I have played jade druid this season, and met 3 quest rogues. All of them got the quest done on turn 4 or 5, and they all lost!
My draws were not amazing. They have two MASSIVE weaknesses:
-Bouncing cheap minions means they can not build, or even trade with the board. All their minions are weak, and pose no real threat.
-Crystal Core itself takes up the entire turn without Preparation, turns that used to be Azure Drakes and huge draw setups now do nothing without a board.
That is some abyssmal tempo right there. Play big minions, go face, make sure their reward-turn does not get too much value, easy game, easy life.
It's not overpowered. But I'll sign up for nerfing it since it has everything I hate about the game in one package: stat-spamming, solitaire play, Pirates, and high variance RNG (when you beat the deck but Swashburglar rips Equality to Fan-clear your board, fun stuff).
With Mage, as much as the Ice Block + Time Warp lack of interaction could be frustrating, the quest itself is what is triggering. With classic freeze Mage both players knew the deck and what to expect: the cycle, the damage, and freezes. Now the goal of the quest itself is "pull enough clown fiesta RNG into the game". Ripping a lucky extra freeze or the perfect secret is lame, or if you're playing the quest and setting up a kill ripping some Arcane Missiles or Freezing Potions is lame; the Babbling Book wide variance RNG stuff needed to be limited, not encouraged.
Longer-term, nerfing may not even be needed so much as more Hall of Fame rotations. No need to nerf a bunch of new cards when you can just send stuff that's been around for four years like Preparation, Ice Block, and Frothing to the Hall of Fame. They were timid with the initial list only being six cards when it should have been closer to 15.
BUT I'm pretty sure all of you defending this quest are doing so because you are playing it! Aggro doesn't even work most the time. Believe me I tried it. Call me a scrub or whatever I don't care.
The rogue quest is broken. More broken than anything in hearthstone history.
You all know this is true.
lol it isnt broken at all, and it certinly isnt more broken than, for instance, beta miracle rogue. Aggro works like a charm. If youre having that much trouble with it then you are, as you said, a scrub. For the record, I have access to every deck rn. I have no attachment to quest rogue other than that its fun and challenging to play.
ins't broken turn 5 you get the quest and turn 6 you deal 20 damage. Nice balanced.. are you joking ? It is broken yes
Lol that happens so rarely it's embarrassing. You seem to be talking about the stonetusk boar version, too, which is absolute garbage. Play less durdly decks.
Rogue have a long tradition of having the most annoying mechanisms in the game, extremely boring and interactive to play against so I'm not surprised. All those 1/1s with charge being 5/5 is insane. Try to counter? Oh, Zap, Zap, Vanish, Vanish.
But of cause those who crafted the Quest will defend it desperately and tell us how inconsistent it is. It's Jade Druid a la Un'Goro.
I agree with The_Bird. The expansion has been out for 4 days. There are ways to beat the Quest Rogue deck without resorting to Pirate Warrior or Jade Golem decks. Give it time, because the win ratio, especially at higher ranks, is steadily falling. I understand about getting salty over a certain deck beating you time and time again. But, what most people need to do is tech a deck against it.
I have zero investment in Quest Rogue, or any of the quests for that matter, because, I didn't get any of the cards. I do F2P, and just have fun with the game. Sorry so many people are losing to this deck, but the only thing I can say is figure out a way to beat it.
Calling for a nerf a week after an expansion release is ridiculous at the very least...
The rogue quest already has bad match ups for example aggro hunter, pirate warrior, zoo. It also requires skill, luck and draw to beat taunt warrior.
Rogue got nerferd hard every expansion so give 'em some room man.
Better to have a high skill ceiling deck tier 1 than just plain face decks IMO. And rogue decks always require much more skill than the average aggro/curve deck.
People should savour more the new meta and whine less in my opinion. Stronger decks will always exist in a card game.
The Caverns Below really doesn't need a nerf. It's frusterating sometimes, sure, but it can be pretty inconsistent. Kinda reminds me of Divine Spirit / Inner Fire decks in Priest (albeit slightly more consistent), in that when it works it REALLY works, but when it doesn't you're dead.
The ONLY thing I'd want "nerfed" (or possibly bug fixed since it's unclear) is that the buff from Crystal Core be made silenceable. It really doesn't make sense that you can't since even if the buffs are attached to your hero like C'Thun, you can still silence C'Thun after it's been played. That alone would give tech options against it aside from a well-timed Counterspell or a lucky Dirty Rat, such as Spellbreaker, Mass Dispel, and Ironbeak Owl.
I have never called for a nerf before and I've thought many of them have been unneeded. However the rogue quest is so obviously broken, I honestly wonder if they forgot to test it.
The problem isn't that you lose. It's that you have almost no control over it. Nothing I do will win me a game where on turn five his board is full of 5/5's and his hand isn't even empty. Even if I cleared that board, it would be back the next turn, perhaps charging back.
Sure, the rogue COULD not draw the right combo, but that has nothing to do with my playing. Not fun. Not interactive.
Its exactly what Blizzard says they don't like.
Get on it guys. You screwed the pooch on this one. Fix it.
Yep, they should raise the quest cost, or lower the quest reward for the more OP ones and do the opposite for bad quests, like paladin and druid. Every quest should be viable, none should be completely broken and ending games by turn 4 or 5.
BUT I'm pretty sure all of you defending this quest are doing so because you are playing it! Aggro doesn't even work most the time. Believe me I tried it. Call me a scrub or whatever I don't care.
The rogue quest is broken. More broken than anything in hearthstone history.
You all know this is true.
It wouldn't even make it into the top 10 most broken decks. Saying this is more broken than Undertaker Hunter sure shows how quickly you are to replace facts with your emotions. Pirates and Zoo are smashing Rogue Quests face in, and if you played Rogue Quest for 20 games you would see how terrible these match-ups are for you, but if you want to keep playing quest priest you have already concede ever beating quest rogue.
The Caverns Below really doesn't need a nerf. It's frusterating sometimes, sure, but it can be pretty inconsistent. Kinda reminds me of Divine Spirit / Inner Fire decks in Priest (albeit slightly more consistent), in that when it works it REALLY works, but when it doesn't you're dead.
The ONLY thing I'd want "nerfed" (or possibly bug fixed since it's unclear) is that the buff from Crystal Core be made silenceable. It really doesn't make sense that you can't since even if the buffs are attached to your hero like C'Thun, you can still silence C'Thun after it's been played. That alone would give tech options against it aside from a well-timed Counterspell or a lucky Dirty Rat, such as Spellbreaker, Mass Dispel, and Ironbeak Owl.
Stormwind Champion works the same as the quest. If you silence a Silverhand Recruit it still maintains the +1/+1 effect as the Stormwind Champion is what is giving it the effect. Changing Crystal Core buff would require changing how every buff in the game works, although this game already struggles to have consistency as Alexstrasza with Auchenai Soulpriest doesn't kill you but a Amara, Warden of Hope kills you despite saying set just like Alex yet healing you. Millhouse Manastorm doesn't work properly with extra turns and Giant Anaconda puts Gorehowls into play right now despite it saying minions, so this game is already a mess in terms of consistency.
I have never called for a nerf before and I've thought many of them have been unneeded. However the rogue quest is so obviously broken, I honestly wonder if they forgot to test it.
The problem isn't that you lose. It's that you have almost no control over it. Nothing I do will win me a game where on turn five his board is full of 5/5's and his hand isn't even empty. Even if I cleared that board, it would be back the next turn, perhaps charging back.
Sure, the rogue COULD not draw the right combo, but that has nothing to do with my playing. Not fun. Not interactive.
Its exactly what Blizzard says they don't like.
Get on it guys. You screwed the pooch on this one. Fix it.
I'll assume others have already pointed this out - in which case, apologies are extended for repeating another post. Here's a link to HSDecktracker's analysis of over 2 million Un'Goro games through the first two days of the new ladder. Rogue is middle of the pack, with a 49% win-rate.
The quest is not broken, it's the fact that all the other cards for rogue are trash. The only new card from the rogue set in this new deck is the quest.
The only deck we can say for certain needs another nerf (2nd one) is pirate warrior. That autistic deck has stood through the test of time and is still dominant.
The Caverns Below really doesn't need a nerf. It's frusterating sometimes, sure, but it can be pretty inconsistent. Kinda reminds me of Divine Spirit / Inner Fire decks in Priest (albeit slightly more consistent), in that when it works it REALLY works, but when it doesn't you're dead.
The ONLY thing I'd want "nerfed" (or possibly bug fixed since it's unclear) is that the buff from Crystal Core be made silenceable. It really doesn't make sense that you can't since even if the buffs are attached to your hero like C'Thun, you can still silence C'Thun after it's been played. That alone would give tech options against it aside from a well-timed Counterspell or a lucky Dirty Rat, such as Spellbreaker, Mass Dispel, and Ironbeak Owl.
Stormwind Champion works the same as the quest. If you silence a Silverhand Recruit it still maintains the +1/+1 effect as the Stormwind Champion is what is giving it the effect. Changing Crystal Core buff would require changing how every buff in the game works, although this game already struggles to have consistency as Alexstrasza with Auchenai Soulpriest doesn't kill you but a Amara, Warden of Hope kills you despite saying set just like Alex yet healing you. Millhouse Manastorm doesn't work properly with extra turns and Giant Anaconda puts Gorehowls into play right now despite it saying minions, so this game is already a mess in terms of consistency.
What??? Wow, I would like to see this happen, crazy. I agree the card text consistency is a huge issue- Living Mana and Innervate failure to combo is another good example. The devs are just lazy with it.
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I have played jade druid this season, and met 3 quest rogues. All of them got the quest done on turn 4 or 5, and they all lost!
My draws were not amazing. They have two MASSIVE weaknesses:
-Bouncing cheap minions means they can not build, or even trade with the board. All their minions are weak, and pose no real threat.
-Crystal Core itself takes up the entire turn without Preparation, turns that used to be Azure Drakes and huge draw setups now do nothing without a board.
That is some abyssmal tempo right there. Play big minions, go face, make sure their reward-turn does not get too much value, easy game, easy life.
The deck seems perfectly fine to me.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
It's not overpowered. But I'll sign up for nerfing it since it has everything I hate about the game in one package: stat-spamming, solitaire play, Pirates, and high variance RNG (when you beat the deck but Swashburglar rips Equality to Fan-clear your board, fun stuff).
With Mage, as much as the Ice Block + Time Warp lack of interaction could be frustrating, the quest itself is what is triggering. With classic freeze Mage both players knew the deck and what to expect: the cycle, the damage, and freezes. Now the goal of the quest itself is "pull enough clown fiesta RNG into the game". Ripping a lucky extra freeze or the perfect secret is lame, or if you're playing the quest and setting up a kill ripping some Arcane Missiles or Freezing Potions is lame; the Babbling Book wide variance RNG stuff needed to be limited, not encouraged.
Longer-term, nerfing may not even be needed so much as more Hall of Fame rotations. No need to nerf a bunch of new cards when you can just send stuff that's been around for four years like Preparation, Ice Block, and Frothing to the Hall of Fame. They were timid with the initial list only being six cards when it should have been closer to 15.
CCGing since '98.
Rogue have a long tradition of having the most annoying mechanisms in the game, extremely boring and interactive to play against so I'm not surprised. All those 1/1s with charge being 5/5 is insane. Try to counter? Oh, Zap, Zap, Vanish, Vanish.
But of cause those who crafted the Quest will defend it desperately and tell us how inconsistent it is. It's Jade Druid a la Un'Goro.
I agree with The_Bird. The expansion has been out for 4 days. There are ways to beat the Quest Rogue deck without resorting to Pirate Warrior or Jade Golem decks. Give it time, because the win ratio, especially at higher ranks, is steadily falling. I understand about getting salty over a certain deck beating you time and time again. But, what most people need to do is tech a deck against it.
I have zero investment in Quest Rogue, or any of the quests for that matter, because, I didn't get any of the cards. I do F2P, and just have fun with the game. Sorry so many people are losing to this deck, but the only thing I can say is figure out a way to beat it.
JMHO
Calling for a nerf a week after an expansion release is ridiculous at the very least...
The rogue quest already has bad match ups for example aggro hunter, pirate warrior, zoo. It also requires skill, luck and draw to beat taunt warrior.
Rogue got nerferd hard every expansion so give 'em some room man.
Better to have a high skill ceiling deck tier 1 than just plain face decks IMO. And rogue decks always require much more skill than the average aggro/curve deck.
People should savour more the new meta and whine less in my opinion. Stronger decks will always exist in a card game.
Maybe after you complete the quest all cards you play after are 5/5 not the ones on the board already
cancer.
The Caverns Below really doesn't need a nerf. It's frusterating sometimes, sure, but it can be pretty inconsistent. Kinda reminds me of Divine Spirit / Inner Fire decks in Priest (albeit slightly more consistent), in that when it works it REALLY works, but when it doesn't you're dead.
The ONLY thing I'd want "nerfed" (or possibly bug fixed since it's unclear) is that the buff from Crystal Core be made silenceable. It really doesn't make sense that you can't since even if the buffs are attached to your hero like C'Thun, you can still silence C'Thun after it's been played. That alone would give tech options against it aside from a well-timed Counterspell or a lucky Dirty Rat, such as Spellbreaker, Mass Dispel, and Ironbeak Owl.
You're delusional. Face / Aggro decks beat the shit out of Rogues... It's early in the new meta stop complaining and find a way to beat them...
umm no
The quest is not broken, it's the fact that all the other cards for rogue are trash. The only new card from the rogue set in this new deck is the quest.
Nerf this, nerf that yeeeeez chillax brooooo!!
The only deck we can say for certain needs another nerf (2nd one) is pirate warrior. That autistic deck has stood through the test of time and is still dominant.
Fuck cubelock
Stop crying! It's pretty easy to push face and win against quest rogue if you're fast enough!