Hmm ... I agree with most of what you are saying, and i am not here to complain how OP the quest is (fun decks should always get countered by something fast, otherwise it would all end up in 30 minute Mindcontrolclownfiesta battles)
But they have to eventually nerf/change the quest ,cause what kind of one drops they will print in the future? They would always have to think about how this new one(or zero) drop interacts with the quest,not even mentioning wild! It's design limitating like Warsong Commander was back in the Patron days.
Yes, because of The Crystal Core, we'll never be able to see the 1 mana summon 3 0/1 Charge minions that Blizzard has always been playing to make.
Never laughed so hard.
NOT.
I wouldn't be surprised if my point is the reason they will change the quest eventually. No matter how future low manacost minions look like ,they always are forced to have the quest in the back of their mind!
Thats not something Blizzard wants to have around (see Warsong) cause less design space etc.
I wouldn't be surprised if my point is the reason they will change the quest eventually. No matter how future low manacost minions look like ,they always are forced to have the quest in the back of their mind!
Thats not something Blizzard wants to have around (see Warsong) cause less design space etc.
Every card limits the design space of other cards, that's hardly an issue. And it's not like this card does it prohibitively, it requires so much deck dedication already. At most, it'd stop the design of more 1 mana chargers, but all signs have been Blizzard slowing down on printing chargers to begin with.
I remember ppl complaining same way for patron warrior, and was one of most skilled based decks. Sadly got nerfed to the ground. Quest rogue is strong but it's not as easy as pirate warrior but atm I can't say it's OP, and problems with hs is not in charge minions, it's from much more stuff in the game. It's just made now for New players to have more games, not to keep Old players who love to compete. Strong 1 drops, and sooo much rng in the game from numbers of last expansions, for me, really Killed the Jo In the game. We all saw how Pavel won world. Championship and how can anyone say o yes he's champion and better player then amnisiac is? That's the sad part. Of the game
I remember ppl complaining same way for patron warrior, and was one of most skilled based decks. Sadly got nerfed to the ground. Quest rogue is strong but it's not as easy as pirate warrior but atm I can't say it's OP, and problems with hs is not in charge minions, it's from much more stuff in the game. It's just made now for New players to have more games, not to keep Old players who love to compete. Strong 1 drops, and sooo much rng in the game from numbers of last expansions, for me, really Killed the Jo In the game. We all saw how Pavel won world. Championship and how can anyone say o yes he's champion and better player then amnisiac is? That's the sad part. Of the game
It's barely harder than pirate warrior. What 1/1 minion did I get from my Mimic Pod? Let's bounce that. Do I have Preparation and Mimic Pod in hand? Dream opener right there. Or maybe it's the elemental version. Get out 1 Firefly and 1 Igneous elemental, and you only even need one bounce to finish the quest. And since Preparation is always in hand, quest finishes turn 4, and you use preparation + quest to play 3 charge minions on turn 5 ... seriously, this is NOT hard gameplay. Or you just concede turn 1 if you get none of your opening moves. It's absurdly obvious the moves you are trying to complete as quest rogue. The only question at hand is if your draws were lucky enough to complete them ... so most or all rogue quest losses are due to draw ... or dirty rats.
Blizzard should swap the amount needed with the Rogue quest and The Paladin quest, and make bounce 6 minions, and paladin buff 4 minions, that way paladin would get a playable quest and Rogue would still have a powerfull quest but would need more set up and a higher skill ceiling since people would have to plan out their bounces and not just bounce any minion and complete the quest at turn 3, i dont have a problem with the deck being powerfull, i have problem with the deck being too easy to play, Patron for me was a fine deck that needed alot of skill and planning to make the otk work, so as long the deck is more hard to play im totally fine with it
Blizzard should swap the amount needed with the Rogue quest and The Paladin quest, and make bounce 6 minions, and paladin buff 4 minions, that way paladin would get a playable quest and Rogue would still have a powerfull quest but would need more set up and a higher skill ceiling since people would have to plan out their bounces and not just bounce any minion and complete the quest at turn 3, i dont have a problem with the deck being powerfull, i have problem with the deck being too easy to play, Patron for me was a fine deck that needed alot of skill and planning to make the otk work, so as long the deck is more hard to play im totally fine with it
that would make the deck type so much weaker to the point where it's unplayable and paladins op as hell, do you want galvadons on turn 4-5 which is pretty much game winning if you get the right adaptations
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Kobolds are almost as bad as goblins, they gotta die (⌐■_■)–︻╦╤─
U probably didn't even played rogue. The stuff you just said are happening 1 in 10 games. Play it for 20games and let us know how far did it take you. If deck is that easy, all quest rogue players would be legend. Play a bit of pirate warrior or aggro druid and tell us what deck is the hardest to play.
I feel like Galvadon people can still remove from the board since its a minion nd can have interaction with it, while rogue its always a 5/5 that come at turn 5 and sometimes come on 4 with prep followed by chargers, The Paladin quest even being 4 spell, u would still need to put alot of horrible buffs on the deck and most of the time buff silver hand just to get the quest done, Paladin have a hard time fighting for board control and not having the best removal, while rogue has a better time then paladin, so i do believe the increase would make rogue a little more skillfull being high risk high reward and paladin would get a playable quest even tho i still think it would keep sucking balls
Kibler made a very good point on stream. The problem is not how powerful the Quest Rogue is, because it is not especially powerful concerning its winrate - the problem is that the games play out always the same for the opponent. Its by far more non-interactive than old-school aggrodecks.
The only question at hand is if your draws were lucky enough to complete them ... so most or all rogue quest losses are due to draw ... or dirty rats.
While I disagree with the accuracy of some of the numbers you mention, I do agree that the draw is a huge factor for Quest Rogue, which is mostly also true in general about most of the other quest decks as well, though I haven't seen that much Dirty Rat to be honest. There could be any number of reasons for it, but every so often in a Trolden video you will see a streamer play Dirty Rat turn 2, pull something bad, and instantly concede. I think many people are too afraid to run Dirty Rat as a tech card if that is the experience they expect to have using Dirty Rat in the other match ups.
A general Quest Deck design note, many of the legend lists top out at 3 mana if they are not running Vanish, meaning they are built like Aggro decks to help solve the draw/mulligan phase problem due to the quest always being in hand. If you go first, you only have two other cards to choose to toss back or keep, but if you don't keep them and got two of your most expensive cards, that delay is pretty significant. I have been experimenting with a Quest Rogue that runs heavier cards and the one time I drew Sated Threshadon and The Curator in the mulligan opening phase was a rather memorable loss as there was simply nothing I could do to make progress on the quest. However, conceding turn 1 off the mulligan is stupid though, even if your chances are pretty slim.
Kibler made a very good point on stream. The problem is not how powerful the Quest Rogue is, because it is not especially powerful concerning its winrate - the problem is that the games play out always the same for the opponent. Its by far more non-interactive than old-school aggrodecks.
This 100%. I feel like no matter how I play, if they have the draw, I've already lost. I like to play more control-oriented decks, and I shouldn't have to play Aggro just to climb the ladder.
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If you think the party's great now, just wait 'til he invites the orcs over!
Well. It's same vs pirate warrior, or aggro. Druid. They kill most of controls really fast if u don't have answers for first 4 turns. It's same shit. And u can't count in any meta to. Just play control and go legend. No Mather when, but u will start facing your cancer and then u have to adapt, it's simple now too. I play days with facing like 2 quest rogues but 20 pirates. Then I play 3 days full of druids and palas, then rogues etc. U can't just play control and expect u HAVE To reach legend
It's barely harder than pirate warrior. What 1/1 minion did I get from my Mimic Pod? Let's bounce that. Do I have Preparation and Mimic Pod in hand? Dream opener right there. Or maybe it's the elemental version. Get out 1 Firefly and 1 Igneous elemental, and you only even need one bounce to finish the quest. And since Preparation is always in hand, quest finishes turn 4, and you use preparation + quest to play 3 charge minions on turn 5 ... seriously, this is NOT hard gameplay. Or you just concede turn 1 if you get none of your opening moves. It's absurdly obvious the moves you are trying to complete as quest rogue. The only question at hand is if your draws were lucky enough to complete them ... so most or all rogue quest losses are due to draw ... or dirty rats.
It is harder than Pirate warrior. Pirate warrior has the same mulligan for almost all the class, the deck has no variation whatsoever. Turn 6/7 match is finished already lost or won. Against control, Quest rogue is exactly the same , the matchup are so favorable that a monkey without hands would win.
How many matchup do you have against control ? Control deck represent what ? 15%~20% of the matchups maybe. Even if we win 90% of the matchups it does not amount to much at the end. Roque quest winrate is made mostly by your performance against unfavorable decks, do lose 20% 30% or 40% against aggro ? Pirate warrior is Tier 1 because it is both strong against both mid range, aggro and not too defavorable against control.
Rogue power curve is very different compared Pirate warrior. Pirate warrior starts all fire blazing and keep strong until its runs out of cards It can fight at arms equal against other high aggression decks. Rogue starts very weak and has a huge power spike after completing the quest. How the deal and survive during you weakest make quest rogue difficult to play.
People play control to counter aggro druide, aggro warrior, zoo, aggro murloc, midrange hunter and so on. Quest rogue is the counter to the counter.
Kind of decks I HATE playing and playing against (and it has nothing to do with me losing constantly against them or that i wasnt able to win with them - for me those are the most frustrating decks):
*freeze mage and any variation focused on casting tons of spell on your face
*any tempo based rogue
*any mage deck with babbling book and cabalist tome
*most aggresive face decks like past aggro shaman or pirate warrior
*any combo deck
Why? Because those decks counter my both favorite playstyles: midrange and control (based more on minions). Its not fun to play against those decks as most of the time there is like 0 interaction and their win condition is wholly based on getting the exactly right cards in the right time. There is also a ton on "non-fair" or unpredictable (swashbruglar, cabalist tome) plays after which you cant come back.
For me it would have been ideal if every HS game were based mostly on minions, not spells and if people were playing decks less focused on getting you down to 0 HP.
Thats why i think people hate quest rogue - some decks get shit on by this deck and those people hate playing kind of decks which counter quest rogue.
Use mana wraith to end quest rogue... anyone tried it?
Mana Wraith dies to Backstab, two hits from their hero power, from Patches + Hero power or just Southsea Deckhand if they want to remove it they easily can, it will hardly slow them down.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I remember ppl complaining same way for patron warrior, and was one of most skilled based decks. Sadly got nerfed to the ground. Quest rogue is strong but it's not as easy as pirate warrior but atm I can't say it's OP, and problems with hs is not in charge minions, it's from much more stuff in the game. It's just made now for New players to have more games, not to keep Old players who love to compete. Strong 1 drops, and sooo much rng in the game from numbers of last expansions, for me, really Killed the Jo In the game. We all saw how Pavel won world. Championship and how can anyone say o yes he's champion and better player then amnisiac is? That's the sad part. Of the game
Blizzard should swap the amount needed with the Rogue quest and The Paladin quest, and make bounce 6 minions, and paladin buff 4 minions, that way paladin would get a playable quest and Rogue would still have a powerfull quest but would need more set up and a higher skill ceiling since people would have to plan out their bounces and not just bounce any minion and complete the quest at turn 3, i dont have a problem with the deck being powerfull, i have problem with the deck being too easy to play, Patron for me was a fine deck that needed alot of skill and planning to make the otk work, so as long the deck is more hard to play im totally fine with it
Kobolds are almost as bad as goblins, they gotta die (⌐■_■)–︻╦╤─
U probably didn't even played rogue. The stuff you just said are happening 1 in 10 games. Play it for 20games and let us know how far did it take you. If deck is that easy, all quest rogue players would be legend. Play a bit of pirate warrior or aggro druid and tell us what deck is the hardest to play.
I feel like Galvadon people can still remove from the board since its a minion nd can have interaction with it, while rogue its always a 5/5 that come at turn 5 and sometimes come on 4 with prep followed by chargers, The Paladin quest even being 4 spell, u would still need to put alot of horrible buffs on the deck and most of the time buff silver hand just to get the quest done, Paladin have a hard time fighting for board control and not having the best removal, while rogue has a better time then paladin, so i do believe the increase would make rogue a little more skillfull being high risk high reward and paladin would get a playable quest even tho i still think it would keep sucking balls
Kibler made a very good point on stream. The problem is not how powerful the Quest Rogue is, because it is not especially powerful concerning its winrate - the problem is that the games play out always the same for the opponent. Its by far more non-interactive than old-school aggrodecks.
I think that maybe only maybe elementals are killing the joy of quest rogue. Having them feels easy to do it.
If you think the party's great now, just wait 'til he invites the orcs over!
Well. It's same vs pirate warrior, or aggro. Druid. They kill most of controls really fast if u don't have answers for first 4 turns. It's same shit. And u can't count in any meta to. Just play control and go legend. No Mather when, but u will start facing your cancer and then u have to adapt, it's simple now too. I play days with facing like 2 quest rogues but 20 pirates. Then I play 3 days full of druids and palas, then rogues etc. U can't just play control and expect u HAVE To reach legend
I play freeze mage.. Quest rogue is just as bad as any aggro deck in matchup.
If you think the party's great now, just wait 'til he invites the orcs over!
Kind of decks I HATE playing and playing against (and it has nothing to do with me losing constantly against them or that i wasnt able to win with them - for me those are the most frustrating decks):
*freeze mage and any variation focused on casting tons of spell on your face
*any tempo based rogue
*any mage deck with babbling book and cabalist tome
*most aggresive face decks like past aggro shaman or pirate warrior
*any combo deck
Why? Because those decks counter my both favorite playstyles: midrange and control (based more on minions). Its not fun to play against those decks as most of the time there is like 0 interaction and their win condition is wholly based on getting the exactly right cards in the right time. There is also a ton on "non-fair" or unpredictable (swashbruglar, cabalist tome) plays after which you cant come back.
For me it would have been ideal if every HS game were based mostly on minions, not spells and if people were playing decks less focused on getting you down to 0 HP.
Thats why i think people hate quest rogue - some decks get shit on by this deck and those people hate playing kind of decks which counter quest rogue.
Use mana wraith to end quest rogue... anyone tried it?
<blockquote class="imgur-embed-pub" lang="en" data-id="a/PGUXNLT" data-context="false" ><a href="//imgur.com/a/PGUXNLT"></a></blockquote>
No, quest rogue IS broken and will be nerfed at some point. The solution to aggro should never be "faster aggro." This will be nerfed.
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Rogue is really strong ... I have that deck is bad actually