I don't understand that barking around the Rogue Quest. I think Shield Slam should be nerfed, Jade Idol should be nerfed, Equality should be nerfed, Hex should be nerfed, Firelands Portal should be nerfed. Should I continue?
There are some unfair cards in the game, but The Caverns Below is not one of those. It's not as OP as many of you think. It can be countered and it can be rushed down.
Firelands Portal and Shield Slam are examples of strong cards, but not OP. No, you don't have to continue. It's just ridiculous to read all this stuff about two secrets and dirty rats(yeah, so many ways to counter a quest) or advices to rush down(what if I don't want to play aggro? Do I have to play secret mage or to put two dirty rats in every deck?
Rogue quest is cancer.
Have you not played a tcg before? Not every deck is going to beat every other deck half of the time. The best way to beat a combo deck will always be to to rush it down. Luckily, even some control decks have the tools to beat the quest! Sorry your random jank cant cut it, i guess.
I have. It's not about "every deck is going to beat every other deck". It's about too many tools punish control(jade, new quest) when it was always weaker than aggro.
Even if this quest would be the most broken thing in the universe you could defend it by that argument. "Not every deck has to beat every other deck, you can smorc it! Then it isn't broken!"
At least the effect on minions should be silenced. I dont know how blizz does silence is the best and powerful effect in the game and is the worst same time. Some things don't make any sense. The Rogue Quest should be: Play a minion 5 times with same name.
Rule number one of TCG balance: every good deck is hated.
Too much midrange? Curvestone. Too much aggro? Brainless face decks. Too much control? Boring fatigue decks. Too much combo? Nerf the unfair decks!
If you get rid of every deck that people hate, you end up with literally nothing. I've been playing Hearthstone since beta and there has literally been no period of time during which people didn't hate the top deck in the game. Ever. Every single top competitive deck has been hated and people have demanded that it be nerfed. Does that say more about the game or the players?
I've been playing since beta too. People will always find something to hate, that's true. But there are moments where everyone should agree. LOE and WoG were a success, TGT, Karashan and MSOG were a failure. But someone could easily find something to bitch about in every expansion. People are complaining all the time, but it doesn't mean that their hate is wrong every time.
Rule number one of TCG balance: every good deck is hated.
Too much midrange? Curvestone. Too much aggro? Brainless face decks. Too much control? Boring fatigue decks. Too much combo? Nerf the unfair decks!
If you get rid of every deck that people hate, you end up with literally nothing. I've been playing Hearthstone since beta and there has literally been no period of time during which people didn't hate the top deck in the game. Ever. Every single top competitive deck has been hated and people have demanded that it be nerfed. Does that say more about the game or the players?
I've been playing since beta too. People will always find something to hate, that's true. But there are moments where everyone should agree. LOE and WoG were a success, TGT, Karashan and MSOG were a failure. But someone could easily find something to bitch about in every expansion. People are complaining all the time, but it doesn't mean that their hate is wrong every time.
I have just been laddering a bit with quest rogue. I every match I play I win easily, die because of a terrible draw/extreme luck by my opponent/extremely dumb mistake like casting Preparation twice in arow, or get to a mirror matchup which is always a race to the quest.
It's completely broken and the meta seems to revolve around it. Either you play a deck specifically designed to counter, and still lose half the time, or you are dead. Or you do what I did, if you can't beat it, play it.
There will be a nerf incoming, several months too late as usual.
Another thread I can't play my favorite deck. I can't beat this deck. This card is OP please nerf. Please nerf!
For those people who are complaining they should understand the ways of a card game. No deck is unbeatable. Every deck has a counter. And yes it is rock paper scissors. And if your deck is paper and you need to beat a scissors you MUST modify and adapt. Or just accept your fate that you can't beat that.
Aha this deck is so easy to counter lol. You can use pirate warrior, Elemental Shaman, Sometimes even warp mage, taunt warrior. It's pretty easy to counter and fr ya'll need to chill it's been like 5 days.
Salty noobs are so cute. You're losing to a deck after like three days of a new set and you're crying for it to be nerfed even though a week ago you probably thought the card was terrible. Give it some time and figure out how to play against it!
This many days into Grand Tournament, all the pros thought Secret Paladin was a meme deck. This many days into Blackrock Mountain, all the pros thought Patron was a meme deck. Just because a deck is good now doesn't mean it will dominate the meta.
Big game experts are so cute too. It doesn't matter what people though about a card before it released. Both of your examples don't make any sense, if the pros didn't see a potential of a card it obviously doesn't mean anything.
"Give it some time and figure out how to play against it!" I've figured it out! Just play pirate warrior! Problem solved! (No) When pirate warrior was at the top after MSOG released, people said exactly same thing. "Give it some time, people will tech against it, it won't dominate the meta at all". How can't you see that this shit is broken? Pirates may dominate meta again, cause they are faster than any other deck and are good against quest rogue. Decks that are good against pirates will be punished by quest rogue.
Even though quest rogue may have not so great winrate, it's still very unhealthy for the game. Just like jade mechanics. If both of them wouldn't exist it would be much easier to tech against pirate decks.
Or you could play quest warrior or mid-range hunter, but if you want to contribute to a cancer meta go ahead and play pirate warrior, btw, he is right tho, stop being salty, this is how you identify the noobs in this game, they prefer the cheap fast decks instead of looking for counters
I don't want to contribute a cancer meta, blizzard are good at this without any help. I don't know about you, maybe you are lucky enough. But when I play rogue I'm able to crush both quest warriors and mid-range hunters most of the time. The only decks that are really good are aggro(ok, maybe sham is quite good against me and sometimes warriors can win at the last moment, when they shoot my face with 20% chance.
Everyone who sees that some mechanics are not good for the game(jade, quest rogue) are noobs. Genius. Sometimes the are not any counters, or they are just too bad against everything else. It's like people who defend jade druid, pretending that every other control deck should adapt to it. The whole archetypes were killed because of one deck.
Another thread I can't play my favorite deck. I can't beat this deck. This card is OP please nerf. Please nerf!
For those people who are complaining they should understand the ways of a card game. No deck is unbeatable. Every deck has a counter. And yes it is rock paper scissors. And if your deck is paper and you need to beat a scissors you MUST modify and adapt. Or just accept your fate that you can't beat that.
Even if it would be obviously broken af you would say the same. Adapt or accept your fate lol. Yeah, control has a counter(rogue quest). Is rogue quest good against everything else? Of course it's good! Pirate decks have a counter(special taunt warrior made only for them). Is that anti-aggro taunt warrior good against everything else? No, it sucks.
Taunt Warrior kills Quest Rogue. Who cares about their 5/5s - you have enough taunts and AOE to stall and clear them until they run out of cards. Then you start sending 8-damage fireballs to their face.
Just posting my thoughts on the topic of the strength of the quest and what I believe makes it a problematic deck to play against.
Honestly; when you've got an effect that works closely to a perfect Power Overwhelming effect that never fades or kills its subjects that covers the entire board, hand and deck + rogue's spell/minion arsenal of Pokeballs/Duplicators, then I only have one thing to say...
No Shit It's going to be Strong.
But If all of these 1/1s, 1/2s and 2/3s and or 3/2s were all just 5/1 and 5/2s because their HP didn't increase with it; then most decks could at least be capable of pocketing a removal card or two for the board to counter-play it properly and at least increase the likelihood of more decks being capable of beating this style of deck without hindering its actual strength of burst combo.
-
The only example I can think of in recent time that somewhat shows the example of what I've said is the last nerf patch they did involving Small-Time Buccaneer.
Remember how that little 3/2 for 1 bastard always taunted us by being a penalty-free Turn 2 /w coin or Turn 3 play? Remember how pissed off you'd get when it was that little guy, possibly a Southsea Deckhand instead to summon Patches and then have that little gnome guy pop out to ruin your day?
Once that guy had his health dropped to 1; he became a minor problem at best.
I don't think the Rogue Quest is the most broken quest ever; but I do find it annoying that because of such an overplayed meta deck right now that It does severely hinder the kind of decks you're allowed to play for Ranked as it choke-holds diversity.
I personally will play Casual for a while until some nerfs occur or just continue to twist decks around to make for fun play decks until It feels like there's a better strike of balance for Ladder though.
All of this reminds me of a simple Magic quote: "Only the last health point is the important one." No different for minions in the right match-ups or plays.
I also don't see how you can change it without completely breaking the Quest and making it unplayable.
Making it 5 minions would be probably the best way to balance it. It is important that if the quest is nerfed that it doesn't make it too slow. That marginal difference is enough to slow it to just about turn 6ish which imo is the proper timing.
I'm playing it, and it is a little bit too much give how well it synergizes with the Flame Elementals (2 different card 1/2 mana cards that give 1 and 2 of those minions), and other rogue classic/basic set cards.
Don't need to nerf the quest directly if you can either nerf the elemental synergy a little (making the 1/2 flame elementals rewarded by the two different minions a different name), and/or making the caverns below cost itself be 6 + making it 5 same-name cards. Or, making the caverns below cost 7 and leaving it at 4 minions.
Right now: 1) it's supremely easy to complete 2) rogue cards protect their minions very well 3) Preparation makes dropping Caverns below in turn 4 even - which is a little bit too much.
The effect doesn't need to be nerfed as much - just needs slowed down a little bit.
Taunt Warrior kills Quest Rogue. Who cares about their 5/5s - you have enough taunts and AOE to stall and clear them until they run out of cards. Then you start sending 8-damage fireballs to their face.
Not really. Taunt warrior has better odds, but when they're popping the quest off in turn 3 and 4, the game can be over before big taunts are established and the quest is enabled. I was laddering extremely well, and then faced three Rogue in a row that handled it rather easily. Vilespine can take care of the bigger taunts.
It's not near to be the top win-rate deck today(anymore at least). I wouldn't be surprised if it where less than 47%. So why even try to continue this childish tantrum?
The post was made within the first hour of the deck being played. This is the kind of people you base your thoughts/state of current balance from?
What kind of decks are people playing to have such a high lose rate to Quest Rogue(if you say control or experimental deck, well suit your self for losing)?
Jade Shaman, Quest Warrior, Value Paladin, Giant Miracle and even the refined Warlock Zoo are the ones I can think of that beats Quest Rogue(favored). And they're played by a large quantity as well. So, who ever you are reading this, why are you still here? Do you need someone to explain to you that scissors doesn't beat rock?
At least the effect on minions should be silenced. I dont know how blizz does silence is the best and powerful effect in the game and is the worst same time. Some things don't make any sense. The Rogue Quest should be: Play a minion 5 times with same name.
I have just been laddering a bit with quest rogue. I every match I play I win easily, die because of a terrible draw/extreme luck by my opponent/extremely dumb mistake like casting Preparation twice in arow, or get to a mirror matchup which is always a race to the quest.
It's completely broken and the meta seems to revolve around it. Either you play a deck specifically designed to counter, and still lose half the time, or you are dead. Or you do what I did, if you can't beat it, play it.
There will be a nerf incoming, several months too late as usual.
Another thread I can't play my favorite deck. I can't beat this deck. This card is OP please nerf. Please nerf!
For those people who are complaining they should understand the ways of a card game. No deck is unbeatable. Every deck has a counter. And yes it is rock paper scissors. And if your deck is paper and you need to beat a scissors you MUST modify and adapt. Or just accept your fate that you can't beat that.
Death to all who oppose the Horde!
Aha this deck is so easy to counter lol. You can use pirate warrior, Elemental Shaman, Sometimes even warp mage, taunt warrior. It's pretty easy to counter and fr ya'll need to chill it's been like 5 days.
Play midrange hunter
Greetings, traveler.
Let's make Hunter great.
Taunt Warrior kills Quest Rogue. Who cares about their 5/5s - you have enough taunts and AOE to stall and clear them until they run out of cards. Then you start sending 8-damage fireballs to their face.
this must be a lie lul
Just posting my thoughts on the topic of the strength of the quest and what I believe makes it a problematic deck to play against.
Honestly; when you've got an effect that works closely to a perfect Power Overwhelming effect that never fades or kills its subjects that covers the entire board, hand and deck + rogue's spell/minion arsenal of Pokeballs/Duplicators, then I only have one thing to say...
No Shit It's going to be Strong.
But If all of these 1/1s, 1/2s and 2/3s and or 3/2s were all just 5/1 and 5/2s because their HP didn't increase with it; then most decks could at least be capable of pocketing a removal card or two for the board to counter-play it properly and at least increase the likelihood of more decks being capable of beating this style of deck without hindering its actual strength of burst combo.
-
The only example I can think of in recent time that somewhat shows the example of what I've said is the last nerf patch they did involving Small-Time Buccaneer.
Remember how that little 3/2 for 1 bastard always taunted us by being a penalty-free Turn 2 /w coin or Turn 3 play?
Remember how pissed off you'd get when it was that little guy, possibly a Southsea Deckhand instead to summon Patches and then have that little gnome guy pop out to ruin your day?
Once that guy had his health dropped to 1; he became a minor problem at best.
I don't think the Rogue Quest is the most broken quest ever; but I do find it annoying that because of such an overplayed meta deck right now that It does severely hinder the kind of decks you're allowed to play for Ranked as it choke-holds diversity.
I personally will play Casual for a while until some nerfs occur or just continue to twist decks around to make for fun play decks until It feels like there's a better strike of balance for Ladder though.
All of this reminds me of a simple Magic quote: "Only the last health point is the important one."
No different for minions in the right match-ups or plays.
I'm playing it, and it is a little bit too much give how well it synergizes with the Flame Elementals (2 different card 1/2 mana cards that give 1 and 2 of those minions), and other rogue classic/basic set cards.
Don't need to nerf the quest directly if you can either nerf the elemental synergy a little (making the 1/2 flame elementals rewarded by the two different minions a different name), and/or making the caverns below cost itself be 6 + making it 5 same-name cards. Or, making the caverns below cost 7 and leaving it at 4 minions.
Right now:
1) it's supremely easy to complete
2) rogue cards protect their minions very well
3) Preparation makes dropping Caverns below in turn 4 even - which is a little bit too much.
The effect doesn't need to be nerfed as much - just needs slowed down a little bit.
Incoming update: Play 10 cards with the same name.
It's not near to be the top win-rate deck today(anymore at least). I wouldn't be surprised if it where less than 47%. So why even try to continue this childish tantrum?
The post was made within the first hour of the deck being played. This is the kind of people you base your thoughts/state of current balance from?
What kind of decks are people playing to have such a high lose rate to Quest Rogue(if you say control or experimental deck, well suit your self for losing)?
Jade Shaman, Quest Warrior, Value Paladin, Giant Miracle and even the refined Warlock Zoo are the ones I can think of that beats Quest Rogue(favored). And they're played by a large quantity as well. So, who ever you are reading this, why are you still here? Do you need someone to explain to you that scissors doesn't beat rock?
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Quest Rogue is currently more cancer than PW ever was.
100% fact.
Blizzard: look at this cool rogue quest.
Community: OMG! WTF? WORST CARD EVAR!!!
1 day after release.
Community: OMG! WTF? NERF IT ALREADY!!!
All cards are balanced, but some cards are more balanced than others.