I've seen several posters make the argument that, because many decks have an approx 50/50 winrate, that in itself is a sign of a healthy meta.
That is of course not the whole story. Rock/paper/scissors also has a 50/50 winrate but no-one looks at that and thinks it's a great game. Similarly for flipping coins. QR especially turns a lot of its games into precisely such a coin flip. At turn 1. How anyone can think that's acceptable or a good gaming experience is beyond me.
If (and I don't have the statistics, but if) behind a 50/50 winrate lies an 80/20 winrate against half the decks and a 20/80 against the other, I don't think that is a very good meta, despite the end result of 50/50.
sorry, I don't get the whole point of CR being OP. Like pirate warrior is OP, jade drood is OP, silence priest is OP, face hunter used to be OP, zoo lock was a cancer, oh, and let's not forget secret pally!!!!
I'm not such a good player as to be a theorycrafter, only rely on my own experience and my friends' playing from season 1 - and btw FTP since season 3.
Last season I made it to 4 with Q Rogue for 1st time in 4 yrs, thought "Oh God this is so OPiing me". This season I'm crashing both Crystal and Quest Rogue with a Miracle Mage as cheap as a McDonald's plain cheeseburger, whose unreliable RNG and whimsical draw are still more consistent than C&Q Rogue's.
Good players make it to legend with any kind of deck, and average to bad players whine about everything being OP in any possible form, supporting their theory with mysterious mathematical calculations, salty threads, e-moting cancer opponents, befriending them to insult...and requests to Blizzard looks as funny as K'thun invocation.
Now guys and girls, tech your decks, play around, sound smart or, as I do, admit you can improve your game or just that this game isn't for you.
So how should I tech my control deck against QR? Tell me!
And what has the quality of a player to do with the Quest? Whiners exist on every rank , but you can't deny the fact that it IS too strong/one sided against anything besides aggro.
Just watch B.Kiblers arguments about it.
You are not supposed to win vs quest rogue as control the same way freze mage isn't supposed to win against control warrior or control warrior isn't supposed to win against jade druid .
You just have to accept that and build your strategy accordingly . For example it would make sense to tech even more anti aggro cards to beat aggro decks that are brought to you by quest rogue.
The mistake most people make is focus on specific match ups rather than the big picture .
Hearthstone is not about winning every match up . Is about having an overall positive win rate against the field .
I've seen several posters make the argument that, because many decks have an approx 50/50 winrate, that in itself is a sign of a healthy meta.
That is of course not the whole story. Rock/paper/scissors also has a 50/50 winrate but no-one looks at that and thinks it's a great game. Similarly for flipping coins. QR especially turns a lot of its games into precisely such a coin flip. At turn 1. How anyone can think that's acceptable or a good gaming experience is beyond me.
If (and I don't have the statistics, but if) behind a 50/50 winrate lies an 80/20 winrate against half the decks and a 20/80 against the other, I don't think that is a very good meta, despite the end result of 50/50.
Actually a lot of card games are a very complicated version of rock paper scissors . The amont of time player decisions influence the game vs the amount of time RNG dictates the winner is neglijabile in hearthstone (as long as players are of equal or close skill - which most people above rank 5 are) . Whether the game is decided on turn 1 or 10 , it's still heavily influenced by random factors to the point where I'd much rather know it from the start if it's worth investing my time .
I really wonder Quest Rogue's winrate after the quest completed. If it isn't more than 75%, I will quit the game. There is no way to stop it other than a fast kill.
I really wonder Quest Rogue's winrate after the quest completed. If it isn't more than 75%, I will quit the game. There is no way to stop it other than a fast kill.
It's a win about ~70% when the Quest goes through.
And 0% when the Quest doesn't go through.
Which means mathematically, the Quest needs to be completed (0.5/0.7) ~= 71.4% of games for the deck to have an even winrate. And I can guarentee that Quest Rogue does not complete the quest 71.4% of games.
I agree that Kibler's video does a pretty good job of evaluating all the aspects of the quest and I appreciated that he didn't call for nerfs but for balance changes that would improve the experience it creates for both players and that is something I think a lot of people can agree on. I linked and transcribed his closing remarks where he explains his position:
"Overall I hope you all watching this video come out with an appreciation of the issues I'm talking about rather than just 'Nerf quest rogue! Quest Rogue is too good!' That is not my argument.
My argument is that I think that the existence of Quest Rogue at the power level it is at over all creates a largely negative experience for a lot of people on the Hearthstone ladder and it is one that is not clear how you deal with if you are playing anything but a very aggressive deck. It creates extremely repetitive play experiences that aren't really satisfying for, I imagine, either player. I haven't played a ton of Quest Rogue but it never felt super satisfying when I was able to piece things together and kill my opponent because most of what they were doing didn't feel like it mattered and that is not terribly fun or terribly interactive.
I played a lot of Crystal Rogue since the release of Un'Goro and I believe Kibler is right that the game experience isn't that satisfying for the Crystal Rogue player either. At first it was a new deck, but now it all feels the same and all the lists look the same and the archetype feels solved without much room to do something else right now. I've tried a wide variety of cards because I was sick of seeing my board flooded with Flame Elementals all the time but the most successful experiments stayed close to the popular legend deck lists. Not running charge doesn't change the face race either because they don't know you don't have them but can't afford to play slow anyway because the Crystal Core is hard to handle after it is complete. Most games end the same - a concede one to three turns after the quest is completed. A slow or late game Crystal Rogue isn't possible because you just win after completing the quest. I experimented in Wild with Crystal Rogue with Hemet Jungle Hunter to jump straight to the Brann Bronzebeard Shadowcaster Combo after I drew Brann but I noticed that going for that scenario usually meant passing over lethal or just losing and having heavier cards also meant I was risking poor draws where I could end up mana locked without anything to play, which isn't something this archetype can afford because of the face race that always happens.
Does anyone else think it's the stat line buff and not the Quest condition that needs to be nerfed? In my games against Quest Rogue, I find the biggest problem is that the minions curve outside of the range of my removal more than anythinge else. If you decreased the 5/5 to 4/4, it would put the stat line of the minions in range of removal like Flame Strike, Truesilver Champion, Shadowbolt, 3 damage removal + 1 damage hero power, Kazakus 5 mana potion etc. and the nerf to their damage output actually adds up since they effectively need 8 chargers instead of 6.
Lowering the stat line would improve the number of board clears that would work against it, though Priests might not like the number four as that would turn cards like Shadow Word: Pain and Shadow Word: Death into dead draws after the quest is completed.
My question though is whether 4/4 is still strong enough to make the Quest worth playing. 4/4 isn't that far off from the average stats of Aggro minions, and if that is an accurate observation, why would Rogue want to expend tempo to gain minion power equivalent to Aggro that Aggro curved into from the start and that Midrange can exceed? Crystal Rogue's minions would be cheaper, but they are playing from behind and the difference between four and five health is also pretty significant for keeping minions on the board when Crystal Rogue can expect to not have board control if they go for the quest against any but the slowest of decks.
Changing it to 4/4 is still a possibility, but the above is something to consider from an adjustment over nerf point of view.
If (and I don't have the statistics, but if) behind a 50/50 winrate lies an 80/20 winrate against half the decks and a 20/80 against the other, I don't think that is a very good meta, despite the end result of 50/50.
I think you would find the following two links interesting:
The first has a match up chart with percentages that show up if you hover the squares. The legend charts are near the bottom with the all ranks shown first. There are some 70/30 and 30/70 match ups across the board but I think that might be why the meta is still so fluid. Various archetypes have viable counters currently in play so the meta hasn't solidified around one or two dominant decks. That would be my interpretation at least.
Rogue’s fall has begun. After somewhat surviving through the relatively experimental Meta in the early days of the month, Crystal Rogue’s population is beginning to collapse under the weight of a very hostile Meta. This is occurring across all levels of play, with its numbers dropping by 30% at legend. At ranks 1-5, Rogue is the fifth most popular class. The notorious archetype has been performing quite poorly and failing to justify its inflated play rates, and this is starting to finally show. The rise in Secret Mage is another huge blow to Rogue’s future prospects. As Crystal Rogue falls, we’re seeing players look to Miracle Rogue as a less polarizing alternative, with the archetype increasing in its representation at legend rank.
I think that is a fairly accurate representation. I personally have started playing Miracle but I think that was more due to the fact that I want to play something different now due to the play experience no longer being new.
The decline in the Crystal Rogue population as well as the increase in Token Shaman is generating a pretty significant shift in the Meta that could bring relatively niche decks to the forefront. We can see quite a few archetypes increasing in their scores. Control Paladin and Dragon Priest are looking like very powerful choices at the moment partly due to their solid matchup with Token Shaman. Elemental Shaman, which is barely even played these days, has shot up in its score for a similar reason and might be worth revisiting. These decks get demolished by Crystal Rogue, and even a small change in its population greatly affects their viability. The effect of Rogue is so powerful because of the nature of its matchups being one sided affairs one way or the other. Even Miracle Rogue seems to be greatly benefiting from the fall of the bouncing menace despite the Meta remaining fairly aggressive.
5 days in now and still haven't played quest rogue. Do I really want to make the game less fun for other people just to climb the ladder a little more quickly? Why can't I just enjoy my cards and have to consider my impact on the ladder? Don't I have the right since I've had to play against the same mind-numbing deck so many times? It is a no-win situation. I wish I had pulled another legendary instead.
On Topic, the deck is disgusting. The only way for it to not be disgusting was if we were allowed to play on our opponent's turn, which will never happen in HS, so I agree with nerfing it to oblivion and removing it from the meta altogether. If I want to play Solitaire with a Hearthstone skin I can whip that up in a couple of hours. It is non-interactive, cancerous, makes games a coin-flip, does not fit Blizzard's game design philosophy (We want hearthstone to be about board control, trading minions etc etc from that blue post) and generally makes the game un-fun for everyone involved. How anyone can defend this kind of playstyle is beyond me.
A non-legendary reactive card that behaved like Swamp King Dred but re-actively only attacks Charge minions when they are played is a possibility. Most Charge minions don't have that high of a health total, though Crystal Rogue Charge minions would be the general exception.
The face race isn't interesting for either player, something I've said earlier in this thread myself. While some would prefer to see the card go away entirely, I would prefer to see changes that allowed for different game plans for both sides, as there isn't a whole lot of room on either side to do something other than go face. I'm interesting in talking about those kind of changes. If you're not, then feel free to ignore what I have to say.
sorry, I don't get the whole point of CR being OP. Like pirate warrior is OP, jade drood is OP, silence priest is OP, face hunter used to be OP, zoo lock was a cancer, oh, and let's not forget secret pally!!!!
I'm not such a good player as to be a theorycrafter, only rely on my own experience and my friends' playing from season 1 - and btw FTP since season 3.
Last season I made it to 4 with Q Rogue for 1st time in 4 yrs, thought "Oh God this is so OPiing me". This season I'm crashing both Crystal and Quest Rogue with a Miracle Mage as cheap as a McDonald's plain cheeseburger, whose unreliable RNG and whimsical draw are still more consistent than C&Q Rogue's.
Good players make it to legend with any kind of deck, and average to bad players whine about everything being OP in any possible form, supporting their theory with mysterious mathematical calculations, salty threads, e-moting cancer opponents, befriending them to insult...and requests to Blizzard looks as funny as K'thun invocation.
Now guys and girls, tech your decks, play around, sound smart or, as I do, admit you can improve your game or just that this game isn't for you.
So how should I tech my control deck against QR? Tell me!
And what has the quality of a player to do with the Quest? Whiners exist on every rank , but you can't deny the fact that it IS too strong/one sided against anything besides aggro.
Just watch B.Kiblers arguments about it.
You are not supposed to win vs quest rogue as control the same way freze mage isn't supposed to win against control warrior or control warrior isn't supposed to win against jade druid .
You just have to accept that and build your strategy accordingly . For example it would make sense to tech even more anti aggro cards to beat aggro decks that are brought to you by quest rogue.
The mistake most people make is focus on specific match ups rather than the big picture .
Hearthstone is not about winning every match up . Is about having an overall positive win rate against the field .
Thanks Robert, you clarified my point of view even better :-)
sorry, I don't get the whole point of CR being OP. Like pirate warrior is OP, jade drood is OP, silence priest is OP, face hunter used to be OP, zoo lock was a cancer, oh, and let's not forget secret pally!!!!
I'm not such a good player as to be a theorycrafter, only rely on my own experience and my friends' playing from season 1 - and btw FTP since season 3.
Last season I made it to 4 with Q Rogue for 1st time in 4 yrs, thought "Oh God this is so OPiing me". This season I'm crashing both Crystal and Quest Rogue with a Miracle Mage as cheap as a McDonald's plain cheeseburger, whose unreliable RNG and whimsical draw are still more consistent than C&Q Rogue's.
Good players make it to legend with any kind of deck, and average to bad players whine about everything being OP in any possible form, supporting their theory with mysterious mathematical calculations, salty threads, e-moting cancer opponents, befriending them to insult...and requests to Blizzard looks as funny as K'thun invocation.
Now guys and girls, tech your decks, play around, sound smart or, as I do, admit you can improve your game or just that this game isn't for you.
So how should I tech my control deck against QR? Tell me!
And what has the quality of a player to do with the Quest? Whiners exist on every rank , but you can't deny the fact that it IS too strong/one sided against anything besides aggro.
Just watch B.Kiblers arguments about it.
Wingdude, just a simple question: if it is so OP, why this season we see so few QR if compared to last season? Maybe it's because people tech their decks or change class to play around QR? But isn't it the spirit of a ladder to accept a meta and play around it?
I don't find it interesting to have 1 kind of deck (be it control or ago etc) and complain that another deck is OP because I insist playing the kind of deck that's just wrong for that
I've watched the video, fund it interesting, but I miss the all point of this debate. QR will die by itself in a couple of months without nerf and will last less than pirate warrior.
QR will die by itself in a couple of months without nerf and will last less than pirate warrior.
ready to bet?
A likely scenario in my view. There just doesn't seem to be room in the Crystal Rogue match ups for something other than going face, for either player, and while I don't expect it will disappear entirely, once people realize that it is currently a 'solved' deck archetype and the novelty of something new wears off, I imagine they will move on to other decks, which is something that I think is already happening looking at the DataReaper reports I linked earlier on this page.
QR will die by itself in a couple of months without nerf and will last less than pirate warrior.
ready to bet?
A likely scenario in my view. There just doesn't seem to be room in the Crystal Rogue match ups for something other than going face, for either player, and while I don't expect it will disappear entirely, once people realize that it is currently a 'solved' deck archetype and the novelty of something new wears off, I imagine they will move on to other decks, which is something that I think is already happening looking at the DataReaper reports I linked earlier on this page.
sorry, I don't get the whole point of CR being OP. Like pirate warrior is OP, jade drood is OP, silence priest is OP, face hunter used to be OP, zoo lock was a cancer, oh, and let's not forget secret pally!!!!
I'm not such a good player as to be a theorycrafter, only rely on my own experience and my friends' playing from season 1 - and btw FTP since season 3.
Last season I made it to 4 with Q Rogue for 1st time in 4 yrs, thought "Oh God this is so OPiing me". This season I'm crashing both Crystal and Quest Rogue with a Miracle Mage as cheap as a McDonald's plain cheeseburger, whose unreliable RNG and whimsical draw are still more consistent than C&Q Rogue's.
Good players make it to legend with any kind of deck, and average to bad players whine about everything being OP in any possible form, supporting their theory with mysterious mathematical calculations, salty threads, e-moting cancer opponents, befriending them to insult...and requests to Blizzard looks as funny as K'thun invocation.
Now guys and girls, tech your decks, play around, sound smart or, as I do, admit you can improve your game or just that this game isn't for you.
So how should I tech my control deck against QR? Tell me!
And what has the quality of a player to do with the Quest? Whiners exist on every rank , but you can't deny the fact that it IS too strong/one sided against anything besides aggro.
Just watch B.Kiblers arguments about it.
Wingdude, just a simple question: if it is so OP, why this season we see so few QR if compared to last season? Maybe it's because people tech their decks or change class to play around QR? But isn't it the spirit of a ladder to accept a meta and play around it?
I don't find it interesting to have 1 kind of deck (be it control or ago etc) and complain that another deck is OP because I insist playing the kind of deck that's just wrong for that
I've watched the video, fund it interesting, but I miss the all point of this debate. QR will die by itself in a couple of months without nerf and will last less than pirate warrior.
ready to bet?
bradipedro just a simple Question: When did i say QR is OP? Nono, Patron was OP (cause it was good vs everything if played correctly)Still QR is too strong (polarized matchups etc.)ofc. not everybody plays decks on ladder QR is favourable against (i belive it has 48%WR over all)I was asking what to tech against it, because there is not really that much, Dirty rat maybe , but its not as efficient anymore.
Just because we dont see it that much anymore doesnt mean its good designed( to be fair other archetypes are arguably also bad/uninteractive but they can be countered wich makes people not feeel comepletely helpless ).
About the bet . Im just here to discuss and dont have any desire for gambling or other stuff,even though Mike Donais mentioned he doesnt like the charge/burst aspect of QR and they have a eye on it,but no thanks.
Because good game design is not based on Paper, Scissors, Rock and a deck that has overwhelmingly polarized matchups vs anything slower than Pirates or Murlocs isn't good for the game, the only reason people aren't playing it as much now as they were last season is because they realized it was weak vs aggro and that makes it difficult to climb with. A deck that is weak vs aggro but preys on control is just doing the metagame a disservice because it discourages control players from keeping aggro in check so that people can play other fair decks like Hunter. The game does not need "answers" to control, because control decks answer each other by gambling on how much value they can play and midrange can just play a top heavy deck and give control fits because they outcurve their removal.
Also I think a lot of people forget that aggro is really linear right now, QR can just run 2 Crabs of the anti Pirate or Murloc variety and have a pretty good chance in those match ups as well. Average win rate isn't a metric worth discussing because most decks fall in the 47 to 53% category, it's the win rate disperssion that you really have to loot at to understand if the deck is problematic. Furthermore I would take that bet on QR being around for awhile, try playing Wild ladder at legend rank and you'll see quite a few people playing it vs MUCH better control decks than anything you can build in Standard.
You can't have one deck that slaughters an entire archetype across multiple classes, when you create stupid shit like QR and Jade Druid which you can face roll vs control then you're going to hear people bitch to no end because you literally shit on every one who is trying to deal with aggro cancer and play the highest skill cap decks in the game. And I'm sorry, but if I have to play Pirate Warrior because of an abundance of QR then I'd rather just turn off Hearthstone and take my chess board to the park. I refuse to have to adapt to a game design mistake by joining the ranks of shit throwing monkeys.
I'd say this expansion has been pretty good despite the controversy around Crystal Rogue. There also is a decline in the numbers of that deck being played.
The decline in the Crystal Rogue population as well as the increase in Token Shaman is generating a pretty significant shift in the Meta that could bring relatively niche decks to the forefront. We can see quite a few archetypes increasing in their scores. Control Paladin and Dragon Priest are looking like very powerful choices at the moment partly due to their solid matchup with Token Shaman. Elemental Shaman, which is barely even played these days, has shot up in its score for a similar reason and might be worth revisiting.
sorry, I don't get the whole point of CR being OP. Like pirate warrior is OP, jade drood is OP, silence priest is OP, face hunter used to be OP, zoo lock was a cancer, oh, and let's not forget secret pally!!!!
I'm not such a good player as to be a theorycrafter, only rely on my own experience and my friends' playing from season 1 - and btw FTP since season 3.
Last season I made it to 4 with Q Rogue for 1st time in 4 yrs, thought "Oh God this is so OPiing me". This season I'm crashing both Crystal and Quest Rogue with a Miracle Mage as cheap as a McDonald's plain cheeseburger, whose unreliable RNG and whimsical draw are still more consistent than C&Q Rogue's.
Good players make it to legend with any kind of deck, and average to bad players whine about everything being OP in any possible form, supporting their theory with mysterious mathematical calculations, salty threads, e-moting cancer opponents, befriending them to insult...and requests to Blizzard looks as funny as K'thun invocation.
Now guys and girls, tech your decks, play around, sound smart or, as I do, admit you can improve your game or just that this game isn't for you.
So how should I tech my control deck against QR? Tell me!
And what has the quality of a player to do with the Quest? Whiners exist on every rank , but you can't deny the fact that it IS too strong/one sided against anything besides aggro.
Just watch B.Kiblers arguments about it.
Wingdude, just a simple question: if it is so OP, why this season we see so few QR if compared to last season? Maybe it's because people tech their decks or change class to play around QR? But isn't it the spirit of a ladder to accept a meta and play around it?
I don't find it interesting to have 1 kind of deck (be it control or ago etc) and complain that another deck is OP because I insist playing the kind of deck that's just wrong for that
I've watched the video, fund it interesting, but I miss the all point of this debate. QR will die by itself in a couple of months without nerf and will last less than pirate warrior.
ready to bet?
bradipedro just a simple Question: When did i say QR is OP? Nono, Patron was OP (cause it was good vs everything if played correctly)Still QR is too strong (polarized matchups etc.)ofc. not everybody plays decks on ladder QR is favourable against (i belive it has 48%WR over all)I was asking what to tech against it, because there is not really that much, Dirty rat maybe , but its not as efficient anymore.
Just because we dont see it that much anymore doesnt mean its good designed( to be fair other archetypes are arguably also bad/uninteractive but they can be countered wich makes people not feeel comepletely helpless ).
About the bet . Im just here to discuss and dont have any desire for gambling or other stuff,even though Mike Donais mentioned he doesnt like the charge/burst aspect of QR and they have a eye on it,but no thanks.
Darling, there's a title in the forum. Says the quest is OP.
With all due respect towards your personal opinion and style of play, I don't think is either OP or too strong or badly designed if you adapt your play to the meta. If it was, even with a shift towards aggro in the meta, it would still be played. I personally followed suggestions on this site and tech'd my cheap secret mage to give it bit more tempo. I underline the word "tempo" because I still perform honorably against both ago and control making it a definitively wide range deck to climb ladder. Result: before I was loosing to QR every single time, after I just laugh at them and they generally concede at turn 6/7 unless I have a really useless and disgraceful draw.
You them support your opinions about QR being too strong by stating that "not everybody plays decks on ladder QR is favorable against" - aha, I can see your point clearly here: you seem to belong to that kind of HS players that insist on playing decks not favorable to current meta, don't have fun trying to play around meta and wished the meta would play around their decks in order to confirm that their stubborn attitude is the winning one.
I just play by the "unwritten" rules: my decks do not work with this meta so I change my decks because climbing ladder is fun for me. I dumbly accept the system and realize I have better results following the meta instead of keeping my favorite decks. I have fun playing evolve shammy but don't have enough dust to craft devolve - so my shammy is slow and not good for this meta, so I play it in casual for quests.
When I am tired because of the meta or because I can't craft the "IT" cards or just suck in this game, I just keep trying not to fall below 10 or 5 when I am exceptionally lucky, read forums to improve my play, challenge friends better than me, do tavern brawls, have some fun with arena runs and wait for a meta more propitious to my skills and dust possibilities. I remind here that I am FTP.
As you correctly pointed out mentioning patrol warrior, a deck too strong or OP is a winner against aggro, tempo, meta, highlander, silence, secret, reno, attrition, exhaustion or whatever other archetype theorycrafters and good players come up with.
Whence my rhetorical question about the bet - I hereby state it was not an incitement to betting which by the way is illegal in many countries ;-)
I definitively believe this thread should be moved to Salty.
You are not supposed to win vs quest rogue as control the same way freze mage isn't supposed to win against control warrior or control warrior isn't supposed to win against jade druid .
Jade druid falls in the same category as quest rogue. It's not about a deck having a very good matchup against another deck (like your freeze mage / control warrior example), it's about a deck having an extremely good matchup against a whole archetype of decks.
When you have one of these super-favourite decks for each archetype you end up with rock paper scissor as there is no point in running any other deck besides those super decks.
So fun.
To all people complaining about rock paper scissors meta just a quick remainder :
Last summer, after the introduction of standard format, the match ups were much closer to 50 50 for all archetypes . There were some favorable match ups but there were very little hard counters and pretty much every game was winnable with good draws for your side or bad draws for the opponent .
Does anyone remember what quickly happened to that meta ? That's right, it became stale, with mostly midrange decks that were the most optimized curve decks and you would see those everywhere , that things got even worse to the point where there was a single most optimized deck ruling all the meta, the infamous MidRange Shaman . That deck wasn't oppressive because of huge win rates against specific decks but because it had a good chance to win against any deck - precisely what some people here argue they want their deck to do .
Now, unless you liked that kind of stale meta where only 2-3 decks that are able to win against anything are playable you really should understand why hard counters are good for a diverse and unstable meta .
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I've seen several posters make the argument that, because many decks have an approx 50/50 winrate, that in itself is a sign of a healthy meta.
That is of course not the whole story. Rock/paper/scissors also has a 50/50 winrate but no-one looks at that and thinks it's a great game. Similarly for flipping coins. QR especially turns a lot of its games into precisely such a coin flip. At turn 1. How anyone can think that's acceptable or a good gaming experience is beyond me.
If (and I don't have the statistics, but if) behind a 50/50 winrate lies an 80/20 winrate against half the decks and a 20/80 against the other, I don't think that is a very good meta, despite the end result of 50/50.
I really wonder Quest Rogue's winrate after the quest completed. If it isn't more than 75%, I will quit the game. There is no way to stop it other than a fast kill.
"Sit and come relax, riddle off the mac. It's the patch."
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
The first has a match up chart with percentages that show up if you hover the squares. The legend charts are near the bottom with the all ranks shown first. There are some 70/30 and 30/70 match ups across the board but I think that might be why the meta is still so fluid. Various archetypes have viable counters currently in play so the meta hasn't solidified around one or two dominant decks. That would be my interpretation at least.
I think that is a fairly accurate representation. I personally have started playing Miracle but I think that was more due to the fact that I want to play something different now due to the play experience no longer being new.
5 days in now and still haven't played quest rogue. Do I really want to make the game less fun for other people just to climb the ladder a little more quickly? Why can't I just enjoy my cards and have to consider my impact on the ladder? Don't I have the right since I've had to play against the same mind-numbing deck so many times? It is a no-win situation. I wish I had pulled another legendary instead.
Level 60: All classes
Golden Classes: Druid, Mage, Shaman, Paladin, Warrior
Highest rank: Legend, 52 (EU, obviously)
Best arena: 12-0
A non-legendary reactive card that behaved like Swamp King Dred but re-actively only attacks Charge minions when they are played is a possibility. Most Charge minions don't have that high of a health total, though Crystal Rogue Charge minions would be the general exception.
The face race isn't interesting for either player, something I've said earlier in this thread myself. While some would prefer to see the card go away entirely, I would prefer to see changes that allowed for different game plans for both sides, as there isn't a whole lot of room on either side to do something other than go face. I'm interesting in talking about those kind of changes. If you're not, then feel free to ignore what I have to say.
Wingdude, just a simple question: if it is so OP, why this season we see so few QR if compared to last season? Maybe it's because people tech their decks or change class to play around QR? But isn't it the spirit of a ladder to accept a meta and play around it?
I don't find it interesting to have 1 kind of deck (be it control or ago etc) and complain that another deck is OP because I insist playing the kind of deck that's just wrong for that
I've watched the video, fund it interesting, but I miss the all point of this debate. QR will die by itself in a couple of months without nerf and will last less than pirate warrior.
ready to bet?
Because good game design is not based on Paper, Scissors, Rock and a deck that has overwhelmingly polarized matchups vs anything slower than Pirates or Murlocs isn't good for the game, the only reason people aren't playing it as much now as they were last season is because they realized it was weak vs aggro and that makes it difficult to climb with. A deck that is weak vs aggro but preys on control is just doing the metagame a disservice because it discourages control players from keeping aggro in check so that people can play other fair decks like Hunter. The game does not need "answers" to control, because control decks answer each other by gambling on how much value they can play and midrange can just play a top heavy deck and give control fits because they outcurve their removal.
Also I think a lot of people forget that aggro is really linear right now, QR can just run 2 Crabs of the anti Pirate or Murloc variety and have a pretty good chance in those match ups as well. Average win rate isn't a metric worth discussing because most decks fall in the 47 to 53% category, it's the win rate disperssion that you really have to loot at to understand if the deck is problematic. Furthermore I would take that bet on QR being around for awhile, try playing Wild ladder at legend rank and you'll see quite a few people playing it vs MUCH better control decks than anything you can build in Standard.
You can't have one deck that slaughters an entire archetype across multiple classes, when you create stupid shit like QR and Jade Druid which you can face roll vs control then you're going to hear people bitch to no end because you literally shit on every one who is trying to deal with aggro cancer and play the highest skill cap decks in the game. And I'm sorry, but if I have to play Pirate Warrior because of an abundance of QR then I'd rather just turn off Hearthstone and take my chess board to the park. I refuse to have to adapt to a game design mistake by joining the ranks of shit throwing monkeys.
I'd say this expansion has been pretty good despite the controversy around Crystal Rogue. There also is a decline in the numbers of that deck being played.