The problem in Wild isn't necessarily the questlines themselves, but certain cards that make them too strong or too easy to complete.
The most blatant example is Crystallizer for warlock and to a (much) lesser extent, Rapid Fire for hunter.
A solution I've offered is instead of outright bans, or nerfs that would make cards useless in other situations is to allow for certain cards to be mutually exclusive (like Crystallizer and The Demon Seed).
Remember how they added the new versions of the old gods and a bunch of cool new versions of the legendary dragons to standard? Neither do they apparently.
Imagine spending all that time programming new yogg only for him to never see play because games don't reach turn 10.
The quests destroy the game, turn the old HS in a sad solitaire game, at this point I don't them even in Wild, all quests cards should be erradicated of the existence, obliterated from the game forever.
Delete all the Questlines? No.
Nerf Hunter's and Warlock's? Most def yes! As has been said previously, not all of the questlines are so nuts they kill you by turns 5 or 6.
Rogue's and Paladin's are how all questlines SHOULD be done. Reasonably priced for their conditions and reasonable rewards for their class Identities.
Warriors might be annoying but pirates can be beat.
Man...I miss the days of the Ungoro quests. With the exceptions of Mage and Rogue those quests didnt feel any wear near as toxic as this shit.
The problem in Wild isn't necessarily the questlines themselves, but certain cards that make them too strong or too easy to complete.
The most blatant example is Crystallizer for warlock and to a (much) lesser extent, Rapid Fire for hunter.
A solution I've offered is instead of outright bans, or nerfs that would make cards useless in other situations is to allow for certain cards to be mutually exclusive (like Crystallizer and The Demon Seed).
so funny watching people still try to defend the quests and point at supporting cards. Team 5 can't balance for shit.
Quests need rotate this year quests can't stay 2 years is too much
Remember how they added the new versions of the old gods and a bunch of cool new versions of the legendary dragons to standard?
Neither do they apparently.
Imagine spending all that time programming new yogg only for him to never see play because games don't reach turn 10.
The quests destroy the game, turn the old HS in a sad solitaire game, at this point I don't them even in Wild, all quests cards should be erradicated of the existence, obliterated from the game forever.
Questlines annoy me in wild and in duels (please, Blizzard, rotate duels to different sets, pleaaaaase"
In standard, they don't seem oppressive to me.
Questlines need to go. Side quests may remain.