The others pretty much covered what I wanted to say, but as long this broken Raza and Dark Knight Anduin exists all are appropriate. The 2 mana blade flurry buff was much needed as rogue didnt see a decent aoe in ages whereas the super aggro Illidan has many already. As for the rogue quest, I think reducing the number of minions required is ok but minions should remain 4/4s imo. I also wish they would unnerf leaching poison.
I really hope to see the leaching poison unnerfed.
I tried Crystal Core Rogue about a month ago in wild, it got completely dunked on, even post quest completion. Lost to a slow control deck, the very archetype it was meant to farm in the first place. The revert will make it good but not tier 1 i think, and if it does, you can always go back. But I miss playing that unique deck.
I wouldn't worry too much about blade flurry, the main reason it was used was to push face damage and that part is still absent.
As for the crystal core one of the problems were the small charge minions like boar which is now a rush, there is still the pirate but that one has a slightly higher requirement. Still it can be dangerous against slower midrange decks with little removal, in wild it should not be too much of a problem for aggro or control decks
Well, looks like Crystal Rogue WILL have chargers now.
It might be good. But I agree. The other decks are too strong. Maybe if secret mage gets nerfed. Wild is ridiculous atm balanced wise. I'm still gonna try it. Derailed Coaster is interesting with the quest completed. 35/35 with rush for 5 mana is pretty good
A week ago I was totally sleeping on the crystal caverns revert. But now it turns out that Stonetusk Boar isn't losing charge after all and I started paying attention.
There are bound to be new tricks waiting in several sets of cards since caverns rotated - for example Bloodsail Flybooter looks completely insane. One shadowstep or other bounce effect with this and you have all the gas to finish the quest
I wouldn't worry too much about blade flurry, the main reason it was used was to push face damage and that part is still absent.
As for the crystal core one of the problems were the small charge minions like boar which is now a rush, there is still the pirate but that one has a slightly higher requirement. Still it can be dangerous against slower midrange decks with little removal, in wild it should not be too much of a problem for aggro or control decks
Well, looks like Crystal Rogue WILL have chargers now.
A sad day.
*sigh* and that change is enough to nerf the card again, boar is the ONE case where blizzard shouldn't have listened to the community
I wouldn't worry too much about blade flurry, the main reason it was used was to push face damage and that part is still absent.
As for the crystal core one of the problems were the small charge minions like boar which is now a rush, there is still the pirate but that one has a slightly higher requirement. Still it can be dangerous against slower midrange decks with little removal, in wild it should not be too much of a problem for aggro or control decks
Well, looks like Crystal Rogue WILL have chargers now.
A sad day.
*sigh* and that change is enough to nerf the card again, boar is the ONE case where blizzard shouldn't have listened to the community
I guess crying a lot and hard will do, like always xD
@IksarHS With boar and bluegill sticking around. Any worries about quest rogue?
@TaggermcBagger Not really, part of the goal was that some of these old decks come back into the fray and balance each other out. Also if it's truly an issue our turnaround on addressing things is pretty fast these days when it comes to balance. (Source)
We are all extremely scared that quest rogue will break wild and force out midrange/control decks. The good news is they have been much more proactive in balancing their game. We can speculate all we like, but we will find out in a few days how much damage quest rogue actually does. I fear the worst and that it's game over for midrange/control and we will need that quest renerfed all the way back to where it was.
Well, my concerns came true. Control is dead in wild. Quest rogue is tier 0 and can win turns 4-6 which means only hyper aggro is viable in wild. Been hearing quest rogue is 50% of wild and can beat aggro decks as well. You need something like token druid which wins turn 3 or 4 to be viable. Hopefully quest rogue gets re-nerfed in the next several days back to 5 bounces and 4/4 reward.
I wouldn’t mind if the quest reverted 1 nerf, but both nerfs is too much. The quest’s power level was obviously evaluated based on the original list, and they were like “oh yeah that couldn’t possibly be good in wild anymore” and yet the list is quite different than when the quest was in standard, so whoever evaluated it and said “oh yeah this is a good idea” obviously didn’t consider what new tools the deck would have access to. The 5 drop which summons rush minions is ridiculous post-quest completion, for example.
And of course Equality gets left of the list. Poor paladin. Class better be getting some damned good draw for the next expansion to stay competitive in either format.
We Libram Paly's are just fine in Standart....don't you worry ^^
I faced some Quest Rogues today. The deck is decent and can sometimes high-roll and beat you by turn 4, but overall it's not on par with the top wild decks such as Darkglare
The Quest Rogue issue is more concerned with ultra-tempo / persistent aggro decks in general. If ten different decks, all various types of tempo, were viable at tier 1, the meta would feel stale, sure, but far more balanced. We as a community tend to jump on the hot new thing, both in participation as well as our grievances. Ten people playing ten different, equally strong tempo decks isn't as big a problem as ten people ALL playing quest rogue. Does the entire idea of tempo need a tweak? Does Rogue in particular? Can other, equally strong decks come to the forefront? Blizz needs to answer this quick or face an embarrassing 4th rework to the card.
Quest rogue broke wild. Control is dead and has largely vanished from wild by now. Legend is mostly quest rogue mirrors. The most popular deck is quest rogue and it beats everything except hyper aggro such as token druid and facehunter. Even regular aggro is sometimes too slow! People are already calling for a renerf and I am optimistic it will happen sometime in April along with several standard cards balance patch.
ive found the most effective card against them is Nerub'ar Weblord. its already really powerful against secret mage if you can keep it alive, but having it against quest rogue as well makes it kinda essential, at least in my midrange paladin that runs a copy of Oh My Yogg!
I really hope to see the leaching poison unnerfed.
I tried Crystal Core Rogue about a month ago in wild, it got completely dunked on, even post quest completion. Lost to a slow control deck, the very archetype it was meant to farm in the first place. The revert will make it good but not tier 1 i think, and if it does, you can always go back. But I miss playing that unique deck.
You're already dead when you play your quest reward. Even with Penflinger/Shadowstep/Prep combos, I can't see quest rogue in today's wild at all.
If it ever gets popular, 2x Counterspell, 2x Oh my Yogg!, and Token Druid will just obliterate it. Secret Mage will easily farm the deck anyway.
Well, looks like Crystal Rogue WILL have chargers now.
A sad day.
It might be good. But I agree. The other decks are too strong. Maybe if secret mage gets nerfed. Wild is ridiculous atm balanced wise. I'm still gonna try it. Derailed Coaster is interesting with the quest completed. 35/35 with rush for 5 mana is pretty good
Are you talking about the Wild format?? The Caverns Below and Blade Flurry aren't in the core set...
Personally I’d rather fight a priest than a degenerate rouge deck
A week ago I was totally sleeping on the crystal caverns revert. But now it turns out that Stonetusk Boar isn't losing charge after all and I started paying attention.
There are bound to be new tricks waiting in several sets of cards since caverns rotated - for example Bloodsail Flybooter looks completely insane. One shadowstep or other bounce effect with this and you have all the gas to finish the quest
*sigh* and that change is enough to nerf the card again, boar is the ONE case where blizzard shouldn't have listened to the community
I guess crying a lot and hard will do, like always xD
We are all extremely scared that quest rogue will break wild and force out midrange/control decks. The good news is they have been much more proactive in balancing their game. We can speculate all we like, but we will find out in a few days how much damage quest rogue actually does. I fear the worst and that it's game over for midrange/control and we will need that quest renerfed all the way back to where it was.
Well, my concerns came true. Control is dead in wild. Quest rogue is tier 0 and can win turns 4-6 which means only hyper aggro is viable in wild. Been hearing quest rogue is 50% of wild and can beat aggro decks as well. You need something like token druid which wins turn 3 or 4 to be viable. Hopefully quest rogue gets re-nerfed in the next several days back to 5 bounces and 4/4 reward.
I wouldn’t mind if the quest reverted 1 nerf, but both nerfs is too much. The quest’s power level was obviously evaluated based on the original list, and they were like “oh yeah that couldn’t possibly be good in wild anymore” and yet the list is quite different than when the quest was in standard, so whoever evaluated it and said “oh yeah this is a good idea” obviously didn’t consider what new tools the deck would have access to. The 5 drop which summons rush minions is ridiculous post-quest completion, for example.
We Libram Paly's are just fine in Standart....don't you worry ^^
I faced some Quest Rogues today. The deck is decent and can sometimes high-roll and beat you by turn 4, but overall it's not on par with the top wild decks such as Darkglare
The Quest Rogue issue is more concerned with ultra-tempo / persistent aggro decks in general. If ten different decks, all various types of tempo, were viable at tier 1, the meta would feel stale, sure, but far more balanced. We as a community tend to jump on the hot new thing, both in participation as well as our grievances. Ten people playing ten different, equally strong tempo decks isn't as big a problem as ten people ALL playing quest rogue. Does the entire idea of tempo need a tweak? Does Rogue in particular? Can other, equally strong decks come to the forefront? Blizz needs to answer this quick or face an embarrassing 4th rework to the card.
https://www.youtube.com/watch?v=gHmcMuswDL0
https://www.youtube.com/watch?v=-P-RtmqVa74
Quest rogue broke wild. Control is dead and has largely vanished from wild by now. Legend is mostly quest rogue mirrors. The most popular deck is quest rogue and it beats everything except hyper aggro such as token druid and facehunter. Even regular aggro is sometimes too slow! People are already calling for a renerf and I am optimistic it will happen sometime in April along with several standard cards balance patch.
Pen Flinger isnt a problem, its Bloodsail Flybooter. if they bounce it once they complete quest. also Animated Broomstick and Derailed Coaster are really powerful after completion.
ive found the most effective card against them is Nerub'ar Weblord. its already really powerful against secret mage if you can keep it alive, but having it against quest rogue as well makes it kinda essential, at least in my midrange paladin that runs a copy of Oh My Yogg!