Of all Quests, only Rogue and Warrior are effectivly played. All the others at the moment are pretty bad decks (for different reasons). So you're pretty wrong there and don't need to worry: HS will not become QuestStone anytime soon.
Anyway I hope they'll make all the other quests more viable on the next expansion set. The idea is pretty nice imho.
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For what profit is it to a man, if he gains the world and loses his own soul?
From what i see, half the good (or more?) decks are quest decks.
From what I see, 90% of quest decks are either warrior, rouge or priest and they are actually good. Err... I mean quest warrior and quest priest are good and quest rouge is purely broken.
Rest of the quest decks are not quite good. For example Barnabus the Stomper is totally not worth it.
By the way I do not think you need to point out two times that you are new. We got it the first time.
There's also a good Shaman quest deck that's relatively low cost. I took the current token deck for shaman that's strong currently and modified it to run the quest. Slows the deck down slightly, but it's still extremely strong.
Quest Rogue is a total scumbag play style. Don't care who I offend. As far as I'm concerned it requires no skill, other than bore your opponent with constant one mana minions, return to hand, rinse, repeat, and then spam the board with more one mana 5/5s and, wow, who'd have expected that, win the game. I played it once, and I felt crap for playing it. It's boring. I don't mind losing if I play against someone with some skill, or some clever innovation; Quest Rogue, however, is none of that.
I refuse to constantly play aggro or face decks, just in case I might end up against a Quest Rogue. I rather auto concede against those.
Priest I'm 50/50, but considering you rely on healing a lot, it's fair enough, and Shaman, Hunter and even Druid require some skill and thought to make it work. Warrior, well, it's alright, and at least random, but also boring and very drawn out. Mage makes sense, and Warlock, well... whatever Warlock you play, it's infinitely better without the quest.
If you want to fix Quest Rogue to make it actually fair, the quest needs to be harder (play 6 minions or more, considering you have to play 10(!) Murlocs as Shaman before you get the reward), and maybe make the minions 3/5, or 5/3. Considering the Rogue also has a hero power weapon, it's just utterly overpowered. And yes, I have won against Quest Rogue, but you need an appropriate deck, and a perfect curve (i.e. luck). Same goes for Druid, and I play Druid quite a bit, the zero cost minions are a bit much.
Chances are, nothing will change though...
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New player here - 3 weeks.
From what i see, half the good (or more?) decks are quest decks. They work around that and if they make it work, its gg 99% of the time.
Seems pretty game ruin those quests cards. Its not a play-card-win but i am worried the game can become a "lets play quest decks".
What you guys think? New guy here
The only good quests are rogue and warrior.
Rogue quest is op vs everything but aggro
Warrior can be frustrating when they complete the quest, but the deck has plenty of weaknesses
Of all Quests, only Rogue and Warrior are effectivly played. All the others at the moment are pretty bad decks (for different reasons). So you're pretty wrong there and don't need to worry: HS will not become QuestStone anytime soon.
Anyway I hope they'll make all the other quests more viable on the next expansion set. The idea is pretty nice imho.
For what profit is it to a man, if he gains the world and loses his own soul?
Rest of the quest decks are not quite good. For example Barnabus the Stomper is totally not worth it.
By the way I do not think you need to point out two times that you are new. We got it the first time.
Quest Priest is working only in Wild, on Standard is absolutly subpar under every aspect due to the lack of good efficient minions with deathrattle.
For what profit is it to a man, if he gains the world and loses his own soul?
There's also a good Shaman quest deck that's relatively low cost. I took the current token deck for shaman that's strong currently and modified it to run the quest. Slows the deck down slightly, but it's still extremely strong.
Quest Rogue is a total scumbag play style. Don't care who I offend. As far as I'm concerned it requires no skill, other than bore your opponent with constant one mana minions, return to hand, rinse, repeat, and then spam the board with more one mana 5/5s and, wow, who'd have expected that, win the game. I played it once, and I felt crap for playing it. It's boring. I don't mind losing if I play against someone with some skill, or some clever innovation; Quest Rogue, however, is none of that.
I refuse to constantly play aggro or face decks, just in case I might end up against a Quest Rogue. I rather auto concede against those.
Priest I'm 50/50, but considering you rely on healing a lot, it's fair enough, and Shaman, Hunter and even Druid require some skill and thought to make it work. Warrior, well, it's alright, and at least random, but also boring and very drawn out. Mage makes sense, and Warlock, well... whatever Warlock you play, it's infinitely better without the quest.
If you want to fix Quest Rogue to make it actually fair, the quest needs to be harder (play 6 minions or more, considering you have to play 10(!) Murlocs as Shaman before you get the reward), and maybe make the minions 3/5, or 5/3. Considering the Rogue also has a hero power weapon, it's just utterly overpowered. And yes, I have won against Quest Rogue, but you need an appropriate deck, and a perfect curve (i.e. luck). Same goes for Druid, and I play Druid quite a bit, the zero cost minions are a bit much.
Chances are, nothing will change though...