DK's are more versatile and can be put in a lot of different types of deck. They usually don't require much of a buildaround. Quests, on the other hand, dictate what the rest of your deck needs to look like. You are more limited in your deck building when you run a quest, that's the reason they don't see as much play.
They play different roles, Dks are great on their own, Quests are buildaround cards that technically can't be counterplayed. Weapons, on the other hand, are more of a secondary wincon or a support card for already existing archetypes, because there's a lot of weapon removal, so they normally won't stick on the board.
I think that all the weapons can see play with the obvious exception of the Shaman and Warlock ones.
DK's are more versatile and can be put in a lot of different types of deck. They usually don't require much of a buildaround. Quests, on the other hand, dictate what the rest of your deck needs to look like. You are more limited in your deck building when you run a quest, that's the reason they don't see as much play.
This. I was going to write but couldn't quite figure out what I wanted to say. THIS basically cuts it.
Blizzard seems to be getting a handle of creating interesting cards rather than interesting DECKS. Though first they had to realize that they needed to heavily use the class system to avoid the sameness caused by cards like Dr. Boom and Patches. They seem to also be getting a handle of, as some of the revewers have pegged it "making good cards for bad decks."
The weapons will get a LOT of experimentation but I think they will definately not be as powerful as DKs. I honestly wouldn't be surprised if it went worse than quests. And i wouldn't mind because I want them to be thinking in the direction they are thinking now with cards and would rather them practice and fail now than continue in the trend evoked with Quests and Factions.
Also I believe a LOT of cards here will be sleepers: not useful now but will find powerful homes later on as new cards support them and old cards rotate out.
DK's are magnificent cards - they've brough a lot to the current meta, all of them are incredibly strong, even though some do not see play, but that's more related to decks/classes, than just DK cards themselves - Paladin DK doesn't see much play because Paladin doesn't have a good deck that isn't a Murloc one.
It's just that legendary weapons don't seem that impactful on the game. All of them do cool things, but also all of them can be passed while deckbuilding. And, of course, some are utter shit.
Quests went away much faster than I imagined though - being slow, limiting mulligan options, breaking certain archetypes (Unite the Murlocs) - all that means those quests won't see play. I sincerely hoped Fire Plume's Heart would stay in the meta somehow, but we have huge minions, Jade Druid and very fast tempo decks all of which make Taunt Warrior unplayable. Not to mention Fiery War Axe nerf.
DK's will probably played until KoFT rotates out. Anduin, Gul'Dan, Jaina - those cards are just so good :O
Most weapons are thrash, Shaman, Hunter and Warrior are absolute unplayable disgusting garbage,Rogue's is not good enough in standart (In wild with oil could be pretty awesome tho), Warlock's is arguably one of the slowest cards ever printed ato nd while the effect could potentially be insane, is just too hard to pull off when it's so easy to destroy weapons, Priest's once is decent enough to see play, a Lyra miracle type deck with the dragon soul could work as it generates a couple dragon threats and you can even slide it in Highlander priest so you can generate value even if you haven't drawn the combo, Aluneth can be very busted but in the first week people will try to play it on quest mage and will end up milling a lot of cards, even in a fast tempo/aggro mage you can mill yourself pretty easily, this probably works better on a slower control-ish build where you run Medivh to break it when you're drawing too much, Druid's weapon seems ok for the combo with Medivh into UI but nothing more honestly, but still that's a pretty busted combo so it might see a bunch of play, finally the paladin weapon is probably the better one, is the only one I can see being put in every paladin deck as it gives you infinite value (technically) and then it also has a decent attack, no dumb random effect, no dumb anything for it to work properly and even better, doesn't has to be played after your opponent plays a bonemare and you have to face tank 10k damage (as OP as recruit canpotentially be warrior weapon is not so good cause of this) to get a random effect that will probably either fuck you up hard or do nothing that helps you win (Yes shaman, I'm looking at you). So it's just gonna be as every meta, in the first 2 weeks people will just slap every weapon into every deck, then will realize most of them are thrash and only 2-3 of them will continue to see play.
Most to the DKs were must crafts because they benefited many deck types per hero. Most of the weapons will not be must crafts in standard but will be very usable in wild. If the weapons are used in ranked standard decks they will most likely be completely new deck types since these weapons do not compliment very many standard decks. The quests were hit or miss when they were released and completely new decks needed to be created around them so they were used less. Basically the weapons that fit in common decks will be seen the most, and there are few : Druid weapon, Paladin weapon, and maybe the rogue weapon. Other weapons will be seen much less if at all unless in single decks built around them. I personally would like to try the mage weapon because I am unsure of how it will properly work, could be game breaking but is probabaly garbage.
I personally like when Blizzard creates wonky, more fun legendaries because I only need to focus on crafting a few solid ones. This allows me to focus more on the Epics which there are seemingly a never ending amount of.
DK's are magnificent cards - they've brough a lot to the current meta, all of them are incredibly strong, even though some do not see play, but that's more related to decks/classes, than just DK cards themselves - Paladin DK doesn't see much play because Paladin doesn't have a good deck that isn't a Murloc one.
It's just that legendary weapons don't seem that impactful on the game. All of them do cool things, but also all of them can be passed while deckbuilding. And, of course, some are utter shit.
Quests went away much faster than I imagined though - being slow, limiting mulligan options, breaking certain archetypes (Unite the Murlocs) - all that means those quests won't see play. I sincerely hoped Fire Plume's Heart would stay in the meta somehow, but we have huge minions, Jade Druid and very fast tempo decks all of which make Taunt Warrior unplayable. Not to mention Fiery War Axe nerf.
DK's will probably played until KoFT rotates out. Anduin, Gul'Dan, Jaina - those cards are just so good :O
Don't forget Rexxar. Everybody does, but so many good midrange hunters run him he is still noticeable. And so with Garrosh and his infinite warrior deck.
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i have the perception that death knights saw considerably more play than quests.
To date, rogue, mage, priest, warrior quests saw some play. On contrary, almost all DK's got played. (boy were so wrong about the paladun dk.lul)
Sooo.... I could say that DKs > quests...
Where do you think weapons will fall?
Just a noob guess... weapons will be played more than quests.. but not as much as DK's.
DK's are more versatile and can be put in a lot of different types of deck. They usually don't require much of a buildaround. Quests, on the other hand, dictate what the rest of your deck needs to look like. You are more limited in your deck building when you run a quest, that's the reason they don't see as much play.
They play different roles, Dks are great on their own, Quests are buildaround cards that technically can't be counterplayed. Weapons, on the other hand, are more of a secondary wincon or a support card for already existing archetypes, because there's a lot of weapon removal, so they normally won't stick on the board.
I think that all the weapons can see play with the obvious exception of the Shaman and Warlock ones.
One does not simply walk into Mordor,
unless they want to be the best they can be.
DK's are magnificent cards - they've brough a lot to the current meta, all of them are incredibly strong, even though some do not see play, but that's more related to decks/classes, than just DK cards themselves - Paladin DK doesn't see much play because Paladin doesn't have a good deck that isn't a Murloc one.
It's just that legendary weapons don't seem that impactful on the game. All of them do cool things, but also all of them can be passed while deckbuilding. And, of course, some are utter shit.
Quests went away much faster than I imagined though - being slow, limiting mulligan options, breaking certain archetypes (Unite the Murlocs) - all that means those quests won't see play. I sincerely hoped Fire Plume's Heart would stay in the meta somehow, but we have huge minions, Jade Druid and very fast tempo decks all of which make Taunt Warrior unplayable. Not to mention Fiery War Axe nerf.
DK's will probably played until KoFT rotates out. Anduin, Gul'Dan, Jaina - those cards are just so good :O
I've no clue what I'm doing...
Most weapons are thrash, Shaman, Hunter and Warrior are absolute unplayable disgusting garbage,Rogue's is not good enough in standart (In wild with oil could be pretty awesome tho), Warlock's is arguably one of the slowest cards ever printed ato nd while the effect could potentially be insane, is just too hard to pull off when it's so easy to destroy weapons, Priest's once is decent enough to see play, a Lyra miracle type deck with the dragon soul could work as it generates a couple dragon threats and you can even slide it in Highlander priest so you can generate value even if you haven't drawn the combo, Aluneth can be very busted but in the first week people will try to play it on quest mage and will end up milling a lot of cards, even in a fast tempo/aggro mage you can mill yourself pretty easily, this probably works better on a slower control-ish build where you run Medivh to break it when you're drawing too much, Druid's weapon seems ok for the combo with Medivh into UI but nothing more honestly, but still that's a pretty busted combo so it might see a bunch of play, finally the paladin weapon is probably the better one, is the only one I can see being put in every paladin deck as it gives you infinite value (technically) and then it also has a decent attack, no dumb random effect, no dumb anything for it to work properly and even better, doesn't has to be played after your opponent plays a bonemare and you have to face tank 10k damage (as OP as recruit canpotentially be warrior weapon is not so good cause of this) to get a random effect that will probably either fuck you up hard or do nothing that helps you win (Yes shaman, I'm looking at you). So it's just gonna be as every meta, in the first 2 weeks people will just slap every weapon into every deck, then will realize most of them are thrash and only 2-3 of them will continue to see play.
Most to the DKs were must crafts because they benefited many deck types per hero. Most of the weapons will not be must crafts in standard but will be very usable in wild. If the weapons are used in ranked standard decks they will most likely be completely new deck types since these weapons do not compliment very many standard decks. The quests were hit or miss when they were released and completely new decks needed to be created around them so they were used less. Basically the weapons that fit in common decks will be seen the most, and there are few : Druid weapon, Paladin weapon, and maybe the rogue weapon. Other weapons will be seen much less if at all unless in single decks built around them. I personally would like to try the mage weapon because I am unsure of how it will properly work, could be game breaking but is probabaly garbage.
I personally like when Blizzard creates wonky, more fun legendaries because I only need to focus on crafting a few solid ones. This allows me to focus more on the Epics which there are seemingly a never ending amount of.
Click to see my Hearthstone projects: