People can lost to turn 18 quest completions and literal turn 24 shard draws and still “feel” cheated by a 30% wr card that so slow it barely even wins in it’s own deck anyways.
Half the time you even messed with quest priest, anything toothless enough to get to shard was probably lowrolling hard enough for anything else to kill them. Hunter hero power kills people for 30 mana.
Quest priest costs 56 mana to fulfill in a best case, low tempo direction, and not drawing the orders of cards or playing reactively is punished. The quest would be a lot better and smoother gameplay wise if you could play 7 mana cards and still get credit if a 2,3,4 or 5,6 was missing.
It sounds so mundane but even with a like 1x 8 cost, 2x 7, 3x 6, 4x 5, 6x 4, 6x 3, 7x 2 cost curve, +1x quest consumes all 30/30 slots and you miss like 1 mana slots, like 80% of the time you play it.
Or run into turns where by missing curve cards you’re unable to play 7 manas on turn 8 to answer A board because you somehow, with 7x 2 drops in the deck, had rng decide lol no 2 drops until turn 9.
It would be so mundane for quest priest to at least change the quests 4/5, 7/8 zones to count 7 and 8 drops played at any point of the game for those turn 13-18 shenanigans. When even getting board lethaled by a 8/8 on turn 12 is a faster win condition than priest, it could help a little to make it less u fun and unenjoyable to play.
Having more decks with low wr be tried would actually inflate A lot of people’s ranks A bit.
I don’t think its good design but at the very least they could make it feel reasonably cohesive.
When you can brick the quest by playing a 8 mana card on turn 12 because a 4 cost never showed up, it just feels like horrendous design on a already glacial turn 13-18+ quest deck when most classes otked turn 9 and warlock fatigues on 9 while having much more tempo playing 8-10x of the same 8/8 statline (with chain revives, floating mana, and aoe that does 2x more damage than priest’s turn 5 aoes… For turn 4 vs 7 where aoe is so important)