Quests are the big new mechanic, but only around 3 of them seem see much play. There have been lots of complaints about the broken-ness or un-fun design of rogue, mage, and even the warrior quests, but to me, the bigger issue is how many of the quests seem to have made little or no impact. Priest and Hunter quests see occasional play, along with possibly the Shaman, but other archetypes for those classes seem as or more popular. The paladin, warlock, and druid quests are widely regarded as unplayable or inferior to other archetypes, even by those who have been desperate to get them to work.
Should all of have the quests been viable? Is this just the nature of the game? Should we be patient for new archetypes to emerge once the meta settles down?
I added a poll that is multiple choice in case you are conflicted.
I only don't like quests because the value they gave destroy the whole Fatigue archetype, but Jade already did that anyway. I absolutely despised Jade, but quests don't seem bad to me. They're more balanced and more diverse
I am surprised at the unbalance in the quests, and disappointed. I would have thought Blizzard would have moved heaven and earth during testing to keep sure they were all close. Yet they obviously are not. Rogue vs Druid is the most telling example. Rogue completes their quest around three turns faster than Druid, an so their reward is better because it affects board, hand and deck rather than deck only. Druid might not even gain anything from the quest the turn after they play it if they don't draw well, while Rogue is playing a one card 2x 5/5 charge plus weapon for three mana four turns ago!
I find that the quests are well designed, but Blizzard needs to decide very, very quickly if they want this game to be a minion sausage fest where no combo can exist or if they want us to be taking extra turns and making all our 1 mana charge minions 5/5s.
We need to be able to answer these sorts of scenarios if they're in the game. Getting the solutions to the problems we're facing now three months down the line just isn't going to cut it.
I am surprised at the unbalance in the quests, and disappointed. I would have thought Blizzard would have moved heaven and earth during testing to keep sure they were all close. Yet they obviously are not. Rogue vs Druid is the most telling example. Rogue completes their quest around three turns faster than Druid, an so their reward is better because it affects board, hand and deck rather than deck only. Druid might not even gain anything from the quest the turn after they play it if they don't draw well, while Rogue is playing a one card 2x 5/5 charge plus weapon for three mana four turns ago!
Yeah, I'd say when I am actually finally able to get the quest off, I've already won. Otherwise I am already dead. It just seems like all of the quests should be big game changers, or core cards, not incidental or win-more effects.
The rogue quest is the most OP by far. It's only being kept in check by another OP deck, pirate warriors. I didn't think any quest would be OP, but me and others were wrong. :(
There's definitely an imbalance. However I think part of the problem is people just not being creative enough yet. The warlock quest is a prime example. Everyone looks at it as crap because it's not a good discard zoo fit, but it would be pretty good in a control type setup, it's just a matter of working it out. The other part is the shear ease at which rogues can get their quest done. Every quest rogue I've faced has finished it by turn 5. Some as early as turn 3. This inherently makes other quests harder to play. If they bumped it up to 5 or 6 times instead of 4 I think it would be more balanced. The paladin quest is probably the most difficult. I think the Shaman quest is the worst because the effect seems to be the most lack luster. The priest quest is good but I think it's too slow. There is also the obnoxious cookie cutter thing people have going on with net decking. Everyone sees this one good thing (See mage infinite fireball combo) and they just copy that and don't bother working something else out. I run time warp but I don't run the combo because it's just boring freeze mage stuff and I've never been a fan of freeze mage play. I've yet to see anyone else run time warp this way and it's a little disappointing.
I think it could be a much better game if Blizzard actually made frequent balance changes. Then they could nerf the rogue quest and buff some of the others. The fact that a nerf will probably take several months and that they never buff is somewhat demoralizing.
It's been less than a week, I don't think we can say anything about how good each quest is yet and how 'balanced' they are. Rogue and warrior have the easiest to figure out quests, but the meta has a long way to go before we decide which ones are viable.
Of course there has to be a better or worse Quest, I don´t believe there is a way to make them all equal, the very moment they put the other ones "at level" with the strong ones one or the other would fall out of flavor and become the weakest one.
I understand the desire to have a perfect game, but that has been proven to be nearly impossible as in every game there are advantages for one side or the other depending on the circumstances.
why are all the options unbalanced lol? how are you going to make a poll and have it be 100% biased from jump?
???
Read the first option.
You titled the thread 'a missed opportunity of ungoro' if that's not priming, then I don't know what is. And having one option for balance and four for imbalance is also a bit of the bias the first post speaks of
I think the one thing we can all take away from this is that the HS community, on average, (including myself)... Really sucks are predicting what legendary cards will be impactful. Everyone I talked to was terrified of a Hunter aggro Quest + Discardlock Portal meta, and thought the Rogue quest was trash. Hell, remember the hype about the "OTK potential" of Galvadon?
Now look at us. Warrior, Rogue, Mage, and maybe Shaman all rely on the quests, and everyone else has given up on trying to make them work already. This isn't a criticism of anyone, I was just as foolish in assuming certain cards would be awesome and others would suck, but I'm really hoping people can think of some more creative ways to trigger the other quests and make them all feel a bit more useful.
...Maybe then I won't hate myself for crafting practically every quest on day one <_<
I think the quests are not balanced, but the game is, that might be less so when the meta settles, but for now all classes are good, but all quests aren't.
Priest quest is viable purely because there are strong control decks right now and it can outvalue them. That has always been the priest niche. More value than you could possibly imagine. I think in the end though value based priest will be better without the quest, and instead with other mechanisms for gaining value. Also purify priest is pretty damn good.
paladin quest is powerful but not consistent enough to be top tier, or even tier 2. But so far elemental hand buff paladin is scary, beating aggro and rogue a lot as well as out-valuing most slower decks.
Mage is really good with quest and elementals are pretty good as well, but shaman and paladin seem to use them better so I see little room for mage elementals right now. mage also has some tempo secret stuff but I bet that will die. The quest though will probably not, unless all the slow decks disappear, in which case it is just a little to slow itself.
warlock is probably the weakest class, the quest is poor and I don't know how strong taunt/hand/plant lock is going to be once stuff settles.
druid is rocking token aggro, and the quest is not horrible, though quite slow. token will probably continue to do well.
Hunter has a strong midrange deck again, which is good against anything not playing fast, but the quest feels like a weaker version of the same deck.
rogue is of course doing well with quest, but plant rogue works pretty well. Not sure if water rogue will resurface (pun totally intended), but plant rogue seems better and somewhat similar to me so I bet not.
shaman quest is also powerful, it is more powerful tempo wise than hunter, and it can still go long like hunter quest can, though for different reasons. Also elemental jade shaman is good.
Warrior of course can play pirates still, but the taunt quest warrior is seeing lots of play as well, I really liked the idea of a hybrid deck, but I have not seen anyone else try that.
So I feel like all the classes have at least one archetype, I know I missed some archetypes here but I was mostly just mentoning the popular ones that seem good, and not stuff like otk hemet paladin, or rope abuse priest, or any of the weird decks I come up with and play for fun.
Rollback Post to RevisionRollBack
Just fill your deck with one drops, that is creative deck design, right?
why are all the options unbalanced lol? how are you going to make a poll and have it be 100% biased from jump?
???
Read the first option.
You titled the thread 'a missed opportunity of ungoro' if that's not priming, then I don't know what is. And having one option for balance and four for imbalance is also a bit of the bias the first post speaks of
Nevertheless, the first poll option is balanced. Everyone was free to pick that option. And low in behold, very few users chose it. Yes, I think there are obvious balance issues with the quests, and the vast majority of users agree. So I have a point of view, don't most posters?
Furthermore, the second choice says that imbalance is not a big deal, that's not a necessarily negative option.
Also, if anything, having one choice for balance and 4 choices for unbalanced should resulted in vote splitting and having the balance option be more popular by comparison. The opposite occurred.
I am seeing more quest variety in wild, so that's fun. I just wish it was that way and standard, so we would have a lot of quest interactions and get the full effect of the new mechanic.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Quests are the big new mechanic, but only around 3 of them seem see much play. There have been lots of complaints about the broken-ness or un-fun design of rogue, mage, and even the warrior quests, but to me, the bigger issue is how many of the quests seem to have made little or no impact. Priest and Hunter quests see occasional play, along with possibly the Shaman, but other archetypes for those classes seem as or more popular. The paladin, warlock, and druid quests are widely regarded as unplayable or inferior to other archetypes, even by those who have been desperate to get them to work.
Should all of have the quests been viable? Is this just the nature of the game? Should we be patient for new archetypes to emerge once the meta settles down?
I added a poll that is multiple choice in case you are conflicted.
I only don't like quests because the value they gave destroy the whole Fatigue archetype, but Jade already did that anyway. I absolutely despised Jade, but quests don't seem bad to me. They're more balanced and more diverse
RenoJackson#11673
I am surprised at the unbalance in the quests, and disappointed. I would have thought Blizzard would have moved heaven and earth during testing to keep sure they were all close. Yet they obviously are not. Rogue vs Druid is the most telling example. Rogue completes their quest around three turns faster than Druid, an so their reward is better because it affects board, hand and deck rather than deck only. Druid might not even gain anything from the quest the turn after they play it if they don't draw well, while Rogue is playing a one card 2x 5/5 charge plus weapon for three mana four turns ago!
I find that the quests are well designed, but Blizzard needs to decide very, very quickly if they want this game to be a minion sausage fest where no combo can exist or if they want us to be taking extra turns and making all our 1 mana charge minions 5/5s.
We need to be able to answer these sorts of scenarios if they're in the game. Getting the solutions to the problems we're facing now three months down the line just isn't going to cut it.
why are all the options unbalanced lol? how are you going to make a poll and have it be 100% biased from jump?
The rogue quest is the most OP by far. It's only being kept in check by another OP deck, pirate warriors. I didn't think any quest would be OP, but me and others were wrong. :(
There's definitely an imbalance. However I think part of the problem is people just not being creative enough yet. The warlock quest is a prime example. Everyone looks at it as crap because it's not a good discard zoo fit, but it would be pretty good in a control type setup, it's just a matter of working it out. The other part is the shear ease at which rogues can get their quest done. Every quest rogue I've faced has finished it by turn 5. Some as early as turn 3. This inherently makes other quests harder to play. If they bumped it up to 5 or 6 times instead of 4 I think it would be more balanced. The paladin quest is probably the most difficult. I think the Shaman quest is the worst because the effect seems to be the most lack luster. The priest quest is good but I think it's too slow. There is also the obnoxious cookie cutter thing people have going on with net decking. Everyone sees this one good thing (See mage infinite fireball combo) and they just copy that and don't bother working something else out. I run time warp but I don't run the combo because it's just boring freeze mage stuff and I've never been a fan of freeze mage play. I've yet to see anyone else run time warp this way and it's a little disappointing.
I think it could be a much better game if Blizzard actually made frequent balance changes. Then they could nerf the rogue quest and buff some of the others. The fact that a nerf will probably take several months and that they never buff is somewhat demoralizing.
It's been less than a week, I don't think we can say anything about how good each quest is yet and how 'balanced' they are. Rogue and warrior have the easiest to figure out quests, but the meta has a long way to go before we decide which ones are viable.
Of course there has to be a better or worse Quest, I don´t believe there is a way to make them all equal, the very moment they put the other ones "at level" with the strong ones one or the other would fall out of flavor and become the weakest one.
I understand the desire to have a perfect game, but that has been proven to be nearly impossible as in every game there are advantages for one side or the other depending on the circumstances.
I think the one thing we can all take away from this is that the HS community, on average, (including myself)... Really sucks are predicting what legendary cards will be impactful. Everyone I talked to was terrified of a Hunter aggro Quest + Discardlock Portal meta, and thought the Rogue quest was trash. Hell, remember the hype about the "OTK potential" of Galvadon?
Now look at us. Warrior, Rogue, Mage, and maybe Shaman all rely on the quests, and everyone else has given up on trying to make them work already. This isn't a criticism of anyone, I was just as foolish in assuming certain cards would be awesome and others would suck, but I'm really hoping people can think of some more creative ways to trigger the other quests and make them all feel a bit more useful.
...Maybe then I won't hate myself for crafting practically every quest on day one <_<
I think the quests are not balanced, but the game is, that might be less so when the meta settles, but for now all classes are good, but all quests aren't.
Priest quest is viable purely because there are strong control decks right now and it can outvalue them. That has always been the priest niche. More value than you could possibly imagine. I think in the end though value based priest will be better without the quest, and instead with other mechanisms for gaining value. Also purify priest is pretty damn good.
paladin quest is powerful but not consistent enough to be top tier, or even tier 2. But so far elemental hand buff paladin is scary, beating aggro and rogue a lot as well as out-valuing most slower decks.
Mage is really good with quest and elementals are pretty good as well, but shaman and paladin seem to use them better so I see little room for mage elementals right now. mage also has some tempo secret stuff but I bet that will die. The quest though will probably not, unless all the slow decks disappear, in which case it is just a little to slow itself.
warlock is probably the weakest class, the quest is poor and I don't know how strong taunt/hand/plant lock is going to be once stuff settles.
druid is rocking token aggro, and the quest is not horrible, though quite slow. token will probably continue to do well.
Hunter has a strong midrange deck again, which is good against anything not playing fast, but the quest feels like a weaker version of the same deck.
rogue is of course doing well with quest, but plant rogue works pretty well. Not sure if water rogue will resurface (pun totally intended), but plant rogue seems better and somewhat similar to me so I bet not.
shaman quest is also powerful, it is more powerful tempo wise than hunter, and it can still go long like hunter quest can, though for different reasons. Also elemental jade shaman is good.
Warrior of course can play pirates still, but the taunt quest warrior is seeing lots of play as well, I really liked the idea of a hybrid deck, but I have not seen anyone else try that.
So I feel like all the classes have at least one archetype, I know I missed some archetypes here but I was mostly just mentoning the popular ones that seem good, and not stuff like otk hemet paladin, or rope abuse priest, or any of the weird decks I come up with and play for fun.
Just fill your deck with one drops, that is creative deck design, right?
I am seeing more quest variety in wild, so that's fun. I just wish it was that way and standard, so we would have a lot of quest interactions and get the full effect of the new mechanic.