There should be additional nerf to all cheap charge minions or card which punishes decks playing 1-3 mana cost minions.
Ok about the charge bit but, about the 2nd half of your sentence: did you mean
There should be additional nerf to [...] card which punishes decks playing 1-3 mana cost minions, or
There should be [...] card which punishes decks playing 1-3 mana cost minions?
If you meant the latter, there are enough of those already, Potion of Madness being the major culprit. If they added more of those, not only QR but also other classes' decks would suffer, with further imbalance.
2. Quest rogue will adapt to a slower playstyle: There may be some new variations on the quest. Perhaps some value-based one that focuses on bouncing Swash and/or creating Hucksters. Maybe some variations will include Shadowcaster or Gang Up in Wild. Value machines like Moroes could come back as well. We could also see less bouncing for the sake of bouncing and more bouncing on powerful battlecries. Perhaps even a C'Thun variant might come into play.
Ah yeah, I'm totally going to try to combine quest rogue with C'thun now. I really hope this nerf results in your second predicted outcome. More variety in quest rogue would breathe life into it for me; as it stands now the deck is stale as old crackers.
Why just this one 3 months later? Why no adjustments to the quests that suck to make them playable? Because they're lazy and what they're doing to QR is only because it affects something they've got planned for next expansion that would make QR even worse. Won't take you all long to figure out what it is once they start revealing cards in a few weeks.
Perhaps even a C'Thun variant might come into play.
Sorry, but no one is playing a 5/5 C'Thun!
LOL, I think the idea is to play your C'thun before you play your completed quest card. It'd definitely be a slower quest rogue deck, focused around bouncing cards that apply mean buffs to C'thun, then finish out with an army of 5/5 once C'thun is exhausted. That how it plays out in my mind anyway, don't know if this has actually been tried by anyone.
Perhaps even a C'Thun variant might come into play.
Sorry, but no one is playing a 5/5 C'Thun!
LOL, I think the idea is to play your C'thun before you play your completed quest card. It'd definitely be a slower quest rogue deck, focused around bouncing cards that apply mean buffs to C'thun, then finish out with an army of 5/5 once C'thun is exhausted. That how it plays out in my mind anyway, don't know if this has actually been tried by anyone.
I don't even remotely see this happening at all. I have tried to make a controlish Quest Rogue and it wasn't possible with 4 bouncers let alone 5. The bounce cards are TERRIBLE and basically you need to survive 5,6,7 dead draws in your hand. I made an N'Zoth Quest Rogue and the bounce cards are just too hard to overcome, especially since Rogue has 0 heal.... Maybe in the next expansion, but I don't see it.
So, the theory that the nerf is not due to the deck's OP-ness but to other reasons may have some substance, IMHO.
Anyway, I'm OK with the change... even if it wasn't the deck I hated the most to face, and there might be more broken things to fix.
I knew this card will be nerfed first day of expansion and I crafted it first day. It basically killed all other quests. There is nothing surprising here, really.
Congrats for your clairvoyance, then. But even if you were right about QR killing "all other quests", it didn't kill "all other decks". Like stated already by several people, QR wasn't that OP in general, so the nerf wasn't so undoubtedly warranted. QR merely served a role, that is, to keep in check some sort of decks. That's hardly a bad thing in and by itself, though it may have gone a bit out of control... in hindsight.
Perhaps even a C'Thun variant might come into play.
Sorry, but no one is playing a 5/5 C'Thun!
LOL, I think the idea is to play your C'thun before you play your completed quest card. It'd definitely be a slower quest rogue deck, focused around bouncing cards that apply mean buffs to C'thun, then finish out with an army of 5/5 once C'thun is exhausted. That how it plays out in my mind anyway, don't know if this has actually been tried by anyone.
I don't even remotely see this happening at all. I have tried to make a controlish Quest Rogue and it wasn't possible with 4 bouncers let alone 5. The bounce cards are TERRIBLE and basically you need to survive 5,6,7 dead draws in your hand. I made an N'Zoth Quest Rogue and the bounce cards are just too hard to overcome, especially since Rogue has 0 heal.... Maybe in the next expansion, but I don't see it.
I see, that sucks. Did you try in wild or just in standard? I wonder if a control quest rogue would work with the addition of something like Gang Up.
Or you know, just wait for the next expansion and see what happens. It's coming soon anyway. ¯\_(ツ)_/¯
And another card that falls victim to the stupid charge mechanic....
Bad change, why? thy nerf an interesting card wihout fixing the actual vicsious mechanic that plagues Hearthstone: Charge, so basically they get rid of the quest but we still have to deal with Pirate warriors and chargin murlocs killing us on turn 3....., if they nerfed charge it would be way way way better for the ga,me
And to those idiots saying that this nerf will make other quests viable, Wake up you idiots!, Pirate warrior and charge have not been enrfed, you'll still die in turn 3 or 4 when playing quests decks thanks to the stupid charge mechanic ruining cards and fun again.
JUST NERF CHARGE ALREADY BLIZZARD HOW HARD IS IT?????!!!!
While I can see the description of Crystal Rogue as an Aggro deck that 'never' ran out of steam, I preferred to look at it as a faster Value-based Control deck, which I feel better explains why slower Control decks struggled against it - the deck with more value has the higher likelihood of winning the longer the game goes.
Quest Rogue is still meant to destroy slower decks. They're not trying to change that. What they're trying to do is make it so it can't compete against faster decks by playing useless tokens.
They aren't changing the nature of the match ups, that is for sure - it will still be a face race, with Aggro getting even more of a head start. Control decks which want to sit back and react to stuff will still need to hit their board clears, so not much really changes for them if they aren't applying pressure on their Crystal Rogue opponent.
Perhaps even a C'Thun variant might come into play.
I tested this shortly after the release, C'Thun is a 10 mana 5/5 after the Crystal Core is down. Once on the field he would be buffed liked normal, but you'd need to cheat him onto the battlefield with Alarm-o-Bot to have enough mana to buff him on the board, otherwise it is fairly easy to remove. Not worth playing imo.
@ LuckyOwl, didn't try it in wild and that could be a possibility as gang up is FAR better than the bounce cards. It still might be too slow or at least not very useful. Pretty much put this way, if you can play 5 copies of Reno, you probably won already LUL! The quest card would be a "win more" card. But hopefully I'm wrong!
Very happy with these changes. While I can agree that Quest Rogue wasn't a problem because of it's winrate, it was a problem because it created a very polarized game state that was often very negative for some players (regardless of who won). I'm excited to see how the meta shifts in response.
During the first turns quest rogue does nothing in respect to the board... Afterwards they clean the board and start hitting the face... It feels like a mtg combo deck. So in my oppinion a viable deck should either kill it in the rogues first phase transitioning in its second or it should create a board where the rogue player needs a lot if ressources to fight back. If the deck can't then it is just not good enough...
The meta is not defined by rogue quest!
So nerving this card will just kill diversity. I really dont like the nerf since it just vanishes an archetype of deck.
It remembers me a lot to the grim patron nerf which was just needles!
I also lost to quest rogue but i also won against. But i never had the request of a nerf because i saw them:
- Defining the meta
- performing very well
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Why just this one 3 months later? Why no adjustments to the quests that suck to make them playable? Because they're lazy and what they're doing to QR is only because it affects something they've got planned for next expansion that would make QR even worse. Won't take you all long to figure out what it is once they start revealing cards in a few weeks.
Awesome news!
I'm a big control fan, and it will be awesome to get a chance to run my expensive as hell Ramp Druid again...lol! \o/
http://www.hearthpwn.com/decks/855371-testdr1ves-ramp-druid
For Fucks Sake!!! Finally!!! Praise Yogg!!!
Less people will play it, because many people want 1600 dust instead of it
"Sit and come relax, riddle off the mac. It's the patch."
And another card that falls victim to the stupid charge mechanic....
Bad change, why? thy nerf an interesting card wihout fixing the actual vicsious mechanic that plagues Hearthstone: Charge, so basically they get rid of the quest but we still have to deal with Pirate warriors and chargin murlocs killing us on turn 3....., if they nerfed charge it would be way way way better for the ga,me
And to those idiots saying that this nerf will make other quests viable, Wake up you idiots!, Pirate warrior and charge have not been enrfed, you'll still die in turn 3 or 4 when playing quests decks thanks to the stupid charge mechanic ruining cards and fun again.
JUST NERF CHARGE ALREADY BLIZZARD HOW HARD IS IT?????!!!!
While I can see the description of Crystal Rogue as an Aggro deck that 'never' ran out of steam, I preferred to look at it as a faster Value-based Control deck, which I feel better explains why slower Control decks struggled against it - the deck with more value has the higher likelihood of winning the longer the game goes.
Awesome nerf, Blizzard. Glad you didn't wait any longer.
@ LuckyOwl, didn't try it in wild and that could be a possibility as gang up is FAR better than the bounce cards. It still might be too slow or at least not very useful. Pretty much put this way, if you can play 5 copies of Reno, you probably won already LUL! The quest card would be a "win more" card. But hopefully I'm wrong!
@janhorak2000, Mana Wraith and Nerub'ar Weblord interact with the cost of your opponent's minions.
Best news i got in a long time! God Bless!
Very happy with these changes. While I can agree that Quest Rogue wasn't a problem because of it's winrate, it was a problem because it created a very polarized game state that was often very negative for some players (regardless of who won). I'm excited to see how the meta shifts in response.
They interact with the cost though, which is the main point I thought you were making.
During the first turns quest rogue does nothing in respect to the board... Afterwards they clean the board and start hitting the face... It feels like a mtg combo deck. So in my oppinion a viable deck should either kill it in the rogues first phase transitioning in its second or it should create a board where the rogue player needs a lot if ressources to fight back. If the deck can't then it is just not good enough...
The meta is not defined by rogue quest!
So nerving this card will just kill diversity. I really dont like the nerf since it just vanishes an archetype of deck.
It remembers me a lot to the grim patron nerf which was just needles!
I also lost to quest rogue but i also won against. But i never had the request of a nerf because i saw them:
- Defining the meta
- performing very well