The problem with the rogue quest is that the reward is too easy to achieve. They need to make it at least 7 minions with the same name or even more. That way people would play in wild and use the gang up which got forgotten due to standard rotation.
10 minions with the same name seems like too much but 7 might be a resonable number. Considering you can just bounce everything.
Yeah no, 5 is reasonable for a nerf. What you are calling for is a kill switch to end any chance of anyone ever playing the card ever in any format even for fun.
I think that 5-6 of the same minion is a reasonable number with all of the bounce mechanics of rogue. It just needs slowed down so other decks have an actual fighting chance if the rogues doesn't go off
Quest rouge is a problem?Two words, pirate warrior.
There are actually implemented counters for pirates though, that you can fit in any deck. You literally cannot stop a quest rogue unless threw draw poorly.
Even though the system is "working as intended" it doesn't mean the system is good. What I am getting from a lot of posts (and what Blizzard is getting too) is that people are very dissatisfied with the cards they got (regardless of F2P or P2P).
I think that is a pretty good conclusion, it's just too difficult to get the cards that are actually defining the meta
This card is going to be nerfed any time now I'm sure. Dean Ayolla (whatever his name is) has been pushing for faster changes to imbalanced cards, and as the meta stabalizes, this will keep getting better.
i don't play wild but that seems like an extremely high amount of 1 drops with little to no card draw whatsoever. Feels like yeah you may be able to complete the quest by turn 3 but if you don't draw well it slows down way too much. Hunter quest should not be the only win condition of the deck, it's not made to act like that, but again I don't play wild and if you're having success with it then idk
Well the quest gives you the draw, and the stampede into all of the beats gives you a lot of cards to keep going
Here is my attempt at creating a working hunter quest deck. It is wild, but so far I got it to 8-3, but now I have to head off to work. If anyone wants to try play testing it and giving some feedback, it would certainly be appreciated.
If you are looking to play elementals I would craft the legendary Kalimos. He's pretty good and versatile, and there are already a lot of elementals, and it's a core concept to shaman. I'm sure it'll see play down the road if more decent elementals are printed at all.
I certainly wasn't happy with my results, but I understand why. There are just so many legendaries in this set it requires almost double the amount of packs normally required just to obtain them. on top of that since 3/4 of the legendaries are class specific, and the neutrals aren't super deck defining, the only ones that matter are the quests. People are seeing patterns where they don't exist, but it doesn't mean that there isn't a problem.
they are pretty important, if nothing else throw brann in there so you can double your jades. without aya and fandral you miss out on her 2 golems and the perk of the choose one effect on jade idols. maybe put in the Lotus Agents to search for more jade cards
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This card is going to be nerfed any time now I'm sure. Dean Ayolla (whatever his name is) has been pushing for faster changes to imbalanced cards, and as the meta stabalizes, this will keep getting better.
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The epics are much easier to craft though. They cost a fraction of the dust and are at least 4 times as likely to open in a pack.
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Here is my attempt at creating a working hunter quest deck. It is wild, but so far I got it to 8-3, but now I have to head off to work. If anyone wants to try play testing it and giving some feedback, it would certainly be appreciated.
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If you are looking to play elementals I would craft the legendary Kalimos. He's pretty good and versatile, and there are already a lot of elementals, and it's a core concept to shaman. I'm sure it'll see play down the road if more decent elementals are printed at all.
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I certainly wasn't happy with my results, but I understand why. There are just so many legendaries in this set it requires almost double the amount of packs normally required just to obtain them. on top of that since 3/4 of the legendaries are class specific, and the neutrals aren't super deck defining, the only ones that matter are the quests. People are seeing patterns where they don't exist, but it doesn't mean that there isn't a problem.
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they are pretty important, if nothing else throw brann in there so you can double your jades. without aya and fandral you miss out on her 2 golems and the perk of the choose one effect on jade idols. maybe put in the Lotus Agents to search for more jade cards