Quote From Live4vrRdieTrynThe payoff is often slightly better than [Hearthstone Card (lakarri sacrifice) Not Found] putting on board a 2/2, giving you a 1 attack weapon and dealing 4 damage randomly.
The payoff is often slightly better than [Hearthstone Card (lakarri sacrifice) Not Found] putting on board a 2/2, giving you a 1 attack weapon and dealing 4 damage randomly.
That is a gross misrepresentation of what the quest actually does. You're taking like 25 % of the questline and comparing that in isolation to Lakkari Sacrifice.First off, the requirements. Lakkari Sacrifice requires you to tear your own hand to shreds. Sure, there are cards that give you a payoff for doing so. And there are a lot of cards that don't. You're at the mercy of RNG as to which ones you end up discarding to determine whether you're actively two-for-oneing yourself or getting an advantage. Meanwhile, the Warrior Quest requires you to develop your board, something you already want to be doing. I.e. there is essentially no requirement other than you have to play a Pirate deck.Secondly, the payoff. Lakkari Sacrifice: pay 5 mana to subtract one slot from your board. You then get two 3/2s every turn. It's a massive tempo loss that brings a steady benefit in the long run...assuming we consider two easy-to-kill minions a benefit. You can easily just lose the board to a control deck since those are stuffed with minor AoE that will just wipe your quest reward every turn, while they build a board of their own. The Warrior Quest: draw a weapon for free, deal 2x2 damage for free, then get a 7/7 for 5 mana that subtracts one board slot to get you a weapon (inevitable damage), a pirate (potential damage similar to Lakkari Sacrifice) and shoots 2x2 damage (inevitable damage) every turn. Those things are not on par with each other at all. Even ignoring the sub-rewards along the way the Warrior Questline way outshines Lakkari Sacrifice and not just because you get a 5 mana 7/7 along with it. You can't keep the Warrior Questline contained because the reward isn't two slow minions that might do something next turn. It's one slow minion and then two immediately impactful rewards that the opponent can do nothing about. Also the rewards trigger at the start of your turn so if the minion happens to have rush or charge, your opponent has no opportunity to respond to its presence.The questline is definitely not in need of a buff. It may be the case that in standard, the deck you have to build around the questline may not be great, but that might be due to a lack of support, not due to flaws with the questline. I wouldn't know, since I don't play standard. But I can tell you that in Wild the questline is doing quite well. It's not the top dog, but at least a solid tier 2 deck that seems to be actually better than the non-quest Pirate Warriors used to be, or is at least on par with them. That's not something you'd get out of a weak questline.
Care the explain why every time you deign to comment on a thread you go out of your way to thumb down every comment above you? You're in need of some serious forum etiquette learning.
While I agree that there is exactly zero reason why Flesh Giant, of all giants, should be the cheapest, considering how easily it can be (permanenty) discounted in contrast to Mountain Giant, Molten Giant etc. it don't think destroying that card alone fixes the problem. There is still an underlying groundwork of brokenness that allows Warlock to even discount the Giant as quickly as they do (note how utterly useless the card is in Priest). Nerf the giant, definitely, but Darkglare HAS to go too. It's Darkglare that enables all of this shit in the first place and it's absurd to me that it has been allowed to exist in its current state after the first nerf. I mean they nefed it and it became the centrepiece of one of the most dominant decks in Wild's history. There's no way I should be able to play Quest on turn 1 and then immediately seize the board on turn 2 with coin by playing 6 mana worth of stuff on turn 2 and still have mana left over. Darkglare + Tour Guide + Flame Imp + 2x Kobold Librarian and good luck to the opponent in controlling the board despite the fact I skipped my turn 1. My hand is refilled, I have tons of bodies on the board and the opponent likely has to spend their entire turn just killing the Darkglare.They should definitely up the giant's cost to at least 10 if not 12, but it's only a matter of time until another card is printed that abuses Darkglare, giant or no, since self damage is such an integral part of Warlock identity. Tying mana cheating to the basic thing Warlocks do is just not on. Make that thing trigger only once a turn, maaaybe refresh 2 crystals instead of one to compensate, though that might still be way too generous of a mana cheat. At best you'd have a free 2/3 that requires an answer, but you can't just run away with the game within the span of a one turn from hand.
So I blew the entirety of my saved-up gold this expansion (haven't done that before, usually save a few thousand) because I knew there was a lot of legendaries I wanted. In 170 packs, I got 9 legendaries...and I didn't want any of them except one. The only one I was interested in that I got wasAnetheron. Wanted about half of the questlines and only got the Druid one. My legendaries were: Grand Magus Antonidas, Auctioneer Jaxon, the Rogue quest (that one I got off the additional free legendary off the reward track at lvl 20), the Druid Quest, The Rat King, Highlord Fordragon, Bolner Hammerbeak, Lothar, Cornelius Roame and Varian, King of Stormwind. I play Wild. All of these cards are useless.So I then had to follow that up with blowing all of my saved-up dust (10k) to craft the questlines I actually wanted. Still missing the Warrior questline (from the ones I want, otherwise I'm also missing Mage), and realised I don't have enough dust to craft Il'gynoth, so I crafted the DH quest for nothing.
Considering the site you're posting this on, one would think you know exactly why the reveal season has been so janky, given that it's been plastered all over the front page.
I wonder how this interacts with Zul'jin. If you transform does it bring the cost of your hero power back up?
Seems like a thoroughly inefficient way of doing things. Essentially the more skins there'd be in the game, the more "classes" would be in the game to patch. What starts as just a jpeg with a few voicelines becomes way more of a hassle than it's worth. If they really implemented skins this way, and this bug really suggests that they did, then they fucked up big time.
Well, there goes Anyfin Paladin's dream of a bright future.
So, I'm assuming it no longer bonks your max health to 15...it now gains you 5 in fact. Is the hero power the same?
Whoa they buffed it for mirror matches! Nice.
Well now it's even more of a priority target. I guess it's a good thing Odd Paladin isn't THAT good.
Yogg n' Load here we come!
Wow, people might actually play this thing now!
Sweet. I hate it already!
This card is the literal embodiment of "be careful what you wish for" and I love it. Both players have to opt in for the effect and then shit goes bonkers.
A.k.a. Tutor your N'Zoth the Corruptor in every deathrattle deck you play. I like.
Phew, it's not Odd XD
Point is it shouldn't have been about the story in the first place. Who comes to HS for lore? It has none. It tried to have some last year with the whole league of evil thing. Didn't impact the experience at all, there was just a lot more unskippable dialogue in between the games. What was the takeaway from all that over the grand total of over 3 expansions? Lazul is dead, oh no, my feelings, I cared so much about her. Rafaam destroyed the Alliance and the Horde and then retired, what massive ramifications for the HS universe, can't wait to see how this changes the landscape...oh wait we're going to some random school now, k.If they can't tell their own original well, then telling the story of another game in the same environment isn't gonna go over any better. Besides, HS is a really poor delivery mechanism for story. Everything is done through "out-of-game" dialogue, as in, dialogue that actively disrupts the gameplay. And then the story you get is: Arthas vs Jaina with the plot motivation of "we'll settle this by sparring". Oh boy...and here I was thinking that Demon Hunter story was contrived.Blizz has been pretty adamantly focused on "gameplay first", often to an infuriating extent where they'd rather butcher the story, atmosphere and logic to force a gameplay mechanic into the thing, but in this case, I think I'd prefer good gameplay with no or minimal narrative over uninteresting gameplay with the added benefit of forced uninteresting narrative. Does anybody feel more emotionally connected to Jaina after this? Does anyone feel ANYTHING after this? Except maybe disappointed, bored, or happy they finally got through that to open the damn pack? And really, if your story can't incite emotion from your audience, why even bother?
Generally I've been seriously underwhelmed/bored by the majority of adventures post Rastakhan (which, due to my completionist nature, I massively burned out on cause of how many shrines there were and how heavily some encounters were stacked against you). And while I generally agree that getting a new dungeon run every expansion would get extremely tiresome too, this half-assed "content" (one person could cobble this idea together in an afternoon, then it's just implementation time) ain't exactly scratching the adventure itch either and in some respects I'd rather they not even spend time and resources on this crap if that's the extent they intend to develop it to. I'd much prefer if the middle expansion of each year included a serious, good quality dungeon run adventure with the rest of the expansions getting nothing. Quality over quantity. But when has that ever been the AAA way of doing things? They'd rather half-ass it three times a year than do it properly once. As somone who doesn't give a crap about the packs, the content itself has nothing to offer if the gameplay experience is poor.
I find that generally the best strategy is not teching, but switching if you find you're not doing well with what you're playing. My very first legend happened, might be like year and a half ago almost by accident. I had a Thaddius Deathrattle Hunter I really enjoyed and it somehow got me to Rank 1 by just casually playing it. So I thought, I'm this far, might as well go all the way. 5 times I made it to 1 win from legend and 5 times I was denied. So I gave up on it, switched to Jaina Mage and got legend in like 4 games, because the deck was just better suited to the meta. I've reached Legend every month since then, usually by just picking a deck that seems not just powerful on its own, but powerful agaisnt what I'm most commonly facing on my climb.
This season I was trying to reach legend with my tried and tested Deathrattle Raza Priest, which on its own got me to Legend 4 times in the last 6 months or so. This month, couldn't move an inch. Got to D3, and then went back and forth between D5 and low D2 for 3 days. Either I lost to ridiculously fast aggro that was always too fast and too strong despite my numerous board clears and hefty healing, or I lost to OTKs despite running an Illucia and Dirty Rat (neither of which I drew in the dozen or so games against combo). The deck felt too "in the middle", hedging against too many threats while excelling against neither of them. So I switched to Odd Warrior, accepted the losses against OTK (even though I did outarmor some of them) and just ate aggro for dinner game after game. Nobody else was playing anti aggro, it was all aggro, OTK or Raza Priest, and I was favoured against most of them. Bam, reached Legend in a day. There is only so much teching can do for you if you're just playing the wrong deck for the meta. Two or three cards are not going to change the outcome as much as just adopting a different strategy will. But what that strategy is for Standard I could not tell you.