Is the quest fine and it's the mana reduction cards like Shadowstep and Preperation that's the real problem?
What's the point of Assassinate when Sap does the same thing but better for 3 mana less?
Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.
And if rush is the way to go, should the same treatment happen to spells? Or do some people like facing burn mages that uses every spell to target face.
Why are some of the most game winning cards in the game 1-drops? If I don't kill his Mana Wyrm, I lose, If I don't kill his Tunnel Trogg, I lose. Small-Time Buccaneer (unnerfed), Undertaker (unnerfed), is it ok that the game is decided on turn 1 based on if you have an answer to the opponents 1-drop?
Every quest in the game can be countered after the quest is completed, except for in Quest Rogue; I imagine that's why most people wish to see its demise.
Is the quest fine and it's the mana reduction cards like Shadowstep and Preperation that's the real problem?
What's the point of Assassinate when Sap does the same thing but better for 3 mana less?
Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.
And if rush is the way to go, should the same treatment happen to spells? Or do some people like facing burn mages that uses every spell to target face.
Why are some of the most game winning cards in the game 1-drops? If I don't kill his Mana Wyrm, I lose, If I don't kill his Tunnel Trogg, I lose. Small-Time Buccaneer (unnerfed), Undertaker (unnerfed), is it ok that the game is decided on turn 1 based on if you have an answer to the opponents 1-drop?
So many questions.
Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.
This is actually something I have argued for for quite some time now. There really is no way to keep a game going for 5+ years without powercreep, so an obvious answer would be to increase the life total to offset it.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
Is the quest fine and it's the mana reduction cards like Shadowstep and Preperation that's the real problem?
What's the point of Assassinate when Sap does the same thing but better for 3 mana less?
Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.
And if rush is the way to go, should the same treatment happen to spells? Or do some people like facing burn mages that uses every spell to target face.
Why are some of the most game winning cards in the game 1-drops? If I don't kill his Mana Wyrm, I lose, If I don't kill his Tunnel Trogg, I lose. Small-Time Buccaneer (unnerfed), Undertaker (unnerfed), is it ok that the game is decided on turn 1 based on if you have an answer to the opponents 1-drop?
So many questions.
No charge should remain as is, charge minions have bad stats and are only played in specific decks.
Prep has been a staple rogue card for the game's entire lifespan. It's card disadvantage and is terrible without support. Shadowstep might get hit, dunno.
Assassinate and Sap do different things. Also Assassinate is bad and Sap is good, not all cards have the same power level, that's why no one plays Assassinate. Hyper efficient single target removal is Rogue's thing.
30 life is what the game is designed around. Most OTK decks are only semi viable and require tons of time and support to pull off. There are tons of class and neutral anti aggro cards.
Burn to face is also fine, why do so many people just want the game to just be easier? You don't get to take infinite turns, your opponent is trying to kill you. You can't always expect to be safe behind taunts.
Cheap snowballing creatures put urgency on the game and punish people who can't deal 3 damage to a minion. Wyrm has also been around the entire game and is a class staple.
I've only lost once to a Quest rogue with Zoolock since the new expansion and that was due to an amazing combination of poor mulligan on my part and amazing cards on his/hers. I'm against nerfing it.
Remember when they premiered the card and everyone said it was horrible. 1/5 from all pros? Post nerf and people want moar nerf.
Most people are really bad at evaluating cards, though. Anybody with half a brain knew it would be broken as heck.
And do you remember the Trump's deck for quest rogue before the expansion release? That guy is so bad. I don't know how he can call himself a pro player. He used 2 Mimic Pod and 2 Thistle Tea
The design of the quest is terrible. The quality of the game is better without it. It stifles innovation in game design. I can say the same thing about Spiteful Summoner, and the recruit mechanic as well. Team 5 needs to pull their head out of their ass.
And don't clap back I didn't read your post - I did, I just answered the title. Not my problem you changed subjects.
Every quest in the game can be countered after the quest is completed, except for in Quest Rogue; I imagine that's why most people wish to see its demise.
You sir do not know much about the game. Two words: Quest Mage.
Every quest in the game can be countered after the quest is completed, except for in Quest Rogue; I imagine that's why most people wish to see its demise.
You sir do not know much about the game. Two words: Quest Mage.
I beg to differ; Quest Mage decks tend to be terrible. By the time they get their quest completed, the game had ended a turn before.
Is the quest fine and it's the mana reduction cards like Shadowstep and Preperation that's the real problem?
What's the point of Assassinate when Sap does the same thing but better for 3 mana less?
Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.
And if rush is the way to go, should the same treatment happen to spells? Or do some people like facing burn mages that uses every spell to target face.
Why are some of the most game winning cards in the game 1-drops? If I don't kill his Mana Wyrm, I lose, If I don't kill his Tunnel Trogg, I lose. Small-Time Buccaneer (unnerfed), Undertaker (unnerfed), is it ok that the game is decided on turn 1 based on if you have an answer to the opponents 1-drop?
So many questions.
Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.
This is actually something I have argued for for quite some time now. There really is no way to keep a game going for 5+ years without powercreep, so an obvious answer would be to increase the life total to offset it.
Put that massively nerfs aggro/tempo decks, which means either those playstyles die out or theres even more powercreep.
One possible change that I believe would be viable, without killing the deck completely would just be to have the minions react to silence and transform effects after the quest.
How many silence effects will you have??? I am sorry it is not good enough. Quest Rogue needs to be obliterated.
Why do I want it destroyed? It is a deck with a quick and easy win condition that is only countered by getting smorc'd faster than the Quest Rogue can heal.
How should it be nerfed? Keep the Quest requirement the same, but change Crystal Core to "Give all the minions in your deck +4/+4". Much like a more powerful version of Prince Keleseth, this would still give the deck strong minions, most of which will become even stronger than the current version of the deck (think: Southsea Deckhand would become a 6/5), but would limit it to only minions still in the deck and would mean returning minions to hand after playing Crystal Core reverts them to their original stats. This would be the fairest way to "nerf" the deck without completely killing it.
I truly believe the real problem cards are Sonya Shadowdancer, Vanish, and Valeera the Hollow, not because they are broken or OP, but because they offer too much value when combined with Crystal Core in its current state. Nerf Crystal Core and Sonya doesn't produce near infinite 1 mana 5/5's, Vanish can't be used to OTK your opponent, and Valeera can't go infinite with the combo of Vicious Scalehide or Stonetusk Boar into double Zola.
I was fine with quest rogue (coming from an insta-condeding control mage) since I knew they would get destroyed by aggro decks, but now this deck has the lifesteal-rush lizard that SMOrc-ing them simply is not viable anymore as they can keep bouncing the 5/5 rusher that not only heals them, but clears an aggro board pretty well. Its pretty much the same problem as cubelock in which you trade a powerful effect at a higher-risk of dying, but the risk is negated with extremely strong healing.
Control decks may be aimed at aggro but they are by no means infallible to it. Even paladin (which is I suppose more mid-range) is pretty tough to beat with control, and odd just need one turn to level up or play Tarim and it can be all over. I don't think many control decks sport the win rate over aggro that quest rogue has over control. It's a pathetic opportunistic deck (like Kingsbane) that preys on an assured easy win that requires little to no effort and sacrifices most of their chances against aggro.
Personal opinion. The main problem of this deck is the same problem HS has since day 1, Charge.
Charge should be removed completely, it's unhealthy for the game, it's annoying, it's a constant source of problems and it's limiting design space.
Getting 30 damage to face from hand from 1 mana 1/1 which now is 5/5 it's infuriating.
Removing charge will make this deck weaker but still strong enough and it will help to create interesting cards without worrying about a stupid boar or a pirate abusing them.
Yes but making the quest faster to make. In order to counter aggro.
The real question is.
Should Charge be replaced with Rush on all cards?
Is the quest fine and it's the mana reduction cards like Shadowstep and Preperation that's the real problem?
What's the point of Assassinate when Sap does the same thing but better for 3 mana less?
Should your heroes health be increased from 30 to 40? It would give decks some more time to respond against aggresive decks and also make OTKs harder to pull off.
And if rush is the way to go, should the same treatment happen to spells? Or do some people like facing burn mages that uses every spell to target face.
Why are some of the most game winning cards in the game 1-drops? If I don't kill his Mana Wyrm, I lose, If I don't kill his Tunnel Trogg, I lose. Small-Time Buccaneer (unnerfed), Undertaker (unnerfed), is it ok that the game is decided on turn 1 based on if you have an answer to the opponents 1-drop?
So many questions.
Every quest in the game can be countered after the quest is completed, except for in Quest Rogue; I imagine that's why most people wish to see its demise.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
Quest rogue shouldn't be destroyed. The quest just needs to be balanced so that it's not OP.
Remember when they premiered the card and everyone said it was horrible. 1/5 from all pros? Post nerf and people want moar nerf.
I've only lost once to a Quest rogue with Zoolock since the new expansion and that was due to an amazing combination of poor mulligan on my part and amazing cards on his/hers. I'm against nerfing it.
The design of the quest is terrible. The quality of the game is better without it. It stifles innovation in game design. I can say the same thing about Spiteful Summoner, and the recruit mechanic as well. Team 5 needs to pull their head out of their ass.
And don't clap back I didn't read your post - I did, I just answered the title. Not my problem you changed subjects.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Unpopular opinion: Rogue is OP
Dead but dreaming
Why do I want it destroyed? It is a deck with a quick and easy win condition that is only countered by getting smorc'd faster than the Quest Rogue can heal.
How should it be nerfed? Keep the Quest requirement the same, but change Crystal Core to "Give all the minions in your deck +4/+4". Much like a more powerful version of Prince Keleseth, this would still give the deck strong minions, most of which will become even stronger than the current version of the deck (think: Southsea Deckhand would become a 6/5), but would limit it to only minions still in the deck and would mean returning minions to hand after playing Crystal Core reverts them to their original stats. This would be the fairest way to "nerf" the deck without completely killing it.
I truly believe the real problem cards are Sonya Shadowdancer, Vanish, and Valeera the Hollow, not because they are broken or OP, but because they offer too much value when combined with Crystal Core in its current state. Nerf Crystal Core and Sonya doesn't produce near infinite 1 mana 5/5's, Vanish can't be used to OTK your opponent, and Valeera can't go infinite with the combo of Vicious Scalehide or Stonetusk Boar into double Zola.
I was fine with quest rogue (coming from an insta-condeding control mage) since I knew they would get destroyed by aggro decks, but now this deck has the lifesteal-rush lizard that SMOrc-ing them simply is not viable anymore as they can keep bouncing the 5/5 rusher that not only heals them, but clears an aggro board pretty well. Its pretty much the same problem as cubelock in which you trade a powerful effect at a higher-risk of dying, but the risk is negated with extremely strong healing.
u wot.
They should make it that when you play the quest the minions cost 2 more or 1
Control decks may be aimed at aggro but they are by no means infallible to it. Even paladin (which is I suppose more mid-range) is pretty tough to beat with control, and odd just need one turn to level up or play Tarim and it can be all over. I don't think many control decks sport the win rate over aggro that quest rogue has over control. It's a pathetic opportunistic deck (like Kingsbane) that preys on an assured easy win that requires little to no effort and sacrifices most of their chances against aggro.
Personal opinion.
The main problem of this deck is the same problem HS has since day 1, Charge.
Charge should be removed completely, it's unhealthy for the game, it's annoying, it's a constant source of problems and it's limiting design space.
Getting 30 damage to face from hand from 1 mana 1/1 which now is 5/5 it's infuriating.
Removing charge will make this deck weaker but still strong enough and it will help to create interesting cards without worrying about a stupid boar or a pirate abusing them.