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  • Quest Hate

    I was wondering when someone would start a post like this.

    Its the start of the expansion, and people are still playing around with quests because its the new thing in town. But like all things pretty and new its only a matter of time before no one gives a shit and starts playing to win.

    Quest are currently viable because the meta is slow enough to allow it, thanks in no small part because everyone else is playing quest decks as well. You'll be lucky to see a minion drop before turn 3. Once everything is cleared up Im sure the meta would be more diverse than what it looks now.

     

    In a separate note, is everyone sleeping on quest shaman? I havent seen a single hate directed at it so far, and after playing it for 3 hours I think its even more powerful than mage.

     

  • Quest Hate

    Quote From YourPrivateNightmare
    Quote From KANSAS

    It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.

    In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.

    Hitting just Flow won't do shit.

    They have to get rid of Flow, then make it so the Quest steps need to be completed in one turn (there is no other way, the quest will always get completed on turn 6 or 7 otherwise) and finally reduce the Spell Damage to +2 because +3 is retarded in a world where Cram Session exists.

    They will definitely need to hit more than a single card, I'm just not sure exactly what the other cards might be.

    At this point Incanter's Flow feels obvious, especially with the new shaman elemental doing the same thing for double the cost. If they nerf the quest I believe the most likely thing would be reducing the spell damage to +2. Changing it to make all 3 spells have to be cast in a single turn is less likely. I would rather see mages nerfed to reduce their capacity to cast lots of spells in a single turn rather then force them to cast lots of spells in a single turn. If they wanted to slow mages down I think they would target cards like Ray of Frost, Hot Streak, or First Flame. Another option would be to simply reduce mages draw by hitting Cram Session or Font of Power.

    My personal nerf list is: 1) Incanter's Flow nerfed to 4 mana. 2) Ray of Frost and First Flame each have their second version nerfed to 2 mana. 3) Cram Session nerfed to 3 mana.

    I don't really want to nerf the quest since it is legendary and blizzard would rather avoid nerfing legendaries if possible, but also because there are a lot of factors that go into whether or not a quest is viable, and I would like to see how it plays out when mages don't have access to tons of other over powered spells.

  • Pack opening statistics and saltiness

    Quote From Alfi

    But there is one thing that bugs me. Although I have all 25 legendaries the Achievements tracker is stuck in 24/25

    Same here. I recently read in the Blizzard Bug Report forums, that this is a known issue that is caused by Flightmaster Dungar. Unfortunately I can't find anything official regarding this.

  • NEW - Oracle Rattle Druid (video Guide)

    ah sorry, I was way too negativ than I meant it too.

    Like I said: It can be fun! I just don't think in the current form it's competitive (which it doesn't have to be if it is fun :) )

  • Thrall's Tiny Toys [UiS Evolve Shaman]

    This deck feels busted

  • Quest Hate

    Quote From KANSAS

    It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.

    In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.

    Hitting just Flow won't do shit.

    They have to get rid of Flow, then make it so the Quest steps need to be completed in one turn (there is no other way, the quest will always get completed on turn 6 or 7 otherwise) and finally reduce the Spell Damage to +2 because +3 is retarded in a world where Cram Session exists.

  • Quest Hate

    It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.

    In terms of the meta, things are still being figured out and new decks will still have to be tested and refined, but mages do seem to be over powered and should probably be nerfed soon. I'm guessing they'll hit Incanter's Flow since it isn't a new card and has been shown to be borderline broken in the past.

  • Hunter and Warrior Quests are Total Nerf Targets

    Quote From YourPrivateNightmare
    Show Spoiler
    Quote From dapperdog
    Quote From YourPrivateNightmare

    I'm genuinely worried that we might enter a Aggro vs. Quest meta with 0 control or value strategies.

    Currently no slow deck can outlast the Quest decks (at least not the playable ones). The only way to beat those (outside of a lucky Mutanus) is by abusing the fact that they are slow as balls and just rushing them down. Even that is not a guaranteed strategy because most of the effective quests can be completed around turn 8 or 9.

    I don't think any game with a long term plan that isn't a Quest deck can survive the onslaught and I fear we might need a bunch of nerfs to the quests just to make sure that Control remains a viable strategy.

    Kind feels like Un'goro, except every Quest class is Rogue.

    Probably still too early to call for nerfs, though Im very partial to seeing Incanter's Flow burning in hell.

    Quest decks are slow and will get slower as they adapt their game towards faster decks. The only decks that currently have a near guaranteed win against a traditional control deck would be questlock, mage, and priest. Nearly everyone else runs out of stuff at some point.

    Also, everyone is playing quest at the moment because its a shiny new toy. I'd imagine that in a week of two and we'll be seeing old midrange pally everywhere like we used to again. Then we can start dreaming of slower decks.

    Yeah except Quest Mage wins by turn 8 without even having to jump through hoops. It can't run out of cards, it can't run out of damage and it gets 16 extra health.

    Questlock is the same but at least it has the decency to damage itself so you can try to race it.

    Quest Hunter is the "balanced" version which still kills you once the complete their quest but is more likely to actually run out of steam.

    Rogue is weaker but once Scabbs comes down you#re basically on a clock too unless you have removal for days (which is fine on paper, but once again enforces that you have to race it)

     

    Incanter's Flow isn't even the main problem anymore, Mage wins just as easily without it. Permanent +3 spell damage is broken in every scenario. It has to go down to +2 at the very least

    I still dont get why people even bother with the quest in mage. The deck has to run stuff like Cone of Cold, Flurry (Rank 1), and Ice Barriers. They're even dropping Font of Power and Devolving Missiles these days. Once the meta turns outside of quests and minions start dropping on curve I doubt quest mage will still be able to do the same without dying.

    I'd much rather have a better chance at getting Incanter's Flow on 2 and just use the sheer power of cheap spells, Ignite, Fireball and Apexis Blast to win the game.

    Its too early to call for nerfs. Everyone is playing either quest or trying to cheat a few wins with the old meta face hunter and elemental shaman. I'd say give it a couple of weeks, and it'll be clearer what should be on top and what needs a little trimming.

  • Quest Hate

    Is it too early to already want a separate, no-quest ladder? I can't believe how fast I have come to hate this expansion, due to every single game I play involving a quest, and the fact that these quests essentially complete themselves with plain draw RNG. All you do is watch your warrior/hunter/warlock/mage opponent throw their crap down every turn, and hope your bullshit RNG is better than their bullshit RNG, and that's the game. This is, to me, going to be the least interactive, least interesting meta that has ever existed in this game, and I'm already getting sick of it, and I actually feel ashamed when I play that stupid pirate warrior. Please give me hope that the team will step in quickly and make some of these slightly more challenging to complete.

  • Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers

    garrote rogue with infinte bleeds. otk demon hunter, quest mage with its over the top dmg after the quest completion, and just good ol face hunter without as single new card. wanna minion battles? go play BGs, this is solitary OTK meta.

     

    and ppl were afraid of quest lock, ahahaah. otk goes brrrrr

  • Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers

    If you draw the nuts and your opponent applies basically no pressure to you, then you can finish this quest on turn 5 or 6 and close out the game on 7. But in addition to playing the Quest, the 9 cards for the quest, AND Dawngrasp, it means you’ve played one or two copies of Incanter's Flow. Without that cost reduction, your post-quest game is strong but nothing special.

    More typically, I can expect to win a Quest Mage game around turn 8-10, and sometimes I’ll have bad luck and be unable to do that. If you think of this as aggro, then you haven’t been playing Hearthstone for the last few years. This is the slowest post-launch meta I can remember.

    My prediction is that this card will remain strong, but it will not be OP once the meta solidifies. This deck has the advantage of being related to an existing popular deck, so the theroycrafters honed in on a near-optimal build quickly. Also, you have to make a lot of inefficient plays to cast the right spells quickly, and as I mentioned above, my opponents haven’t been applying much pressure to me. Once I start facing other good decks, I expect to struggle a lot with the mid-game. 

  • Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers

    The combo is you complete 3 sets of mage spellschools, play your permanent +3 damage minion, then burn your opponent down, using the ignites to go infinite if your opponent has a lot of healing.

    You do understand that, with this logic, EVERY single deck could be considered a combo deck, do you?

    You do realise there are combo decks in other card games that are so fast they kill you on turn 1 right? That is where the name OTK-deck / FTK-Deck  comes from

    Thanks for the lesson that I already knew, prof. Still, I can't see your point by calling in other games. So a deck that doesn't kill you on turn 1 is too slow to be considered a combo deck?

  • Hunter and Warrior Quests are Total Nerf Targets

    Quote From dapperdog
    Quote From YourPrivateNightmare

    I'm genuinely worried that we might enter a Aggro vs. Quest meta with 0 control or value strategies.

    Currently no slow deck can outlast the Quest decks (at least not the playable ones). The only way to beat those (outside of a lucky Mutanus) is by abusing the fact that they are slow as balls and just rushing them down. Even that is not a guaranteed strategy because most of the effective quests can be completed around turn 8 or 9.

    I don't think any game with a long term plan that isn't a Quest deck can survive the onslaught and I fear we might need a bunch of nerfs to the quests just to make sure that Control remains a viable strategy.

    Kind feels like Un'goro, except every Quest class is Rogue.

    Probably still too early to call for nerfs, though Im very partial to seeing Incanter's Flow burning in hell.

    Quest decks are slow and will get slower as they adapt their game towards faster decks. The only decks that currently have a near guaranteed win against a traditional control deck would be questlock, mage, and priest. Nearly everyone else runs out of stuff at some point.

    Also, everyone is playing quest at the moment because its a shiny new toy. I'd imagine that in a week of two and we'll be seeing old midrange pally everywhere like we used to again. Then we can start dreaming of slower decks.

    Yeah except Quest Mage wins by turn 8 without even having to jump through hoops. It can't run out of cards, it can't run out of damage and it gets 16 extra health.

    Questlock is the same but at least it has the decency to damage itself so you can try to race it.

    Quest Hunter is the "balanced" version which still kills you once the complete their quest but is more likely to actually run out of steam.

    Rogue is weaker but once Scabbs comes down you#re basically on a clock too unless you have removal for days (which is fine on paper, but once again enforces that you have to race it)

     

    Incanter's Flow isn't even the main problem anymore, Mage wins just as easily without it. Permanent +3 spell damage is broken in every scenario. It has to go down to +2 at the very least

  • Blizzard President J. Allen Brack Leaves the Company After California's Sexual Harassment Lawsuit Filed & Employee Walkout

    I’ve seen a few comments implying that this is the end of it or that other people will avoid responsibility because Brack took the blame. That’s not true at all. It doesn’t end the court case or the calls for reconciliation from employees.

    The truth is that the CEO is partly responsible for this - they need to be aware of the corporate culture, especially if it’s so bad that HR is widely considered to be ineffective. It’s hard to believe that he didn’t have an active hand in this, but if he really knew nothing about it, that means he’s too incompetent to run a company. 

    Firing him isn’t the final step. It’s a necessary first step, and one that’s so obvious that they’ll do it even before the case finishes.

  • NEW - Oracle Rattle Druid (video Guide)

    This is the very first deck I tested. It needs a little work. Also I wanted to post something very different from everyone else so that people can just have fun on the first week of release. Sorry you don’t like it that much but I hope some people do :

  • Leaving The Barrens Behind, Entering Stormwind - How Was Your Rewards Track Journey?

    I was one of the first to complain. About the new system, but I ended up a new hero and enough gold for 60 packs, and I wasn't a regular, maybe logging in every 3rd or 4th day to blaze through the daily's.

    I even used a couple of tickets to try out duels as well, so they got me there!

  • Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers

    The combo is you complete 3 sets of mage spellschools, play your permanent +3 damage minion, then burn your opponent down, using the ignites to go infinite if your opponent has a lot of healing. 

     

    You do realise there are combo decks in other card games that are so fast they kill you on turn 1 right? That is where the name OTK-deck / FTK-Deck  comes from

  • Hunter and Warrior Quests are Total Nerf Targets

    Quote From YourPrivateNightmare

    I'm genuinely worried that we might enter a Aggro vs. Quest meta with 0 control or value strategies.

    Currently no slow deck can outlast the Quest decks (at least not the playable ones). The only way to beat those (outside of a lucky Mutanus) is by abusing the fact that they are slow as balls and just rushing them down. Even that is not a guaranteed strategy because most of the effective quests can be completed around turn 8 or 9.

    I don't think any game with a long term plan that isn't a Quest deck can survive the onslaught and I fear we might need a bunch of nerfs to the quests just to make sure that Control remains a viable strategy.

    Kind feels like Un'goro, except every Quest class is Rogue.

    Probably still too early to call for nerfs, though Im very partial to seeing Incanter's Flow burning in hell.

    Quest decks are slow and will get slower as they adapt their game towards faster decks. The only decks that currently have a near guaranteed win against a traditional control deck would be questlock, mage, and priest. Nearly everyone else runs out of stuff at some point.

    Also, everyone is playing quest at the moment because its a shiny new toy. I'd imagine that in a week of two and we'll be seeing old midrange pally everywhere like we used to again. Then we can start dreaming of slower decks.

  • Hunter and Warrior Quests are Total Nerf Targets

    So yeah, MAge Quest is completely busted unless you're playing full aggro. I have no idea how this shit got through playtesting but it absolutely needs to be nerfed into oblivion or else the game becomes unironically more unplayable than Day 1 Barrens.

  • Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers

    Sorry, but I don't agree. Quest mage is a combo deck? And what's the combo? Sorcerer's Gambit + "literally every single other card in the deck"? Don't try to put this elsewise, you just have to play random cards until you get the ultimate reward, and then vomit your hand to burn the shit out your opponent's face. Even if, as you said, its archetype does not fully fit into aggro, fact Is that a gameplay like this is already dumb, aggressive and exploitable enough to me.

  • Hunter and Warrior Quests are Total Nerf Targets

    Well so far i think the Warrior Quest is Fine as it is - Hunter on the Other hand looks a little too strong but maybe that only appeared to me because i play slower / kinda meme decks when i encountered those. 

    Haven't met a Mage, Paladin, Demon Hunter or Priest Quest yet so can't realy say anything about those. Druid seems ok but a little to inconsistent. Warlock looks decent but i ony met one and i won that Game. 

    Rogue is pretty decent but also only met 1 so far.

    But Warrior Questline does not - at least in my oppinion need a nerf ! Hunter - maybe ... 

  • Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers

    It's pretty bad if the only way to counter a combo deck is to go hard aggro because you consistently lose around turn 8 or 9 otherwise.

  • Pack opening statistics and saltiness

    Quote From Alfi

    Packs opened: 140 preorder + 5 golden preorder + 88 bought from gold + 1 from Twitch 

    Expansion: complete

    But there is one thing that bugs me. Although I have all 25 legendaries the Achievements tracker is stuck in 24/25

    Same here - full Stormwind collection but it says im missing 1 Neutral Legendary....

    But, i personaly can't complain - with both Pre-Order Packs i opened 9 Legendarys (2 of them in Gold) a lot of Epics and if i remember correctly 7 or 8 in golden! And i did not count the Free Legendarys i got with the Pre-Order.

    After that i bought 53 Packs with gold and got 5 Legendarys and a decent amount of Epics. 

    Right now after dusting and collecting the Free Legendarys with login and Tavern Pass i got a full Stormwind Collection even tough it says im missing 1 ... 

  • [Game] Card Treasure Hunt (Hearthstone Riddles)

    Quote From R

    Not sure, but... Barrel Toss?

    no, it is a collectible card, Another tip, one of the card with same word in its name is uncollectible.

  • Hunter and Warrior Quests are Total Nerf Targets

    I'm genuinely worried that we might enter a Aggro vs. Quest meta with 0 control or value strategies.

    Currently no slow deck can outlast the Quest decks (at least not the playable ones). The only way to beat those (outside of a lucky Mutanus) is by abusing the fact that they are slow as balls and just rushing them down. Even that is not a guaranteed strategy because most of the effective quests can be completed around turn 8 or 9.

    I don't think any game with a long term plan that isn't a Quest deck can survive the onslaught and I fear we might need a bunch of nerfs to the quests just to make sure that Control remains a viable strategy.

    Kind feels like Un'goro, except every Quest class is Rogue.