![]() ![]() But players have already refined the deck with a massive amount of card draw and cheap spells that become high-damage powerhouses once the spell damage aura takes effect. It reduces synergy between cards, and Frost spells can be especially hard to come by. In theory, requiring playing different types of spells should make the quest difficult. You get to draw cards as a reward for completing each step of the questline, and the ultimate reward is Arcanist Dawngrasp-a minion that gives you +3 Spell Damage for the remainder of the game. At each stage of the quest you must play one Arcane, one Fire, and one Frost spell to advance the questline. ![]() The Mage questline, Sorcerer's Gambit, revolves around playing different types of spells. ![]() These quest conditions are supposed to be harder to fulfill, but judging by the community's reaction, the Mage and Warlock quests are just too easy. It's not uncommon for decks to be built around these Quests as win conditions, and Stormwind introduces a twist with Questlines-multi-stage quests with even bigger rewards. Hearthstone has used Quests before, 1-Mana spells that give a set of conditions to complete to get a big reward. The critique extends from two new class-defining Quest cards. That has also renewed conversation among the community, who are commonly complaining that the new expansion stifles interactivity and turns the game into "solitaire." Hearthstone's latest expansion, United in Stormwind, launched this week and introduced the usual suite of new cards and mechanics. ![]()
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