Instead of looking at the lack of new cards that support questlines, you should instead be looking to see if there are any new cards that specifically counter questlines. If there aren't, then they're here to stay until either they're countered or rotated out.
Mage did never drop the quest. Out of 10 games against mage, 9 are Quest. Same with Warlock. These Quests will keep Priest in Check after expansion drops
<pre id="tw-target-text" class="tw-data-text tw-text-large tw-ta" dir="ltr" data-placeholder="Tradução"> I'm a little scared about it tbh...sorcerer gambit and demon seed(maybe Mr.Smite?) has the power to destroy any fun new strategy that might be discovered in the next two years. since the mage not received decent support and i don't see this high cost deck running he might come back full on for the mission if the meta slow down a little...the demon seed is one of the strongest decks in heartstone history that even after several nerfs remains tier 1 and simply destroys any attempt at midrange/control while it exists.</pre>
OP clearly does not understand how meta works. With the current power level of some decks and questlines(especially in wild), blizzard can release 1 thousand expansions with no pirate support, but it won’t prevent pirate warrior from being a tier “s” deck, unless developers print some control tools or specific cards to counter fast paced meta or pirate decks in general.
Do you guys think quests will se a lot of play after the new expansion?
DH - got no new cards to support the quest
Druid - the same, and quest was already unplayed
Hunter - maybe Tavish and 1 new spell can fit into the Quest Hunter deck
Mage - no minion Mage gets a lot of support but they already dropped the quest
Paladin - guess not
Priest - no
Rogue - no new cards to support it
Shaman - same as Rogue
Warlock - nothing
Warrior - no new Pirates, nothing
Are Quests dead?
I know most of the players hate Quests, but it seems a bad design to drop them for the next 2 years or so.
DH - It still pressures late game strategies, like control and other combo decks. It doesn't really need more support but the deck is very specific so just like rn it'll see play at top legend mainly as a way to counter specific decks you mostly see there.
Druid - Yeah no way, Druid has better shit to do on every single archetype.
Hunter - This one I think it will and will be stronger. The deck is fringe playable rn and hunter got a couple good spells that you want to run in that sort of deck. Regarding Tavish idk really. He looks like a stronger finisher than 2 damage per spell and he helps you stall games but, it makes the deck slower. Cause in thaat case you want to wait until tavish is played to complete step 2 and that obviously also delays step 3. But hey, maybe it's fine enough, playing huffers and going face is usually better than doing the 2 damage but only time will tell.
Mage - Another one that I can't see being played. A lot of players already dropped the quest. You only see it in super low ladder cause people still think it's OP and it's apparently a "fun" deck to play. I've been playing between D10 and D2 the last week and I haven't seen a single Quest Mage.
Paladin - Probably not, the reward is good but having to play so many 1-cost cards is ass. Don't think it'll see play but the 1 mana trogg-like card definitely helps the deck, probably not enough tho.
Priest - I mean, don't write it off like that. It could see play. As of right now and during all the stormwind meta after the initial nerfs it is a decent deck. Not great but playable. And it actually got really good support from cards that fill the mana costs that were awkward like 5,6 and 8 mana.
Rogue - It's already doing great and it got a couple cards that can help it be more consistent. Also Scabbs hero card is very good and it'll see play in every rogue that's not hyper aggresive.
Shaman - Got no support and it's already not in the best spot. Will probably not see play and I think a mid-range sort of shaman could be really solid.
Warlock - Didn't got anything directly supporting the quest but I think Full Blown Evil is a good card for that deck and I could see the Tamsin hero card being played. You do lose the 2 damage from life tap post quest completion but imo that is compensated by the 3 damage AoE and the immediate draw 3.
Warrior - I can see it fitting To The Front maybe but it'll for sure fit a Korrak, that card is too annoying.
If they don't nerf quest warlock, specifically the fatigue part, then that deck is going to terrorize the meta and control. Just because it keeps control decks in check doesn't mean it should be left alone. Card needs to change or it's going to be a long 2 years of quest lock
If they don't nerf quest warlock, specifically the fatigue part, then that deck is going to terrorize the meta and control. Just because it keeps control decks in check doesn't mean it should be left alone. Card needs to change or it's going to be a long 2 years of quest lock
Banning a card in Wild, particularly in the middle of the same expansion it was released, says one of two things: they either have no idea how to fix it or the fix is so involved they don't want to deal with it right now.
Any time a card is banned in Wild, all that is doing is kicking the can down the road because you have to do -something- with it before it rotates out. Now, the problem could be viewed as just having problematic interactions with other cards that are otherwise fine in a vacuum (like Crystallizer). My suggestion to this (before the ban was announced) was to introduce mutual exclusivity to the game, meaning that the presence of certain cards in a deck prevents you from also including specific other cards in that same deck. This would actually go a long way to long-term Wild balancing in my opinion, but likely would also require significant backend and UI changes to accommodate.
They very well could also be looking at how it interacts with Fatigue, but this is likely also something that would require significant core mechanics changes to address.
The quests are so generically good that you can slot them into a broad variety of decks and they will work.
Every quest got something new this expansion in that respect. I don't think Mage and Warlock will be "right" until the rotation (too many Year of the Phoenix cards that break them) but they will definitely change for this expansion.
And a lot of the newer deck archetypes and improvements to old archetypes are going to include some of the questlines.
I know I'm gonna be playing tempo beast druid with the quest for sure, and there are a lot of improvements for that.
If they don't nerf quest warlock, specifically the fatigue part, then that deck is going to terrorize the meta and control. Just because it keeps control decks in check doesn't mean it should be left alone. Card needs to change or it's going to be a long 2 years of quest lock
Quest Lock was actually designed to prey on slower decks (while also being rather weak against faster decks), so I don't see any reason to change that. Every archetype needs a counter, and if that counter isn't too popular (which is the case here, since Quest Lock has less than 5% meta presence right now) then everything is fine.
Also, knowing all the new cards I can tell, that Quest Lock will probably be the last hope for the entire class to stay relevant in the meta. Warlock got the weakest set in Alterac Valley (these Fel cards are mostly terrible), so if the meta doesn't magically slow down somehow, it will be a Quest or bust.
If they don't nerf quest warlock, specifically the fatigue part, then that deck is going to terrorize the meta and control. Just because it keeps control decks in check doesn't mean it should be left alone. Card needs to change or it's going to be a long 2 years of quest lock
Banning a card in Wild, particularly in the middle of the same expansion it was released, says one of two things: they either have no idea how to fix it or the fix is so involved they don't want to deal with it right now.
Any time a card is banned in Wild, all that is doing is kicking the can down the road because you have to do -something- with it before it rotates out. Now, the problem could be viewed as just having problematic interactions with other cards that are otherwise fine in a vacuum (like Crystallizer). My suggestion to this (before the ban was announced) was to introduce mutual exclusivity to the game, meaning that the presence of certain cards in a deck prevents you from also including specific other cards in that same deck. This would actually go a long way to long-term Wild balancing in my opinion, but likely would also require significant backend and UI changes to accommodate.
They very well could also be looking at how it interacts with Fatigue, but this is likely also something that would require significant core mechanics changes to address.
That’s wrong. Cards are banned in wild not because they don’t know how to fix them but because they would be super bad in standard of nerfed on a wild basis. The seeds nerf that would allow it to stay in wild (and that will happen when quests rotate)would have killed the card in standard and thus being a standard ban effectively. Same with Hunter and warrior quests: they are not good enough in standard to warrant a big nerf that wild would require like setting the total Hunter requirements to 8 spells or nerfing the warrior quest to 8/9 pirates. The only solution is a ban in wild to at least one better both of the two quests. Everything else deletes the cards in standard
The fact that most of them are not getting more support doesn't mean that they'll be useless this expansion. Actually I think that quest warrior and warlock will be top tier!
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Do you guys think quests will se a lot of play after the new expansion?
DH - got no new cards to support the quest
Druid - the same, and quest was already unplayed
Hunter - maybe Tavish and 1 new spell can fit into the Quest Hunter deck
Mage - no minion Mage gets a lot of support but they already dropped the quest
Paladin - guess not
Priest - no
Rogue - no new cards to support it
Shaman - same as Rogue
Warlock - nothing
Warrior - no new Pirates, nothing
Are Quests dead?
I know most of the players hate Quests, but it seems a bad design to drop them for the next 2 years or so.
You're asking the wrong questions.
Instead of looking at the lack of new cards that support questlines, you should instead be looking to see if there are any new cards that specifically counter questlines. If there aren't, then they're here to stay until either they're countered or rotated out.
Poor Warrior :(
Mage did never drop the quest. Out of 10 games against mage, 9 are Quest. Same with Warlock. These Quests will keep Priest in Check after expansion drops
I'm a little scared about it tbh...sorcerer gambit and demon seed(maybe Mr.Smite?) has the power to destroy any fun new strategy that might be discovered in the next two years. since the mage not received decent support and i don't see this high cost deck running he might come back full on for the mission if the meta slow down a little...the demon seed is one of the strongest decks in heartstone history that even after several nerfs remains tier 1 and simply destroys any attempt at midrange/control while it exists.</pre>
OP is funny... the existing quests are so strong already that you want it to have more support?
DH - no direct support is needed, draw cards is part of the class identity and it will come back to accommodate the quest
Druid - no direct support is needed, attack/amor is part of the class identity and it will come back to accommodate the quest
Hunter - pls no more cheap face dmg spells
Mage - pls no more cheap face dmg spells
Paladin - this might be the only one I am concerned about as they don't always print 1-mana cost card for Paladin
Priest - no direct support is needed, as long as Priest receives individual good strong cards, it will accommodate the quest somehow
Rogue - no direct support is needed, SI: 7 is part of the class identity and it will come back to accommodate the quest
Shaman - no direct support is needed, overload is part of the class identity and it will come back to accommodate the quest
Warlock - no direct support is needed, self-damage is part of the class identity and it will come back to accommodate the quest
Warrior - no more Pirates is needed
Questlines see a lot of play not only because they are powerful, but because there are daily quests that require you to complete stormwind questlines.
With alterac we will see a new batch of daily quests associated with the expansion so people will be less inclined to play questlines.
But if some questlines still compete with new decks, they will see play, because why not win games ?
OP clearly does not understand how meta works. With the current power level of some decks and questlines(especially in wild), blizzard can release 1 thousand expansions with no pirate support, but it won’t prevent pirate warrior from being a tier “s” deck, unless developers print some control tools or specific cards to counter fast paced meta or pirate decks in general.
DH - It still pressures late game strategies, like control and other combo decks. It doesn't really need more support but the deck is very specific so just like rn it'll see play at top legend mainly as a way to counter specific decks you mostly see there.
Druid - Yeah no way, Druid has better shit to do on every single archetype.
Hunter - This one I think it will and will be stronger. The deck is fringe playable rn and hunter got a couple good spells that you want to run in that sort of deck. Regarding Tavish idk really. He looks like a stronger finisher than 2 damage per spell and he helps you stall games but, it makes the deck slower. Cause in thaat case you want to wait until tavish is played to complete step 2 and that obviously also delays step 3. But hey, maybe it's fine enough, playing huffers and going face is usually better than doing the 2 damage but only time will tell.
Mage - Another one that I can't see being played. A lot of players already dropped the quest. You only see it in super low ladder cause people still think it's OP and it's apparently a "fun" deck to play. I've been playing between D10 and D2 the last week and I haven't seen a single Quest Mage.
Paladin - Probably not, the reward is good but having to play so many 1-cost cards is ass. Don't think it'll see play but the 1 mana trogg-like card definitely helps the deck, probably not enough tho.
Priest - I mean, don't write it off like that. It could see play. As of right now and during all the stormwind meta after the initial nerfs it is a decent deck. Not great but playable. And it actually got really good support from cards that fill the mana costs that were awkward like 5,6 and 8 mana.
Rogue - It's already doing great and it got a couple cards that can help it be more consistent. Also Scabbs hero card is very good and it'll see play in every rogue that's not hyper aggresive.
Shaman - Got no support and it's already not in the best spot. Will probably not see play and I think a mid-range sort of shaman could be really solid.
Warlock - Didn't got anything directly supporting the quest but I think Full Blown Evil is a good card for that deck and I could see the Tamsin hero card being played. You do lose the 2 damage from life tap post quest completion but imo that is compensated by the 3 damage AoE and the immediate draw 3.
Warrior - I can see it fitting To The Front maybe but it'll for sure fit a Korrak, that card is too annoying.
Actually since I have been playing quest shaman with Multicaster, I think slotting in one of the new frost spells might help it. Probably Windchill.
If they don't nerf quest warlock, specifically the fatigue part, then that deck is going to terrorize the meta and control. Just because it keeps control decks in check doesn't mean it should be left alone. Card needs to change or it's going to be a long 2 years of quest lock
Banning a card in Wild, particularly in the middle of the same expansion it was released, says one of two things: they either have no idea how to fix it or the fix is so involved they don't want to deal with it right now.
Any time a card is banned in Wild, all that is doing is kicking the can down the road because you have to do -something- with it before it rotates out. Now, the problem could be viewed as just having problematic interactions with other cards that are otherwise fine in a vacuum (like Crystallizer). My suggestion to this (before the ban was announced) was to introduce mutual exclusivity to the game, meaning that the presence of certain cards in a deck prevents you from also including specific other cards in that same deck. This would actually go a long way to long-term Wild balancing in my opinion, but likely would also require significant backend and UI changes to accommodate.
They very well could also be looking at how it interacts with Fatigue, but this is likely also something that would require significant core mechanics changes to address.
As long as they are still in rotation they will be played just cause new cards out that doesn’t mean new meta.
The quests are so generically good that you can slot them into a broad variety of decks and they will work.
Every quest got something new this expansion in that respect. I don't think Mage and Warlock will be "right" until the rotation (too many Year of the Phoenix cards that break them) but they will definitely change for this expansion.
And a lot of the newer deck archetypes and improvements to old archetypes are going to include some of the questlines.
I know I'm gonna be playing tempo beast druid with the quest for sure, and there are a lot of improvements for that.
Quest Lock was actually designed to prey on slower decks (while also being rather weak against faster decks), so I don't see any reason to change that. Every archetype needs a counter, and if that counter isn't too popular (which is the case here, since Quest Lock has less than 5% meta presence right now) then everything is fine.
Also, knowing all the new cards I can tell, that Quest Lock will probably be the last hope for the entire class to stay relevant in the meta. Warlock got the weakest set in Alterac Valley (these Fel cards are mostly terrible), so if the meta doesn't magically slow down somehow, it will be a Quest or bust.
That’s wrong. Cards are banned in wild not because they don’t know how to fix them but because they would be super bad in standard of nerfed on a wild basis. The seeds nerf that would allow it to stay in wild (and that will happen when quests rotate)would have killed the card in standard and thus being a standard ban effectively. Same with Hunter and warrior quests: they are not good enough in standard to warrant a big nerf that wild would require like setting the total Hunter requirements to 8 spells or nerfing the warrior quest to 8/9 pirates. The only solution is a ban in wild to at least one better both of the two quests. Everything else deletes the cards in standard
The fact that most of them are not getting more support doesn't mean that they'll be useless this expansion. Actually I think that quest warrior and warlock will be top tier!