You totally ignored tempo rogue in your analysis only looking at miracle rogue and caverns below,
tempo rogue is a tier 1 deck and it uses quite a lot of rogue cards, so it's not like it's "just another class tempo deck".
Rogue is the best tempo class in the came, it was always the case just that msotly they had no sticky or swamish minions in the deck.
shadowcaster is a 2 of in thempo rogue, has insane value with a lot of cards and goes well with shadowtepping cheapish minions.
The bladeflurry nerf is justifiecd, the reasoning though is a lie, also the molten giant reasoning is a lie, they just wanted to delete the card from the game.
Blizzard lied a lot in the last year nerfs, which were made in the worst possible way if they wanted to keep the card around somehow.. the only one that was still around is knife juggler.. which doesn't see play currently in zoo and tempo cause of better options and kelesath.
In KOFT there're prince 4 and 2 for rogue( 4 is exclusively for rogue) also in un'goro venom weapon can be combo with blade flurry but it's way too slow and rogue can't take that as an play style. About Valeera the hollow, most DK is very powerful create instant pressure to your opponent. If the card got nerf to 10 it'll disappear because 9 is really slow already and in wild there's more crazy stuff than just 2 cards invisible combo stuff. Miracle rogue is still ok now... But it struggle against so many meta decks despite its power. I really think that blizzard should concider miracle as an play style of rogue and develop that type of cards for it.
First off, I really appreciate you taking the time to read it.
Second: Yes, it is definitely clear that Rogue has been having the most success with Prince Keleseth and a bunch of other tempo cards that were recently added, but the reason that I didn't include it is because those decks don't really feel Rogue-y. What I mean by that is that every class has a "thing," Warlocks either empty their hands really quickly and refuel with Life Tap , or use Life Tap to activate cards like Twilight Drake and Mountain Drake . Priests use Lesser Heal to both heal themselves and their minions in addition to using efficient removal to maintain control of the board. Warriors use Armor Up along with their efficient removal likeShield Slamand Fiery War Axe to control until late game when they have a large amount of health and can drop constant threats. Warriors completely ignore Armor Up and slam face annoying weapons until the only thing that makes Control Warrior good gets nerfed into oblivion. ect. And Rogue's "thing" is using efficient removal and Dagger Mastery to control until they draw their win condition which is, more often than not, a really strong combo of some sort. (ex. The Valeera the HollowArcane Giant I had mentioned, Leeroy Jenkins --> Cold Blood --> Cold Blood , or comboTinker's Sharpsword Oil --> hit face with dagger & buffed minion -->Blade Flurry .
How is the Blade Flurry nerf justified exactly? Tinker's Sharpsword Oil is gone and the point of Wild is that there is no balancing for it. Maybe a bump to 3 mana would have been a decent nerf, but even then, the only good weapon buff that Rogue has is Deadly Poison and that card isn't even being run at the moment. And what would it be then? A two card combo that costs 6 overall and deals 3 damage to all enemies with the potential to draw you 2 cards. Completely game breaking Blizzard plz.
This nerf was a really bad decision, especially for rogue players who love the class.
The card was fun and fitted the rogue identity perfect. The direction rogue is taking at the moment with tempo rogue is - as pointed out above - just making it one in the line of similar archtypes among other classes utilizing the same cards. So sad for a previosly unique class requierd more skill and thinking which made it interesting, exciting and fun to play.
It also took away a much needed board clear. Even more so since Antique Healbot was rotated out which made rogue lack both board clear and heal. Taking away both options were wrong. And with Tinker's Sharpsword Oil rotated out, the decision seems even more stupendous.
First off, I really appreciate you taking the time to read it.
Second: Yes, it is definitely clear that Rogue has been having the most success with Prince Keleseth and a bunch of other tempo cards that were recently added, but the reason that I didn't include it is because those decks don't really feel Rogue-y. What I mean by that is that every class has a "thing," Warlocks either empty their hands really quickly and refuel with Life Tap , or use Life Tap to activate cards like Twilight Drake and Mountain Drake . Priests use Lesser Heal to both heal themselves and their minions in addition to using efficient removal to maintain control of the board. Warriors use Armor Up along with their efficient removal likeShield Slamand Fiery War Axe to control until late game when they have a large amount of health and can drop constant threats. Warriors completely ignore Armor Up and slam face annoying weapons until the only thing that makes Control Warrior good gets nerfed into oblivion. ect. And Rogue's "thing" is using efficient removal and Dagger Mastery to control until they draw their win condition which is, more often than not, a really strong combo of some sort. (ex. The Valeera the HollowArcane Giant I had mentioned, Leeroy Jenkins --> Cold Blood --> Cold Blood , or comboTinker's Sharpsword Oil --> hit face with dagger & buffed minion -->Blade Flurry .
I always thought rogues thing was tempo. The whole combo mechanic is based around playing more than 1 card in order to cheat out more mana worth of effects in a single turn (tempo). Then add in cards like backstab (free damage) and prep (free spells) and you get more tempo. Oh and the highest tempo hero power in the game.
Yes miracle rogue is not in a great spot currently. Though since the nerfs the only reason miracle rogue is not strong is because tempo rogue beats it.
How is the Blade Flurry nerf justified exactly? Tinker's Sharpsword Oil is gone and the point of Wild is that there is no balancing for it. Maybe a bump to 3 mana would have been a decent nerf, but even then, the only good weapon buff that Rogue has is Deadly Poison and that card isn't even being run at the moment. And what would it be then? A two card combo that costs 6 overall and deals 3 damage to all enemies with the potential to draw you 2 cards. Completely game breaking Blizzard plz.
How is the Blade Flurry nerf justified exactly? Tinker's Sharpsword Oil is gone and the point of Wild is that there is no balancing for it. Maybe a bump to 3 mana would have been a decent nerf, but even then, the only good weapon buff that Rogue has is Deadly Poison and that card isn't even being run at the moment. And what would it be then? A two card combo that costs 6 overall and deals 3 damage to all enemies with the potential to draw you 2 cards. Completely game breaking Blizzard plz.
the card needed a nerf, it was too strong of a board clear if you have weapon buffs, you could still play deadly poison and deal some damage, the card was busted, A nerf was justified, how the nerf was made isn't justified.
How is the Blade Flurry nerf justified exactly? Tinker's Sharpsword Oil is gone and the point of Wild is that there is no balancing for it. Maybe a bump to 3 mana would have been a decent nerf, but even then, the only good weapon buff that Rogue has is Deadly Poison and that card isn't even being run at the moment. And what would it be then? A two card combo that costs 6 overall and deals 3 damage to all enemies with the potential to draw you 2 cards. Completely game breaking Blizzard plz.
How is the Blade Flurry nerf justified exactly? Tinker's Sharpsword Oil is gone and the point of Wild is that there is no balancing for it. Maybe a bump to 3 mana would have been a decent nerf, but even then, the only good weapon buff that Rogue has is Deadly Poison and that card isn't even being run at the moment. And what would it be then? A two card combo that costs 6 overall and deals 3 damage to all enemies with the potential to draw you 2 cards. Completely game breaking Blizzard plz.
the card needed a nerf, it was too strong of a board clear if you have weapon buffs, you could still play deadly poison and deal some damage, the card was busted, A nerf was justified, how the nerf was made isn't justified.
Maybe, but in a world with the old blade flurry, combined with Vilespine and maybe even the 2/3, rogue would be completely broken. Way too much board control.
First off, I really appreciate you taking the time to read it.
Second: Yes, it is definitely clear that Rogue has been having the most success with Prince Keleseth and a bunch of other tempo cards that were recently added, but the reason that I didn't include it is because those decks don't really feel Rogue-y. What I mean by that is that every class has a "thing," Warlocks either empty their hands really quickly and refuel with Life Tap , or use Life Tap to activate cards like Twilight Drake and Mountain Drake . Priests use Lesser Heal to both heal themselves and their minions in addition to using efficient removal to maintain control of the board. Warriors use Armor Up along with their efficient removal likeShield Slamand Fiery War Axe to control until late game when they have a large amount of health and can drop constant threats. Warriors completely ignore Armor Up and slam face annoying weapons until the only thing that makes Control Warrior good gets nerfed into oblivion. ect. And Rogue's "thing" is using efficient removal and Dagger Mastery to control until they draw their win condition which is, more often than not, a really strong combo of some sort. (ex. The Valeera the HollowArcane Giant I had mentioned, Leeroy Jenkins --> Cold Blood --> Cold Blood , or comboTinker's Sharpsword Oil --> hit face with dagger & buffed minion -->Blade Flurry .
I've seen this argument over and over and I just don't get it. One of the main cores of the Rogue class is tempo cards, and has been since the game came out. Tempo Rogue is about half Rogue only cards because of this. Saying tempo doesn't feel Rogue-like is just purposefully ignoring the fact that tempo is a big part of the Rogue class.
Besides from being a balance issue - of course a card should never be to powerful - the problem with making Blade Flurry unplayable is that it was so important to the rogue identity. The essence of rogue is being a tempo class with spells and weapons. Blade Flurry was perfect in this regard because it gave rogue additional uses of the weapon. It used the weapon to deal damage without actually attacking with it. However at a significant cost - the weapon was destroyed. It was also a unique way to clear the board. Multiple steps, cards and planing turns ahead was required to make it work which justified it being powerful.
The current tempo rogue rarely uses any weapon cards. The trend of rouge players using less weapons have been prevalent ever since around the launch of standard and the time Blade Flurry was nerfed. Even new weapons and cards that affect weapons dosen't see much play. That should idicate something is wrong and keeping Blade Flurry unplayable certainly dosen't help to resolve this.
The current tempo rogue rarely uses any weapon cards. The trend of rouge players using less weapons have been prevalent ever since around the launch of standard and the time Blade Flurry was nerfed. Even new weapons and cards that affect weapons dosen't see much play. That should idicate something is wrong and keeping Blade Flurry unplayable certainly dosen't help to resolve this.
This is very true, and especially angering since their justification for the nerf was to open design space for weapon cards. I hate playing Rogue as just dumb play minions on curve, it's totally against the class's identity of having synergy-based effects that require careful planning to use effectively.
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Its fangs are in your flesh before its hiss leaves your ears.
You totally ignored tempo rogue in your analysis only looking at miracle rogue and caverns below,
tempo rogue is a tier 1 deck and it uses quite a lot of rogue cards, so it's not like it's "just another class tempo deck".
Rogue is the best tempo class in the came, it was always the case just that msotly they had no sticky or swamish minions in the deck.
shadowcaster is a 2 of in thempo rogue, has insane value with a lot of cards and goes well with shadowtepping cheapish minions.
The bladeflurry nerf is justifiecd, the reasoning though is a lie, also the molten giant reasoning is a lie, they just wanted to delete the card from the game.
Blizzard lied a lot in the last year nerfs, which were made in the worst possible way if they wanted to keep the card around somehow.. the only one that was still around is knife juggler.. which doesn't see play currently in zoo and tempo cause of better options and kelesath.
In KOFT there're prince 4 and 2 for rogue( 4 is exclusively for rogue) also in un'goro venom weapon can be combo with blade flurry but it's way too slow and rogue can't take that as an play style. About Valeera the hollow, most DK is very powerful create instant pressure to your opponent. If the card got nerf to 10 it'll disappear because 9 is really slow already and in wild there's more crazy stuff than just 2 cards invisible combo stuff. Miracle rogue is still ok now... But it struggle against so many meta decks despite its power. I really think that blizzard should concider miracle as an play style of rogue and develop that type of cards for it.
First off, I really appreciate you taking the time to read it.
Second: Yes, it is definitely clear that Rogue has been having the most success with Prince Keleseth and a bunch of other tempo cards that were recently added, but the reason that I didn't include it is because those decks don't really feel Rogue-y. What I mean by that is that every class has a "thing," Warlocks either empty their hands really quickly and refuel with Life Tap , or use Life Tap to activate cards like Twilight Drake and Mountain Drake . Priests use Lesser Heal to both heal themselves and their minions in addition to using efficient removal to maintain control of the board.
Warriors use Armor Up along with their efficient removal likeShield SlamandFiery War Axeto control until late game when they have a large amount of health and can drop constant threats.Warriors completely ignore Armor Up and slam face annoying weapons until the only thing that makes Control Warrior good gets nerfed into oblivion. ect. And Rogue's "thing" is using efficient removal and Dagger Mastery to control until they draw their win condition which is, more often than not, a really strong combo of some sort. (ex. The Valeera the Hollow Arcane Giant I had mentioned, Leeroy Jenkins --> Cold Blood --> Cold Blood ,or comboTinker's Sharpsword Oil--> hit face with dagger & buffed minion -->Blade Flurry.How is the Blade Flurry nerf justified exactly? Tinker's Sharpsword Oil is gone and the point of Wild is that there is no balancing for it. Maybe a bump to 3 mana would have been a decent nerf, but even then, the only good weapon buff that Rogue has is Deadly Poison and that card isn't even being run at the moment. And what would it be then? A two card combo that costs 6 overall and deals 3 damage to all enemies with the potential to draw you 2 cards. Completely game breaking Blizzard plz.
Dude your necromantic powers are so high you're making Kel'Thuzad jealous.
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This nerf was a really bad decision, especially for rogue players who love the class.
The card was fun and fitted the rogue identity perfect. The direction rogue is taking at the moment with tempo rogue is - as pointed out above - just making it one in the line of similar archtypes among other classes utilizing the same cards. So sad for a previosly unique class requierd more skill and thinking which made it interesting, exciting and fun to play.
It also took away a much needed board clear. Even more so since Antique Healbot was rotated out which made rogue lack both board clear and heal. Taking away both options were wrong. And with Tinker's Sharpsword Oil rotated out, the decision seems even more stupendous.
Can we lock this thread already?
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Besides from being a balance issue - of course a card should never be to powerful - the problem with making Blade Flurry unplayable is that it was so important to the rogue identity. The essence of rogue is being a tempo class with spells and weapons. Blade Flurry was perfect in this regard because it gave rogue additional uses of the weapon. It used the weapon to deal damage without actually attacking with it. However at a significant cost - the weapon was destroyed. It was also a unique way to clear the board. Multiple steps, cards and planing turns ahead was required to make it work which justified it being powerful.
The current tempo rogue rarely uses any weapon cards. The trend of rouge players using less weapons have been prevalent ever since around the launch of standard and the time Blade Flurry was nerfed. Even new weapons and cards that affect weapons dosen't see much play. That should idicate something is wrong and keeping Blade Flurry unplayable certainly dosen't help to resolve this.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock