It's like 90% to win against quest rogue. I've had quest rogues finish quest on turn 3 prepped out on 4 and still lose. With 2x lightning bolt, crackle, lava burst, and jade lightning it's next to impossible for them to kill you fast enough before you can burn them out.
Finally. I'd rather they just deleted this abomination of a card from the game. Or at a minimum stopped the ability to Prep it out, allowed silences, didn't buff tokens, stopped chargers, made the buff only apply to specific minions/minions with certain effect, or anything else. But I'll take what I can get.
"It loses to aggro" isn't a valid excuse; people hate Pirate Warrior, but there are a dozen-plus practical options to put in a couple of slots within any deck that will improve win rate against it. For most decks, the option for this card was just "play a different deck".
If you cue into Quest Rogue with a Control deck, once you see T1 Quest you realize you're 95% certain to lose the match no matter what you draw.
The average win loss ratio for most of the popular Control decks versus Crystal Rogue that are tracked by DataReaper is around 30/70, though individual scores might be higher or lower than that. If 5/95 is your personal win loss ratio versus Crystal Rogue I won't contradict you on that but if you're just making up a number then you are just spreading misinformation.
Nah, best to keep it open for the inevitable return of Quest Rogue in a slow meta and people realizing that it's still a deck that's going to be happy to punish slower lists.
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Great news! I just read that they are nerfing the Quest! Control players rejoice and dust off your control decks! (or dust up haha) Here's a fun one to consider! :) \o/ \o/ \o/
Agree that Rogue quest was not ridiculously overpowered in and of itself, but nonetheless had too powerful effect on overall meta by encouraging too many hyperaggro decks and discouraging control decks. Fantastic nerf. Deck will still be playable at 5 minion requirement instead of 4 (obviously will still result in it being played much less).
Nice ode to Ramp Druid :) Take a look at mine? (the post just above yours) Ramp Druids gotta stick together! haha. :P
*Edit: Sorry, I thought this would show under notsoclutch's post as a reply...guess it just goes to the bottom of the forum post, and you can't delete it lol. :)
Nah, best to keep it open for the inevitable return of Quest Rogue in a slow meta and people realizing that it's still a deck that's going to be happy to punish slower lists.
I agree, but at least the clock will be extended for an extra turn or two. That's going to be enough for anything that isn't super greedy.
I totally agree with that! Which in all honesty is all I really wanted it to be adjusted to accomodate; if you're fighting a Quest Rogue as a slower list you still have to start punching them in the face and trying to end the game, but you have enough breathing room with it slowing down that you don't have to get a crazy draw to have an okay shot at winning. So the Hearthpwn posters who don't seem to comprehend the concept of being too greedy will still complain, but I think in general people running reasonable lists will be in a better spot; I genuinely think if we see the matchup end up at 60/40 instead of 70/30 then we can call it a solid change.
Partially I'm also hoping that making the quest harder to complete is going to up the skill floor a little on the deck, but that's the vain Rogue player in me speaking. I think the Quest Rogue power level is honestly fine if it takes a bit more finesse to pilot.
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No naked People running around ,screaming :We did it? ^^
Jokes aside , nice change to the quest ,but sad we didnt see any good healing cards i hope for the rouge class they get some next expansion otherwise to be top tier they always have to do/get something broken/uninteractive (cause they have to be faster than burn mage for example).
You know what? No one has a right to complain about this nerf because compared to the other nukes nerfs Blizz put on other cards (Warsong Commander, Molten Giant) QR is still totally playable after it hits.
Great news! I just read that they are nerfing the Quest! Control players rejoice and dust off your control decks! (or dust up haha) Here's a fun one to consider! :) \o/ \o/ \o/
I'm shitting all over QR's using Murloc Pally. Doesn't seem to need a nerf to me.
If you want to beat quest rogue in wild, don't tech against it, counter queue aggro shaman.
In wild my aggro shaman list is this list +2 crackle, -1 bloodlust/flamewreathed: http://www.hearthpwn.com/decks/742321-legend-s36-aggro-shaman-post-nerf
It's like 90% to win against quest rogue. I've had quest rogues finish quest on turn 3 prepped out on 4 and still lose. With 2x lightning bolt, crackle, lava burst, and jade lightning it's next to impossible for them to kill you fast enough before you can burn them out.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Finally. I'd rather they just deleted this abomination of a card from the game. Or at a minimum stopped the ability to Prep it out, allowed silences, didn't buff tokens, stopped chargers, made the buff only apply to specific minions/minions with certain effect, or anything else. But I'll take what I can get.
"It loses to aggro" isn't a valid excuse; people hate Pirate Warrior, but there are a dozen-plus practical options to put in a couple of slots within any deck that will improve win rate against it. For most decks, the option for this card was just "play a different deck".
CCGing since '98.
We can close the thread now...
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
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Who's the Beatdown?
Great news! I just read that they are nerfing the Quest! Control players rejoice and dust off your control decks! (or dust up haha) Here's a fun one to consider! :) \o/ \o/ \o/
http://www.hearthpwn.com/decks/855371-testdr1ves-ramp-druid
Great nerf. The deck wasn't overpowered, but it did basically run the meta. Sadly quest warrior still exists, but I'll live.
And there was much rejoicing...
Agree that Rogue quest was not ridiculously overpowered in and of itself, but nonetheless had too powerful effect on overall meta by encouraging too many hyperaggro decks and discouraging control decks. Fantastic nerf. Deck will still be playable at 5 minion requirement instead of 4 (obviously will still result in it being played much less).
Hey clutch,
Nice ode to Ramp Druid :) Take a look at mine? (the post just above yours) Ramp Druids gotta stick together! haha. :P
*Edit: Sorry, I thought this would show under notsoclutch's post as a reply...guess it just goes to the bottom of the forum post, and you can't delete it lol. :)
deleted.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
No naked People running around ,screaming :We did it? ^^
Jokes aside , nice change to the quest ,but sad we didnt see any good healing cards i hope for the rouge class they get some next expansion otherwise to be top tier they always have to do/get something broken/uninteractive (cause they have to be faster than burn mage for example).
You know what? No one has a right to complain about this nerf because compared to the other
nukesnerfs Blizz put on other cards (Warsong Commander, Molten Giant) QR is still totally playable after it hits.What about nerfing the minions to 4/4s instead of 5/5s? I heard Brian Kibler suggest that, and it seemed somewhat reasonable.
You have advantage vs jade druid with midrange, vs pre-nerf quest rogue you have a lost game.
I think midrange shaman and paladin will rule this meta.
Making them 4/4s would have been far more reasonable. The Quest Rogue deck is now so dead, it will never see competitive play again.
Which is funny because all I face on ladder is f*&7ing token shaman, which is far stronger than Quest Rogue (unless QR player is really good).
Ibn Fahd.
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/196250-the-caverns-below-is-getting-nerfed