I don't need to prove anything. I've just said my thoughts. Maybe you're right but You just don't need to heal yourself only with Amara. We're talking about priest who has a lot of heal.I have just tried to say; you can keep Amara for burst healing while you're healing yourself other heals. When you're even at 20 Health you can heal yourself for 20 health and its too much heal too. Priest of the Feast is an good option for healing yourself before Amara and that legendary spell supports Priest of the Feast's effect. You don't need low mana deathrattles for it to face any aggro deck. I can create too much decks even now even we didn't see all the JtU cards.
Oh but I've forgot about Chillmaw and Sylvanas Windrunner's Gone. Sorry about that. But I still think that this card can be useful against aggro decks. Let's see what time shows us, new reveals etc.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
Let's complain about cards 2 months before they come out AND before we've seen any other quests. I am one to say- PATIENCE! They JUST announced the concept and you're complaining with 0 experience in it. Cut it out! Let the other 131 cards come out and then you can hypothesize.
its funny to see people look way to hard into such a narrow explain when they have only revealed only ONE quest so far and no priest cards to support it.
The conclusion I have came to is this. In order to play a hyper defensive cards you have to jump through hoops. Whether that be this quest, or playing a singleton deck. Blizzard think defensive cards should cost far more than their aggressive counterparts. In both mana and as a way to activate them. I don't think this is the right way to take the game. That is just my judgement based on the current meta and currently revealed cards. My opinion might change. Right now though, I think you could release that 5 mana priest card today without the quest activator, and priest would still get steamrolled by aggro more often than not.
That said i do like the quest mechanic. I just think some fundamental problems will inevitably hold it back.
Right now the implied quest of every game is: Survive five turns. Reward: 50% chance to heal your hero to full on turn 6. So long as they can address that, quests could be very fun. They make decks thematic without completely dictating their design. They remind me of Objectives from Star Wars CCG. In short, you could the game with one Objective: one side would set up what you were trying to achieve, and when met, you'd "flip" it over to a side with rewards. Lets see where this takes us; it could eventually lead to Quests being the norm for every deck, but with several to choose from; they could even provide some effect or limitation until achieved. It's something that can really be built upon, but will have a rough go if most decks are just looking to win as fast as possible.
about those legendary quests, I think that Dirty Rat will be a huge problem in the future meta if quest cards will see play.
Imagin you fulfill the quest and get the obviously powerfull minion to your hand just to get it pulled by the rat immediately.
they should really consider that..
What you're describing is counter play, which is very healthy for the game. I'm sure they did consider it and didn't mind adding a little more skill to the game. Having to think about wether you should fulfill the condition of the quest and get the card on a turn you can't play it, or decided when the best time to use dirty rat, seems like much better decision making than a lot of the stuff we have now.
Personally, I'd consider it more anti combo than anti aggro (there always will be some form of aggro even if it's slightly slower than pirate).
You play this after a Mage plays Alex and how are you supposed to lose? Same with miracle rogue or any future combo deck.
Control decks in general tend to have a very limited amount of damage due to them relying on removal instead of any form of face damage. Adding 10 additional health (which puts you out of range of any combo basically) in addition to the heal when you play it is just very hard for me to see how a control deck could easily beat this.
The quest cards are an interesting idea obviously tooled to promote more mid to late game types of decks. That said they'll also promote the "I need to kill him before his quest finishes" type of decks. How that balances out will depend on the types of quests each class gets.
Maybe the other quest cards will be better but this is AWFUL, AWFUL design. Here's why;
A) More fun and NON-INTERACTIVE gameplay!! Your opponent gets a single player quest that you cannot affect EXCEPT by killing them before they complete it (or, you know, playing Jade Druid.) If they do complete it, you auto-lose as most decks. How.. HOW is that fun for ANYONE?
B) What's that? Want to play Dragon Priest? Aggro priest? Combo priest? Tempo Priest? SCREW YOU, PLAY NZOTH. Forced deckbuilding is fun. Not only that, but the "if you complete the quest you auto-win against agro/tempo/midrange" means OTHER classes are forced to kill Priest before they can summon 7 deathrattles (which is obviously what will happen) or play Jades and not care about their board because you have unlimited 1 mana 11/11+ minions.
Blizzard came out and said they wanted to increase interactive gameplay. One of the first cards they show IS NON-INTERACTIVE GAMEPLAY, LITERALLY A SINGLE PLAYER QUEST. This dev team HAS ZERO VISION OR PLAN, it's clear when you listen to their Q&As and they constantly contradict themselves.
So, what, either we get yet another smorc meta or we get JADES & SINGLE-PLAYER quests. Does that sound fun to everyone?
I disagree, you have to remebemr that not everyone will be this slow, i hope that the hunter one will be hardore aggro and charge releated, i mean i like aggro shammy but the power of the hero power of hunter is too good to skip. Like "play 3 charge minions, reward; all your charge minions get windfury and can pass taunt". I want hunter to be a true face aggro class once again, or at least have that option.
Maybe the other quest cards will be better but this is AWFUL, AWFUL design. Here's why;
A) More fun and NON-INTERACTIVE gameplay!! Your opponent gets a single player quest that you cannot affect EXCEPT by killing them before they complete it (or, you know, playing Jade Druid.) If they do complete it, you auto-lose as most decks. How.. HOW is that fun for ANYONE?
B) What's that? Want to play Dragon Priest? Aggro priest? Combo priest? Tempo Priest? SCREW YOU, PLAY NZOTH. Forced deckbuilding is fun. Not only that, but the "if you complete the quest you auto-win against agro/tempo/midrange" means OTHER classes are forced to kill Priest before they can summon 7 deathrattles (which is obviously what will happen) or play Jades and not care about their board because you have unlimited 1 mana 11/11+ minions.
Blizzard came out and said they wanted to increase interactive gameplay. One of the first cards they show IS NON-INTERACTIVE GAMEPLAY, LITERALLY A SINGLE PLAYER QUEST. This dev team HAS ZERO VISION OR PLAN, it's clear when you listen to their Q&As and they constantly contradict themselves.
So, what, either we get yet another smorc meta or we get JADES & SINGLE-PLAYER quests. Does that sound fun to everyone?
I call bullshit. You auto-lose as midrange? tempo? no, only pure aggro lose to a "get 40hp and a big taunt". And if pure aggro loses to that so what? finally they would get a hard counter, that's what we need to balance the meta.
A real midrage or tempo deck kills that taunt(as they can kill an Ancient of War) and get 40dmg to the face in 1, 2 or 3 turns with the board they already have.
We finally get a gameplan type of card, hope it kicks your bitchy aggro a**.
Because it's a purely defensive quest I don't think the uninteractive part is an issue. Sort of like how Reno isn't considered to be uninteractive. Unless you are playing hyper aggro (and even then sometimes Reno isn't enough). You can still win after they play it. Particularly if you already have a board it can be done very quickly.
I call bullshit. You auto-lose as midrange? tempo? no, only pure aggro lose to a "get 40hp and a big taunt". And if pure aggro loses to that so what? finally they would get a hard counter, that's what we need to balance the meta.
A real midrage or tempo deck kills that taunt(as they can kill an Ancient of War) and get 40dmg to the face in 1, 2 or 3 turns with the board they already have.
We finally get a gameplan type of card, hope it kicks your bitchy aggro a**.
First of all, I've been legend the last 5 seasons ONLY playing Control.. so way to fail at personal attacks against someone's opinion. But maybe the rank 15 meta better supports your opinion.
Second, this card is only played in a heavy control deck. If a heavy control deck heals to 40 health and put an 8/8 on the board turn 10 or later against tempo or mid range they win. Period. This is a MUCH BETTER Reno and last I checked Reno decks weren't bad.
Comparing a 7 mana 5/10 taunt to a 5 mana 8/8 taunt heal to 40 health is easily the worst comparison I've ever read. Realistically it's more like Reno Jackson +10 health, +taunt, +4/2, -1 mana... and you can play duplicates.
Now that all relies on this card getting massive support as right now a death rattle priest is dead by turn 6 every time and this fucks their mulligan and they are losing the best death rattle in the game.
This is almost certainly a wild only card until (/unless) more future expansions bring even more deathrattles.
Much better Reno? You can play Reno on turn6 to immediately heal, this requires a long setup. And you can play Reno+big taunts and still be fucked by midrange, the only archetype that loses to this card, (supposing you get to play Amara) is aggro.
There's the worst comparison we all have ever read and you even say it's non-interactive. Playing minions to deal with other minions and not just go face is the definition of interaction.
A month from now the new hunter will be able to kill that taunt as soon as you play it and deal to you 40 dmg in less than 3 turns. It isn't a card that deals with the board, that's exactly why it isn't an instant win against midrange or tempo. Those archetypes will do just fine against DR priests. Stop misinforming and quit the whining.
Deathrattle is a deck with zero synergy with priest. There are few deathrattle cards. One op deathrattle minion. You will see the same cards and the same deck every single time you play priest. Kill him before turn 10 and you win (ie go face. Don't even bother with the board). Sounds boring. Priest has a ton of really interesting tools that promotes board play, they should have embraced those. Oh well, this is going to be about as fun as 95% of the priests now, all dragons.
I main priest. All priest all the time. I hate this. It sounds boring. All I can do is hope that druid continues to play jade because that is such an auto-win vs this deck. Maybe then it won't see play.
I would have liked the quests to be active from game start (and balance them so they are a little less strong). Basically the quest would activate and you would have 29 cards to play with..
Because hearthstone only provides 3 starting cards and having the quest in hand makes you have 2 cards and that's really horrible for a control deck, since quests don't help you at all with your early game...
You have 2 cards to survive the onslaught of aggro. If any isn't a 2 mana cost one you probably lost :s
Oh but I've forgot about Chillmaw and Sylvanas Windrunner's Gone. Sorry about that. But I still think that this card can be useful against aggro decks. Let's see what time shows us, new reveals etc.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!
Let's complain about cards 2 months before they come out AND before we've seen any other quests. I am one to say- PATIENCE! They JUST announced the concept and you're complaining with 0 experience in it. Cut it out! Let the other 131 cards come out and then you can hypothesize.
its funny to see people look way to hard into such a narrow explain when they have only revealed only ONE quest so far and no priest cards to support it.
Hearthstone is a game of "copy and pasting"
The conclusion I have came to is this. In order to play a hyper defensive cards you have to jump through hoops. Whether that be this quest, or playing a singleton deck. Blizzard think defensive cards should cost far more than their aggressive counterparts. In both mana and as a way to activate them. I don't think this is the right way to take the game. That is just my judgement based on the current meta and currently revealed cards. My opinion might change. Right now though, I think you could release that 5 mana priest card today without the quest activator, and priest would still get steamrolled by aggro more often than not.
That said i do like the quest mechanic. I just think some fundamental problems will inevitably hold it back.
Right now the implied quest of every game is: Survive five turns. Reward: 50% chance to heal your hero to full on turn 6. So long as they can address that, quests could be very fun. They make decks thematic without completely dictating their design. They remind me of Objectives from Star Wars CCG. In short, you could the game with one Objective: one side would set up what you were trying to achieve, and when met, you'd "flip" it over to a side with rewards. Lets see where this takes us; it could eventually lead to Quests being the norm for every deck, but with several to choose from; they could even provide some effect or limitation until achieved. It's something that can really be built upon, but will have a rough go if most decks are just looking to win as fast as possible.
CCGing since '98.
My favorite thing about the questing mechanic it seems to be a control mechanic (so far) because it will take multiple turns to set it up
new quest d quite balance.
will become op as hell it follow OP suggestion.
Personally, I'd consider it more anti combo than anti aggro (there always will be some form of aggro even if it's slightly slower than pirate).
You play this after a Mage plays Alex and how are you supposed to lose? Same with miracle rogue or any future combo deck.
Control decks in general tend to have a very limited amount of damage due to them relying on removal instead of any form of face damage. Adding 10 additional health (which puts you out of range of any combo basically) in addition to the heal when you play it is just very hard for me to see how a control deck could easily beat this.
All we need is a cheap Taunt deathrattle and Priest will fly with this card.
The quest cards are an interesting idea obviously tooled to promote more mid to late game types of decks. That said they'll also promote the "I need to kill him before his quest finishes" type of decks. How that balances out will depend on the types of quests each class gets.
INB4 Mage quest is "Summon 7 elementals"
Maybe the other quest cards will be better but this is AWFUL, AWFUL design. Here's why;
A) More fun and NON-INTERACTIVE gameplay!! Your opponent gets a single player quest that you cannot affect EXCEPT by killing them before they complete it (or, you know, playing Jade Druid.) If they do complete it, you auto-lose as most decks. How.. HOW is that fun for ANYONE?
B) What's that? Want to play Dragon Priest? Aggro priest? Combo priest? Tempo Priest? SCREW YOU, PLAY NZOTH. Forced deckbuilding is fun. Not only that, but the "if you complete the quest you auto-win against agro/tempo/midrange" means OTHER classes are forced to kill Priest before they can summon 7 deathrattles (which is obviously what will happen) or play Jades and not care about their board because you have unlimited 1 mana 11/11+ minions.
Blizzard came out and said they wanted to increase interactive gameplay. One of the first cards they show IS NON-INTERACTIVE GAMEPLAY, LITERALLY A SINGLE PLAYER QUEST. This dev team HAS ZERO VISION OR PLAN, it's clear when you listen to their Q&As and they constantly contradict themselves.
So, what, either we get yet another smorc meta or we get JADES & SINGLE-PLAYER quests. Does that sound fun to everyone?
Because it's a purely defensive quest I don't think the uninteractive part is an issue. Sort of like how Reno isn't considered to be uninteractive. Unless you are playing hyper aggro (and even then sometimes Reno isn't enough). You can still win after they play it. Particularly if you already have a board it can be done very quickly.
Much better Reno? You can play Reno on turn6 to immediately heal, this requires a long setup. And you can play Reno+big taunts and still be fucked by midrange, the only archetype that loses to this card, (supposing you get to play Amara) is aggro.
There's the worst comparison we all have ever read and you even say it's non-interactive. Playing minions to deal with other minions and not just go face is the definition of interaction.
A month from now the new hunter will be able to kill that taunt as soon as you play it and deal to you 40 dmg in less than 3 turns. It isn't a card that deals with the board, that's exactly why it isn't an instant win against midrange or tempo. Those archetypes will do just fine against DR priests. Stop misinforming and quit the whining.
Deathrattle is a deck with zero synergy with priest. There are few deathrattle cards. One op deathrattle minion. You will see the same cards and the same deck every single time you play priest. Kill him before turn 10 and you win (ie go face. Don't even bother with the board). Sounds boring. Priest has a ton of really interesting tools that promotes board play, they should have embraced those. Oh well, this is going to be about as fun as 95% of the priests now, all dragons.
I main priest. All priest all the time. I hate this. It sounds boring. All I can do is hope that druid continues to play jade because that is such an auto-win vs this deck. Maybe then it won't see play.
I would have liked the quests to be active from game start (and balance them so they are a little less strong). Basically the quest would activate and you would have 29 cards to play with..
Because hearthstone only provides 3 starting cards and having the quest in hand makes you have 2 cards and that's really horrible for a control deck, since quests don't help you at all with your early game...
You have 2 cards to survive the onslaught of aggro. If any isn't a 2 mana cost one you probably lost :s
If Priest dont have Card like Entomb they will lose to control warrior with this quest. And CW has its own quest too.