About death knights? they well broken but they were also far more interesting on that moment. Quest in other hand...i feel like Quest are only fine in terms of gameplay when they align with very limited deck building requeriments. In all the other scenarios quest have been prove to be very bad for the meta just super tempo-minion generation cards like mech mage. Quest are just anti-control mechanic that were Fine at some degree when they were introduce and they used to be WAAAAYYY more restrictive in those times (and even so they were pretty powerful still, some of them toooooo powerful).
The problem in general is that Hero card and Quest cards Keep becoming more rewarding or less restrictive making them literally "not a dead card in your deck for most of the game" as they were intended to be in first place. When you build pirate warrior quest for example, if you remove the sub-rewards, the difference between the actual gameplay of the deck right now and that would be heaven to hell, same for all the other current rewards. Prove of that? look and Priest quest which has the worse sub-rewards and is also in a class that lack of hyper tempo cards. With both of those checks you will see how a Quest will work normally if they were made properly.
Quest Should NOT reward the players for playing the deck until they are fully complete. You are given someone for playing a mana card that is probably worth 6 mana or more. Thats is very destructive for decks that work on curve (not like there is a lot of this in reality right now). Also Quest make other quest worse depending of the sub-reward value at the point that one quest is not just "weaker" but unplayable in most cases.
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About death knights? they well broken but they were also far more interesting on that moment. Quest in other hand...i feel like Quest are only fine in terms of gameplay when they align with very limited deck building requeriments. In all the other scenarios quest have been prove to be very bad for the meta just super tempo-minion generation cards like mech mage. Quest are just anti-control mechanic that were Fine at some degree when they were introduce and they used to be WAAAAYYY more restrictive in those times (and even so they were pretty powerful still, some of them toooooo powerful).
The problem in general is that Hero card and Quest cards Keep becoming more rewarding or less restrictive making them literally "not a dead card in your deck for most of the game" as they were intended to be in first place. When you build pirate warrior quest for example, if you remove the sub-rewards, the difference between the actual gameplay of the deck right now and that would be heaven to hell, same for all the other current rewards. Prove of that? look and Priest quest which has the worse sub-rewards and is also in a class that lack of hyper tempo cards. With both of those checks you will see how a Quest will work normally if they were made properly.
Quest Should NOT reward the players for playing the deck until they are fully complete. You are given someone for playing a mana card that is probably worth 6 mana or more. Thats is very destructive for decks that work on curve (not like there is a lot of this in reality right now). Also Quest make other quest worse depending of the sub-reward value at the point that one quest is not just "weaker" but unplayable in most cases.