When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op".
When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op".
The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op".
The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.
This isnt even the case. Is not god tier because its hard to pilot, doesnt have the burst that it had with patches, and has an even matchup with the other decks of the 'midrange' archetype.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Its okay that it beats control. Its a midrange deck. its meant to. And anyway, I have beaten it in wild with aviana kun druid.
Just fyi, I dont play it. I packed the quest in un-goro, played it then, but just dusted it when it was nerfed and didnt craft it again now that its okay.
It’s op mainly because of the 1 mana chargers and bounce backs. If they cant charge you down, the quest is fine. Control decks don’t care about a bunch of 55s.
I am perfectly fine with rogue class.Sure some tools are really oppressive but for some deck setups it require skills to advance on the ladder further then the usual 5. However,i completly agree on the quest rogue ban. Just for the only fact that now it can heal is a complete bs.Not only you have to face a horde of 5/5 at 1 mana (most of them with charge) but with sonya and the 2 mana lifesteal now is out of control, and i am not a cubelock player or aggro paladin. It is a total degenerate deck setup and it REALLY needs a huge hammer.Like the one that spiteful summoner needs at the moment.Both of these things shouldnt even have been printed.God knows if devs were under some alcohol fumes that day. I wonder if it would takes some sort of,uhm, skills, to imagine how a card would be abused from players.Don't they run tests or have people that work for this?
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Best quotes: "Casual is perfectly fine" "warlock is not overpowered" "Playing odd paladin just to test it"
When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op".
The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.
This isnt even the case. Is not god tier because its hard to pilot, doesnt have the burst that it had with patches, and has an even matchup with the other decks of the 'midrange' archetype.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Its okay that it beats control. Its a midrange deck. its meant to. And anyway, I have beaten it in wild with aviana kun druid.
Just fyi, I dont play it. I packed the quest in un-goro, played it then, but just dusted it when it was nerfed and didnt craft it again now that its okay.
because its hard to pilot
I see this come up a lot, and I am asking this as a serious question, not as a troll.
What is hard about it?
Generally speaking, I see a few different ways it plays out, presumably depending on the draw.
1. Complete the quest with Elementals. This seems to be catching back on, where in earlier lists, I didn't see it as much. Lately, I have seen more Igneous Elemental showing back up.
Complete the quest, wreck the board with the Lifesteal / Rush minions, then smash face with Deckhands, remaining boars, ect while sitting behind 5/5 divine shield taunts.
I mean, the list is pretty simple. There aren't a ton of decisions to make. Pick a minion, draw bouncers, complete quest, profit.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Sure, most decks, even some control decks can pull off a Turn 6/7 lethal if everything curves out just right. The point missed is the consistency of current aggro decks. Unless they just get the literal worst draw possible, you are not going to survive 6 unanswered turns against a Paladin right now ... or a mage.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op".
The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.
This isnt even the case. Is not god tier because its hard to pilot, doesnt have the burst that it had with patches, and has an even matchup with the other decks of the 'midrange' archetype.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Its okay that it beats control. Its a midrange deck. its meant to. And anyway, I have beaten it in wild with aviana kun druid.
Just fyi, I dont play it. I packed the quest in un-goro, played it then, but just dusted it when it was nerfed and didnt craft it again now that its okay.
because its hard to pilot
I see this come up a lot, and I am asking this as a serious question, not as a troll.
What is hard about it?
Generally speaking, I see a few different ways it plays out, presumably depending on the draw.
1. Complete the quest with Elementals. This seems to be catching back on, where in earlier lists, I didn't see it as much. Lately, I have seen more Igneous Elemental showing back up.
Complete the quest, wreck the board with the Lifesteal / Rush minions, then smash face with Deckhands, remaining boars, ect while sitting behind 5/5 divine shield taunts.
I mean, the list is pretty simple. There aren't a ton of decisions to make. Pick a minion, draw bouncers, complete quest, profit.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Sure, most decks, even some control decks can pull off a Turn 6/7 lethal if everything curves out just right. The point missed is the consistency of current aggro decks. Unless they just get the literal worst draw possible, you are not going to survive 6 unanswered turns against a Paladin right now ... or a mage.
I do not know if you are joking or if you haven’t played with QR ever.
When quest rogue was nerfed the first time, the consequence was a meta that was dominated only by jades. For 2 years, the only thing that we ever saw were jades. Right now, quest rogue is keeping cubelock in check. I hate cubelock more than I do quest rogue. Quest rogue is fine as it is right now. If there was a cubelock, paladin and quest rogue, I would always choose the quest rogue to verse.
When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op".
The only reason QR isn't a God Tier deck is because aggro is as powerful as it is. If we didn't have decks that can consistently kill by turn 6/7, QR would be insane.
This isnt even the case. Is not god tier because its hard to pilot, doesnt have the burst that it had with patches, and has an even matchup with the other decks of the 'midrange' archetype.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Its okay that it beats control. Its a midrange deck. its meant to. And anyway, I have beaten it in wild with aviana kun druid.
Just fyi, I dont play it. I packed the quest in un-goro, played it then, but just dusted it when it was nerfed and didnt craft it again now that its okay.
because its hard to pilot
I see this come up a lot, and I am asking this as a serious question, not as a troll.
What is hard about it?
Generally speaking, I see a few different ways it plays out, presumably depending on the draw.
1. Complete the quest with Elementals. This seems to be catching back on, where in earlier lists, I didn't see it as much. Lately, I have seen more Igneous Elemental showing back up.
Complete the quest, wreck the board with the Lifesteal / Rush minions, then smash face with Deckhands, remaining boars, ect while sitting behind 5/5 divine shield taunts.
I mean, the list is pretty simple. There aren't a ton of decisions to make. Pick a minion, draw bouncers, complete quest, profit.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Sure, most decks, even some control decks can pull off a Turn 6/7 lethal if everything curves out just right. The point missed is the consistency of current aggro decks. Unless they just get the literal worst draw possible, you are not going to survive 6 unanswered turns against a Paladin right now ... or a mage.
I do not know if you are joking or if you haven’t played with QR ever.
No, it is a serious question. I played it a little pre-nerf, but have played only played a handful of games with it since the comeback. But of those games, I have won the ones I should win, and lost the ones I should lose ... and I can honestly say I don't think there was a damn thing I could have done differently in any of them.
But, I have faced it plenty of times. And I know the deck.
But again ... what is so difficult about it? You have a finite number if minions you want to bounce, and a finite number of ways to bounce them. Either you get the cards, or you don't. The deck is very similar to how Quest Mage played out. It is solitaire. Biggest difference is, with Quest mage, you were controlling your opponents minions. With QR, you are just literally hoping you draw the cards required to complete the quest before you die. It's not like you really control anything with a handful of 1HP minions, and a Sap.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
I think quest rogue deserves to be rekt really hard. It's basically cubelock in disguise: you watch them play cards from hand and destroy you without any chance to counter their plays. Except when it comes to cubelock, you can at least tech in a weapon removal and slow them down. I honestly don't know how can anyone defend this kind of playstyle. The shit is not interactive, oppressive af and needs to go.
Oh yeah, and "develop quest only if you have bounce effect card in hand" doesn't require skill. Get your dust after the nerf and craft a real deck.
ook when cubelock gets nerfed there is less control decks on ladder means more pally, so less quest rogu. nobody wants to play quest rogue because they have to deal with that stupud pally crap and therefore problem solved. that are my predictions, although pally also gets nerfed prolly.
nevertheless I believe that quest rogue is a really healthy deck for the meta, yes it might be uninteractive from the other side of the board, but it requires a lot of skill to play properly and it is really punishing towards the pilot if played bad.
how is quest rogue op? gets reckt by aggro. If you nerf it more and its unplayable it will give rise to cubelock.
Yes exactly. In fact Blizzard should make the quest much easier to make and the effect less stronger. Quest rogue at the end is an unique deck very original and he doesn't deserve to be destroyed. We are talking about an original tier 3 deck were there are bored aggro and control deck tier 1 with over than 65% win rate. So I don't see the point of these guys.
Everyone who's talking about how the Rogue Quest is "not interactive"...what? What quests are "interactive"? Warrior quest...taunts get played, nothing you can do. Mage? They play spell generation, and play the spells...nothing you can do (well, maybe another mage can counterspell and slow it down?), Priest Quest? Can you "interact" with the priest playing deathrattle minions? Can you stop hunter playing his 1 cost minions?
Point is...none of the quests are at all interactive! Regardless of whether or not the QR is "too strong", it doesn't matter if the Rogue quest is interactive or not...because none of the other quests are. In fact, the rogue quest is the only one that can be stopped with any kind of regularity (removing their minions the turn they're played)...and if they're holding them to prevent that it is a tempo loss.
Anyway, I don't see this as any more of a problem than any other deck that is currently over 50% win rate.
I could counterargue your every opinion with such an ease... But I hope that just the fact its so easy will make you rethink the meaning of "interactive"...
how is quest rogue op? gets reckt by aggro. If you nerf it more and its unplayable it will give rise to cubelock.
Yes exactly. In fact Blizzard should make the quest much easier to make and the effect less stronger. Quest rogue at the end is an unique deck very original and he doesn't deserve to be destroyed. We are talking about an original tier 3 deck were there are bored aggro and control deck tier 1 with over than 65% win rate. So I don't see the point of these guys.
It’s not about winrate and such. It’s about control decks can’t find a way to win against rogue quest. If the meta is 100% control then the winrate will be over 90%. Winrate reflects nothing. The thing is decks like this are not healthy for the game. Control decks should have a way to deal with rogue quest. I say the problem is the 1 mana 55 chargers. If the quest make them lose charge then the deck is fine.
I wonder how many of those that claim the deck to be stupidly easy and an autowin against control have played with it. The quest is done on turn 6-7 average, I have won against it several times playing with combo meme decks.
Combo decks will never win against QR unless your opponent is braindead. That's not an excuse for having this unfun deck in the game. It's pretty much solitaire.
Thats not true. Soemtimes youll get all the combo you need in first say 15 cards... and you win. Its easier to win with combo deck than control in my opinion. I tihnk the exception can be control burst priest if you get like 3-4 mind blasts and enough aoe.
It's a stupid deck that counters another stupid deck - Cubelock. Blizzard nerfs Cube, midrangy tempo decks will appear (maybe Rush Tempo Warrior will be playable), other control decks will emerge and Quest Rogue will disappear.
I wonder how many of those that claim the deck to be stupidly easy and an autowin against control have played with it. The quest is done on turn 6-7 average, I have won against it several times playing with combo meme decks.
When I play against Quest Rogue it always feels like my opponent is playing solitaire. There seems little that I can do to influence whether or not they complete the quest, and if they do complete the quest it's usually game over. When i win think "guess this was one of the times the game decided I would win", when I lose I think "guess this was one of the times the game decided I would lose." Decks this uninteractive aren't fun to play against even if their win rates don't indicate that they are "op".
Quest: Play 15 minions with the same name
Reward: For the rest of the game, your minions are 3/3
sounds good?
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
It’s op mainly because of the 1 mana chargers and bounce backs. If they cant charge you down, the quest is fine. Control decks don’t care about a bunch of 55s.
I am perfectly fine with rogue class.Sure some tools are really oppressive but for some deck setups it require skills to advance on the ladder further then the usual 5.
However,i completly agree on the quest rogue ban. Just for the only fact that now it can heal is a complete bs.Not only you have to face a horde of 5/5 at 1 mana (most of them with charge) but with sonya and the 2 mana lifesteal now is out of control, and i am not a cubelock player or aggro paladin.
It is a total degenerate deck setup and it REALLY needs a huge hammer.Like the one that spiteful summoner needs at the moment.Both of these things shouldnt even have been printed.God knows if devs were under some alcohol fumes that day.
I wonder if it would takes some sort of,uhm, skills, to imagine how a card would be abused from players.Don't they run tests or have people that work for this?
Best quotes:
"Casual is perfectly fine"
"warlock is not overpowered"
"Playing odd paladin just to test it"
I see this come up a lot, and I am asking this as a serious question, not as a troll.
What is hard about it?
Generally speaking, I see a few different ways it plays out, presumably depending on the draw.
1. Complete the quest with Elementals. This seems to be catching back on, where in earlier lists, I didn't see it as much. Lately, I have seen more Igneous Elemental showing back up.
2. Play freeze out with Glacial Shard.
3. Sonya and bounce boars.
Complete the quest, wreck the board with the Lifesteal / Rush minions, then smash face with Deckhands, remaining boars, ect while sitting behind 5/5 divine shield taunts.
I mean, the list is pretty simple. There aren't a ton of decisions to make. Pick a minion, draw bouncers, complete quest, profit.
And frankly winning by turn 6/7 doesnt even really require an aggro deck, anything that can curve out (like dragon priest used to) can easily achieve a turn 7 lethal just by playing good cards at each stage of the game.
Sure, most decks, even some control decks can pull off a Turn 6/7 lethal if everything curves out just right. The point missed is the consistency of current aggro decks. Unless they just get the literal worst draw possible, you are not going to survive 6 unanswered turns against a Paladin right now ... or a mage.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
When quest rogue was nerfed the first time, the consequence was a meta that was dominated only by jades. For 2 years, the only thing that we ever saw were jades. Right now, quest rogue is keeping cubelock in check. I hate cubelock more than I do quest rogue. Quest rogue is fine as it is right now. If there was a cubelock, paladin and quest rogue, I would always choose the quest rogue to verse.
Alyss
But, I have faced it plenty of times. And I know the deck.
But again ... what is so difficult about it? You have a finite number if minions you want to bounce, and a finite number of ways to bounce them. Either you get the cards, or you don't. The deck is very similar to how Quest Mage played out. It is solitaire. Biggest difference is, with Quest mage, you were controlling your opponents minions. With QR, you are just literally hoping you draw the cards required to complete the quest before you die. It's not like you really control anything with a handful of 1HP minions, and a Sap.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
I think quest rogue deserves to be rekt really hard. It's basically cubelock in disguise: you watch them play cards from hand and destroy you without any chance to counter their plays. Except when it comes to cubelock, you can at least tech in a weapon removal and slow them down. I honestly don't know how can anyone defend this kind of playstyle. The shit is not interactive, oppressive af and needs to go.
Oh yeah, and "develop quest only if you have bounce effect card in hand" doesn't require skill. Get your dust after the nerf and craft a real deck.
ook when cubelock gets nerfed there is less control decks on ladder means more pally, so less quest rogu. nobody wants to play quest rogue because they have to deal with that stupud pally crap and therefore problem solved. that are my predictions, although pally also gets nerfed prolly.
nevertheless I believe that quest rogue is a really healthy deck for the meta, yes it might be uninteractive from the other side of the board, but it requires a lot of skill to play properly and it is really punishing towards the pilot if played bad.
It's a stupid deck that counters another stupid deck - Cubelock. Blizzard nerfs Cube, midrangy tempo decks will appear (maybe Rush Tempo Warrior will be playable), other control decks will emerge and Quest Rogue will disappear.
I've no clue what I'm doing...
It's just a stupid deck tbh. Not fun to queue into if you are playing a control deck at all. It's rock-paper-scissors
Fuck cubelock