Fatigue should not work with Lock Quest

The deck is too powerful against control decks, it single handedly ruins most of them because of this nonsense.

Solution is simple change quest fatigue interaction. So these players might need to use their brains and make value plays instead of mindlessly throwing their resources like a quest warrior.

Smash your head to keyboard and win decks should either retire or get nerfed properly.

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Sounds like a potentially good idea

Lol, do jou know how hard it is to complete the quest? Ofc fatigue has to count, pretty much impossible to complete it without after they nerfed it.

I could aggre but this step would make the Quest lock useless… because thats mainly the only way they can win with it… I hate it too but if we nerf everything then no one will be able to win with anything… Same to the Paladin… many ppl are whining because of the Librams… but that is the only effective weapon we have at the moment… No damaging spells, no recycle other things just Librams and some buffing. By the way, they are still much more better than OTK locks were… brrr… :\

So, I have the weekly quest “complete 3 questlines” i played 14 games won 10 and completet the quest 1 time, only game i completet the quest was against another lock, I really dont see how you find this unfair, I could mention lots of other cards that needs a nerf before ever considering the warlock quest.

Warlocks Quest is one of the easiest if not the easiest quest to complete with backfire, heropower, unstable shadowblast and raise dead lmfao.

What are you talking about lol have you ever played the deck? Just because you have those cards it does not mean that it’s easy lol you have to deal 24 dmg to your own face, and survive everything your opponent does at the same time, if you just spam out the cards you mention you wont even need an opposition lol. Shaman quest pretty much does it self just by playing the deck, so does rogue mage and warrior and pretty much every other quest deck, you will never see any of the other classes being out of cards but still havnt completed their quest.

And effectively that isn’t 24 damage but 18. And considering the fact that Warlock healing is competely overtuned the “drawback” of self damage is pretty much a nonfactor. Quest Mage is a dead deck, so is Warrior, Shaman and Rogue are dependant on specific cards to progress their quests unlike Warlock which can progress the quest by simply clicking the heropower. That you actually think that Warlock quest is one of the hardest just shows that you have absolutely 0 clue about what you’re talking about.

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Top 300legend no clue sure dude. You honestly speak like a d5 player.

Quest Mage is awesome in Wild. My favorite Mage deck by far, but it’s one I tweaked myself.

Wow. Sad that you actually think that rank is a direct correlation to game knowledge.

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Lol you are the only sad person here talking bs about a deck because you have no clue of how to play the game, do you think it would be possible to play at my rank on all 3 regions playing all types of decks without knowing the game. Lol. Just admit that you are a salty d5 player who thinks warlocks are the reason you can’t hit legend. Lol trust me, thats not yhe reason, and there is not a single class that is unplayable atm, every single class is represented in the top ladder, and no warlock is by far not the most played class, obviously because its not the best deck in game. No decks in the game should be able to beat everything it counters, and neither does qlock.

I’ve hit legend multiple times. I’ve just lost interest in the game since the meta is garbage due to alot of decks beeing overtuned (warlock is a prime example of this). My point still stands (and is correct) that Warlock certainly isn’t one of the hardest quests to complete and the health loss is a nonfactor for a class which healing output has a maximum capacity of over 30. It’s a complete joke that a class that is supposed to sacrifice health for draw has that kind of output.

As soon as you pulled out the rank card, you lost all credibility.

The deck is dead in standard in a few months (without extra support) so I think it’s fine but I will say I think the very first change they made should have been to remove the fatigue damage and balance it from there.

I have an issue with this statement, purely because the invention of using fatigue against your opponent actually required a lot of brains to come up with. On top of that, as suggested by others, the quest isn’t as easy to complete as you make out. It requires a fair amount of thinking to ensure you don’t leave yourself too vulnerable completing a quest that requires you to hurt yourself as well as not cycling through too many cards so that you end up burning them before you’re at a safe point to do s.