Hey everyone, I was just thinking today about the new questlines that they have revealed so far. It sounds like every class is going to get one, and so far, they seem very powerful.
Warlock: self damage -> reward: no more self damage + damage to opponent (wow)
Mage: play spells -> reward: permanent spell power (also very strong, but not as wow)
These seem like fairly easy to complete for these two classes and the payoff is just objectively good for them. I suppose the only drawback to these is being the slow 7 mana card that effectively does nothing on that turn. Also, perfectly timed for a Mutanus the Devourer snipe...
I'm wondering what everyone thinks the other class questlines might look like, or what do you hope they get?
I'm thinking:
Warrior: deal damage with weapons -> reward: all weapon damage gains that much armour
Rogue: destroy minions -> reward: all friendly minions have stealth for 1 turn
Just spit balling here. Is it too much? Not enough? I'm curious to see what they decide in the end. Let me know what you think.
I expect at least one of the rewards to be a big, permanent stat buff effect on all your minions - something like Survival of the Fittest on a much more affordable stick - just because it seems so obvious. I'd guess Paladin or Druid, but Druid seems less likely since Survival exists.
I have no idea what they'd do for Demon Hunter. The only idea that seems even remotely plausible is "attack with your hero X times/deal X damage with your hero". The boring reward would be something like "Your hero has +X attack on your turn", the more interesting but riskier reward could be giving your hero Windfury (though not sure how powerful that'd be. Maybe a less demanding questline leading up to it?).
At least one of the questlines is almost certainly going to be a "wacky" one, with an objective that's less simple than just "play X minions" - something like the Un'Goro Rogue quest or Elemental Allies, basically not just a simple count-up type objective. It'll either cause a repeat of the Rogue quest problem (where the condition is easier than it seems and the quest breaks the meta), or the reward won't be worth the extra difficulty and it'll never see play.
There'll be a questline interacting with the Tradeable keyword. It'll either require playing or trading away Tradeables. The reward will also interact with Tradeable in some way - maybe buffing the mechanic in some way (it costs 0 and draws 2?), buffing the cards themselves, or possibly making every card in your deck Tradeable. This is probably the Rogue questline and has the flavor of them running an auction house scam/heist, or the Hunter questline, flavored after hunting for treasures.
This is all 100% accurate, it's impossible I'm wrong, my uncle, aunt, grandfather, and third cousin twice removed all work at Nintendo.
Priest: Change the Health of 3/4/5 minions with your hero power. Reward: Your hero has no maximum health this game.
Plays into both classic and shadowform hp's plus solves the problem of having too much healing left in your hand over time. The efficiency of health gain is greater than armor, but severely hindered by the 30 cap. With the cap removed? Hello wincon.
This is all 100% accurate, it's impossible I'm wrong, my uncle, aunt, grandfather, and third cousin twice removed all work at Nintendo.
I'm glad we're getting all of this information straight from the source. Thank you. :)
I'm starting to think if Demon Hunter might have something to do with Sigils, since they pushed more of these now. It's interesting to imagine how far they are willing to go for the big reward at the end, just based off of what we've seen so far. Maybe the reward will be a permanent hero attack value? That would be pretty strong for DH.
For priest, I love the idea of removing the health cap. It would definitely make for an interesting dynamic, especially for control priest. The blademaster Samuro + Apotheosis combo would be crazy at that point, since they could really boost their health with it. Maybe that's also why they nerfed Apoth...?
It would be cool to see something for druid like, "your mana is set to 12". Something we've never seen before that changes the dynamic of the game. Like how Warlock got to push their hand size to 12 with Valdris Felgorge.
DH: Its gonna be weapon based, so you should attack with weapons x times. The small rewards will be small weapon buffs like +1 durability. For the main reward I have an interesting idea: "Your weapon is always active." That would mean if your opponent hits you with a minion, it takes damage from your weapon (kind of what happens when Misdirection makes a minion hit its owner with a weapon equipped).
Paladin: If its gonna be something about paladins class identity, it wont synergize with any existing strategy that we had before. So I think its gonna be play x tradeable card. The small rewards would generate you random tradeable cards. The final reward would make trades better, so when you use the effect you would draw a card from your deck and from your opponents deck.
Warrior: Play x rush minions. Small rewards are armor gain, final reward: "Your minions have taunt for the rest of the game".
Mage: I know its already revealed but my prediction is that we will get a support card like Hunter's Pack thats gonna add a random arcane, fire and frost spell in your hand.
DH: Its gonna be weapon based, so you should attack with weapons x times. The small rewards will be small weapon buffs like +1 durability. For the main reward I have an interesting idea: "Your weapon is always active." That would mean if your opponent hits you with a minion, it takes damage from your weapon (kind of what happens when Misdirection makes a minion hit its owner with a weapon equipped).
Paladin: If its gonna be something about paladins class identity, it wont synergize with any existing strategy that we had before. So I think its gonna be play x tradeable card. The small rewards would generate you random tradeable cards. The final reward would make trades better, so when you use the effect you would draw a card from your deck and from your opponents deck.
Warrior: Play x rush minions. Small rewards are armor gain, final reward: "Your minions have taunt for the rest of the game".
Mage: I know its already revealed but my prediction is that we will get a support card like Hunter's Pack thats gonna add a random arcane, fire and frost spell in your hand.
I really hope Paladin does not diverge that steep. Losing Divine Shields, attacking with Silver Hand Recruits are all favorable concepts. THERE IS no reason to bust another concept for Paladin like this...
DH: Its gonna be weapon based, so you should attack with weapons x times. The small rewards will be small weapon buffs like +1 durability. For the main reward I have an interesting idea: "Your weapon is always active." That would mean if your opponent hits you with a minion, it takes damage from your weapon (kind of what happens when Misdirection makes a minion hit its owner with a weapon equipped).
Paladin: If its gonna be something about paladins class identity, it wont synergize with any existing strategy that we had before. So I think its gonna be play x tradeable card. The small rewards would generate you random tradeable cards. The final reward would make trades better, so when you use the effect you would draw a card from your deck and from your opponents deck.
Warrior: Play x rush minions. Small rewards are armor gain, final reward: "Your minions have taunt for the rest of the game".
Mage: I know its already revealed but my prediction is that we will get a support card like Hunter's Pack thats gonna add a random arcane, fire and frost spell in your hand.
I really hope Paladin does not diverge that steep. Losing Divine Shields, attacking with Silver Hand Recruits are all favorable concepts. THERE IS no reason to bust another concept for Paladin like this...
Watch it be murloc synergy...
Haha... just kidding (don't shoot me)
The idea above about DH and the weapon remaining active is very interesting, actually. Another interaction that is lesser known and also seems very strong, lining up with the final rewards of the others.
As far as priest is concerned, I have two thoughts.
What I hope they get is some thief priest support finally. Something like: Play a card that started in your opponent's deck -> add a copy of Mind Vision to your hand Play two cards that started in your opponent's deck ->add a copy of Thoughtsteal to your hand Play four cards that started in your opponent's deck ->For the rest of the game: At the start of your turn Discover a card in your opponent's deck. Draw it.
Sure lots of people might hate it, but they are the kind of people that hate priest regardless. My other thought might be better and more powerful, if less interesting and that is for the questline be to both deal damage and restore health. Perhaps with a limitation like "in one turn" or "with spells and your hero power." Either way, Devouring Plague and Holy Nova would both go a long way. As for the reward, would a permanent Prophet Velen effect really be that outlandish given what we have seen so far? Also remember that standard priest has zero face damage beyond shadowform, so it wouldn't be as explosive as mage's current reward.
I predict one or two quest lines are going to be broken and take a month or two to be nerfed.
With how much effort they take, it's sort of hard to imagine them being broken honestly.
Like the Warlock Quest has potential for degenerate OTKs, but you also have to deal 21 damage to yourself (offset by 6 healing from the rewards), and that's a ton of self-damage.
Mage quest offers a fair bit of bonus damage... but it also requires you to play 9 spells in a specific order.
Priest quest is scary, but requires a lot of luck with how you draw your curve.
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Hey everyone, I was just thinking today about the new questlines that they have revealed so far. It sounds like every class is going to get one, and so far, they seem very powerful.
Warlock: self damage -> reward: no more self damage + damage to opponent (wow)
Mage: play spells -> reward: permanent spell power (also very strong, but not as wow)
These seem like fairly easy to complete for these two classes and the payoff is just objectively good for them. I suppose the only drawback to these is being the slow 7 mana card that effectively does nothing on that turn. Also, perfectly timed for a Mutanus the Devourer snipe...
I'm wondering what everyone thinks the other class questlines might look like, or what do you hope they get?
I'm thinking:
Warrior: deal damage with weapons -> reward: all weapon damage gains that much armour
Rogue: destroy minions -> reward: all friendly minions have stealth for 1 turn
Just spit balling here. Is it too much? Not enough? I'm curious to see what they decide in the end. Let me know what you think.
I expect at least one of the rewards to be a big, permanent stat buff effect on all your minions - something like Survival of the Fittest on a much more affordable stick - just because it seems so obvious. I'd guess Paladin or Druid, but Druid seems less likely since Survival exists.
I have no idea what they'd do for Demon Hunter. The only idea that seems even remotely plausible is "attack with your hero X times/deal X damage with your hero". The boring reward would be something like "Your hero has +X attack on your turn", the more interesting but riskier reward could be giving your hero Windfury (though not sure how powerful that'd be. Maybe a less demanding questline leading up to it?).
At least one of the questlines is almost certainly going to be a "wacky" one, with an objective that's less simple than just "play X minions" - something like the Un'Goro Rogue quest or Elemental Allies, basically not just a simple count-up type objective. It'll either cause a repeat of the Rogue quest problem (where the condition is easier than it seems and the quest breaks the meta), or the reward won't be worth the extra difficulty and it'll never see play.
There'll be a questline interacting with the Tradeable keyword. It'll either require playing or trading away Tradeables. The reward will also interact with Tradeable in some way - maybe buffing the mechanic in some way (it costs 0 and draws 2?), buffing the cards themselves, or possibly making every card in your deck Tradeable. This is probably the Rogue questline and has the flavor of them running an auction house scam/heist, or the Hunter questline, flavored after hunting for treasures.
This is all 100% accurate, it's impossible I'm wrong, my uncle, aunt, grandfather, and third cousin twice removed all work at Nintendo.
Priest: Change the Health of 3/4/5 minions with your hero power. Reward: Your hero has no maximum health this game.
Plays into both classic and shadowform hp's plus solves the problem of having too much healing left in your hand over time. The efficiency of health gain is greater than armor, but severely hindered by the 30 cap. With the cap removed? Hello wincon.
I'm glad we're getting all of this information straight from the source. Thank you. :)
I'm starting to think if Demon Hunter might have something to do with Sigils, since they pushed more of these now. It's interesting to imagine how far they are willing to go for the big reward at the end, just based off of what we've seen so far. Maybe the reward will be a permanent hero attack value? That would be pretty strong for DH.
For priest, I love the idea of removing the health cap. It would definitely make for an interesting dynamic, especially for control priest. The blademaster Samuro + Apotheosis combo would be crazy at that point, since they could really boost their health with it. Maybe that's also why they nerfed Apoth...?
It would be cool to see something for druid like, "your mana is set to 12". Something we've never seen before that changes the dynamic of the game. Like how Warlock got to push their hand size to 12 with Valdris Felgorge.
Someone's a tad salty over the priest nerfs... :P
DH: Its gonna be weapon based, so you should attack with weapons x times. The small rewards will be small weapon buffs like +1 durability. For the main reward I have an interesting idea: "Your weapon is always active." That would mean if your opponent hits you with a minion, it takes damage from your weapon (kind of what happens when Misdirection makes a minion hit its owner with a weapon equipped).
Paladin: If its gonna be something about paladins class identity, it wont synergize with any existing strategy that we had before. So I think its gonna be play x tradeable card. The small rewards would generate you random tradeable cards. The final reward would make trades better, so when you use the effect you would draw a card from your deck and from your opponents deck.
Warrior: Play x rush minions. Small rewards are armor gain, final reward: "Your minions have taunt for the rest of the game".
Mage: I know its already revealed but my prediction is that we will get a support card like Hunter's Pack thats gonna add a random arcane, fire and frost spell in your hand.
I really hope Paladin does not diverge that steep. Losing Divine Shields, attacking with Silver Hand Recruits are all favorable concepts. THERE IS no reason to bust another concept for Paladin like this...
Watch it be murloc synergy...
Haha... just kidding (don't shoot me)
The idea above about DH and the weapon remaining active is very interesting, actually. Another interaction that is lesser known and also seems very strong, lining up with the final rewards of the others.
As far as priest is concerned, I have two thoughts.
What I hope they get is some thief priest support finally. Something like:
Play a card that started in your opponent's deck -> add a copy of Mind Vision to your hand
Play two cards that started in your opponent's deck ->add a copy of Thoughtsteal to your hand
Play four cards that started in your opponent's deck ->For the rest of the game: At the start of your turn Discover a card in your opponent's deck. Draw it.
Sure lots of people might hate it, but they are the kind of people that hate priest regardless. My other thought might be better and more powerful, if less interesting and that is for the questline be to both deal damage and restore health. Perhaps with a limitation like "in one turn" or "with spells and your hero power." Either way, Devouring Plague and Holy Nova would both go a long way. As for the reward, would a permanent Prophet Velen effect really be that outlandish given what we have seen so far? Also remember that standard priest has zero face damage beyond shadowform, so it wouldn't be as explosive as mage's current reward.
A permanent Velen effect would be smart. Kind of eclipses the mage questline, though. Plus the two we've seen aren't tied to any existing card, so...
I predict one or two quest lines are going to be broken and take a month or two to be nerfed.
With how much effort they take, it's sort of hard to imagine them being broken honestly.
Like the Warlock Quest has potential for degenerate OTKs, but you also have to deal 21 damage to yourself (offset by 6 healing from the rewards), and that's a ton of self-damage.
Mage quest offers a fair bit of bonus damage... but it also requires you to play 9 spells in a specific order.
Priest quest is scary, but requires a lot of luck with how you draw your curve.