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Post by KostaAndreadis @ 04:23pm 01/08/19 | 0 Comments
In that in terms of their impact on the tempo, flow, and late-game potential Quests ended up becoming the most challenging cards for Blizzard's Hearthstone team to design. Which we learned in a recent chat with Lead Designer, Mike Donais ahead of the release of the latest expansion - Saviors of Uldum.

“Quests ended up being a massive amount of work to design and balance.,” Lead Designer on Blizzard’s Hearthstone team, Mike Donais tells me. “You want to make sure that completing a Quest is interesting. That, building the deck is interesting. That your deck is still interesting after you’ve completed the Quest.”

Although simple to understand, do a thing and get a reward, it’s something that affects all stages of Hearthstone play – and very different from the one-time use nature of cards in general. “Quests are very different from most Spells and Minions,” Mike continues. “The whole idea of being down a card on Turn One and trying to play catch-up for the rest of the game is such a different sort of tempo, that it's really hard to compare to existing cards.

Click Here to Read More on the Return of Quests in Hearthstone: Saviors of Uldum



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