so the design team creates a post saying how much they are against combo decks yet. They created kun which created the otk druid. And now they've introduced two turn combos for mage. Aren't they being hypocrites at this point
There's no way they didn't test these out extensively. The first thing everyone did when they saw the rogue quest is put together a bounce deck to get it done as quickly as possible. I'm sure the dev team did the exact same thing. In terms of mage, the quest was designed for two turn combos and they even advertised it as such with the reveal stream. I could maybe see Kun slipping past them as it's a more extensive combo but they seem fine with OTKs that aren't very effective.
I'm actually happy that OTKs exist as long as you can play around them. Each of those three are interrupted or screwed over by Dirty Rat, but rogue is affected the least and even can make the quest still work after getting a required minion pulled. If I lose to Exodia Mage (which I haven't yet), I know it's because I didn't pressure the opponent properly or didn't add in proper tech. If I lose to quest rogue, I often feel like I couldn't have done anything differently. It's on the same level of frustration as pirate warrior in my mind.
Play as quest rogue for a while and you'll learn its weaknesses: when I've played it I lose vs decks that go wide and go face. The most effective strategies seem to be 1) play many minions and pressure face as much as possible, 2) when the rogues quest is near, or he's likely about to play it, CLEAR HIS BOARD (if you've gone wide you should be able to easily knock off his 1/1s and keep a pressuring board), 3) face race him since you already took him too low to survive. Also, counter spell, or the new mage secret (I forget it's name, it gives you a copy of a spell played) can ruin his day if you have them, so can potion of Polymorph.
so the design team creates a post saying how much they are against combo decks yet. They created kun which created the otk druid. And now they've introduced two turn combos for mage. Aren't they being hypocrites at this point
Maybe the design team was unaware about the combo potential of the new cards printed.
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There's no way they didn't test these out extensively. The first thing everyone did when they saw the rogue quest is put together a bounce deck to get it done as quickly as possible. I'm sure the dev team did the exact same thing. In terms of mage, the quest was designed for two turn combos and they even advertised it as such with the reveal stream. I could maybe see Kun slipping past them as it's a more extensive combo but they seem fine with OTKs that aren't very effective.
I'm actually happy that OTKs exist as long as you can play around them. Each of those three are interrupted or screwed over by Dirty Rat, but rogue is affected the least and even can make the quest still work after getting a required minion pulled. If I lose to Exodia Mage (which I haven't yet), I know it's because I didn't pressure the opponent properly or didn't add in proper tech. If I lose to quest rogue, I often feel like I couldn't have done anything differently. It's on the same level of frustration as pirate warrior in my mind.
Play as quest rogue for a while and you'll learn its weaknesses: when I've played it I lose vs decks that go wide and go face. The most effective strategies seem to be 1) play many minions and pressure face as much as possible, 2) when the rogues quest is near, or he's likely about to play it, CLEAR HIS BOARD (if you've gone wide you should be able to easily knock off his 1/1s and keep a pressuring board), 3) face race him since you already took him too low to survive. Also, counter spell, or the new mage secret (I forget it's name, it gives you a copy of a spell played) can ruin his day if you have them, so can potion of Polymorph.
http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/191275-it-seems-blizzard-hasnt-learned-from-the-past