Have you ever played against a quest rogue or multiple games in a row every game is the same ilthere is no interactivity rogue is just doing his thing and then kill you
Nerf has very little impact. This card ruins the meta. Forces everyone to play aggro to counter and kills the control meta. This card needs the War Commander treatment. Better yet remove it from the game already. This is the only nerf of the 6 cards where Blizzard has failed.
I hate quest rogue as much as the next guy, but it's wrong to act like you lost as soon as you queue a slow deck into quest rogue. I've seen plenty of warlocks beat quest rogue. I've beaten plenty of quest rogues with taunt druid. But yeah, I agree with your warsong comment.
I'm not wrong. It's like 80/20 and not in your favor. Sure you can get lucky by your opponent getting very bad draws and not bale to pull off the quest. This is not your typical match. Warlock has the best chance of the control decks to beat it. Again this forces people to play an aggro meta to beat both of these decks. It will force a burn mage meta as burn/tempo mage has a nigh win rate VS both of these decks.
I absolutely HATE Quest Rogue... but this nerf doesn't feel right. It should have been "Make the minions in your deck and hand 5/5". It would prevent bounce shenanigans with chargers, which is the real problematic part of the quest reward.
While they are at it, they should do away with the aura B.S. so that the 5/5s can be silenced.
I would have preferred a change like that as well. Or possibly "at the end of each turn set your minions attack and health to 5" so that the bounce cards aren't dead draws once quest is completed but you also can't hurl 1 mana 5 attack charge minions at your opponent's face.
That said at least they actually made a change. Wasn't at all convinced they do anything having already tried to re-balance quest once.
I don't see a reason to need that change to the quest, it has already been nerfed once and rightly so. I feel that the quest isn't OP as it was in it's original form and it gets rolled by aggro so it fits the ROCK>PAPER>SCISSORS of the meta.
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Courage is not the absence of fear, Courage is the presence of faith.
another card that falls victim to blizzard refusing to nerf charge..... R.I.P......... until when will we keep accepting fake positives becuause the politician named charge refuses even acknowledging those cards?
So yeah I love Rogue and therefore I love this deck. I believe it will still be viable but judging the overall winrate of the deck (slightly above 50%) there really was no reason to nerf it. This nerf is purely thanks to players who have no idea how to play against it. I believe I only lost once to a Quest Rogue and that was as a Quest Rogue with double Vanish in starting hand...
Thanks to the Paladin, Warlock and Spitefull nerfs it might even be a bit better.
Quest rogue is really good against any slow deck and it's not because people don't know how to play around it. You can kill people from 30 health through any amount of taunts because of vanish with quest rogue... There is no way to play around it other than pressuring them in the early game.
I will play quest rogue only to make control people that are happy about this nerf so disappointed showing to them that this is a stupid nerf. The quest will be still very strong against control but even weaker against aggro. Stupid stupid nerf! Blizzard was too lazy to search a solution for that.
Terrible Nerf. The issue with Quest Rogue is that it turns Hearthstone into a rock-paper-scissors game where the outcome of the match is determined based on what archetype you decided to queue with rather than the decisions you make in-game. Control Warlock ( Rock), Quest Rogue ( Paper), and Even Paladin ( Scissors.)
Control Warlock beats Even Paladin. Even Paladin beats Quest Rogue. Quest Rogue beats Control Warlock.
Vicious Scalehide and Sonya are part of the problem. With minions at 4/4 with Crystal Core, Priest's DK does nothing-- not that it helped much before. With Sonya, now Scalehides trade better into Primordial Drakes making a frequently used taunt worse. Not sure if Blizzard thought much about this. Nerf should have increased needing to play 7 minions to counter greedy control "exodia" decks while lowering it's ability to stall against mid-range decks. Right now, Quest Rogue is an "exodia" deck that also beats "exodia" decks while contending against mid-range-- really silly.
Nothing feels worse than a bunch of 1-mana cost Boars and Deckhands getting vanished/shadowstepped to blast away opponents to oblivion allotting zero counter play. Overall, the nerf just allowed surviving an extra turn against the inevitable burst.
With Call to Arms-- one of the biggest counters to Quest Rogue being nerfed, it will be interesting to see how this plays out. Perhaps more aggressive mid-range decks revolving around Mage and Hunter could be introduced. I'd like to see Blizzard implement buffs to new Witchwood cards not only just nerfs. The most played decks may have 1-2 Witchwood cards if they have any at all, which is sad. Unfortunately, at this point, HS is showing to be pretty stale with the rock-paper-scissors format. I miss the days of decision making that you only get in 1 out of 20 games today.
Overall, if a card needs to be nerfed twice, it should probably be nerfed into oblivion on the second round. Will be funny when this card gets nerfed a 3rd time-- shows a lack of thought from Blizzard. Blizzard needs to understand when cards move out of standard and they replace those cards with minions that have "Rush" tags and spells that have "Damage a minion" that they're slowing down the pace of the game. Meaning Quest Rogue needs to be seriously looked at. As someone else mentioned, I'll be playing Quest Rogue as well until it actually receives it's deserved nerf.
big effin lol, this card got 2 nerfs and it still means that if u are playing a Control deck u should auto concede on turn 1 cause its still op as shit. Plus its the only card here to have a majority of "No" votes for the quality of the nerf and thats because ppl still think its an oppressive deck and the worst designed card in HS history, as the Rogue can still flood and bounce around 4\4 charge minions. u have 30 health not 60 Blizzard.
So yeah I love Rogue and therefore I love this deck. I believe it will still be viable but judging the overall winrate of the deck (slightly above 50%) there really was no reason to nerf it. This nerf is purely thanks to players who have no idea how to play against it. I believe I only lost once to a Quest Rogue and that was as a Quest Rogue with double Vanish in starting hand...
Thanks to the Paladin, Warlock and Spitefull nerfs it might even be a bit better.
Everyone knows how to "play against it". The problem is is that unless your deck is aggressive or has some semblance of tempo, you just physically can't. It's the epitome of rock-paper-scissors, insta-lost to aggro, insta-win to control. And it's totally uninteractive, and uninteresting to play against. It's a deck that, regardless of win-rate, is not good for the game.
It's fine for a deck to be good against some types and bad against others. It's not good for it to be insanely good against 2/5's of the decks and insanely bad against 2/5 of the other.
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Have you ever played against a quest rogue or multiple games in a row every game is the same ilthere is no interactivity rogue is just doing his thing and then kill you
Good. Creates more awkward trades in a Tar Creeper/Rotten Applebaum meta. Hopefully it just goes away entirely, but I'll take what I can get.
Time to disenchant this... the second time.
Blizzard you fools. This nerf just makes the Quest Rogues stronger against Priests! This doesn't stop them at all!
Doubt it will survive this nerf.
Second nerf and it still needs to be nerfed.lol
Best quotes:
"Casual is perfectly fine"
"warlock is not overpowered"
"Playing odd paladin just to test it"
I don't see a reason to need that change to the quest, it has already been nerfed once and rightly so. I feel that the quest isn't OP as it was in it's original form and it gets rolled by aggro so it fits the ROCK>PAPER>SCISSORS of the meta.
Courage is not the absence of fear, Courage is the presence of faith.
in my opinion this is balanced right now.If this would be 3/3 instead of 4/4, it would totally be garbage.
It seems useless now lul, gonna dust it
another card that falls victim to blizzard refusing to nerf charge..... R.I.P......... until when will we keep accepting fake positives becuause the politician named charge refuses even acknowledging those cards?
I will play quest rogue only to make control people that are happy about this nerf so disappointed showing to them that this is a stupid nerf. The quest will be still very strong against control but even weaker against aggro. Stupid stupid nerf! Blizzard was too lazy to search a solution for that.
So basicly
Patches walks into a bar, Ben Brode is the bartender, Patches orders "One berrrr". "How much?" He asks. "NO Charrrge", Ben responses.
Terrible Nerf. The issue with Quest Rogue is that it turns Hearthstone into a rock-paper-scissors game where the outcome of the match is determined based on what archetype you decided to queue with rather than the decisions you make in-game. Control Warlock ( Rock), Quest Rogue ( Paper), and Even Paladin ( Scissors.)
Control Warlock beats Even Paladin. Even Paladin beats Quest Rogue. Quest Rogue beats Control Warlock.
Vicious Scalehide and Sonya are part of the problem. With minions at 4/4 with Crystal Core, Priest's DK does nothing-- not that it helped much before. With Sonya, now Scalehides trade better into Primordial Drakes making a frequently used taunt worse. Not sure if Blizzard thought much about this. Nerf should have increased needing to play 7 minions to counter greedy control "exodia" decks while lowering it's ability to stall against mid-range decks. Right now, Quest Rogue is an "exodia" deck that also beats "exodia" decks while contending against mid-range-- really silly.
Nothing feels worse than a bunch of 1-mana cost Boars and Deckhands getting vanished/shadowstepped to blast away opponents to oblivion allotting zero counter play. Overall, the nerf just allowed surviving an extra turn against the inevitable burst.
With Call to Arms-- one of the biggest counters to Quest Rogue being nerfed, it will be interesting to see how this plays out. Perhaps more aggressive mid-range decks revolving around Mage and Hunter could be introduced. I'd like to see Blizzard implement buffs to new Witchwood cards not only just nerfs. The most played decks may have 1-2 Witchwood cards if they have any at all, which is sad. Unfortunately, at this point, HS is showing to be pretty stale with the rock-paper-scissors format. I miss the days of decision making that you only get in 1 out of 20 games today.
Overall, if a card needs to be nerfed twice, it should probably be nerfed into oblivion on the second round. Will be funny when this card gets nerfed a 3rd time-- shows a lack of thought from Blizzard. Blizzard needs to understand when cards move out of standard and they replace those cards with minions that have "Rush" tags and spells that have "Damage a minion" that they're slowing down the pace of the game. Meaning Quest Rogue needs to be seriously looked at. As someone else mentioned, I'll be playing Quest Rogue as well until it actually receives it's deserved nerf.
I still can't imagine how the original card was every printed. They should have just finally killed this card.
big effin lol, this card got 2 nerfs and it still means that if u are playing a Control deck u should auto concede on turn 1 cause its still op as shit. Plus its the only card here to have a majority of "No" votes for the quality of the nerf and thats because ppl still think its an oppressive deck and the worst designed card in HS history, as the Rogue can still flood and bounce around 4\4 charge minions. u have 30 health not 60 Blizzard.
NERF it AGAIN!!!!!!!!