The Caverns Below, despite the mass rage it generated in the first days, is meta-defining, but not broken, by any means:
Quest Rogue is the epytome of the Midrange, but NOT Tempo, deck (while some decks, like Midrange Hunter, can be both Midrange AND Tempo).
It can be defeated by Aggro-Tempo. If you don't, it either means you were unlucky, or that your deck is not enough Aggro-Tempo.
Last but not least, it enables the Bounce archetype, that would otherwise see little to no play.
Some other Quests have Unicorn attributes, like The Last Kaleidosaur, which seems to be practically impossible to complete before the game ends. If there was just one more card similar to primalfin oracle, it would be playable AND it would enable the buff archetype.
Overall I consider Quests a success. Even if a bit artificial with Mulligan mechanics, they enable, or could easily enable new archetypes.
some of the quest like the lock quest and hunter quest can be played in existing decktyoes like discard zoo or facehunter (although i think you can skip it in discard zoo)
others i felt created a new meta such as the warrior quest, mage quest, and rogue quest by introducing the idea of a deck you have to built around. I felt these three quest did what every fin and reno did by making new decks possible
others such as priest and druid and pally i felt still wait to be broken. And still has potential to grow and still can be tested over the next year. The priest quest could be consider in wild as a second reno in reno priest and definitely has better deathrattle to abuse it while pally in wild could run the valkyrie sister with dragonkin sorcerer as there are enough cheap buff and heals there) the druid is interesting in wild since not only you get ungoro support but access to good 5 power minions in sylvannas and emperor as well
The shaman quest could introduce a shaman murloc deck but i think it will nees something like neptulon and anyfin to make it work (i kinda wanna try it out in wild but i m doing deathrattle shaman)
I personally felt ungoro set as a whole did well. We get two to three new possible "dragon priest" in mage elemental, shaman elemental and possibly priest elemental, we get some new tools to bring facehunter deck back (with better counters) we have a new rogue legendary creature that improves miracle rogue and we also got some fun tools in egg druid with living mana and devilsaur egg and we also got lyra for both purify priest and divine spirit priest
and hemet also helped out pally decks as well now that you can potentially holy wrath for 25
we are also seeing cards that dont normally see play coming into the meta like stonetusk boar in quest rogue, fire elemental in elemental shaman of course.
So i think overall un goro is a pretty good sucess story.
Quests would be more of a success if they were easier to access. Right now I have Warrior and Rogue quests and I have enjoyed playing them. I'd like to experiment other quests, but most of them don't seem worthy enough to craft. After the meta settles there is probably 2-3 quests played competitively.
Been playing priest and hunter quest in wild. Pretty entertaining. The mage is doable in wild and standard pretty consistantly for me but i end up doing waygate mage in wild and stick with elemental mage in standard
The mechanic by itself is really cool, but the balance of them between classes just doesn't add up. The only viable ones are rogue which is really degenerate, and warrior who nobody likes playing against because games are decided on hero power coinflips every turn. Pretty sure everyone's going to get pissed off at warrior hero power in the long run.
When playing Warrior quest, most games are decided before the hero power comes in play. Playing 7 taunts will take it's time. Against control it's nail in the coffin though as they can't flood the board.
This so much. People are completely overblowing the "coinflip" thing and just parroting it back in an internet echo chamber. It is only in the mirrors, where the game gets to the point where the coinflip thing is a legitimate gripe.
I agree with this since completing the quest seems to be this decks only win condition, as you need cheap buffs and minions to complete it early on. Also the problem with this quest is that if you get unlucky with the adapt on Galvadon the chance of winning is close to none, as this deck doesn't seem to have an alternate win condition, other then The Voraxx as seen here: https://www.youtube.com/watch?v=0FKLduAs0wQ
I think a lot of balancing needs to be done with Quests - at the moment, they just don't feel right, although I'll freely admit that maybe I just need more time with them. Some of them feel too easy to complete and some of them seem too OP to respond to if you don't have an optimized deck - you can sense a lot of frustration out there, especially from players who don't have $$$ to sink into the game.
On the flip side, when you beat someone who completes their quest and starts to run the board, it is an absolutely intoxicating experience. Finishing off a quest Druid with my non-quest taunt warrior at around fatigue time was my favorite moment yet for this expansion. He filled the board with gigantic baddies which I managed to hold off and clear with a well-timed Whirlwind + King Mosh combo and then never had an answer for the wall of Tar-based minions I then played. So much fun!
The main thing Blizzard messed up is that they should have given everyone a random Quest card for free when Un'Goro released, much like they gave everyone C'Thun for the Old Gods release. It seems like only a few of the Quests are worth playing which is a problem it's self, still a free Legendary would have appeased a lot of people.
They are better than I thought. I originally thought that having one less card in hand would be too much downside to overcome. But, it seems to not be the case. (although it seems going 2nd is better as a Quest player in my experience because you get that extra card which is even more crucial than usual)
I have been playing Quest Warrior. It's decent, but, those coin flips are going to piss someone off every turn.
The last deck I lost to was Quest Rogue. On turn 3 they went, Novice Engineer, Shadowstep, Novice Engineer, Shadowstep, Novice Engineer, coin, Ferryman. I had lost on turn 3. Was frustrating to be on that end of it. Reminds me of when Shaman would highroll with Tuskarr Totemic before the nerf on turn 3 and you just knew the game was over. Only... Worse. Still, I've beat them plenty of times. I don't know that it's an OP deck, but, it certainly has some OP nut draws. I'd rather face a Pirate Warrior with the nut draw, at least in that case I might be able to fight my way back if I have the right answers. Not so much vs. Rogue.
I thought that the Mage Quest was going ot be fantastic. Turns out, not so much. But, maybe that will come with time. Mage often lags.
Some other Quests have Unicorn attributes, like The Last Kaleidosaur, which seems to be practically impossible to complete before the game ends. If there was just one more card similar to primalfin oracle, it would be playable AND it would enable the buff archetype.
Overall I consider Quests a success. Even if a bit artificial with Mulligan mechanics, they enable, or could easily enable new archetypes.
The Last Kaleidosaur has been awkward in part because while creature buffs have been a part of paladin since this game started, they have made incredibly few playable creature buffs that are worth casting. The creature buffs are also only playable generally speaking if you have control of the board as well so unless they print strong and robust minions / tokens for pally its hard to play into buffs. There is also an issue that the quest reward here is also something that is entirely questionable based on what luck you pull in the evolves.
I played nothing but Pally quest for the first 2 days. Its fun but sadly its very low tier given the creatures as well as the buffs that pally has right now. Seal of Champions was sadly better than any of the new buffs pally got from the new set.
What do people think about how quests have turned out (thus far). Explain your answer.
Some of them are a complete success.
The Caverns Below, despite the mass rage it generated in the first days, is meta-defining, but not broken, by any means:
Some other Quests have Unicorn attributes, like The Last Kaleidosaur, which seems to be practically impossible to complete before the game ends. If there was just one more card similar to primalfin oracle, it would be playable AND it would enable the buff archetype.
Overall I consider Quests a success. Even if a bit artificial with Mulligan mechanics, they enable, or could easily enable new archetypes.
I think the quests are overall successful.
some of the quest like the lock quest and hunter quest can be played in existing decktyoes like discard zoo or facehunter (although i think you can skip it in discard zoo)
others i felt created a new meta such as the warrior quest, mage quest, and rogue quest by introducing the idea of a deck you have to built around. I felt these three quest did what every fin and reno did by making new decks possible
others such as priest and druid and pally i felt still wait to be broken. And still has potential to grow and still can be tested over the next year. The priest quest could be consider in wild as a second reno in reno priest and definitely has better deathrattle to abuse it while pally in wild could run the valkyrie sister with dragonkin sorcerer as there are enough cheap buff and heals there) the druid is interesting in wild since not only you get ungoro support but access to good 5 power minions in sylvannas and emperor as well
The shaman quest could introduce a shaman murloc deck but i think it will nees something like neptulon and anyfin to make it work (i kinda wanna try it out in wild but i m doing deathrattle shaman)
I personally felt ungoro set as a whole did well. We get two to three new possible "dragon priest" in mage elemental, shaman elemental and possibly priest elemental, we get some new tools to bring facehunter deck back (with better counters) we have a new rogue legendary creature that improves miracle rogue and we also got some fun tools in egg druid with living mana and devilsaur egg and we also got lyra for both purify priest and divine spirit priest
and hemet also helped out pally decks as well now that you can potentially holy wrath for 25
we are also seeing cards that dont normally see play coming into the meta like stonetusk boar in quest rogue, fire elemental in elemental shaman of course.
So i think overall un goro is a pretty good sucess story.
Not all quests were designed equally, and that was obviously intentional. And it's okay!
Did Shaman need another tier 1 deck? No. So it got a kooky but fun quest.
Control warrior lost the fatigue plan, so now it has a win condition.
Way I see the quest priest right now is not worth it. Which is a shame because I was lucky enough to get both priest legendaries as a priest main. :C
I hope the new adventures to come bring some good deathrattle minions for it to have a chance. But I do assume it is awesome in wild format.
Reporting live from the chocolate mountains!
I think a lot of balancing needs to be done with Quests - at the moment, they just don't feel right, although I'll freely admit that maybe I just need more time with them. Some of them feel too easy to complete and some of them seem too OP to respond to if you don't have an optimized deck - you can sense a lot of frustration out there, especially from players who don't have $$$ to sink into the game.
On the flip side, when you beat someone who completes their quest and starts to run the board, it is an absolutely intoxicating experience. Finishing off a quest Druid with my non-quest taunt warrior at around fatigue time was my favorite moment yet for this expansion. He filled the board with gigantic baddies which I managed to hold off and clear with a well-timed Whirlwind + King Mosh combo and then never had an answer for the wall of Tar-based minions I then played. So much fun!
It failed hard. Unbalanced.
Quest mechanic is fine, however class balancing is terribly catastrophic.
The main thing Blizzard messed up is that they should have given everyone a random Quest card for free when Un'Goro released, much like they gave everyone C'Thun for the Old Gods release. It seems like only a few of the Quests are worth playing which is a problem it's self, still a free Legendary would have appeased a lot of people.
They are better than I thought. I originally thought that having one less card in hand would be too much downside to overcome. But, it seems to not be the case. (although it seems going 2nd is better as a Quest player in my experience because you get that extra card which is even more crucial than usual)
I have been playing Quest Warrior. It's decent, but, those coin flips are going to piss someone off every turn.
The last deck I lost to was Quest Rogue. On turn 3 they went, Novice Engineer, Shadowstep, Novice Engineer, Shadowstep, Novice Engineer, coin, Ferryman. I had lost on turn 3. Was frustrating to be on that end of it. Reminds me of when Shaman would highroll with Tuskarr Totemic before the nerf on turn 3 and you just knew the game was over. Only... Worse. Still, I've beat them plenty of times. I don't know that it's an OP deck, but, it certainly has some OP nut draws. I'd rather face a Pirate Warrior with the nut draw, at least in that case I might be able to fight my way back if I have the right answers. Not so much vs. Rogue.
I thought that the Mage Quest was going ot be fantastic. Turns out, not so much. But, maybe that will come with time. Mage often lags.
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