When players complete the Quests, they get the reward immediately and have their “slam down legendary minion moment.” Liv Breeden: Mechanically, I think it’s really exciting too because if you look at Quests from Saviors of Uldum if you don’t complete the Quest it’s such a big investment that you didn’t get any payout for. We wanted a different approach to Questline cards mechanically where things don’t feel like a continuation: players are actually on this kind of adventure getting, doing this until they eventually get a payout much like how Questlines work in World of Warcraft. We had the opportunity to play this out with the three Questline cards that had incremental rewards. During the midpoint of this expansion, this is when they start honing all of their skills and witness a bit of conflict unfold. We want to be able to tell a story here, about how these Mercenaries level up throughout their adventure. That doesn’t only come through with the mechanics but the thematics as well. Hearthstone Senior Game Designer Alec Dawson and Lead Initial Designer Liv Breeden discuss the design process behind Questlines:Īlec Dawson: I think some of the things we wanted to explore with Questlines was this “staging” of the elements. But for Questlines such as Command the Elements, you need to think about what spells do you want to double up, or in the case of Final Showdown, what cards do you want to discount to win. Some Questlines, such as Raid the Docks, Defend the Dwarven District, or The Demon Seed are win conditions by themselves, and don't need much extra support to help you win after you've completed the Questline. It's also important to consider what you'll want to do after you've finished the Questline. The second reward also gives you extra damage, which may be a crucial swing turn against another aggressive deck. For example, the Warrior Questline Raid the Docks not only negates the card disadvantage of Questlines that effectively make you start with one less card in hand, due to it drawing a weapon after the first Questline. You should look at not only what the final reward provides, but also how the middle rewards benefit you. You should only add them to decks dedicated to finishing them. Questlines are massive undertakings that should not be included in your deck if you are not sure if you can fulfill them. Questlines activate Quest-related cards like Questing Explorer.If you have both a Quest and Questline in your deck, the Quest card will always be your left most card in the mulligan, while the Questline will always be the second card.If you try to use a Quest card while a Questline card is active, you will get a "You already have a quest active!" error, and vice versa.When you Life Tap, it progresses 1 more point, completing the first step with the reward activated, then immediately casts Establish the Link, which is the next step of The Demon Seed, initializing the progress as 0/8 instead of 1/8. For example, The Demon Seed has its progress 7/8.Over-achieved progressions are not carried to the next questline's steps. There are also some notes unique to Questline: Any Questline currently in play must be completed before a second Questline can be played.
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