If the deck get consistently 40% of presence spread all over the ladder it's higly probable it will be nerfed. Said so guys if you want quest rogue to be nerfed play quest rogue (90% sarcastic 10% :thinking: ) .
Anyway I asked myself there's place in the real meta, that comes in 2 weeks, for pirate warrior and quest rogue? This could have an answer only if that meta will have a staple anti pirate deck (that seems pretty probable) at that point Pirate beat Rogue that win against Anti Pirate that win vs Pirate. Now in this scenario seems like curveHunter will be the best deck in the meta.
Advices to play vs quest rogue: whatever deck you play, play as beatdown, use your deck with an aggro mindset so mulligan accordingly. If your deck has a really slow win condition you are just doomed.
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Advices to play vs quest rogue: whatever deck you play, play as beatdown, use your deck with an aggro mindset so mulligan accordingly. If your deck has a really slow win condition you are just doomed.
This is why people are upset. They theorycrafted some greedy deck, it gets beat by aggo (Quest Rogue being a very aggressive combo deck). Quest rogue becomes popular because of so many people trying weak decks that it exploits. Will quest rogue continue to be powerful when the meta settles? I believe so (I predicted it to be one of the strongest decks actually), but I think as more and more counters show up for it, less will play it and so even though it will be powerful, you won't see as much of it. The reason Pirate Warrior will still be played is not only because of how powerful it is, but how quick it is.
Advices to play vs quest rogue: whatever deck you play, play as beatdown, use your deck with an aggro mindset so mulligan accordingly. If your deck has a really slow win condition you are just doomed.
This is why people are upset. They theorycrafted some greedy deck, it gets beat by aggo (Quest Rogue being a very aggressive combo deck). Quest rogue becomes popular because of so many people trying weak decks that it exploits. Will quest rogue continue to be powerful when the meta settles? I believe so (I predicted it to be one of the strongest decks actually), but I think as more and more counters show up for it, less will play it and so even though it will be powerful, you won't see as much of it. The reason Pirate Warrior will still be played is not only because of how powerful it is, but how quick it is.
There are many reason why people here are upset here and most of those don't really involve hearthstone. Cough cough wink wink.
For what I see pirate warrior yes still a good deck but it will not have such an easy life like was before; I've some doubts even about it to be the best aggro deck I want to see more aggro druid to make a good evaluation.
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Certain decks are good against other decks and bad against others. If you are going up against quest rogue 27 times and losing every single time, you either have a trash deck or just need to adjust to the meta. Mid-range hunter and discolock are good decks against rogue if you like faster decks. Just build up your board while the rogue wastes time completing the quest, keep it clear and then hit face. If you want a slower deck, go with handlock or taunt warrior. Same as before, keep board clear of minions before the quest can be played, throw down some big taunts until they run out of cards, and keep hitting face until they die. Quest Rogue isn't some horrible, unbeatable monstrosity, your deck is probably just weak against it.
I think you are missing the point. Yes you can beat Quest Rogue either by going full agro or taunt wall, but only a few classes can do this regularly, and even among those the archetypes are limited by QR to the types that can beat QR. It's severely hampering the meta as a result. My last game as QR, I had four 5/5 chargers and a weapon on turn four. That's obviously broken.
I'm not missing the point, I'm just explaining how metas work. One deck seems very good, it is played a lot, very frequently and players win with it. Because of this, other players figure out decks that do well against it (ie the ones I mentioned) or tech cards that can hard counter it (dirty rat) and end up playing them. As a result, the deck becomes less popular
It doesn't work that way in Hearthstone. You tech in dirty rat and endup playing 5 exodia mages in a row. The "meta" concept doesn't hold water at a personal level if you do not play hundreds of games, statistical anomalies do make an average but still remain statistical anomalies when you play, say, 5 games a day like most people. "The meta" isn't what you see. You have zero way to prepare against deck X, chiefly because given the size of the player pool deck X might actually not be what you encounter when you play "anti deck X" deck. That's why counters like eater of secrets aren't played and why a ladder in Bo1 is not very reliable. Dirty rat is only really good in warrior because you can brawl/shield slam afterwards if you pull a big one. Tournaments are a whole other story, but tournaments aren't what the player base is playing, overall. Tournament play is a pretty nice experience, and it seems Blizzard does everything thinking ony of them. And even then there is a ban rule that allows for tournament players to tailor a strategy, which ladder player can't do.
After a couple of days, I've had better luck against this deck. Dirty rat can utterly ruin it, and the deck itself doesn't have that many minions or great card draw. Even after the quest is completed, a good board clear can win the game for you. One or two 5/5's isn't THAT crazy to handle in the late game if you can control it to that.
Certain decks are good against other decks and bad against others. If you are going up against quest rogue 27 times and losing every single time, you either have a trash deck or just need to adjust to the meta. Mid-range hunter and discolock are good decks against rogue if you like faster decks. Just build up your board while the rogue wastes time completing the quest, keep it clear and then hit face. If you want a slower deck, go with handlock or taunt warrior. Same as before, keep board clear of minions before the quest can be played, throw down some big taunts until they run out of cards, and keep hitting face until they die. Quest Rogue isn't some horrible, unbeatable monstrosity, your deck is probably just weak against it.
I think you are missing the point. Yes you can beat Quest Rogue either by going full agro or taunt wall, but only a few classes can do this regularly, and even among those the archetypes are limited by QR to the types that can beat QR. It's severely hampering the meta as a result. My last game as QR, I had four 5/5 chargers and a weapon on turn four. That's obviously broken.
I'm not missing the point, I'm just explaining how metas work. One deck seems very good, it is played a lot, very frequently and players win with it. Because of this, other players figure out decks that do well against it (ie the ones I mentioned) or tech cards that can hard counter it (dirty rat) and end up playing them. As a result, the deck becomes less popular
It doesn't work that way in Hearthstone. You tech in dirty rat and endup playing 5 exodia mages in a row. The "meta" concept doesn't hold water at a personal level if you do not play hundreds of games, statistical anomalies do make an average but still remain statistical anomalies when you play, say, 5 games a day like most people. "The meta" isn't what you see. You have zero way to prepare against deck X, chiefly because given the size of the player pool deck X might actually not be what you encounter when you play "anti deck X" deck. That's why counters like eater of secrets aren't played and why a ladder in Bo1 is not very reliable. Dirty rat is only really good in warrior because you can brawl/shield slam afterwards if you pull a big one. Tournaments are a whole other story, but tournaments aren't what the player base is playing, overall. Tournament play is a pretty nice experience, and it seems Blizzard does everything thinking ony of them. And even then there is a ban rule that allows for tournament players to tailor a strategy, which ladder player can't do.
Wait, you're complaining about teching Dirty Rat for Quest Rogue and playing against Quest Mage instead when Dirty Rat is even better vs Quest Mage than it is vs Quest Rogue ... what? The metagame isn't difficult to figure out, Quest Warrior turned all of Warrior's minions into Taunt without losing value in the control mirror because they activate your win condition, so it's basically Quest Warrior with 2xDirty Rat vs the rest of the metagame and everyone has to gamble on whether or not they mulligan for Pirate Warrior too. This is why you see people playing Miracle Rogue instead of Quest Rogue at legend, Quest Rogue is just a deck that shits all over anything fair but has an unfavourable match up vs Pirate Warrior. I think the big problem with the metagame is that they conslidated the only viable form of control and aggro into Warrior with the Magma Giant nerf and Power Overwhelming rotation, not to mention Priest and Hunter generally sucking, and you've just got this awful meta of Pirate Warrior going face, Control Warrior playing taunt after taunt, Quest Mage Freezing everything and Quest Rogue just being this weird hybrid combo, aggro value deck that puts any other dark horses out to pasture. Every viable deck is basically the decks with the least interactive strategy possible, it feels like Combo WInter from MTG all over again.
Odd thread, since Pirate Warrior is one way to beat that deck. If they really want the game to be over by turn 5 they need to give other classes tools so they can participate.
I was an advocate for the Rogue Quest pre-release and still love it, but it does need a nerf. The quest is by far the easiest to complete and doesn't even require luck or RNG typically to do it. Bump the number of summons to either 5 or 6, hard to say which is the right number, but it's probably 6 to make the quest a bit more fair. The reward shouldn't change.
Also revert Molten Giant back to 20 mana, it's literally unplayable and without Reno, there's no reason this card shouldn't be able to see play. It was too powerful when you could drop it and then heal back to full, but that's not possible in standard anymore. Revert it and give another tool to punish aggro decks.
The quest is by far the easiest to complete and doesn't even require luck or RNG typically to do it.
Are you kidding me?
No? You literally only need to draw 3 bounce cards, or 2 bounce cards and 2 of the same card, and with a card like Mimic Pod, that becomes even easier. The quest needs to be a little slower to complete to make it on par with the other quests.
PW and rogue are not the same. PW was the worst, but rogue quest is bad for different reasons. PW was just too strong, and 1. we didn't have the tools to beat it, 2. you had to draw near perfect to beat an average draw from them, and even a perfect draw by you wouldn't stop it sometimes, and 3. it required 0 brains to play, you basically (almost) always went face.
I've been playing rogue quest mainly because that's the epic I got. It at least requires some thought to play (some, not a whole lot though). The problem with it is that you are playing your own game, and the opponent can't do anything about it. The game is to bounce your players back 4 times, and you pretty much don't care what the opponent is doing. And the opponent generally can't do anything about what you are doing, unless you're an idiot and leave your bouncing minion out on the board. He does your stuff, you do yours, and at turn 5 or 6 we'll see where we are. It's not interactive at all.
The other problem is that it isn't necessarily easily countered. Dirt Rat works, obviously, but some decks can't tech that card in and doesn't fit what they want to do. You can try to out rush them, but pushing the meta to be more aggro is not what we want either. Basically, the only way to top it is to be all-control or all-aggro, which basically means any other mid-range/tempo-ish deck really has no chance. And that's the biggest problem, it can be countered, but only by extreme decks that a lot of people might not want to play.
Obviously it's way too early to decide what needs to be done about it, though. Maybe something will come along, but of course, that just might be a worse deck for all we know.
I think the real problem is that it's just not fun. It's not fun as the player (imo), and it's not fun for the opponent. It feels like a Tavern Brawl gimmick ... and it'll get really old, really fast. Miracle rogue is (was) much more interesting.
In fact, I think all the quests are pretty dull (and, imo, a bad decision). They make the game very one dimensional. It might be a fairly balanced meta (when the dust settles) but it will be a long and dull one.
It seems I agree with LifeCoach. The developers consistently seem to nerf and destroy complex gameplay, rather than overpowered gameplay, as long as its simple. These quests are SUPER simple to achieve and are really powerful. There is nothing to them.
The rogue quest should work like the druid quest in that only minions in your deck get permanent 5/5 stats, not minions in play or in your hand. It's very inconsisten that other classes like druid or hunter need to finish their quest and THEN start drawing cards as fast as possible to get value while rogue just finishes the quest and almost instantly gets value.
i played 5 matches this morning as quest rogue. i am contributing to the cancerous cause. hahah
even if the quest rogue is op, that still doesn't help you if you got a shit opening hand, and play first. it's still a bugbear in this game how you often never recover from a bad opening hand/even worse mull.
The rogue quest should work like the druid quest in that only minions in your deck get permanent 5/5 stats, not minions in play or in your hand. It's very inconsisten that other classes like druid of hunter need to finish their quest and THEN start drawing cards as fast as possible to get value while rogue just finishes the quest and almost instantly get value.
That does make some sense, I think it's a bit ridiculous that you can be devolved or Poly effected and still have a 5/5.
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I play quest rogue with an all-murloc deck. I can only make it work about half the time, but it's both fun and not obnoxious.
If the deck get consistently 40% of presence spread all over the ladder it's higly probable it will be nerfed. Said so guys if you want quest rogue to be nerfed play quest rogue (90% sarcastic 10% :thinking: ) .
Anyway I asked myself there's place in the real meta, that comes in 2 weeks, for pirate warrior and quest rogue? This could have an answer only if that meta will have a staple anti pirate deck (that seems pretty probable) at that point Pirate beat Rogue that win against Anti Pirate that win vs Pirate. Now in this scenario seems like curveHunter will be the best deck in the meta.
Advices to play vs quest rogue: whatever deck you play, play as beatdown, use your deck with an aggro mindset so mulligan accordingly. If your deck has a really slow win condition you are just doomed.
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Too far away from Pirate warrior.
Dr7 its back!
It has been really nice to read the few good and level headed players respond in this thread.
After a couple of days, I've had better luck against this deck. Dirty rat can utterly ruin it, and the deck itself doesn't have that many minions or great card draw. Even after the quest is completed, a good board clear can win the game for you. One or two 5/5's isn't THAT crazy to handle in the late game if you can control it to that.
One of these guys used Preparation then Preparation on turn 6 so he can play the quest... he is rank 10 sigh
He conceded after that fuck up obviously, this game takes no skill I swear.
Odd thread, since Pirate Warrior is one way to beat that deck. If they really want the game to be over by turn 5 they need to give other classes tools so they can participate.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I was an advocate for the Rogue Quest pre-release and still love it, but it does need a nerf. The quest is by far the easiest to complete and doesn't even require luck or RNG typically to do it. Bump the number of summons to either 5 or 6, hard to say which is the right number, but it's probably 6 to make the quest a bit more fair. The reward shouldn't change.
Also revert Molten Giant back to 20 mana, it's literally unplayable and without Reno, there's no reason this card shouldn't be able to see play. It was too powerful when you could drop it and then heal back to full, but that's not possible in standard anymore. Revert it and give another tool to punish aggro decks.
PW and rogue are not the same. PW was the worst, but rogue quest is bad for different reasons. PW was just too strong, and 1. we didn't have the tools to beat it, 2. you had to draw near perfect to beat an average draw from them, and even a perfect draw by you wouldn't stop it sometimes, and 3. it required 0 brains to play, you basically (almost) always went face.
I've been playing rogue quest mainly because that's the epic I got. It at least requires some thought to play (some, not a whole lot though). The problem with it is that you are playing your own game, and the opponent can't do anything about it. The game is to bounce your players back 4 times, and you pretty much don't care what the opponent is doing. And the opponent generally can't do anything about what you are doing, unless you're an idiot and leave your bouncing minion out on the board. He does your stuff, you do yours, and at turn 5 or 6 we'll see where we are. It's not interactive at all.
The other problem is that it isn't necessarily easily countered. Dirt Rat works, obviously, but some decks can't tech that card in and doesn't fit what they want to do. You can try to out rush them, but pushing the meta to be more aggro is not what we want either. Basically, the only way to top it is to be all-control or all-aggro, which basically means any other mid-range/tempo-ish deck really has no chance. And that's the biggest problem, it can be countered, but only by extreme decks that a lot of people might not want to play.
Obviously it's way too early to decide what needs to be done about it, though. Maybe something will come along, but of course, that just might be a worse deck for all we know.
I think the real problem is that it's just not fun. It's not fun as the player (imo), and it's not fun for the opponent. It feels like a Tavern Brawl gimmick ... and it'll get really old, really fast. Miracle rogue is (was) much more interesting.
In fact, I think all the quests are pretty dull (and, imo, a bad decision). They make the game very one dimensional. It might be a fairly balanced meta (when the dust settles) but it will be a long and dull one.
It seems I agree with LifeCoach. The developers consistently seem to nerf and destroy complex gameplay, rather than overpowered gameplay, as long as its simple. These quests are SUPER simple to achieve and are really powerful. There is nothing to them.
The rogue quest should work like the druid quest in that only minions in your deck get permanent 5/5 stats, not minions in play or in your hand. It's very inconsisten that other classes like druid or hunter need to finish their quest and THEN start drawing cards as fast as possible to get value while rogue just finishes the quest and almost instantly gets value.
i played 5 matches this morning as quest rogue. i am contributing to the cancerous cause. hahah
even if the quest rogue is op, that still doesn't help you if you got a shit opening hand, and play first. it's still a bugbear in this game how you often never recover from a bad opening hand/even worse mull.
...wait... i won? how!?