Hunter and Warrior Quests are Total Nerf Targets

United in Stormwind
  • Hydrafrog's Avatar
    Gul'dan 1725 2993 Posts Joined 05/28/2019
    Posted 9 months, 2 weeks ago

    So I cracked all my new United in Stormwind packs that I was able to amass from the gold I've been saving over the past month and crafted a few of the decks for the quests and I gotta say this... Hunter and Warrior are not only ridiculously easy to do, but probably NEED to be nerfed.

    I took the garden variety Dwarven Defense deck for Hunter with no changes and just ROFL stomped every single player I came across.  This works even more viciously in Wild with Baku.  I was able to accomplish it as soon as turn 6 and just destroy my opponent. 

    The Warrior quest was nearly almost as easy to complete.  Once The Juggernaut hits the board, it's kinda GG for your opponent.  I didn't even try to make a competitive deck, I just threw in some Pirates and Coerce into a deck and destroyed my opponents.  

    I've tried the Druid quest and it was lack luster to say the least but that was expected in the card reveal.  I got 2-4 of the other quests that I need to try as well, but honestly, I was shocked at how easy it was to just beat your opponent with the quest rewards of those two so far, so even though the Hunter quest is the ONE thing that has got me liking that class finally after the passed 7 years of playing this game, it really needs to be nerfed as it is waaaaaaaaaaaay too easy to complete.  Thoughts on this and your experiences so far?

    -1
  • YourPrivateNightmare's Avatar
    Skeleton 1865 3962 Posts Joined 03/25/2019
    Posted 9 months, 2 weeks ago

    I'm pretty sure Mage will get some sort of nerf bat too and I hope it's Incanter's Flow for good this time.

     

    Also Priest is, as expected, probably the worst Quest of them all. It's actually quite bizarre how unplayably slow it is (although you can absolutely dumpster some slower decks). Thankfully too because not only does it feel awful to play but also awful to play against. It's just a really unpleasant deck.

    I tried having fun once.

    It was awful.

    3
  • anchorm4n's Avatar
    1680 1833 Posts Joined 03/13/2019
    Posted 9 months, 2 weeks ago

    Warlock feels pretty strong too, at least in Wild. Probably comparable to Darkglare lists but easier to pilot. I've given a Questline Hunter in a Secret shell two or three games, that one feels okay but not tier 1 stuff. Is the Odd version really that good?

    I notice I am confused. Something I believe isn't true. How do I know what I think I know?
    Harry James Potter-Evans-Verres, hpmor.com

    0
  • YourPrivateNightmare's Avatar
    Skeleton 1865 3962 Posts Joined 03/25/2019
    Posted 9 months, 2 weeks ago

    After playing the Hunter Quest for a bit, I don't think it needs nerfs. It's still very slow and will enter topdeck mode pretty fast. Any deck that puts on pressure early can shove it out of the game fast. Hell, even Quest Paladin can do it, and that deck probably gets shafted by non-Quest tempo decks.

    Not to say it won't be a playable deck but I strongly suspect regular Face Hunter will just be better unless there's a very slow and grindy deck taking top spot.

    I tried having fun once.

    It was awful.

    1
  • Bluelights's Avatar
    425 395 Posts Joined 04/02/2019
    Posted 9 months, 2 weeks ago

    Warrior is way way way to slow. They get completely curbstomped by the Mage and Warlock quest

    1
  • OldenGolden's Avatar
    Snow-Covered 675 117 Posts Joined 05/28/2019
    Posted 9 months, 2 weeks ago

    That Warlock quest is pretty gross if they draw the early stuff quickly. Flame Imp, Darkglare, Raise Dead, and that neutral hyena that damages you. . . you just roll thru those steps like it's nothing. Haha, all of these quests seem like they could get kind of annoying, I really hope none of them become too powerful, it will make the ladder awful. I'm already kinda dreading Turn 1 in a lot of games, lol

    0
  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 9 months, 2 weeks ago

    So far it seems like mages are the top dog. I think Incanter's Flow is the best nerf candidate. We have already established that it can be busted in the right deck, and since it's not a new card blizzard won't be taking away any of the excitement from the new set. Plus, the card is just super annoying. It's fine for mages to have a strong deck, but Incanter's Flow is beyond just strong, it feels more like cheating.

    Carrion, my wayward grub.

    1
  • SLima's Avatar
    The Undying 560 415 Posts Joined 08/17/2019
    Posted 9 months, 2 weeks ago

    I played against Quest Warrior a few times. It is slow. It can beat both slow and fast strategies when the deck is built correctly but the Juggernaut is inconsistent. It doesn't activate on the turn Cap'n Rokara is dropped and that gives the opponent one extra turn to finish them off. Even if it goes off, you don't get any consistent damage because Warrior weapons have a wide range of attack values, the cannon shots land on minions often and the current pirates in standard provide little to no initiative. The Warrior quest is fine and doesn't feel bad to play against.

    I played against a few other quests but no Quest Hunter. Here are my impressions:

    • Quest Mage can otk you very easily after dropping Arcanist Dawngrasp. The no minion mage package seems consistent enough for the quest.
    • Quest Priest is insanely slow but their defensive capabilities allow them to drag the game easily. If your deck doesn't pack a ton of burn then they will heal constantly and eventually beat you.
    • Quest Paladin seems pretty fast to complete. I played against one with a secret package that proved to be pretty annoying and disruptive. He completed the quest on turn 5 and after that it was an onslaught of dudes that became worse after Lothraxion was played.
    • Quest DH surprised me a lot. The guy used a lot of tradeable cards that helped accelerate his quest progression quickly without depleting his deck too fast. He finished it around turn 6. However, i didn't see any signs of an otk or other win condition so i just beat him, eventually.
    • Quest Warlock gave up on turn 4 after i played Dark Alley Pact and summoned an 8/8. He was trying something using Runed Mithril Rod.

    That's it. I played against most of them using Handlock (i opened Anetheron so i crafted a few other cards for it). I beat Quest DH with Libram Paladin with no cards from the new expansion.

    When it comes to Handlock, it felt worse than i expected. I used a Soul Fragment package and the support cards that were introduced (except for Goldshire Gnoll). It seemed too fair. I dropped Anetheron a few times on turn 3 and the minion was removed every single time. Dark Alley Pact and Flesh Giant were a lot better but the deck still depends a lot on minions to deal damage and the big vanilla stats weren't enough. There were a lot of problems when it comes to enemy taunts, enemy removal and enemy healing. Entitled Customer and Spice Bread Baker are definitely great but they don't seem enough to carry the archetype into viability.

    "True mastery takes dedication."

    3
  • sense124's Avatar
    Mavka 430 343 Posts Joined 07/22/2019
    Posted 9 months, 2 weeks ago

    Y'all are gonna call me insane, but I think DH questline will be target for early nerf. I made my own deck and I was able finish the questline consistently around turn 4-6 and win immediately after playing kurtus.

    I eat your fast food spare changes when you sleep.

    0
  • Hydrafrog's Avatar
    Gul'dan 1725 2993 Posts Joined 05/28/2019
    Posted 9 months, 2 weeks ago
    Quote From YourPrivateNightmare

    I'm pretty sure Mage will get some sort of nerf bat too and I hope it's Incanter's Flow for good this time.

     

    Also Priest is, as expected, probably the worst Quest of them all. It's actually quite bizarre how unplayably slow it is (although you can absolutely dumpster some slower decks). Thankfully too because not only does it feel awful to play but also awful to play against. It's just a really unpleasant deck.

    I played against someone with the Priest quest while I tried the Warlock one... needless to say I'm not impressed

     

    2
  • Hydrafrog's Avatar
    Gul'dan 1725 2993 Posts Joined 05/28/2019
    Posted 9 months, 2 weeks ago
    Quote From anchorm4n

    Warlock feels pretty strong too, at least in Wild. Probably comparable to Darkglare lists but easier to pilot. I've given a Questline Hunter in a Secret shell two or three games, that one feels okay but not tier 1 stuff. Is the Odd version really that good?

    That is awesome. I haven't tried it in Wild yet, I kinda want to see what the meta does first before I jump into that yet

     

    1
  • dapperdog's Avatar
    Dragon Scholar 1590 3868 Posts Joined 07/29/2019
    Posted 9 months, 2 weeks ago

    Okay, first impressions;

    - Hunter quest is slow, and I really feel that there needs to be more taunts in this deck.

    - Druid quest is not optimized. At the moment, lots of guys are moving towards finishing the quest as soon as possible so they play it in the spell druid package without a top end. The result is that a singular taunt ruins your day. Oh, and Wickerclaw is not good.

    - Shaman quest is amazing. There's an actual reason to push the quest completion as soon as possible because once it finishes the game is over. I've beaten elemental shaman fairly convincingly, and that's practically the most aggressive deck currently available. But Im still certain that Doomhammer on 5 will beat this quest to kingdom come.

    - Mage doesn't need the quest to win. Spell mage all the way, because with cards like Ignite there's simply so much firepower it may be permissible to just skip the Fireballs too. Game seems to end right before or right after this quest is complete, and Im fairly convinced the 1st and 2nd tier rewards are the real attraction here. Incanter's Flow is way too overpowered and will in my opinion be in contention for nerfs.

    - Paladin quest is funny. There are games where I finish it all on turn 5 and proceed to win. Or I dont finish by turn 5 because I got screwed by my draws and as a result I lose. Will be playing more of this to see exactly how consistent it can get. Mulligan for First Day of School or bust.

    - Didnt get to try warrior, priest or faced any. My impression is that spell mage destroys it so we dont see much of it.

    - Warlock can finish quest fairly reliably, and with spell mage being so popular there's an argument to play Runed Mithril Rod because without oozes this is just OP. Havent met or tried handlock yet, that's likely to be next on my list.

    - Dhunter quest can be finished easily and quickly, but the payoff is a little hard to see. Often enough the game is simply over before they get to do much of anything except draw their deck out. Its a bit like lifesteal OTK dhunter but immensely weaker. In fact, just play OTK dhunter if combo is your thing.

    - Havent tried rogue yet. But excited to do so later.

     

    Edit: Some obvious typos

    2
  • Almaniarra's Avatar
    Devoted Outlander 880 1345 Posts Joined 03/21/2019
    Posted 9 months, 2 weeks ago

    First impressions: Use Malygos the Spellweaver in your Quest Hunter decks. 10/10 Satisfaction. Get Tavish, Master Marksman at 8 mana by playing 2 spells for 3 mana and play it for avoiding Mutanus the Devourer with almost no cards in hand, then play Malygos the Spellweaver at 9. You will end game probably at 10.

    1
  • PopeNeia's Avatar
    Darkmaster 575 787 Posts Joined 07/06/2019
    Posted 9 months, 2 weeks ago

    Played with Quest Warlock for a while and the deck seems VERY solid. It absolutely demolished any minion-based strategies and can very easily win most matchups. It only really struggles against Mage which has the capability to burst Warlock down while not having any minions to leech off/cycle cards.

    And of course, the quest I hate is Mage :) just throw down spells and complete it by turn 6. After that, just take everything and point it face. I don’t know, maybe aggro is really good against it?

    This ain't no place for a hero

    2
  • Tetsuo's Avatar
    Ice Rager 835 630 Posts Joined 05/29/2019
    Posted 9 months, 2 weeks ago

    Gotta disagree with the OP here. Raid the Docks feels really weak right now. I tried building a control shell with it and a somewhat midrange one, and I didn't win a game in 6 tries. Maybe my builds just suck, but it feels really slow compared to the burn meta we're having right now. A better list might emerge, but I don't think it's gonna be a nerf candidate at all. 

    Defend the Dwarven District seems to be Tier 2 at best for now. I haven't played it, but from my observations while facing this deck, it struggles against board-centric decks and loses gas fast, which was expected. Its ideal game plan is to just direct every damage to face, but with its lack of card draw options that's just not a reliable plan. An interesting strategy would be to go the control route and basically set up for an OTK turn in the late game, but Hunter just doesn't have many defensive tools. I've beaten all Tavish Hunters I've faced with my Quest Warlock, which sounds insane. 

    Speaking of Quest Warlock, it feels really good to play, and pretty solid too. Warlock's defensive toolkit is really strong right now so surviving into the late game against aggro isn't impossible now. Touch of the Nathrezim and Demonic Assault(one of the underrated cards of the set) make this deck viable. I'm still not sure about this deck's viability once some refined aggro decks come out, but I'm enjoying it while it lasts. 

    And once again, Mage is a huge pain in the ass at the start of the expansion. It just sucks when your opponent doesn't play any minions and just burns your face again and again, especially when your gameplan is dependent on interacting with opponents' minions. The Mage quest looks like bait though; a more straightforward Spell Mage seems like the better option.  

    The nerf targets I'm seeing are Incanter's Flow (should've been nerfed last expansion, honestly) and Ignite. The latter will just murder any control deck with its infinite value. Why did they print that?

    1
  • Bluelights's Avatar
    425 395 Posts Joined 04/02/2019
    Posted 9 months, 2 weeks ago
    Quote From Tetsuo

    Gotta disagree with the OP here. Raid the Docks feels really weak right now. I tried building a control shell with it and a somewhat midrange one, and I didn't win a game in 6 tries. Maybe my builds just suck, but it feels really slow compared to the burn meta we're having right now. A better list might emerge, but I don't think it's gonna be a nerf candidate at all. 

    Defend the Dwarven District seems to be Tier 2 at best for now. I haven't played it, but from my observations while facing this deck, it struggles against board-centric decks and loses gas fast, which was expected. Its ideal game plan is to just direct every damage to face, but with its lack of card draw options that's just not a reliable plan. An interesting strategy would be to go the control route and basically set up for an OTK turn in the late game, but Hunter just doesn't have many defensive tools. I've beaten all Tavish Hunters I've faced with my Quest Warlock, which sounds insane. 

    Speaking of Quest Warlock, it feels really good to play, and pretty solid too. Warlock's defensive toolkit is really strong right now so surviving into the late game against aggro isn't impossible now. Touch of the Nathrezim and Demonic Assault(one of the underrated cards of the set) make this deck viable. I'm still not sure about this deck's viability once some refined aggro decks come out, but I'm enjoying it while it lasts. 

    And once again, Mage is a huge pain in the ass at the start of the expansion. It just sucks when your opponent doesn't play any minions and just burns your face again and again, especially when your gameplan is dependent on interacting with opponents' minions. The Mage quest looks like bait though; a more straightforward Spell Mage seems like the better option.  

    The nerf targets I'm seeing are Incanter's Flow (should've been nerfed last expansion, honestly) and Ignite. The latter will just murder any control deck with its infinite value. Why did they print that?

    I agree with this bolden part of the statement, but would say the same thing applies to Warlock, it too is a very uninteractive deck to play against for similar reasons. There is no real way to interact with how it tries to kill you. 

    2
  • dapperdog's Avatar
    Dragon Scholar 1590 3868 Posts Joined 07/29/2019
    Posted 9 months, 2 weeks ago
    Quote From Bluelights
    Show Spoiler
    Quote From Tetsuo

    Gotta disagree with the OP here. Raid the Docks feels really weak right now. I tried building a control shell with it and a somewhat midrange one, and I didn't win a game in 6 tries. Maybe my builds just suck, but it feels really slow compared to the burn meta we're having right now. A better list might emerge, but I don't think it's gonna be a nerf candidate at all. 

    Defend the Dwarven District seems to be Tier 2 at best for now. I haven't played it, but from my observations while facing this deck, it struggles against board-centric decks and loses gas fast, which was expected. Its ideal game plan is to just direct every damage to face, but with its lack of card draw options that's just not a reliable plan. An interesting strategy would be to go the control route and basically set up for an OTK turn in the late game, but Hunter just doesn't have many defensive tools. I've beaten all Tavish Hunters I've faced with my Quest Warlock, which sounds insane. 

    Speaking of Quest Warlock, it feels really good to play, and pretty solid too. Warlock's defensive toolkit is really strong right now so surviving into the late game against aggro isn't impossible now. Touch of the Nathrezim and Demonic Assault(one of the underrated cards of the set) make this deck viable. I'm still not sure about this deck's viability once some refined aggro decks come out, but I'm enjoying it while it lasts. 

    And once again, Mage is a huge pain in the ass at the start of the expansion. It just sucks when your opponent doesn't play any minions and just burns your face again and again, especially when your gameplan is dependent on interacting with opponents' minions. The Mage quest looks like bait though; a more straightforward Spell Mage seems like the better option.  

    The nerf targets I'm seeing are Incanter's Flow (should've been nerfed last expansion, honestly) and Ignite. The latter will just murder any control deck with its infinite value. Why did they print that?

    I agree with this bolden part of the statement, but would say the same thing applies to Warlock, it too is a very uninteractive deck to play against for similar reasons. There is no real way to interact with how it tries to kill you. 

    To be fair, that applies to just about all the quest that was introduced and obviously that's what everyone is playing at the moment. All the quest decks are practically single player; just complete the quest and load up the win condition. The only interactive part of it is that your opponent can screw you over by playing no minions, and even then its not a guarantee.

    That's not to say that its a bad thing. Its good to have a variety of decks that isn't just loading up the board, but its quite another thing entirely when most of the games you're playing is basically just a single player fest. I can only hope that a week later the meta would form somewhat and we start seeing more board focused decks.

    3
  • Bluelights's Avatar
    425 395 Posts Joined 04/02/2019
    Posted 9 months, 2 weeks ago
    Quote From dapperdog
    Quote From Bluelights
    Show Spoiler
    Quote From Tetsuo

    Gotta disagree with the OP here. Raid the Docks feels really weak right now. I tried building a control shell with it and a somewhat midrange one, and I didn't win a game in 6 tries. Maybe my builds just suck, but it feels really slow compared to the burn meta we're having right now. A better list might emerge, but I don't think it's gonna be a nerf candidate at all. 

    Defend the Dwarven District seems to be Tier 2 at best for now. I haven't played it, but from my observations while facing this deck, it struggles against board-centric decks and loses gas fast, which was expected. Its ideal game plan is to just direct every damage to face, but with its lack of card draw options that's just not a reliable plan. An interesting strategy would be to go the control route and basically set up for an OTK turn in the late game, but Hunter just doesn't have many defensive tools. I've beaten all Tavish Hunters I've faced with my Quest Warlock, which sounds insane. 

    Speaking of Quest Warlock, it feels really good to play, and pretty solid too. Warlock's defensive toolkit is really strong right now so surviving into the late game against aggro isn't impossible now. Touch of the Nathrezim and Demonic Assault(one of the underrated cards of the set) make this deck viable. I'm still not sure about this deck's viability once some refined aggro decks come out, but I'm enjoying it while it lasts. 

    And once again, Mage is a huge pain in the ass at the start of the expansion. It just sucks when your opponent doesn't play any minions and just burns your face again and again, especially when your gameplan is dependent on interacting with opponents' minions. The Mage quest looks like bait though; a more straightforward Spell Mage seems like the better option.  

    The nerf targets I'm seeing are Incanter's Flow (should've been nerfed last expansion, honestly) and Ignite. The latter will just murder any control deck with its infinite value. Why did they print that?

    I agree with this bolden part of the statement, but would say the same thing applies to Warlock, it too is a very uninteractive deck to play against for similar reasons. There is no real way to interact with how it tries to kill you. 

    To be fair, that applies to just about all the quest that was introduced and obviously that's what everyone is playing at the moment. All the quest decks are practically single player; just complete the quest and load up the win condition. The only interactive part of it is that your opponent can screw you over by playing no minions, and even then its not a guarantee.

    That's not to say that its a bad thing. Its good to have a variety of decks that isn't just loading up the board, but its quite another thing entirely when most of the games you're playing is basically just a single player fest. I can only hope that a week later the meta would form somewhat and we start seeing more board focused decks.

    100% agreed.

    1
  • Thraxus's Avatar
    1060 332 Posts Joined 05/08/2020
    Posted 9 months, 2 weeks ago

    Based on my impression so far (WILD perspective):

    • Warlock ist the one I have encountered the most and it is extremly strong; it is basically impossible to not finish it before Turn 7 with a decent deck list; once Tamsin is down you lost pretty much; nerf suggestion (this will happen): make it a temporary effect (as long as she is on the board)
    • Mage quest seems fairly strong but do they really need it in wild?
    • Priest quest is really slow, too slow
    • Hunter: Did not encounter it yet but seems not that strong in wild

    English is not my native language, so please excuse occasional mistakes

    0
  • YourPrivateNightmare's Avatar
    Skeleton 1865 3962 Posts Joined 03/25/2019
    Posted 9 months, 2 weeks ago

    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.

    I tried having fun once.

    It was awful.

    5
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