Questlines seemed a good idea to me in the first time.
But IMHO they have been designed with an idea that I'm totally opposed to, but which may arrange Blizzard:
The rewards are insane: The first who finishes his Questline, will win the game. So playing Hearthstone now is simply running to finish the Questline (and I believe Mages run quiet fast...), which is mostly done (largely) before round 10. In other words, control decks are even more dead then before and slow games are virtually impossible.
But I think, this is no "error" of design : Maybe Hearthstone is now definitely a casual game for smartphones, which has to be played quickly when waiting for the bus. It's not an evolution I like, but they need to gain money with Hearthstone, so if this is the better way it is kinda logic.
They surely wanted to move away from eternal value games, but I also think it's a shame that we can't have SOME long games. I remember Iksar posting that they were trying to make control decks more focused on big finishers like in the old days, but the questlines don't seem to cut it. They made quasi combo/mid range decks and now we have aggro as the "freethinking counter strategy" ;)
The idea of quests with spice is wonderful thou and they could definitely have tweaked them to be more enjoyable
You're pretty much spot on. I think they want the games to be over faster. This is intentional.
Some people may not like it... I am one of them. But you can basically look at it one of three ways:
1) I like the direction the game is going, I'll continue to enjoy it 2) I don't like the direction the game is going, I will stop playing it 3) I don't like the direction the game is going, but I want to continue playing, I will adapt to the changes
Some people think there is a secret, fourth option, where if you complain enough, the devs will be forced to change it back. But this was not an error, like you said. They want it this way... so it seems unlikely that will happen.
But who knows? People hated the new rewards track and complained enough when that launched that they fixed it, so... you never know.
You're pretty much spot on. I think they want the games to be over faster. This is intentional.
Some people may not like it... I am one of them. But you can basically look at it one of three ways:
1) I like the direction the game is going, I'll continue to enjoy it 2) I don't like the direction the game is going, I will stop playing it 3) I don't like the direction the game is going, but I want to continue playing, I will adapt to the changes
Some people think there is a secret, fourth option, where if you complain enough, the devs will be forced to change it back. But this was not an error, like you said. They want it this way... so it seems unlikely that will happen.
But who knows? People hated the new rewards track and complained enough when that launched that they fixed it, so... you never know.
Option 4 is playing Wild Casual, lots of fun,slow matches there. I spend all my time there.
I had a pally complete quest line on turn 4. Some of these classes need fixed. They should just scrap priests and give it a new one, warriors 1st part should be reduced from 3 pirates down to 2. Haven’t played much Druid to know how theirs is but if they want this fast meta then get them in line with the others.
I had a pally complete quest line on turn 4. Some of these classes need fixed. They should just scrap priests and give it a new one, warriors 1st part should be reduced from 3 pirates down to 2. Haven’t played much Druid to know how theirs is but if they want this fast meta then get them in line with the others.
You can't compare questlines, particularly the time it generally takes to complete them, in a vacuum. You have to take into account the decks that synergize with them.
You may think the warrior questline is slow, but keep in mind that the pirate deck archetype itself is pretty strong, and speeding up the questline any would be too much.
Likewise, you may perhaps think the rogue questline is weak, but the archetype it boosts, one based around a lot of stealth minions, particularly with the new SI:7 cards that were printed to support it, is also pretty effective.
I understand the idea of slow, control decks having finishers. Like for example, both the original old gods and the new old gods were 10 drops designed to either kill the opponent or make them concede. The questlines could be finishers in that same vein, but most of them fail to do that because they are typically finished way before turn 10, which is absurd. I mean, not only are all the old gods unplayable right now, but every single card above 6 mana is dead as well. There is a sweet spot between a full on fatigue and turbo OTK meta of which we are clearly learning too hard toward the latter at the moment.
I understand the idea of slow, control decks having finishers. Like for example, both the original old gods and the new old gods were 10 drops designed to either kill the opponent or make them concede. The questlines could be finishers in that same vein, but most of them fail to do that because they are typically finished way before turn 10, which is absurd. I mean, not only are all the old gods unplayable right now, but every single card above 6 mana is dead as well. There is a sweet spot between a full on fatigue and turbo OTK meta of which we are clearly learning too hard toward the latter at the moment.
What they should do is Make the "easiest" quest to complete, make the quest reward cost 6-7+ mana. So instead of finishing it turn 5-6 and playing it the same turn, make it so they can complete the quest but not be able to play it so easily. Some of these insane, game ending rewards should not be completed and then played so early.
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Questlines seemed a good idea to me in the first time.
But IMHO they have been designed with an idea that I'm totally opposed to, but which may arrange Blizzard:
The rewards are insane: The first who finishes his Questline, will win the game. So playing Hearthstone now is simply running to finish the Questline (and I believe Mages run quiet fast...), which is mostly done (largely) before round 10. In other words, control decks are even more dead then before and slow games are virtually impossible.
But I think, this is no "error" of design : Maybe Hearthstone is now definitely a casual game for smartphones, which has to be played quickly when waiting for the bus. It's not an evolution I like, but they need to gain money with Hearthstone, so if this is the better way it is kinda logic.
Just my two cents...and maybe I'm totally wrong.
They surely wanted to move away from eternal value games, but I also think it's a shame that we can't have SOME long games. I remember Iksar posting that they were trying to make control decks more focused on big finishers like in the old days, but the questlines don't seem to cut it. They made quasi combo/mid range decks and now we have aggro as the "freethinking counter strategy" ;)
The idea of quests with spice is wonderful thou and they could definitely have tweaked them to be more enjoyable
You're pretty much spot on. I think they want the games to be over faster. This is intentional.
Some people may not like it... I am one of them. But you can basically look at it one of three ways:
1) I like the direction the game is going, I'll continue to enjoy it
2) I don't like the direction the game is going, I will stop playing it
3) I don't like the direction the game is going, but I want to continue playing, I will adapt to the changes
Some people think there is a secret, fourth option, where if you complain enough, the devs will be forced to change it back. But this was not an error, like you said. They want it this way... so it seems unlikely that will happen.
But who knows? People hated the new rewards track and complained enough when that launched that they fixed it, so... you never know.
Option 4 is playing Wild Casual, lots of fun,slow matches there. I spend all my time there.
I had a pally complete quest line on turn 4. Some of these classes need fixed. They should just scrap priests and give it a new one, warriors 1st part should be reduced from 3 pirates down to 2. Haven’t played much Druid to know how theirs is but if they want this fast meta then get them in line with the others.
You can't compare questlines, particularly the time it generally takes to complete them, in a vacuum. You have to take into account the decks that synergize with them.
You may think the warrior questline is slow, but keep in mind that the pirate deck archetype itself is pretty strong, and speeding up the questline any would be too much.
Likewise, you may perhaps think the rogue questline is weak, but the archetype it boosts, one based around a lot of stealth minions, particularly with the new SI:7 cards that were printed to support it, is also pretty effective.
I understand the idea of slow, control decks having finishers. Like for example, both the original old gods and the new old gods were 10 drops designed to either kill the opponent or make them concede. The questlines could be finishers in that same vein, but most of them fail to do that because they are typically finished way before turn 10, which is absurd. I mean, not only are all the old gods unplayable right now, but every single card above 6 mana is dead as well. There is a sweet spot between a full on fatigue and turbo OTK meta of which we are clearly learning too hard toward the latter at the moment.
I couldn't agree more bro ;)
What they should do is Make the "easiest" quest to complete, make the quest reward cost 6-7+ mana. So instead of finishing it turn 5-6 and playing it the same turn, make it so they can complete the quest but not be able to play it so easily. Some of these insane, game ending rewards should not be completed and then played so early.