Mike Donais Explains the Quest Mechanic & Talks Journey to Un'Goro Card Expectations
Shaun of Tempo Storm got a chance to speak with Mike Donais on the upcoming Questing mechanic, mentions details on the new set, and briefly touches on Arena.
Quote from Mike DonaisJourney to Un'Goro
- There will be at least one other card in Un'Goro that works with Deathrattle minions.
- Adapt will be seen on more than just Battlecry activation. There are spells for Adapt similar to those that make use of the Discover mechanic.
- Elementals are a focus in the set. They are "important" and "very cool". Not ready to talk about interactions yet.
Quests
- Quests are meant to be late-game cards that you build up to so they don't feel like they need to add ways to slow them down.
- Quests take up a secret slot, which means you can only drop 4 secrets if you have a Quest active.
- Only one Quest can be active at a time per player.
- Quests can activate on either players turns - much like the old version of secrets!
- Quests were the most challenging part of the set due to the iterations of fleshing the mechanic out.
- At one point, Quests started in-play.
- Quest design was kind of like the Old Gods design but with 9 cards (18 with tokens) instead of 4.
Arena
- The team is exploring more ways to iterate on Arena and Mike thinks they'll start experimenting with them over the next year.
- Any specific first iterations to the Arena won't be permanent. It may even be interesting to change it up every few months.
- With their new Arena technology, Quests aren't available in drafts.
Game Design
- Mike thinks we'll see less high-attack one-drops.
- They don't want to nerf things so fast that it punishes deck innovators but they'll keep an open mind about it.
But it takes up a secret slot, so I am not so sure the answer is so clear.
Quests aren't part of the diet
It would have to otherwise there would B no way 2 counter these kinds of Quest Decks. All you would have to do is vomit as many cards that help you complete the quest as quickly as possible so you can get the I WIN THE GAME CARD. That would be un-interactive and un-fun to play against even if your're playing a quest deck as well. Of course, Blizzard may not care about this fact and just wants people's money so they R forced into buying and playing quest decks in order to be able to win any games in the new expansion.
Will Questing Adventurer steal quests?
i would assume that it doesn't, because that would ruin the fun of playing quests
Two quotes of mdonais from the link:
> Yep, he helped out on the 2 later sets of the year. He was also a good sounding board for many discussions.
> Lifecoach isn't really a game designer like Mike Elliott.
I dont see any of kind "Lifecoach f*** off" here.
When people don't even read the very link that they themselves are posting. :(
I did you mus B Blind.
How you know what will be the next meta? \clap
Start experimenting in 2018... So standard arena till 2019...
Mike, more often than not... It's probably best to just say nothing at all.
When he says "next year", I am pretty sure he means Year of the Mammoth, which starts in about a month or so
Hearthstone has it's own calendar now? Did it start when our prophet Ben Brode was born or how does this thing work?
No it starts with next Un'Goro expansion.
If you lost the announcement. See there: http://eu.battle.net/hearthstone/en/blog/20475356/a-year-of-mammoth-proportions-16-02-2017
so they punish the whole playerbase fand leave them suffering for months on end.
Lol deck innovators.. this meta is a fucking JOKE. No creativity at all, everyone is running basic pirate guys along with some herpa derpa hit face cards.. you literally face the same deck over and over and over and over and over and over again when you queue ranked.
If you "literally face the same deck over and over and over and over and over and over again", then you should have easy work countering it. I have a Reno Mage that currently sits on over 60 % winrate against pirates. The problem isn't with the aggro, it's with the polarisation. On one hand you have ultra aggressive decks, and on the other ultra controlly Reno decks. If you tech against one you lose to the other. Sadly people are too lazy to come up with their own solutions and don't try to find a middle ground, so they just slot themselves into one of the camps (aggro or Reno) and bash the play button until their brain turns liquid. Just like people follow builds in ARPGs and build orders in RTS, instead of putting in the work themselves and figuring stuff out.
Let me get this right, you have a deck specifically built to counter pirates, and you sit on a 60% win rate against it? What about other matchups? You say as if you've found the secret answer for the meta but all I see is an example of how unbalanced it is
I guess the sequencing of sentences was shit and thus seemed to imply that but no, the deck is in no way built to counter Pirates. It just happens to shit on them on its own, just by accident (btw the over 60 % winrate against Pirates is only estimated, it is likely closer to 70 guessing from what I've played over the last month). I have achieved way better winrates with Midrange Dragon Priest (with an Ooze added in) which WAS specifically intended to counter Pirates. My example was meant to illustrate that you don't even have to try too hard and you can counter Pirates just by virtue of having a really defensive deck that's heavy on removal. Usually a Reno Mage would not be the no. 1 pick to beat Pirates and yet it does so, at least in my version. Ergo the problem with the meta is not that Pirates are OP and uncounterable. You can counter them quite easily in fact. The issue is that, unlike what the guy above me wrote, you don't actually just face aggro, you also have to be able to beat very heavy control, and there is very little played in the middle ground.
You forgot pre-nerf leper gnome!
Turn 1: Kabal Lackey into Counterspell.
Enemy turn: Plays quest, triggers Counterspell, concede.