play 2 Clever disguise…
that’s it.
wait, that’s it??
that’s all it freaking takes to complete a legendary quest.
blizzard has literally given up on card design. zero creativity.
play 2 Clever disguise…
that’s it.
wait, that’s it??
that’s all it freaking takes to complete a legendary quest.
blizzard has literally given up on card design. zero creativity.
The reward is only a 3/2 weapon with immunity when attacking… It’s not an Iwin button, it’s just powerful in certain situations, and would totally be not as good if you couldn’t unlock it until the late game.
It’s also only easily enabled by thief rogue, which is an inherently unreliable and inconsistent deck.
Not sure if the Rogue quest is a problem however I do think that quests should be harder to complete than some are. Quests are best when they suit t2-3 decks. Whenever a quest and its reward its so easy it goes into t1 they tend to be annoying and make the options for the class smaller.
finish quest, youre now immune to to damage while attacking.
then drop all the endless generation lackeys and other class cards and win.
so yeah, its a goddam problem.
More simple than just not playing anything for four turns?
All the quests are easy to complete but none of the rewards are super powerful, that’s the balance.
I think calling the reward only a 3/2 weapon is underselling it a bit.
You could look at it as a 1 mana deal 3 damage to anything. That’s 6 times stronger than mage hero power for example. That’s pretty powerful.
Eeey, long time no see. I hate to inform you, but listing off card effects doesn’t necessarily make for a compelling “this card is OP” argument. In theory, things like Emeriss are insane (I mean, she can net you upwards of 50/50 or more in stats at once. She’s the single strongest handbuffing card in the game!), yet she sees zero practical play. Even if a card or combination seems good in a vacuum, that doesn’t mean they’ll play out exactly that way when they interact with other cards.
As it stands, Quest Rogue is somewhere around Tier 4. The deck simply doesn’t have enough removal/tempo to last against aggressive decks, can’t out-value or deal with N’Zoth, and straight-up dies to Combo. The only decks it performs well against are fatigue variants that it can in turn out-fatigue, the list of which is basically Control Shaman and Warrior, neither of which are good in the current meta.
So… yeah. tl;dr is that Quest Rogue does in fact suck, and is nowhere close to something that should be considered a problem.
Whining about quest rogue. Wow.
The Mage hero power can directly ping face past taunt. The rogue quest reward cannot. It’s also only 3 times more powerful (i.e, over two turns the Mage would have done 2 damage) if you only take into account damage over time without considering mana efficiency. In the early turns the mana efficiency wouldn’t be as large a factor as it’s more awkward getting full effect of the hero power combined with the most optimal other card that could be played that turn.
when considering reward, have to see the class too. For Rogue, they have huge survivability issue so the weapon immune is really good but what is so powerful about a 3/2 weapon is like fiery war axe, its made for aggro deck, yet you spend your turn 1 with quest, turn 2 and 3 generating cards meaning you cant be aggro and you lost tempo. This make the whole reward very awkward for a class that rely on tempo meaning this weapon is meant more for control since you have the hand size and a good hero power. Yet the lack of survival tool make it awkward to play control rogue too.
Quest Rogue is tier 4.
…
Do I need to say more?
I think calling the reward only a 3/2 weapon is underselling it a bit.
It’s a pre-nerf Fiery War axe, a card that countless players complained about and considered so strong that it was banned from player created tournamenets long before Blizzard nerfed it during of the pirate warrior meta. And it grants immunity while attacking to boot. It’s far more powerful than some people give it credit for. That doesn’t mean the quest is broken mind you, just that the reward is stronger than many are letting on.
Fiery war axe was strong because you were able to equip it on turn 2 and negate a turn 2 and 3 from your opponent. At 3 mana it’s bad cause you can’t kill most of the 4 mana minions. Add to that the fact that you were able to play that card in an agressive shell and take advantage of that early tempo gain. Quest rogue is an other story. The impact of a 3 attack weapon is way lower on turn 4 an higher. And you are forced to loose tempo cause you pay mana to add cards from other classes in your hand.
That is because it could come out turn 2 (or 1+Coin) and deny all 1- and 2-drops, as well as several 3-drops. It wasn’t just the stats on the weapon, it was the massive tempo power of Fiery War Axe coming out early (which it often did as mulliganning aggressively for it was often a good idea).
The only way the Rogue Quest Weapon can be equipped on turn 2 is by using 2 Preparation and 2 Clever Disguise by then (which would leave you just with the spells from CD, and would require a perfect draw.
It’s official, people will complain about anything.
I play a lot of straight quest rogue (mainly for the randomness), and it gets destroyed by any Nzoth/resurrect deck. Yes, the quest is easy to complete, but it certainly isn’t an auto win at that point.
druid quest: play nothing and afk for 4 turns (then vomit all your legendaries)
of course, double battlecry isn’t op at all, wait it’s one of the super bonus we get against the op ai in pve mode
Yeah and its not as powerful as most of the other rewards. Easy Quest somewhat meh reward. Compared to Warlock Quest for example hard quest busted reward however its so late in most games that you are already too far behind for it matter that you quest is busted as hell not to mention you are almost out of deck to use the quest a lot of times. That how it should be however we have stuff like Shaman Quest that’s both easy and busted.
Still takes more effort than passing for four turns.
Problem with Quest Rogue is that it’s a fixed value at 1 mana deal 3 damage and doesn’t do anything against heavy boards. I see the quest as a supplement to Spectral Cutlass Rogue, but not as a standalone deck. The power isn’t bad, but it’s not the best either.