Quest Rogue dumpsters control and gets dumpster'd by aggro. The deck limits the archetypes available and the expectations of the game. Right now in hearthstone, the match is decided based on what archetype you select ( control, aggro, or quest rogue.) It's rare to play a game where your decisions and resource management matter. That's the problem Quest Rogue creates. It creates the issue of "what should I queue up with?" Right now to climb ladder, you need a control, aggro, and quest rogue deck. Then you alternate your deck depending on what you're facing the most. It polarizes the game and we're pretty much playing rock-paper-scissors. Card games are generally more enjoyable when you have to think about decision making in-game-- not decision making of what to queue.
Except that midrange Druid is one of the most successful decks in the meta, and stands only to grow in power post nerf to Paladin and Warlock. And I'm sorry, but you basically just said that Quest Rogue conforms to the mid-range archetype of getting smoked by aggro and rolling control. So one more time, what's so out of proportion, un-fun or ridiculous about this archetype? It's literally holding the same position, with a lower win-rate than Spiteful Druid. (Which, by the by, a 1 mana nerf isn't going to disturb nearly so badly as what's being done to the other 2 among the power 3 of the WW meta.)
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A never-Legend Dad who keeps making rank 2 or 1, but then sliding.
Rumbling around Gurubashi Arena. Shirvallah is the best loa. Go Tigers!
It was pretty obvious that the caverns below would be OP when it came out, and it was. Then they nerfed it to need 5 minions. I assumed that everybody would still be using the deck, but it disappeared overnight. Then people figured out what they should have already seen, and that's that the deck was STILL too strong. And now the card is nerfed again. And it's STILL playable, but I think it might be balanced this time.
Unless you're a priest. Then you're just screwed, lol. All 4 attack minions all day long...
IMO quest rogue is mistake and should be remove from game
Polarized deck like this is extremely hard to nerf because it not OP(winrate),just unfun and too uninteractive when play against. It will always end up with still playable (top tier) or garbage deck,no middle ground here
It was pretty obvious that the caverns below would be OP when it came out, and it was. Then they nerfed it to need 5 minions. I assumed that everybody would still be using the deck, but it disappeared overnight. Then people figured out what they should have already seen, and that's that the deck was STILL too strong. And now the card is nerfed again. And it's STILL playable, but I think it might be balanced this time.
Unless you're a priest. Then you're just screwed, lol. All 4 attack minions all day long...
No. It wasn’t very good after the nerf. It was too vulnerable to slightly slower decks that could be somewhat aggressive as it often quite often took another turn (or more with bad draws) to get your quest out.
It is a lot better in witchwood because it got a huge buff in scalehide. Scalehide and a couple bounce effects heals you to full once the quest is complete. Letting you easily survive that extra turn or two until you kill the other guy.
Not sure about this nerf, though. It makes rogue more vulnerable to burn decks (priest is a huge beneficiary, another turn to draw mind blast and to play a pile of DK hero powers, tempo mage as well get the minion damage in early and another couple turns to get the fireball or pyro coup de grace) by taking an extra turn or two to kill their opponent due to the lower damage. And it is same for minion based decks if there is no scalehide available, but this hardly slows down the scalehide heal wagon.
It definitely needs a nerf, just not sure this is the right way to go about it. Not am I sure a better way to do so without completely gutting the card.
The first time this was nerfed I could almost understand it. Although I like Quest Rogue, it was too fast and aggressive. This second nerf feels wrong and out of place.
no, not official. It´s only my opinion. But i´m pretty sure about that. But it doesn´t matter, no one will dust the card, because its as strong as before. Nothing changed.
makes a huge difference when it comes to burst potential Previously they could realistically do 30 damage via Chargers and bouncers, even through taunt walls thanks to Vanish.
I wonder if people might try a more midrange approach that's more about board presence rather than pure face damage. Probably not though...
Well I did craft Sonya couple months ago for tempo rogue. I was at the brink of pushing the craft button for Zola, untill I decided to wait after potential nerfs. Thank god ;). Sonya might see play somewhere else.
The main problem is that the card itself forces the card choices, you can't go midrangey and control the board without a good bodied minion and well, 4/4 isn't really what i'd call a big body, and until you've finished the quest, a 1/1 until turn 7 isn't going to get you anywhere either
Good. Tar Creeper, Rotten Applebaum and even Sen'jin Shieldmaster will be able to trade better against the charge minions, so that in itself is a significant change. 4 attack also means youre required to bounce or play 2 more chargers compared to before the nerf, to take someone from 30 to 0 health, and thats before you factor in the potential for extra health through armor gain. The sum of all this i think makes the quest more balanced. I approve of the change.
A never-Legend Dad who keeps making rank 2 or 1, but then sliding.
Rumbling around Gurubashi Arena. Shirvallah is the best loa. Go Tigers!
It was pretty obvious that the caverns below would be OP when it came out, and it was. Then they nerfed it to need 5 minions. I assumed that everybody would still be using the deck, but it disappeared overnight. Then people figured out what they should have already seen, and that's that the deck was STILL too strong. And now the card is nerfed again. And it's STILL playable, but I think it might be balanced this time.
Unless you're a priest. Then you're just screwed, lol. All 4 attack minions all day long...
That face when you just made the card 2 weeks ago.
Cries in Anduin.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
IMO quest rogue is mistake and should be remove from game
Polarized deck like this is extremely hard to nerf because it not OP(winrate),just unfun and too uninteractive when play against. It will always end up with still playable (top tier) or garbage deck,no middle ground here
Will it see play, or is it best to get the full refund? Quest Rogue was/is great, but not that OP,
The first time this was nerfed I could almost understand it. Although I like Quest Rogue, it was too fast and aggressive. This second nerf feels wrong and out of place.
good, opened this in my last ungoro pack.. free 1600 dust
there will be no dust refund, they don´t change the card, they nerf Crystal Core, not Cavern Below
no, not official. It´s only my opinion. But i´m pretty sure about that. But it doesn´t matter, no one will dust the card, because its as strong as before. Nothing changed.
makes a huge difference when it comes to burst potential Previously they could realistically do 30 damage via Chargers and bouncers, even through taunt walls thanks to Vanish.
I wonder if people might try a more midrange approach that's more about board presence rather than pure face damage. Probably not though...
I tried having fun once. It was awful.
Well I did craft Sonya couple months ago for tempo rogue. I was at the brink of pushing the craft button for Zola, untill I decided to wait after potential nerfs. Thank god ;). Sonya might see play somewhere else.
The main problem is that the card itself forces the card choices, you can't go midrangey and control the board without a good bodied minion and well, 4/4 isn't really what i'd call a big body, and until you've finished the quest, a 1/1 until turn 7 isn't going to get you anywhere either
Good. Tar Creeper, Rotten Applebaum and even Sen'jin Shieldmaster will be able to trade better against the charge minions, so that in itself is a significant change. 4 attack also means youre required to bounce or play 2 more chargers compared to before the nerf, to take someone from 30 to 0 health, and thats before you factor in the potential for extra health through armor gain. The sum of all this i think makes the quest more balanced. I approve of the change.