The latest DataReaper report indicated there was a large spike in Quest Rogue in Legend to counter all the greedy decks, so it would appear that you are seeing this, too. That being said, I think people are reacting to greedy decks by playing Quest Rogue rather than that being what they climbed to legend with. The bottleneck to legend is flooded with Token Shaman and Token Druid last I heard.
The latest DataReaper report indicated there was a large spike in Quest Rogue in Legend to counter all the greedy decks, so it would appear that you are seeing this, too. That being said, I think people are reacting to greedy decks by playing Quest Rogue rather than that being what they climbed to legend with. The bottleneck to legend is flooded with Token Shaman and Token Druid last I heard.
The avg winrate's also spiked to 50% (from 47 a week ago) because of the increase in greedy decks.
Token druid's tough, but I feel that quest rogue, if played properly (and that's a big if) is favored over the evolve version of token shaman (which is the most popular). The reason why vs shows that token shaman is favored is because so many stupids play quest on turn 1 instead of making a better play.
I just drop this here..I have put an Lorewalker Cho into my token shaman.. mainly as a mage counter and because I think he is kinda fun. But when I stumbled across the last two quest rogues it hit me..he is kind of an hilarious counter to the quest.
Last one was just one turn away from playing it..I fill up my board with the 5/5 taunt and tokens and drop down cho..gg :D
I've been wanting to make a fun Crystal Rogue with Cho where the whole point was to give a copy of the Core to your opponent but Cho does have practical potential as a quest counter.
I had to create topic for that "winrate argument".
That was a fairly interesting discussion by the way. For anyone else interested in reading that you can follow the link here to find it (link opens new window).
The only statistics which matters is that this deck brought to legendary rank around 13 percent crystal rogue players (from all decks on legendary rank), ...
(Edited for conciseness and clarity) The Class/Archetype Distribution chart in Data Reaper Report #53 shows what people are playing by rank, not how they how they got there, so that 13% you saw in that chart isn't the number of players who got to legend by playing Crystal Rogue but just the number of people currently playing Crystal Rogue at legend. DataReaper doesn't track how people get to legend because they don't track anyone.
... which is kind of ridiculous that something like that is possible with 1 and 2 mana drops and one legendary card. Blizzard should address this design fail next expansion and if not, Hearthstone is over for me.
A deck that isn't overflowing with expensive legendary cards is being played at Legend? That sounds like a design success to me. Crystal Rogue isn't without it's issues, but it is an accessible and cheap archetype you can play without that much dust, so there are some things it got right imo.
So I've been playing an odd quest rogue deck lately. I took out the charge minions and swapped in a bunch of elementals, including Servant of Kalimos. To be clear, the deck is a lot worse like this. Just had a game end when a Kazakus-Elemental mage couldn't fight through the 5/15 Orzuk I'd played when I broke the Ice Block, but I first completed the quest going into his turn 7 with a Bloodmage on the board, so he was able to start off on the right foot, and it was a long slog. Some games will just go nuts, I'll get the quest on turn 4 or whatnot, and it's a stomp. But it feels a lot more fair in general. When you don't have the insane burst potential of charge-bounce-charge, it's kind of a fun puzzle deck to play with.
That said, I'm totally in favor of altering The Caverns Below. It isn't necessarily that the deck is too strong in general, but that it's too strong in certain matchups, and a quest-complete always plays out the same way. Standard Cheap-and-Charge quest rogue has weak matchups with pretty much any aggro deck, and you can just get blown out very easily. However, this is matched by the polar opposite against a lot of slower decks, where your gameplan can't really be stopped. Meanwhile, there's the added weakness where all minions just become 5/5, so it doesn't really matter what they started as. There's no point in playing anything other than the cheapest and smallest minions, since everything becomes the same.
My fix: Cross Nether Portal with Addled Grizzly. Instead of a spell you can cheapen with Preparation, your reward would be a token you place on the board that creates an ongoing effect and fills a minion slot. Right there, this is two benefits. When you can prep out the quest reward, that's huge tempo and a problem. Having space only for 6 minions isn't as much of a drawback, but the deck can flood the board. That's the Nether Portal side. The Addled Grizzly side would change things from a straight "this is now a 5/5" into a buff applied on playing a minion, I'd think, say, +2/+2. This would weaken the charge burst potential by 20% to 40%, which is huge, on top of not immediately buffing minions already on the board. Throwing 3/3 and 4/3 chargers is a lot more manageable. However, something positive the change does is that it'd make some minions a lot stronger. Say you did run a full elemental package with Tol'Vir Stoneshaper and Tar Creeper--they'd now be 5/7 taunts, a stronger stat line. So there would now be an incentive to run an actual curve, with medium or even larger minions, since starting size would matter. Everyone's favorite (eyeroll) Stonehill Defender might make the cut. Meanwhile, you'd be able to silence or polymorph the buff away. All-in-all, such a rework might be too much of a nerf. You might still need to allow Preparation help, but if you aren't immediately buffing your on-board minions, that's probably fine.
The latest DataReaper report indicated there was a large spike in Quest Rogue in Legend to counter all the greedy decks, so it would appear that you are seeing this, too. That being said, I think people are reacting to greedy decks by playing Quest Rogue rather than that being what they climbed to legend with. The bottleneck to legend is flooded with Token Shaman and Token Druid last I heard.
That's really a big, big misuse of the world greedy.
Current control decks in standard run 2-3 heavy threats, that isn't greedy. Control pally runs a little greedier, but that's about it.
The latest DataReaper report indicated there was a large spike in Quest Rogue in Legend to counter all the greedy decks, so it would appear that you are seeing this, too. That being said, I think people are reacting to greedy decks by playing Quest Rogue rather than that being what they climbed to legend with. The bottleneck to legend is flooded with Token Shaman and Token Druid last I heard.
That's really a big, big misuse of the world greedy.
Current control decks in standard run 2-3 heavy threats, that isn't greedy. Control pally runs a little greedier, but that's about it.
Heck, aggro druid can outstat most of it on t3.
A fair point, though Control has always been synonymous with hyper-value in my mind, like Control Warrior with Elise Starseeker which often aimed for fatigue as a win condition by outlasting and out-valuing their opponents. Slow might have been a better word to use, but I don't think that fits much better as not all slow decks are Control decks.
I imagine Brawl could at least delay your death a turn or two as Warrior, and a really good control warrior deck might be able to consistently have a fair game against Quest Rouge, but I don't have a clue.
Maybe Reno-lock could stand a chance, but I doubt it. anyways, you could put as many of these tech cards I mentioned above in a deck and start a Quest Rogue resistance!
I imagine Brawl could at least delay your death a turn or two as Warrior, and a really good control warrior deck might be able to consistently have a fair game against Quest Rouge, but I don't have a clue.
Maybe Reno-lock could stand a chance, but I doubt it. anyways, you could put as many of these tech cards I mentioned above in a deck and start a Quest Rogue resistance!
I won a game with Renolock against quest rogue yesterday, there's really not many of them on the wild ladder tho. It was a tough one, we went to the bottom of the decks, in the end n'zoth saved my ass.
I played QR for a week straight until I realized how fucking stupid it was. I don't see the joy in it nor do I think Blizzard tested a thing before they released the expansion.
I imagine Brawl could at least delay your death a turn or two as Warrior, and a really good control warrior deck might be able to consistently have a fair game against Quest Rouge, but I don't have a clue.
Maybe Reno-lock could stand a chance, but I doubt it. anyways, you could put as many of these tech cards I mentioned above in a deck and start a Quest Rogue resistance!
CW isn't abysmal against QR, it's probably better than a lot of other control decks. I use dirty rats, stonehill defender to curve out better, one kokron (in lack of a decent mid-game weapon), double brawl and battle rage. All of those cards are good versus QR (if you draw heavy and he vanishes and you burn a lot, it doesn't really matter).
It's a very marginal matchup, you often have to poke face once with win-axe.
CW that curves out less well will probably be horrible, ala control priest.
The only statistics which matters is that this deck brought to legendary rank around 13 percent crystal rogue players (from all decks on legendary rank), ...
(Edited for conciseness and clarity) The Class/Archetype Distribution chart in Data Reaper Report #53 shows what people are playing by rank, not how they how they got there, so that 13% you saw in that chart isn't the number of players who got to legend by playing Crystal Rogue but just the number of people currently playing Crystal Rogue at legend. DataReaper doesn't track how people get to legend because they don't track anyone.
I absolutely understand that my 13 percent is not the amount of players who get to legend with Crystal Rogue but using common sense, do you think that these players get there to legend and switched to Crystal Rogue there? I would do exactly opposite because it is top 2 boring deck in hearthstone history or I would continue playing it all seqson to getbas high as possible, thus I think this amount can be even above 13 percent. I just cannot imagine anybody switching to this deck on legend rank from any other deck... Maybe i am wrong and lunatics like this are between us.
Do I think they switch to Crystal Rogue when they reach legend? Sure, it certainly is a possibility, particularly if they didn't make it to legend before the rise of the aggro and burn decks at the bottle neck to legend.
For most of June the R5-R1 ladder segment has had Token Shaman (11-13%), Token Druid (8-12%), Burn Mage (8-9%) with a bit of Pirate Warrior (7%) hanging around, all of which (about 35-45% of the R5-R1 ladder) are pretty good against Crystal Rogue in my understanding. Rogue is the 6th most played class right now in R5-R1.
If we accept that only the most skilled or dedicated players reach legend, then I don't see another explanation for the spike of Crystal Rogue at legend other than normal meta swings where people attempt to play to the meta and profit by countering the counter decks.
Earlier in June in report 52 Token Druid was the most played deck at legend with 15% while Crystal Rogue sat behind it at 12%. Now in report #53, Cyrstal Rogue is at 13% at legend while Token Druid is at about 12%.
Earlier in the thread I attributed the spike to an increase of greedy decks at legend, but I was mis-remembering the following quote from DataReaper report #53:
Class Frequency Discussion
Rogue, Rogue, Rogue. This is the answer to many questions that will rise from the data we’ve collected over the past week. Crystal Rogue’s numbers at legend have increased further and it has become the most popular deck at higher levels of play, a stark contrast from its numbers at the bottleneck to legend. Rogue’s numbers are a response to slow decks that attempted to battle the two popular board flooding archetypes of Shaman and Druid. Control Priest is the best example, as it has skyrocketed in its popularity at legend on the back of individual success from several players. Whenever a control deck rises in play, there is an immediate rise of Rogues to counter it.
What someone thinks is boring someone else might think is fun, it is altogether possible that these people see some potential in Crystal Rogue (otherwise why play it?). If you don't like it, no one is forcing you to play it, but it isn't all that unreasonable to think that people reacting to meta shifts might turn to it if the conditions were right and they had the quest, which is really the only important piece to the deck. This reminds me of discussions over why people play Aggro. Some people hate it with a passion, while other people like it. Some people like long games and other people just want to climb or win quickly. It all comes down to individual preference.
This reminds me of discussions over why people play Aggro. Some people hate it with a passion, while other people like it. Some people like long games and other people just want to climb or win quickly. It all comes down to individual preference.
The difference, of course, is that Aggro is merely a broad description of a playstyle that is inherent and inevitable in all CCGs, encompassing a wide variety of individual archetypes, whereas The Caverns Below is one specific card that created one specific archetype that many people find objectionable -- in fact, it goes against certain design objectives as stated by Blizzard in the past.
Aggro cannot be removed from the game, no matter how many people dislike it. Quest Rogue was intentionally and abruptly added and could easily be removed if Blizzard determined that it was doing more harm than good to the brand. (Cf. Yogg-Saron, Hope's End)
This reminds me of discussions over why people play Aggro. Some people hate it with a passion, while other people like it. Some people like long games and other people just want to climb or win quickly. It all comes down to individual preference.
The difference, of course, is that Aggro is merely a broad description of a playstyle that is inherent and inevitable in all CCGs, encompassing a wide variety of individual archetypes, whereas The Caverns Below is one specific card that created one specific archetype that many people find objectionable -- in fact, it goes against certain design objectives as stated by Blizzard in the past.
Aggro cannot be removed from the game, no matter how many people dislike it. Quest Rogue was intentionally and abruptly added and could easily be removed if Blizzard determined that it was doing more harm than good to the brand. (Cf. Yogg-Saron, Hope's End)
Sure, one is a specific card while the other is a broader archetype. In that respect they are different, but the conversations around those two topics (and others that people find objectionable) still seem pretty similar to me. If something is truly harmful, I would certainly hope Blizzard would do something about it, but like you said, Crystal Rogue was added intentionally, so it is probably here to stay for awhile.
The real issue I have with QRs is the fact they can use tokens to complete their quest.
There's two ways I'd like to see QR nerfed:
1) "Each minion gains x/x based on their Mana cost". For example, Patches becomes 2/2, Brewmaster becomes 5/4 and Flame Elementals become 2/3 (and Hexed minion becomes 1/2 Taunt & Polymorphed minion turns into 2/2, instead of 5/5). This way QR would become more of a Midrange deck, utilizing low-statted minions with strong effects (Acolyte of Pain, Twilight Summoner and such) with QR buff. This would slow the deck and steer it towards minion trading zoo-ish Rogue.
2) "Play four 2+ Mana minions with the same name". It's way too easy to fill the quest requirement even without Flame Elemental spam. You'd still have 5/5 Charges, but not so consistently on friken Turn 4.
My thoughts on the impact on the play-ability of the Crystal Rogue archetype after either change/nerf:
Option 1 as an adjustment has potential, as it gives Crystal Rogue a reason to run heavier cards such as Doppelgangster (three 7/7's for 5 mana) or Giants of any kind (Cavernlock with Molten Giant and taunts op!), but it won't change the nature of the match up much for their opponents because the best response to the threat of such value is still to go face because the longer the match goes, the more insane their minions could get. This highlights some of the concepts discussed in the article in my signature titled "Who is the Beatdown?" which loosely states that the deck with less value needs to play more aggressively in order to win before their opponent's value overcomes them.
Option 2 is just a nerf, so I don't have much to say here other than that I don't know how much this would actually slow the deck down. If it does slow it down, this makes the match up versus aggressive decks even more one-sided towards aggro and could conceivably help Control decks, though if it is a question of value vs aggression, Control decks that can't go aggressive will probably still struggle (see point above). Completion by turn 4 isn't as common as turns 5, 6, or 7 though if you look at the data collected by hsreplays.org. In the link below, look at the Quest Completion chart labeled 'Popularity' to see what I'm referring to: https://hsreplay.net/cards/41222/the-caverns-below/#tab=quest-completion
The latest DataReaper report indicated there was a large spike in Quest Rogue in Legend to counter all the greedy decks, so it would appear that you are seeing this, too. That being said, I think people are reacting to greedy decks by playing Quest Rogue rather than that being what they climbed to legend with. The bottleneck to legend is flooded with Token Shaman and Token Druid last I heard.
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
Proven how? Hasn't it always been the nature of the ladder meta that when a deck archetype becomes popular people attempt to counter it?
When it comes to ladder some people just want to climb as fast as possible, so aggro will always be around.
I just drop this here..I have put an Lorewalker Cho into my token shaman.. mainly as a mage counter and because I think he is kinda fun. But when I stumbled across the last two quest rogues it hit me..he is kind of an hilarious counter to the quest.
Last one was just one turn away from playing it..I fill up my board with the 5/5 taunt and tokens and drop down cho..gg :D
Brilliant use of Cho. Got any replays?
I've been wanting to make a fun Crystal Rogue with Cho where the whole point was to give a copy of the Core to your opponent but Cho does have practical potential as a quest counter.
That Cho idea is brilliant :)
That was a fairly interesting discussion by the way. For anyone else interested in reading that you can follow the link here to find it (link opens new window).
So I've been playing an odd quest rogue deck lately. I took out the charge minions and swapped in a bunch of elementals, including Servant of Kalimos. To be clear, the deck is a lot worse like this. Just had a game end when a Kazakus-Elemental mage couldn't fight through the 5/15 Orzuk I'd played when I broke the Ice Block, but I first completed the quest going into his turn 7 with a Bloodmage on the board, so he was able to start off on the right foot, and it was a long slog. Some games will just go nuts, I'll get the quest on turn 4 or whatnot, and it's a stomp. But it feels a lot more fair in general. When you don't have the insane burst potential of charge-bounce-charge, it's kind of a fun puzzle deck to play with.
That said, I'm totally in favor of altering The Caverns Below. It isn't necessarily that the deck is too strong in general, but that it's too strong in certain matchups, and a quest-complete always plays out the same way. Standard Cheap-and-Charge quest rogue has weak matchups with pretty much any aggro deck, and you can just get blown out very easily. However, this is matched by the polar opposite against a lot of slower decks, where your gameplan can't really be stopped. Meanwhile, there's the added weakness where all minions just become 5/5, so it doesn't really matter what they started as. There's no point in playing anything other than the cheapest and smallest minions, since everything becomes the same.
My fix: Cross Nether Portal with Addled Grizzly. Instead of a spell you can cheapen with Preparation, your reward would be a token you place on the board that creates an ongoing effect and fills a minion slot. Right there, this is two benefits. When you can prep out the quest reward, that's huge tempo and a problem. Having space only for 6 minions isn't as much of a drawback, but the deck can flood the board. That's the Nether Portal side. The Addled Grizzly side would change things from a straight "this is now a 5/5" into a buff applied on playing a minion, I'd think, say, +2/+2. This would weaken the charge burst potential by 20% to 40%, which is huge, on top of not immediately buffing minions already on the board. Throwing 3/3 and 4/3 chargers is a lot more manageable. However, something positive the change does is that it'd make some minions a lot stronger. Say you did run a full elemental package with Tol'Vir Stoneshaper and Tar Creeper--they'd now be 5/7 taunts, a stronger stat line. So there would now be an incentive to run an actual curve, with medium or even larger minions, since starting size would matter. Everyone's favorite (eyeroll) Stonehill Defender might make the cut. Meanwhile, you'd be able to silence or polymorph the buff away. All-in-all, such a rework might be too much of a nerf. You might still need to allow Preparation help, but if you aren't immediately buffing your on-board minions, that's probably fine.
Dirty Rat, Potion of Polymorph and Snipe all help. Even Ancestor's Call in Wild would work.
Priest has a few answers for after they complete the quest, from a Pint-Size Potion and Shadow Word: Horror combo, to Dragonfire Potion and Lightbomb also in Wild.
I imagine Brawl could at least delay your death a turn or two as Warrior, and a really good control warrior deck might be able to consistently have a fair game against Quest Rouge, but I don't have a clue.
Maybe Reno-lock could stand a chance, but I doubt it. anyways, you could put as many of these tech cards I mentioned above in a deck and start a Quest Rogue resistance!
Here's a replay I just had against a Quest Rogue with a Hunter deck: https://hsreplay.net/replay/HNMP2G2rEnAN249ULNih3N
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I played QR for a week straight until I realized how fucking stupid it was. I don't see the joy in it nor do I think Blizzard tested a thing before they released the expansion.
What someone thinks is boring someone else might think is fun, it is altogether possible that these people see some potential in Crystal Rogue (otherwise why play it?). If you don't like it, no one is forcing you to play it, but it isn't all that unreasonable to think that people reacting to meta shifts might turn to it if the conditions were right and they had the quest, which is really the only important piece to the deck. This reminds me of discussions over why people play Aggro. Some people hate it with a passion, while other people like it. Some people like long games and other people just want to climb or win quickly. It all comes down to individual preference.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I couldn't agree more.
The only time I win is by a lucky bad draw or mulligan on their part.
Otherwise it's concede by turn 2 so I'm not wasting my time with this bullshit.
Trump is the ABSOLUTE DISAAAASTERRRR...
there needs to be a card like this: 4 mana 4/3 "Battlecry: Reset your opponent's quest progress if it hasn't been completed."
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My thoughts on the impact on the play-ability of the Crystal Rogue archetype after either change/nerf:
Option 1 as an adjustment has potential, as it gives Crystal Rogue a reason to run heavier cards such as Doppelgangster (three 7/7's for 5 mana) or Giants of any kind (Cavernlock with Molten Giant and taunts op!), but it won't change the nature of the match up much for their opponents because the best response to the threat of such value is still to go face because the longer the match goes, the more insane their minions could get. This highlights some of the concepts discussed in the article in my signature titled "Who is the Beatdown?" which loosely states that the deck with less value needs to play more aggressively in order to win before their opponent's value overcomes them.
Option 2 is just a nerf, so I don't have much to say here other than that I don't know how much this would actually slow the deck down. If it does slow it down, this makes the match up versus aggressive decks even more one-sided towards aggro and could conceivably help Control decks, though if it is a question of value vs aggression, Control decks that can't go aggressive will probably still struggle (see point above). Completion by turn 4 isn't as common as turns 5, 6, or 7 though if you look at the data collected by hsreplays.org. In the link below, look at the Quest Completion chart labeled 'Popularity' to see what I'm referring to: https://hsreplay.net/cards/41222/the-caverns-below/#tab=quest-completion