Genn/Baku, Sire, Theotar just to name a few.
I seem recall reading some investors blog about gaming companies in general and while most games they were talking about were up like 100% with the stay at home policies, Hearthstone was only up like 20%, I took that as a sign of kind of failure, or underperforming. I was considering investing into gaming companies at one point, but I do think all of the decent ones are overvalued.
Talking Questlines, being bored I took my Shaman Questline out for a spin.
I am astonished at the idiocy of the Druid players in Wild. Solar Eclipse into Dew Process, oh, no! Card draw! I am so scared of drawing all my spells that go face!
Worded properly. Backlash, as in what the loudest people online said. Not necessarily âthey were too powerful.â
Without going back to check the reports, I donât know if Questline Shaman was EVER a tier 1 deck in Standard. But it didnât matter, it got nerfed to oblivion anyway.
It was when it got nerfed.
It was still competitive despite the nerfs, but the rotation demolished it, just like Warlock.
That expansion had high lethality and many people just wanted to heal, draw, genocide boards, and Hero Power. Blood DK is the most popular DK, even though itâs the worst performer.
There was an average reduction of 0.5 turns per game (according to Zacho) so people lost their minds.
It kind of goes further than that. They didnât print a single burn spell (especially a nature burn spell) last year or this year really for Shaman.
Mage got 4. Hunter got like 5.
Which meant Zappy Boy, Bruâkan (minion) even Essence of Azshara and a bunch of other cards were pretty stranded. The only overload cards they really printed were expensive.
I think Genn/Baku are very well designed cards it suffered the lack of competition, making them much more overplayed back then than should be.
If they are in the standard we have now probably will have much less impact, with the power houses we have now a cheaper or upgraded hero power donât will be reason to be used in almost 100% of the decks.
I think Genn is a well designed card. Not being able to run odd cost cards is a real drawback. No amount of evens adds to an odd number.
Baku, on the other hand, was a horrible idea. It has the illusion of symmetry. An even number of odds adds to an even number, and one cost cards can be very strong.
Funniest thing about questlines is they came up with them after quests rotated. And most everyone HATED quests. But blizzard do what they do best, shove their heads into the sand and reprint.
This is the only thing i can get behind in this thread. The worst design cards by light years.
DK is the worst anything ever created in this game. Nothing else compares to the toxicity this class has brought to the game.
I am not a fan of Quest cards. They all feel like solitaire cards to me.
This is one of the reasons I consider the worst designed cards of all time, they turn HS into Solitaire.
Genn and Baku werenât really that badly designed, they were just a little overtuned. In wild they are mostly fine and I think most people would agree that the shaman deck that uses it now has itâs place, it is a hard counter to secret mage which is vastly overplayed.
They absolutely were for one very big reason. They defined the game for a year. You either played one or the other or you just were playing as a casual. At the competitive level EVERYONE played one or the other. Itâs the reason they were rotated out early.
Sure they donât 100% dominate wild but that mode has all the cards available so some decks exist that donât use them.
Questlines Was The Worst Designed Cards Of All Time?
Nah.
Nope.
Questlines were generally fine.
The main offenders people have any reason to complain about imo are: Hunter Quest or Warrior Quest because the way they won was often directly through the Quest.
Druid and Rogue had the most enjoyable Questlines to play against imo.
Quest Handlock was one of the best designs for a nonlinear Midrange deck that Hearthstone has had in like 4 years. D6 Warlock was killed for a reason, that doesnât taint the Quests design though.
Mages Quest was never that big of a deal. Quest Mage was just another version of Incanterâs Flow Mage. Once the Quest was nerfed people just swapped the Quest out for Mozaki and nothing changed.
Demon Hunters Quest was never that big of a deal. Iâd rather die to (1) reductions than (3-6) Reductions from Skull of Guldan or Location + Relic of Dimensions. When people actually completed the Quest it wasnât that big of a deal either, the Ogre/Weapon deck was fun to play against and Ilâgynoth wasnât that bad outside of Glide.
Quest Priest wasnât annoying, Quest Renathal Priest is annoying.
Worst Types of Card Designs ever Made:
- Hero Cards that are so good players want to slam then on curve regardless of board or game state. Which is probably the majority of Hero Cards. Guff, Dawngrasp, Cariel, Scabbs, Dr.Boom.
- Single Cards that make it impossible for Midrange or Combo to ever come close to getting to fatigue vs ControlDecks : Renathal, Archivist Elysiana. Original Requirementless Kazakusan.
- Keleseths: Incanterâs Flow, Lunaâs Pocket Glaxaxy, Deck of Lunacy.
- Loatheb when the card pool allows it to be repeatable turn-after-turn like in Wild.
- Locations. They should all be designed to be 1-durability imo.
Questlines are a great example of power creep in action. When they first showed up, they were pretty powerful. Now, about to rotate out, they arenât all that powerful anymore. I used to groan when I saw Quest Warrior or Quest Mage, now itâs just⌠oh, Iâve got powerful tools and counters now.
Of course the greatest example of power creep is Astalor. Astalor is basically a prime that instead of shuffling into your deck, you get it guaranteed because it goes straight to your hand.
Which makes me think the next questlines will be something along the lines of:
Warrior: Play two taunt minions, all of your minions become 10/10 taunts.
Priest: Discover two spells, destroy the enemy hero
Mage: Play two fire spells, set the opposing hero on fire. He loses 5 HP per turn and only has 15 seconds to play cards(since heâs running around on fire).
Druid: Attack two times with your hero, gain 1000 armor.
Rogue: Steal two cards and get a 10 damage weapon that never loses durability
What do you consider to be the hallmarks of good design?
I would say the following:
- Cards are designed to be played in Hearthstone. Cards that see no play in their time in Standard are poorly designed, they failed the reason they were designed in the first place.
- Great design sees higher play than is commensurate with the win rate of the card. People love those cards.
- Great design does something new, and different than what has been done before. This may be breaking an established Standard or play pattern. (This is why Questlines could never rate as the best design).
- Great designs elicit a strong reaction from the community and canât be ignored (Enraged Warrior is very ignored, and a failed design so far).
Thatâs basically the nerf list isnât it hahađ