Part of the fun of collecting cards is the experience of opening new packs. It is really tilting to craft a legendary and then get it in a pack...all of the golden legendaries I've already opened I already owned...granted I immediately disenchant any golden cards but still. Getting duplicates in a pack is also annoying. This is a good change by Blizzard.
It's absurd to call this "a money grab". A legndary is worth ~$15 in terms of gold/dust and a duplicate legendary is only worth ~$4. It turns people off from buying packs when they know they can get a legendary they spent days grinding the dust for...this is a smart business practice.
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Originally Posted by Nonfiction
quest rogue is ruining this game
So I hit legend with Quest Rogue this month...standard list but no swashburglers two tar creepers two bilefins. I had a 65% winrate from rank 5 to legend and was undefeated in the mirror, including vs miracle rogue and maybe some random tempo rogue. Literally every other quest rogue I played against threw the game at some point. I know exactly where I lost in a lot of my matches as well, which is more than I can say for other decks I play. Obviously I got really lucky and highrolled in many matchups but I think it is super fun and complicated archetype.
It's really interesting how you have to transition from playing defensively to all out aggro/burst and knowing when to switch...when to coin hero power t1...when to even start trying to play the quest...I think a lot of what makes rogue fun is you have to know when to go all-in and make super fast adjustments based on your hand/board state and realize when you need to desperately draw to certain outs.
Quest rogue keeps greedy control decks in check and gives aggro a place in the meta. It's also an extremely hard deck to play. That being said, I think the quest is pretty overpowered and should be nerfed a bit someway but idk how.