They seem really awkwardly long, to me except for the priest one which is built around the natural curve.
For mage you need to cast 9 spells, 3 of each of their schools. Warlock also seems to want to take a LOT of self-inflicted damage, and can paladin really survive until the end if all they spam are nine 1-cost minions?
The idea is cool, and I really want it to work, but it feels like most games will end before even step 2 is completed.
That's one of the innovations of the new questlines, you don't have to complete them to get value out of them.
Not Warlock, the rewards are not worth as you just hit the hero for a little and heal up, so might as well go all the way. I actually really like Warlock's quest because it will reward careful and clever, sometimes risky, play.
I honestly see them being completed on par with or slightly less than C'Thun; but like C'Thun, you don't need to play all the cards to extract value throughout the game.
For most questlines, the middling rewards are reason enough to run the quest. For the priest questline in particular, I'm losing confidence in it as a buildaround. Testing with it (using activate the obelisk as a placeholder and a rez shell) has shown suboptimal plays on key turns which can delay completion by 2, 3, even 4 turns. So, it's likely to decrease winrates if you're dead set on completing the curve. That said, perhaps the two discover effects will have a huge impact.
If not, then at least it will see play as a backup wincon in generic control decks. Rarely, if ever, completed.
I think these are designed to make you think about your deck and playstyle - as well as what your win condition is. Not necessarily an auto include in any deck.
That said, the decks that play these questlines should be built to achieve them as soon as they can, to benefit from the reward faster. Of the four we've seen so far, all but priest can kinda build around getting theirs done faster.
For example, mage has a 0 cost frost spell now, and lots of low cost arcane spells. The only thing holding them back from turboing their questline is the fire spell, which as of right now, only come in the 2+ mana variety, and I doubt you'd run hero power synergy alongside spell damage stuff. But maybe that will change with more card reveals.
And like others have said, getting the end reward may not always be necessary, just having the little bonuses along the way might be enough to make them worthwhile.
There will be at most 1-2 viable questlines in any given meta and there might be only 1 that's tier 2 or better. So to answer your question, finishing them is not likely and most of them are not even worth running.
It really depends on the questline and the meta. In today's meta, yes, it's rather difficult to finish most of them. But maybe, just maybe, Blizzard might create 1 or 2 very strong anti-aggro decks soon (the set looks quite anti-aggro so far).
The paladin quest is pretty easy to finish and the 1-drops will also be useful to keep aggro a little in check at the start of the game. The priest quest is pretty much the opposite and takes quite a lot of time, but priest has some tools to buy time, so that's not too bad. Warlock could be finished rather fast if you find the nuts, but it's quite difficult and risky. Mage is very interesting imo and shouldn't be underestimated, just because it's not very flashy. It also shouldn't be too difficult to stabilize and finish the questline for mage and the reward can finish a game really quickly.
All that said, it's possible that HS stays the tempo/face/aggro pile it currently is and that the set has very little impact on the game overall, but I have hope that we will see a shift in tempo. At least for now.
Paladin and Warlock questlines will be finished by turn 5.
Mage questline will be finished by turn 6-7.
Priest questline will not be finished by turn 10.
As much as I like the warlock quest and assume that there is a fast version of that deck, it's probably not turn 5, at least not very reliably. Turn 7-8 seems more like it. Paladin should also usually get it done only on 6-7 because you will need to run dude support cards that aren't 1-cost. And mage is quite difficult to assess because on one hand, you have cost reduction and generation, but on the other hand, you need the exact spell schools in all three parts. I would guess 7-8 as well. And that's fine, by the way. You don't need to finish your questline as early as possible, if you are going to win after you play it anyway. It's sometimes even good enough to just discover that one card from part 1or 2 that will win you the game (looking at you, Soul Mirror!)
If you have 10 mana you can technically complete it and play the reward in 1 turn for the druid one, feral rage or amulet (part 1 complete 3 total mana) + park panther attack + pounce (part 2 complete 7 total mana) + feral rage or amulet + pounce (part 3 complete 10 mana) + bloom +bloom + innervate + reward. Total benefit/ cost 8 cards + reward for a total of 23 attack + 18 armor + 1 card drawn + an 8/8 taunt beast.
You can also switch the park panther for another feral rage or moontouched amulet for 1 more attack and 1 card less as you won't need innervate
Priest broken for Highlander and will need nerf to t1 and t2 rewards
Why do you think that? The discover effect would be too powerful? Too easy to find raza, reno, and anduin? They'd all help finish the quest, of course.
That's one of the innovations of the new questlines, you don't have to complete them to get value out of them.
Not Warlock, the rewards are not worth as you just hit the hero for a little and heal up, so might as well go all the way. I actually really like Warlock's quest because it will reward careful and clever, sometimes risky, play.
I don't agree. You deal 6 damage and heal for 6 from a card you played for 1 mana at the beginning of the game. Half the reason to run the quest is to make up for the damage you take from running raise dead and whatever else.
The first step of every single quest makes up for the lost tempo & value of running the quest.
I think the druid & Paladin quests are going to be relatively simple to finish with the right deck and will finish most games. Priest and Mage quests are probably going to get finished fairly often. (I think the new mage quest will be finished about as often as the Uldum one was, which was fairly often) Warlock I think is going to be the one that's probably the greediest, and finished the least often. But I think when you do finish it, you're going to be winning the game relatively fast anyway. But as I say, I think it's going to be useful more for the first two rewards anyway.
They seem really awkwardly long, to me except for the priest one which is built around the natural curve.
For mage you need to cast 9 spells, 3 of each of their schools. Warlock also seems to want to take a LOT of self-inflicted damage, and can paladin really survive until the end if all they spam are nine 1-cost minions?
The idea is cool, and I really want it to work, but it feels like most games will end before even step 2 is completed.
paladin needs to play 1-cost cards not only minions
Oh, I see. That makes it a bit easier then. Then maybe priest and paladin are quite realistic to finish the entire thing.
That's one of the innovations of the new questlines, you don't have to complete them to get value out of them.
i think that 60% of the time questlines wont be completed when the game is over... at least in wild... standard i have no knowledge about...
To live is to suffer, to survive is to find meaning in the suffer!
Not Warlock, the rewards are not worth as you just hit the hero for a little and heal up, so might as well go all the way. I actually really like Warlock's quest because it will reward careful and clever, sometimes risky, play.
I honestly see them being completed on par with or slightly less than C'Thun; but like C'Thun, you don't need to play all the cards to extract value throughout the game.
For most questlines, the middling rewards are reason enough to run the quest. For the priest questline in particular, I'm losing confidence in it as a buildaround. Testing with it (using activate the obelisk as a placeholder and a rez shell) has shown suboptimal plays on key turns which can delay completion by 2, 3, even 4 turns. So, it's likely to decrease winrates if you're dead set on completing the curve. That said, perhaps the two discover effects will have a huge impact.
If not, then at least it will see play as a backup wincon in generic control decks. Rarely, if ever, completed.
There's no one-size-fits-all answer, but I don't think it will be nearly as difficult as C'Thun.
Against control decks, yes, it will often be completed.
Against aggro, you're going to need a backup plan.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I think these are designed to make you think about your deck and playstyle - as well as what your win condition is. Not necessarily an auto include in any deck.
That said, the decks that play these questlines should be built to achieve them as soon as they can, to benefit from the reward faster. Of the four we've seen so far, all but priest can kinda build around getting theirs done faster.
For example, mage has a 0 cost frost spell now, and lots of low cost arcane spells. The only thing holding them back from turboing their questline is the fire spell, which as of right now, only come in the 2+ mana variety, and I doubt you'd run hero power synergy alongside spell damage stuff. But maybe that will change with more card reveals.
And like others have said, getting the end reward may not always be necessary, just having the little bonuses along the way might be enough to make them worthwhile.
There will be at most 1-2 viable questlines in any given meta and there might be only 1 that's tier 2 or better. So to answer your question, finishing them is not likely and most of them are not even worth running.
It really depends on the questline and the meta. In today's meta, yes, it's rather difficult to finish most of them. But maybe, just maybe, Blizzard might create 1 or 2 very strong anti-aggro decks soon (the set looks quite anti-aggro so far).
The paladin quest is pretty easy to finish and the 1-drops will also be useful to keep aggro a little in check at the start of the game. The priest quest is pretty much the opposite and takes quite a lot of time, but priest has some tools to buy time, so that's not too bad. Warlock could be finished rather fast if you find the nuts, but it's quite difficult and risky. Mage is very interesting imo and shouldn't be underestimated, just because it's not very flashy. It also shouldn't be too difficult to stabilize and finish the questline for mage and the reward can finish a game really quickly.
All that said, it's possible that HS stays the tempo/face/aggro pile it currently is and that the set has very little impact on the game overall, but I have hope that we will see a shift in tempo. At least for now.
Paladin and Warlock questlines will be finished by turn 5.
Mage questline will be finished by turn 6-7.
Priest questline will not be finished by turn 10.
Quote from PetiteMouche >>
As much as I like the warlock quest and assume that there is a fast version of that deck, it's probably not turn 5, at least not very reliably. Turn 7-8 seems more like it. Paladin should also usually get it done only on 6-7 because you will need to run dude support cards that aren't 1-cost. And mage is quite difficult to assess because on one hand, you have cost reduction and generation, but on the other hand, you need the exact spell schools in all three parts. I would guess 7-8 as well. And that's fine, by the way. You don't need to finish your questline as early as possible, if you are going to win after you play it anyway. It's sometimes even good enough to just discover that one card from part 1or 2 that will win you the game (looking at you, Soul Mirror!)
Pala Quest looks Meta, rest I dont know, seem too slowish.
Lets see about the DH, Warrior, Druid, Hunter, Rogue, Shaman ones, I have a feeling Shaman's will be the most busted one.
Shaman questline is ridiculously busted, Druid one stinks...
If you have 10 mana you can technically complete it and play the reward in 1 turn for the druid one, feral rage or amulet (part 1 complete 3 total mana) + park panther attack + pounce (part 2 complete 7 total mana) + feral rage or amulet + pounce (part 3 complete 10 mana) + bloom +bloom + innervate + reward. Total benefit/ cost 8 cards + reward for a total of 23 attack + 18 armor + 1 card drawn + an 8/8 taunt beast.
You can also switch the park panther for another feral rage or moontouched amulet for 1 more attack and 1 card less as you won't need innervate
Wild: mage doesn't bother with quest line.
Warlock: will have it around t4-6
Why would you play it
Shaman is decent but there is still overload that does not get addressed
Palladin might be too good + it can stack the battlecry. You likely play hanbuff pally but even than you die to agro.
Priest broken for Highlander and will need nerf to t1 and t2 rewards
Why do you think that? The discover effect would be too powerful? Too easy to find raza, reno, and anduin? They'd all help finish the quest, of course.
I don't agree. You deal 6 damage and heal for 6 from a card you played for 1 mana at the beginning of the game. Half the reason to run the quest is to make up for the damage you take from running raise dead and whatever else.
The first step of every single quest makes up for the lost tempo & value of running the quest.
I think the druid & Paladin quests are going to be relatively simple to finish with the right deck and will finish most games. Priest and Mage quests are probably going to get finished fairly often. (I think the new mage quest will be finished about as often as the Uldum one was, which was fairly often) Warlock I think is going to be the one that's probably the greediest, and finished the least often. But I think when you do finish it, you're going to be winning the game relatively fast anyway. But as I say, I think it's going to be useful more for the first two rewards anyway.