Quote (cranium-sf @ Jun 3 2017 08:26am)
Then i'l spread my hate toward any form of questdecks :p
I Totaly hate these quest that they introduced in the game , they aren't nessecarely op but it’s very frustrating to play against because they simply execute their game plan and you can’t really interfere.
In specialy the rogue quest ..
I can't even counter the quest. People either play a low cost card and shadow step it, or they play flame elementals. It's so insanely broken. Every rogue that I've played against has gotten it by turn 5. No rogue that I've played against hasn't succeeded in getting it done.
i loved heartstone from the day it was released until un'goro came out ..
i can't be the only1 that feels this way can i?
i have picked up this quest deck as my main user for last month. i can only say it's luck of the draw. as a quest rogue it's very difficult to prevent dmg dealt to hero. it's even more difficult to worry about board control for a number of good reasons. our base minions are weak, rarely can we leave them out to be targeted, and even if left out, they will likely be returned to hand the next turn.
of course we have spells to deal some dmg, but that interferes with getting the plays out needed for quest. all early drawn charge minions are nearly worthless.
not only do rogues need to worry about board control, but some of our base minions are double-edged for fast game-play.
if i am not using firefly, it's always a stretch as my freeze minion leaves my hand nearly empty by the time i have quest complete.
playing a rogue for a while i can't say they are at all bad. my current best is rank 4 with it. i have learned a lot of the weaknesses they actually have by playing them. weapon warriors, hunters and mages do it best... force a rogues hand early, before he can accumulate a strategy.
This post was edited by tagged4nothing on Jun 4 2017 10:14am