"Quests are meant to be late-game cards that you build up to so they don't feel like they need to add ways to slow them down."
I see two possibilities.
Either members designing Un Goro decks are so bad that they didnt forsee rogue quest being THE BEST quest and 1 out of ONLY 2 competitive/playable quests. Whats most important here rogue quest doesnt go along with quest late game philosophy.
They knew it and just lied to us because there always must be atleast 1 strong and easy to manouver, unfun to play against, non-interactive and stupid deck out there.
I hate playing against quest rogues - even if i dont feel like its THAT strong and its not even my worse match up. But its even worse than pirate warrior, it actually makes more aggro decks to appear on ladder and most important is one of the blizzards biggest lie in HS.
What are your opinions? Did they do it intentionally?
They probably didn't want to go into specifics so they gave a general reply that applies to most quests. It's similar to how you may describe legendaries as big cards with impactful and unique effects, but then you look at Bloodmage Thalnos and that doesn't apply.
Quest Rogue is easy, Quest Warrior is the issue. Quest Rogue, you know you gotta think about what you are doing, like preparing for all out turn and so on, but real cancer is Quest Warrior, literally 0 skill. You just play taunt every turn. That's it. Pirate Warrior is harder to play..
It's kind of sad they fail so with what could have been fun. Last expansion Goons sound fun but didn't see play because Jade (Idol) was so OP. Goons had a lot of fun cards but were inferiour.
Quests is cool idea but when one is so OP is kill the others.
My suggestion is that a balance patch would be released before every new season. Why they don't balance things gone wrong can be some kind of prestige from them.
Other quests (except the warrior quest) aren't bad because of the rogue quest. Other quests lose to virtually any other meta deck. Also we have no clue if later sets this year are going to completely reshape the (currently) bad quests.
However, according to vicioussyndicate.com data, the overall win rate for quest rogue across all ranks is about 47%, so it looks like their concern didn't come to pass.
The problem with quest rogue and the reason it's so frustrating isn't that it wins a lot, it's that it feels like the game is often decided by the quest rogue's card draw and not much else that happens.
Thats why i asked whether they were aware of rogue quest not being a late game card.
If i build a motor which is intended to do a specific work at rate of 5/60 seconds but then in a factory results are 10/60 or 3/60 then no1 will care what was your intention as you failed with delivering the correct product.
Whats more, what does across all the rank data say? Nothing. If you get to high legend youll see that most of your opponents are quest rogues because the deck is very powerful and 47% WR doesnt apply at all.
In the post above a guy who thinks that designers can explain their failure with a simply "but its not what I intended". If they were already aware of that they could have said that in the same post. But they didnt. And they failed.
The issue that Quest Rogue is the opposite of what quests should be in the mind of Team 5 (late game rewards) show how they've got no idea of how this game work, just a superficial knowledge of game mechanics. In the internal test phase how they've not come to the conclusion that Quest Rogue would complete it around turn 4-5?
The main problem with Quest Rogue is not its win rate anyway, but the fact that it's one of the less interactive deck in HS. They've always said that they want to remove this kind of deck (look at OTK Worgen) because they're not fun to play against, so maybe they'll do something also from this one.
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For what profit is it to a man, if he gains the world and loses his own soul?
They have a habit of overdoing things that they think will appease players: People complain that Rogue either sucks or is a deck that plays the same way as it did in 2013? Use a different mechanic but overdo it into the most retarded thing ever. People want to play Pirates? Instead of designing an interesting mechanic for them, it's just pure face aggression, but hey, there's a Pirate tag so people will love it. People like Reno? Release a busted companion and force it into being the only control deck for four months. Discover goes over well? Let's make more, never mind if they start to compound into high variance RNG. People want 1 drops that aren't snowbally aggressive? Add a bunch of 1/1s with more high variance RNG - problem solved since 1/1s don't snowball like Tunnel Trogg. Miss playing control Warrior? Here's a quest that will help "control Warrior"...now it's a deck so brainless it might be easier to play than Pirate Warrior and has an end game of flipping coins. I'll give them Priest, since they didn't overcompensate to the "Priest sucks" ruckus the same way they did Paladin and Shaman and it's now playable and not lame, but there are too many misses of simplistic thought resulting in uninteresting design with a frustrating result.
So quest rogue is only a problem below rank 10. Like all the top tier decks beat it. You should only play it to get to rank15-10 after that range it is just huge diminishing returns. And yeah it is fast but hunter is not a slow quest, you did not mention that. Plus playing a slow version of rogue quest is actually really cool and viable a few ranks higher than normal quest rogue. And better than both is any kind of miracle or jade rogue.
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Just fill your deck with one drops, that is creative deck design, right?