to slow the deck … the buffs to other things as far as my quest priest is concerned did virtually nothing on the flip side of that equation, especially since my deck has been a hybrid quest/wilted shadow priest and shadow got nerfed making the math on holding out for a payoff turn less likely … even though the buff the priest quest makes it easier to obtain, the problem is that getting there is still ridiculous vs paladin as all of the defensive options are countered by the fact of endless growing murlocs

the paladin quest itself needs to be nerfed … that was always the problem, the token nerfs to enabler cards was “nice” but not effective, and imo way to weak to even be considered nerfs

all of the other quests have some form of counter play because they are not guaranteed to even be completed, and even then you have stuff like dirty rat, or weapon removal, or steam cleaner, or etc. … paladin has the only quest that is un-counterable other than the fact that you could potentially run it out of cards … but by the time that happens the murlocs coming down on board already probably have 10/10 buffs … and let’s face it, the murloc player is never going to get there because either they have killed you already, or you somehow were able to keep their board frozen and board locked while you did just enough damage

while i have seen other decks showcased that seem to shut down murloc paladin, the game essentially revolves almost solely around murloc paladin, and from the feel of it so far that is not going to change from this patch … it dictates the meta way too much, and imo is a horrible thing for the game

please do the right thing and redesign this quest properly

i’m sorry to be throwing shade at someone’s darling, but sometimes you need to kill off a bad idea for good ones to survive

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they did

every single murloc quest runs braingill

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So what? If anything that helped them because what I would do for example is wait for them to go ahead and buff their whole board with that death rattle and then clear their board and burn half their remaining deck

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I agree, Paladin quest is too powerful

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"helped " them by preventing the glider into braingill on turn 3 ? how does this help paladin??

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Think he meant the opponent, by letting braingill give 6-7 murlocs the DR you can force the paladin to overdraw and burn cards, so “nerfing” braingill helps them

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Yeah, the nerfs were miniscule and did nothing to curb the dominance of Murloc Paladin.

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Imo Paladin quest doesnt need to get nerfed…the card drawing nerf was sufficient. I think the deck is pretty balanced and it can be stopped with proper cards as well as it can beat you if he has the proper cards. Just a normal Hearthstone game👍🏼

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so what are bad cards for paladin?
paladin have 10 times better curve than a deck that needs 3-4-5 cards to stand a chance.

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there was no “card draw nerf” … braingil not drawing off of itself is laughable at best … 1 less card when it quite often draws 3-6 anyway … and pally’s hand size is quite often more than sufficiently filled due to other value generation as well (map, weapon, etc.) … i don’t mind the synergy of the cards per se the problem is the quest … the card synergy just amplifies the problem of the quest … if u freeze board after board clear after freeze board until they have re-filled it for the 8th time and have the random’d shaman gigantify card that gets double buffs on the summons – tell me again it’s the card draw that was the problem … it wasn’t it’s the quest … it always has been and always will be until they fix it, and by fix it i mean redesign it properly so the whole meta isn’t shaped around it

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“Nerfed” doesn’t mean “killed”.

I’d rather face murloc paladin than protoss priest right now. holy hell theyre out of control

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I can’t see any “normal” way to stand up to Murloc Paladin. No control deck can stand against it, no midrange deck, no aggro deck. The only way to beat them is with “cute” decks, that do various shenanigans like milling or OTKs.

It needs a quest nerf. Should only get bonus for played Murlocs, not summoned.

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you’re right, but nerfed also tends to imply it made a difference, and was not just “technically” a nerf … ball hog, for example was also “nerfed” – considering the change in a vacuum – however, if u really look at the change, in the context of the current set, it really sort of broke even or maybe even got a buff because of its interaction with the quest … without the quest, it is strictly a nerf, but with the quest it either breaks even or even is a buff, because the quest can be bounced with a brewmaster and make the ball hog do up to 8 dmg in standard currently (unless i’m missing a way to have it deal more) … with quest 1x it deals 4, so it averages out to the 3 it initially had, so as long as u are playing and can complete the quest

the point is the cards they targeted in paladin weren’t what needed the nerf and the nerfs they gave were negligible … paladin is still able to spew out cheap endless board-wide 10/10s if the game goes past turn 7~8, and that’s a problem

hsreplay has the top 6 of 8 top pally decks as quest paladin ranging from 63.7-68% at the time i’m writing this … protoss priest is only 5 of 8 top priest decks, it’s not the highest, and it only goes from 58.2-61.9% … maybe murloc pally is keeping protoss priest from being more of a cancer, but it could be that priest is simply preying on the decks that try to counter murloc paladin … the main page stats show paladin overall at 56% in 1st whereas priest overall is only 52.5% in 3rd behind hunter … while these are the only 3 decks above 50% and that’s bad, the top performer being at 68% is quite telling – it is simply still broken, and the quest is the problem … i get that they don’t want to give dust full refunds for legendaries, but they gotta stop being what they’re being and fix the actual problem

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There’s one more thing that hasn’t been noticed, the Murloc quest
is the only quest that can be completed in the opponent turn,
and that’s also too OP.

Why isn’t it the same with the D.H. quest? I have so many units on the board with 2 attack, the opponent attacks them, why can’t he complete my quest?

Or let’s go even further, old Warlock quest “Demon seed” :slight_smile:

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The real solution is to gather up all the greed players and silo them into a separate pool of players.

They won’t face any tempo decks and can exclaim that they “generated 1000 more mana in value than their opponent”.

this makes no sense … isn’t the point of a greed deck to generate 1000 more mana than the opponent? so if the paladin deck is getting both tempo and 1000 more mana value because of how it translates into tempo, then paladin basically has no weaknesses

you can’t say that paladin wasn’t printed a 1-cost “win” card with the only drawback being a deck restriction (that isn’t a drawback for murlocs or kindred synergy) and then just call that “tempo deck” … that is 5-head marketing ur doing there

my combo priest is wilted shadow plus quest … i’ve been hovering around dia4 with it … i mostly lose to paladin even though the deck is teched specifically to try to stall for a combo turn (repackages, the sleeper dude+cube, bob) … the quest is sometimes meaningful sometimes not … it helps more against decks other than paladin b/c i can ooze an 8/8 and have (now) 20 dmg per dual shadow attack to win vs. the truly greedy armor decks (warrior/dk mostly) … i have beaten a few paladins with it (edit: but for me to do so even with my specific tech, i need to get lucky and my opponent needs to get unlucky – or play like a braindead tempo netdecker), but the times i am “climbing” are mostly versus other decks … i don’t beat all the other decks all of the time either, but to have such a harsh loss rate vs. paladin indicates a problem, especially since they are so prevalent (because its broken and everyone knows it)

what they really need to do is silo all the players that just want to play broken stuff and create a game mode called duels … oh wait

edit: and for the record, i have a homebrew version of tempo priest and protoss(/imbue) priest as well, and those are simply not as successful vs. the variety of the meta … they can still get wins, but not as much as the combo … i would like to finally hit legend with a priest deck to cross it off my list so i’m not completely unbiased in a sense … however, i got legend with pally last season when pally was on top with imbue (slightly off-meta version of the deck once again), so it’s also about time pally stepped down, and all they did was get a boost w/ a different tribe – that is way easier to pilot and u can most of the time requires nearly zero thought to climb ranks … the quest needs a nerf just to raise the iq level of the upper ranks again

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You mean the card that specifically states “damage on your turns”?

Nothing should be nerfed bc you can’t win with your homebrew

It is just how this game works, if you are not among the strongest players and still want to build your own deck, you will build a deck that will not be able perform well in the meta. You can choose playing it for fun, then don’t care about winning or losing. Or you can pick a meta deck, then you probably will find a way to beat murlocs.

you’re missing the point, how do you think meta decks get made? … someone home brews them, and then they get popular when they work … blizzards “starter decks” are not meta netdecks … i’ve homebrewed multiple decks to legend … some closer to a netdeck than others … however, i’m not saying that because i’m homebrewing my decks it ought to be able to win and i’ve found ways to homebrew to legend before, i need to be able to now so “wah nerf paladin” like you are trying to say i’m saying … what i am saying is that the stats show that even the netdecks are not winning … by and large vs. paladin and that the meta matchups are very skewed around quest paladin which imo is not good for the game … i know zeddy keeps saying pally win rates are going down, but it is quite literally the only matchup so far that seems unwinnable with a priest deck and yet paladin is still probably the most popular (and perhaps botted) class … this really isn’t about my decks, but it is about the class balance is the remarkably skewed … i feel really bad for anyone playing outside of pally/hunter/priest b/c the win rates are so bad … especially rogue … but not being able to climb with a deck that has a fair shot at the rest of the meta but gets hard stopped by the most popular deck b/c the quest is braindead busted is really stupid … has otk’d warrior/dks between 60~70 hp … but if i hit 5 murlocs in a row, there’s no way for it to climb, and i’m sure my deck isn’t the only one with that problem given the fact that i am facing so many paladins … hunter maybe be on the rise, but the top quest pally decks are still showing above 60% … top one not quite 68% now … the meta will be dictated by that until the quest is nerfed/redesigned

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