I think it's a reasonable fix. I actually think if you make the first change (eliminating the charge issue), then the second change (eliminating preparation synergy) may not be necessary.
I think it's a reasonable fix. I actually think if you make the first change (eliminating the charge issue), then the second change (eliminating preparation synergy) may not be necessary.
Yep
I realized I misread what he had done - the prep synergy is still there. The Core spell just summons a "nether portal" minion now, which I kind of like.
I liked the idea of stealing cards from your opponents class better- fits the rogue theme. I would've preferred the "Play 4 cards not from your deck idea" better than replaying minions. The issue is that there are a lot of under 2 mana cards that are already over-valued compared to say 9 total stat card for 4 mana versus a 1 mana 3 statted card (basically pay a full mana more for the more expensive card). It's hard to say that 1 mana minions are imbalanced but it's true ASIDE from them being able to be 5/5. A 1 mana 1/1 charge is like a 1 mana bullet, but when it can be 5/5, it only takes a small amount of mana to do 30 damage (especially with 0 mana return card to hand with a 2 mana discount....). Maybe shadowstep is part of the issue? Could it be changed to 1 mana since it's giving a card to your hand a 2 mana discount Or make a minimum cost value for a minion be 1 from shadowstep (instead of 0).
1. Increase the amount of minions required to finish the quest to 5.
2. Enable the "Crystallized" enchantment that the reward provides to be overwritten by polymorph and silence effects.
Yeah, probably, especially silence. Right now as a quest rogue it's almost impossible to lose to any priest as long as you play around dragonfire potions a little.
Also it makes zero sense that those effect don't do anything to attack/health, but sunkeeper tarim does.
It'd be enough just increase the amount of minions needed for the Quest to be completed to 5, then the card would also be 5 (cost), 5/5 (minions) and 5 (to complete the Quest)
The deck isn't broken at all... It just feels really bad playing against it because it beats Control Decks but auto-loses to Aggressive Decks which means that you either feel totally helpless playing your Control Deck in a near impossible matchup - or you destroy it with a Aggressive Deck without needing to think because the best possible strategy 99% of the time is to just go face against Rogues.... :/
Sure, QR doesn't run any of those cards, but I think exceeding the 5/5 stat line is an interesting challenge and that wouldn't be possible with your version and would pigeon hole QR into using Charge - more on that in a second. This could be a buff for Enrage cards though:
Enrage cards such as Raging Worgen, Tauren Warrior, Amani Berserker, or Angry Chicken would be healed and become unenraged, though one could argue this is actually a buff for those cards because if they survived enemy damage from the opponent's turn they would get the benefit of the enrage and get healed at the end of the turn.
But what makes your version broken is the HEALING effect it has because it means damage less than 5 in a single turn is useless because it will be healed/erased at the end of the QR player's turn. This also means that you are letting QR make FREE trades against minions with 4 or less attack using undamaged minions or charge minions just played :
What the text you suggested essentially means is giving all of QR's minions the effect of this guy but at the end of your turn. That is broken.
The only change they should even consider is making the reward not count as a spell.
all the problems people have with this have to do with charge needing rework, but reworking charge means massive changes to certain classes or a concomitant reworking of burn spells.
The only change they should even consider is making the reward not count as a spell.
all the problems people have with this have to do with charge needing rework, but reworking charge means massive changes to certain classes or a concomitant reworking of burn spells.
I do feel that Preparation feels necessary against Aggro.
may be it should be "every minion you play get their health and attack set to 5" so polimorph and silence affect the buff
Would that really help any of the classes that are struggling? Transform effects and silence are all single target with the exception of Mass Dispel and the Kazakus 10 cost Mystic Wool spell.
Agreed. Blizzard has made a conscious effort to stop printing non-conditional charge minions. Yet in its current state, Rogues have access to four 1-mana 5/5 charge minions once the quest drops, and they're able to get even more value out of them by bouncing them back to their hand. This solves that problem (as well as not immediately converting cards that were on the board prior to playing the reward), but offers an olive branch by giving Rogues the ability to trade and get a full heal at the end of their turns.
Reasoning behind the change: http://www.dbltap.com/posts/5006250-the-fix-to-rogue-s-quest-reward-that-hearthstone-needs
Two things need to be done about it:
1. Increase the amount of minions required to finish the quest to 5.
2. Enable the "Crystallized" enchantment that the reward provides to be overwritten by polymorph and silence effects.
I think it's a reasonable fix.
I actually think it makes the card thematically better. The story of the Rogue's quest never made sense to me.
I liked the idea of stealing cards from your opponents class better- fits the rogue theme. I would've preferred the "Play 4 cards not from your deck idea" better than replaying minions. The issue is that there are a lot of under 2 mana cards that are already over-valued compared to say 9 total stat card for 4 mana versus a 1 mana 3 statted card (basically pay a full mana more for the more expensive card). It's hard to say that 1 mana minions are imbalanced but it's true ASIDE from them being able to be 5/5. A 1 mana 1/1 charge is like a 1 mana bullet, but when it can be 5/5, it only takes a small amount of mana to do 30 damage (especially with 0 mana return card to hand with a 2 mana discount....). Maybe shadowstep is part of the issue? Could it be changed to 1 mana since it's giving a card to your hand a 2 mana discount Or make a minimum cost value for a minion be 1 from shadowstep (instead of 0).
I agree with dormant card design, it is perfectly coherent with the effect, and it limits board presence by -1.
I am unconvinced with any other nerf proposed tho. Any of them is enough to make the card utterly unplayable.
It'd be enough just increase the amount of minions needed for the Quest to be completed to 5, then the card would also be 5 (cost), 5/5 (minions) and 5 (to complete the Quest)
The deck isn't broken at all... It just feels really bad playing against it because it beats Control Decks but auto-loses to Aggressive Decks which means that you either feel totally helpless playing your Control Deck in a near impossible matchup - or you destroy it with a Aggressive Deck without needing to think because the best possible strategy 99% of the time is to just go face against Rogues.... :/
A permanent Crystal Core would be fine, but that text is terrible and broken at the same time.
It is terrible because it makes the following cards terrible:
Sure, QR doesn't run any of those cards, but I think exceeding the 5/5 stat line is an interesting challenge and that wouldn't be possible with your version and would pigeon hole QR into using Charge - more on that in a second. This could be a buff for Enrage cards though:
But what makes your version broken is the HEALING effect it has because it means damage less than 5 in a single turn is useless because it will be healed/erased at the end of the QR player's turn. This also means that you are letting QR make FREE trades against minions with 4 or less attack using undamaged minions or charge minions just played :
What the text you suggested essentially means is giving all of QR's minions the effect of this guy but at the end of your turn. That is broken.
The only change they should even consider is making the reward not count as a spell.
all the problems people have with this have to do with charge needing rework, but reworking charge means massive changes to certain classes or a concomitant reworking of burn spells.
I prefer how Kibler changes the quest
may be it should be "every minion you play get their health and attack set to 5" so polimorph and silence affect the buff
Agreed. Blizzard has made a conscious effort to stop printing non-conditional charge minions. Yet in its current state, Rogues have access to four 1-mana 5/5 charge minions once the quest drops, and they're able to get even more value out of them by bouncing them back to their hand. This solves that problem (as well as not immediately converting cards that were on the board prior to playing the reward), but offers an olive branch by giving Rogues the ability to trade and get a full heal at the end of their turns.
http://www.hearthpwn.com/search?search=nerf rogue quest