I personally dont think they should ever completely kill anything, but I also don't think the quest rewards should basically win you the game. The pirate quest reward is almost balanced (except that.. 1) the quest is too easy to complete, 2) has rediculous tempo/draw while completing it, and 3) the high-roll potential is extremely frustrating)
As for the hunter quest, the main problems (as I see it) are the lack of board interactivity and blizzards fascination with pushing "hunter go face" deck design. Once the quest is complete it turns into a hero power snorefest determined almost exclusively by how much card draw they have in hand. The potential damage output is enormous and certainly feels as oppresive as the mage quest did before it was nerfed, but the hunter struggles more stalling against aggro decks.
This is one of the main issues with current quest decks when they become meta. They warp the meta around themselves and the match-ups become a race to kill the opponent before they complete.
The issue (imo) is that it just feels oppresive with no meaningful counter once it gets rolling, and it's really easy to complete it (with an approrpiate deck).
That's been the design of the majority of the successful quests in the recent expansion - they act as a finisher which can't be interupted, and imo, that makes them a poor design particularly with the relative ease with which they can be completed.
Personally I like the idea of quests, but it's difficult to balance the power of the reward with the deck-design constraints to complete the quest. Given that most of the rewards for viable quests are pretty much "I win", it makes sense that the whole point of these decks is solely to complete the quest, which makes them really linear to play against.
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I personally dont think they should ever completely kill anything, but I also don't think the quest rewards should basically win you the game. The pirate quest reward is almost balanced (except that.. 1) the quest is too easy to complete, 2) has rediculous tempo/draw while completing it, and 3) the high-roll potential is extremely frustrating)
As for the hunter quest, the main problems (as I see it) are the lack of board interactivity and blizzards fascination with pushing "hunter go face" deck design. Once the quest is complete it turns into a hero power snorefest determined almost exclusively by how much card draw they have in hand. The potential damage output is enormous and certainly feels as oppresive as the mage quest did before it was nerfed, but the hunter struggles more stalling against aggro decks.
This is one of the main issues with current quest decks when they become meta. They warp the meta around themselves and the match-ups become a race to kill the opponent before they complete.
It's also not viable for standard which I think is the main target of the OP.
The issue (imo) is that it just feels oppresive with no meaningful counter once it gets rolling, and it's really easy to complete it (with an approrpiate deck).
That's been the design of the majority of the successful quests in the recent expansion - they act as a finisher which can't be interupted, and imo, that makes them a poor design particularly with the relative ease with which they can be completed.
Personally I like the idea of quests, but it's difficult to balance the power of the reward with the deck-design constraints to complete the quest. Given that most of the rewards for viable quests are pretty much "I win", it makes sense that the whole point of these decks is solely to complete the quest, which makes them really linear to play against.