It's surprisingly easy to finish, and once it's done, the game is over fast.
The only one I haven't seen any footage of is the Mage Questline, and it's the one I'm the most worried about. I suspect it will not be great until the third expansion, in which I'm guessing Arcane spells will be the focus.
Isn't Arcane the easiest one to finish?
You have Shooting Star, Arcane Intellect, Cram Session, Primordial Studies all of which are great with spell damage-style cards... half of which potentially get you more spells to play.
I think after the new set Frost is probably the hardest one to finish overall. But you still have Brain Freeze, Flurry and Cone of Cold anyway.
These are RegisKilbin early predictions after playtesting for a couple days
1) Hunter
2) Shaman
3) Druid
4) Warlock
5) Priest
6) Rogue
7) Paladin
8) Warrior :(
9) Mage
10) Demonhunter
So apparently in actual gameplay, Druid provides such an incredible Health discrepancy, that it ends up being one of the strongest ones, despite being so boring, which makes total sense for me.
I dunno if I trust his instincts necessarily... I feel like the mage questline is still really misjudged as some sort of weird control-style deck, with lots of late game cards when it's really more like a miracle mage deck.
After watching some of the theorycrafting streams I am even more convinced that the Hunter questline is bait. Hunter doesn't have enough draw (or even enough spells) to support it and by the time they complete all 3 steps they will probably sit with an empty hand (and board)
I think it's meant more to give Hunter some control options, rather than be a win condition in of itself. (They have like 8 spells that do damage btw, most of them viable, so finishing the quest isn't necessarily a problem in of itself)
The requirement for finishing it is so simple. But I think it'd be hard to like burn someone out the way Raza-Anduin used to. Where you just dropped your whole hand with Velen and Mind Blast to win a game.
They've purposefully not given Hunter a spell like Mind Blast and there's no Velen.
But I imagine you're right there'll be some people building it like a Raza-Anduin deck and discovering... you can't just win the game by repeatedly hero powering your opponent. It helps a lot, but not on it's own.
No disrespect intended, but you don't need dude synergy to capitalize on the improved hero power from the Paladin quest. Nor does it matter that the Silver Hand cards don't cost one mana.
Also you don't need to even come close to drawing your whole deck for the DH quest or casting all your overload spells for the shaman quest. Not even close. Maybe they're not good, but that's not a reasonable point against them. Plus the DH quest is best in a faster deck. The discounts are a lot more powerful on cards that cost 2-5 mana (i.e. a 20-100% reduction) than they are on cards that cost more than 5 mana. (A 10-20% reduction in cost)
In the theorycrafting stream, the Hunter Quest's first step was frequently finished by turn 2 after playing it on turn 1.
It's almost impossible to rank them, they all serve completely different purposes.
The Druid, Hunter, Rogue and Warrior quests all have simple objectives and weaker rewards but serve some specific purpose. The Priest and Mage quests are cyclical, and their mini-rewards help you finish later steps in the quest.
Almost all of the quests are useful if only for their mini-rewards. You don't necessarily need to finish the Hunter quest to get use out of a 0 mana hero power that can target minions. The Druid quest keeps your health up while you trade your face into minions. The Warlock quest helps off-set the self-damage you get from Raise Dead, Life Tap, Backdraft, among other self-damage cards. (But you can also build it as an OTK deck where you burn your opponent to death with self-damage.) The Demon Hunter quest allows the Demon Hunter to get some payoff from it's overabundance of efficient card draw.
I think this is overall the strongest and most flexible batch of quests we've ever gotten and I think all of them are viable and flexible in a way that really appeals to me.
Isn't Arcane the easiest one to finish?
You have Shooting Star, Arcane Intellect, Cram Session, Primordial Studies all of which are great with spell damage-style cards... half of which potentially get you more spells to play.
I think after the new set Frost is probably the hardest one to finish overall. But you still have Brain Freeze, Flurry and Cone of Cold anyway.
I dunno if I trust his instincts necessarily... I feel like the mage questline is still really misjudged as some sort of weird control-style deck, with lots of late game cards when it's really more like a miracle mage deck.
I think it's meant more to give Hunter some control options, rather than be a win condition in of itself. (They have like 8 spells that do damage btw, most of them viable, so finishing the quest isn't necessarily a problem in of itself)
The requirement for finishing it is so simple. But I think it'd be hard to like burn someone out the way Raza-Anduin used to. Where you just dropped your whole hand with Velen and Mind Blast to win a game.
They've purposefully not given Hunter a spell like Mind Blast and there's no Velen.
But I imagine you're right there'll be some people building it like a Raza-Anduin deck and discovering... you can't just win the game by repeatedly hero powering your opponent. It helps a lot, but not on it's own.
No disrespect intended, but you don't need dude synergy to capitalize on the improved hero power from the Paladin quest. Nor does it matter that the Silver Hand cards don't cost one mana.
Also you don't need to even come close to drawing your whole deck for the DH quest or casting all your overload spells for the shaman quest. Not even close. Maybe they're not good, but that's not a reasonable point against them. Plus the DH quest is best in a faster deck. The discounts are a lot more powerful on cards that cost 2-5 mana (i.e. a 20-100% reduction) than they are on cards that cost more than 5 mana. (A 10-20% reduction in cost)
In the theorycrafting stream, the Hunter Quest's first step was frequently finished by turn 2 after playing it on turn 1.
It's almost impossible to rank them, they all serve completely different purposes.
The Druid, Hunter, Rogue and Warrior quests all have simple objectives and weaker rewards but serve some specific purpose.
The Priest and Mage quests are cyclical, and their mini-rewards help you finish later steps in the quest.
Almost all of the quests are useful if only for their mini-rewards. You don't necessarily need to finish the Hunter quest to get use out of a 0 mana hero power that can target minions.
The Druid quest keeps your health up while you trade your face into minions.
The Warlock quest helps off-set the self-damage you get from Raise Dead, Life Tap, Backdraft, among other self-damage cards. (But you can also build it as an OTK deck where you burn your opponent to death with self-damage.)
The Demon Hunter quest allows the Demon Hunter to get some payoff from it's overabundance of efficient card draw.
I think this is overall the strongest and most flexible batch of quests we've ever gotten and I think all of them are viable and flexible in a way that really appeals to me.