Well I can honestly say sorry to Azze, I was wrong.
Quest Rogue might be among the top of quests to complete.
As the meta stands today, Pirate Warrior and Quest Rogue define the meta, and the meta is speed. Worth mentioning Trump lost to a turn 3 lethal on ladder yesterday against a hunter because of how insane that 2 mana 3/2 adapt a friendly beast card is. The "slowest" deck that makes sense right now is Elemental Shaman.
Worth mentioning that one of the top ranked legends on ladder right now is a guy playing exclusively taunt quest warrior, but he may be an outlier.
Again - too early to tell. Aggro always thrives at the very very beginning of the season of any new card rotation.
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Edit:
To be clear, I don't think Quest Rogue is OP. They apparently have really bad matchups against aggro decks. My problem is that the card design that Blizzard's created has turned into the worst form of Rock Paper Scissors.
Control should beat aggro, because it has tons of mana efficient tools to deal with the board.
Aggro should beat combo, because it forces combos to use it's win condition to deal with the board.
Combo should beat control, because most of Control's cards are dead. They interact with the board when combo decks generally don't attempt to have a board. Combo decks play from hand.
So what you should have are 3 decks, with 50% win rate against their own archetypes, and like... idk 65% win rate against the archetype it "counters", and 35% ish win rate against the deck that's designed to counter you. Regardless, the game should be
interactive
Making decisions. The more decisions that can be made, the more making the right decision matters, the more skill matters, the less luck matters. Which... should be the objective of a card game.
So first Blizzard cheated this 50% deal by saying "Well Aggro vs. Reno is like 50% win rate, so it's fair!". The problem is, they achieved said winrate because that's approximately the percent chance you have of drawing reno by turn 6, and not being dead by turn 6. Which isn't fun and interactive.
Not to mention, you have Jade with literally infinite value. So you can't really ladder with a control deck because you can lose to combo decks, and you're guaranteed to lose to Jade Decks.
Fast forward to now:
Literally any deck can lose to aggro if the draws happen.
Un'Goro gave us a bunch of tools to deal with aggro.
Using those tools means you get annihilated by quest rogue.
So it's... rock paper scissors. Without interaction. You either are aggro to beat quest rogue, quest rogue to beat anything that's game plan is slower than "win by turn 6", and SOMEHOW supposedly control decks should beat aggro. But the ratios are disproportionate as shit. Every deck has much higher fail rate than ever before because blizzard's front loading important useful effects on legendary minions, meaning whether you win or lose so much more based off draw RNG than ever before. And the game costs a fuckton more, because archetypes are now defined by 2 or so class specific legendaries on top of any neutral legendaries that are just generally autoinclude (like say Bloodmage Thalnos)
So now, even aggro has a huge fail rate. Both the fail rate imposed by their own deck by drawing properly (having the weapon, having the murloc or pirate synergy, not drawing patches, etc.) and the fail rated imposed by their opponent's deck which is : will they draw the card that my deck literally can't afford to play against (which was Reno). Combo decks have even larger fail rates than before because you need even more combo pieces and can afford even less cycle cards. And control decks have even larger fail rates than before because sometimes you queue into druid and you literally lose anyways no matter what.
There was a time where the fast decks like Zoo ran like... 12 1 drops. And maybe 8 2 drops? So 20 of your 30 cards were playable almost immediately. So it was consistent... and thus we could balance around it.. and it was fair. Nowadays you'd be dumb to use those ratios, but to not use those ratios means your deck is inconsistent as shit.
So there you go, the game's design forces you to play a bunch of cards in a manner that's inconsistent as shit because if you don't you'll lose to the stupid wombo combos, and you'll lose if you don't pull off the wombo combo, and control feels pointless because of jade, and sometimes aggro just wins by turn 3 or 4 anyways. That's Hearthstone atm.
Again, optimistic people crack the code on this issue with the cards at hand, but there's no proof of that yet.
Last edited by Bodhisattva; Apr 10, 2017 at 05:52 PM.