I play strictly wild as I find standard boring and it’s just the same 2-3 decks every time. So for me wild is more enjoyable with a variety of decks to play against and is refreshing to me.
that being said, I am in agreement that the quest themselves are a big issue in hearthstone as a whole. There are no ways to counter these quest and wild has made them broken with how easy they are to complete. Many of these decks quest can be complete in less that 4 turns which was never meant to be intended, but in wild here we are. I’ve always believe there should actually be a legendary minion created that can actually break/destroy the quest if drawn and it being legendary means there is only 1 of its type. And while most will day that this is a broken concept and ruins decks, I don’t believe so since it’s 1 legendary card and is basically a tech card that is useless if the opponent isn’t playing quest. Add in that if your whole deck revolves around a quest then it’s already a stupid deck and should have multiple win conditions to being with.
But quest like Druid, Mage, and shaman have made wild more difficult due to the easy of these decks to complete and then the simple rotation of not doing anything as they just steam roll your face with no interaction. Mage just ice blocks/time warps over and over. (Reason bird was needed due to this fact), shaman drops 6, 1-2 cost battlecries and finishes quest by turn 4-5 and then just drops all major battles cries on turn 6-7 to win. Druid finished their quest by turn 5 and then gets their twig and guff on turn 6-7 and wins, while adding in the side quest for extra dmg. And if you want to add in warlock demon seed which is easy to also finish and they fatigue you down by 8 with no interaction and destroying your deck.
each of these were not intended to be able ti be finished by turn 5 in this game, but as someone else mentioned wild has made this an unreal fact which has hurt wild. Atleast decks like kings bane, big priest there are actually ways to deal with these decks and actual interaction. It’s the quest decks though prevent this from happening though and these is no way to prevent these quest from being completed which is where the issue lies.
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I play strictly wild as I find standard boring and it’s just the same 2-3 decks every time. So for me wild is more enjoyable with a variety of decks to play against and is refreshing to me.
that being said, I am in agreement that the quest themselves are a big issue in hearthstone as a whole. There are no ways to counter these quest and wild has made them broken with how easy they are to complete. Many of these decks quest can be complete in less that 4 turns which was never meant to be intended, but in wild here we are. I’ve always believe there should actually be a legendary minion created that can actually break/destroy the quest if drawn and it being legendary means there is only 1 of its type. And while most will day that this is a broken concept and ruins decks, I don’t believe so since it’s 1 legendary card and is basically a tech card that is useless if the opponent isn’t playing quest. Add in that if your whole deck revolves around a quest then it’s already a stupid deck and should have multiple win conditions to being with.
But quest like Druid, Mage, and shaman have made wild more difficult due to the easy of these decks to complete and then the simple rotation of not doing anything as they just steam roll your face with no interaction. Mage just ice blocks/time warps over and over. (Reason bird was needed due to this fact), shaman drops 6, 1-2 cost battlecries and finishes quest by turn 4-5 and then just drops all major battles cries on turn 6-7 to win. Druid finished their quest by turn 5 and then gets their twig and guff on turn 6-7 and wins, while adding in the side quest for extra dmg. And if you want to add in warlock demon seed which is easy to also finish and they fatigue you down by 8 with no interaction and destroying your deck.
each of these were not intended to be able ti be finished by turn 5 in this game, but as someone else mentioned wild has made this an unreal fact which has hurt wild. Atleast decks like kings bane, big priest there are actually ways to deal with these decks and actual interaction. It’s the quest decks though prevent this from happening though and these is no way to prevent these quest from being completed which is where the issue lies.