I think one of the main faults with mage and warlock quests is that the reward from the quests help you complete the next stage.
Complete part 1 of the mage quest? Oh here is a spell to start you off on your next part. Complete part 2? Well here you go another free spell to make sure you always have a spell to cast to complete one of the requirements.
Warlock is less so but in the same way. Just spent life to complete the quest? Here have some back!
To my knowledge no other quest directly aids the player in completing the next stage.
Druid quests require players to gain attack, but the rewards are all about gaining armor
Rogue is about playing SI cards but the rewards are not SI cards
Paladin is about playing 1 cost minions, yet the rewards dont grant 1 cost minions
Shamans need to play overloads but the rewards are no overload cards (though the first reward unlocks overload it does not grant cards the shaman can play to keep going the next turn)
Priests need to play on curve and while the rewards allow them to discover cards there is no guarantee they will get a card that aids them next stage
DH need to draw cards but rewards are simply cost reductions (which you can say indirectly helps and I would agree but its not a direct “play this to help your next stage”
Warriors need to play pirates but the rewards are simply drawing a wep and dealing damage
Hunters need to deal spell damage yet the rewards all deal with their hero power.
So again looking at the list the only quest that directly aids the player in completing the next step is the mage quest. The warlock quest is pretty darn similar because it is basically giving them life to spend on the next quest stage (similar a bit to DH reducing mana costs and thus allowing more card draw…just the lock kit is much better with its quest than DH)
Perhaps the stage 1 and 2 rewards of the mage quest need to be changed to something like a bonus spell power on next spell. Or the requirements need to be changed to things like “deal X damage with spells”.
The rewards at the moment are why mages and locks can consistently complete their quests on turn 5 / 6 (because mages always have spells read and locks always have life to give aided by the previous quest reward)
