I can't recall where I have read it... but a few months back, when Blade Flurry was nerfed, one of the reasons behind the nerf was because Rogue was getting "new and powerful weapons"... and here we are after MSoG still no sign of "new and powerful weapons.
Anyway, would really appreciate it if anyone could confirm whether or not the said reasoning was true.
Blizzard plans their expansions very well in advance, so when they said that they were probably thinking about expansions/adventures coming out next year, not this year.
"Blade Flurry is a problem because it enables both board clear and heavy burst damage, and it’s also an obstacle to adding better cards for Rogues. To address these issues, the cost of Blade Flurry is moving from 2 to 4 mana, and it will now only affect minions, so that Rogues have to choose between removing threats or damaging the enemy Hero."
So I'm gonna go ahead and post the quote again because I think it's pretty relevant, thanks @Poach for posting it to begin with.
"Blade Flurry is a problem because it enables both board clear and heavy burst damage, and it’s also an obstacle to adding better cards for Rogues. To address these issues, the cost of Blade Flurry is moving from 2 to 4 mana, and it will now only affect minions, so that Rogues have to choose between removing threats or damaging the enemy Hero." (emphasis mine)
It doesn't say anything about powerful weapons, it says better cards. Yes that could mean weapons but it could also very easily, and I think more specifically, be pointing towards weapon buffs. Heck, maybe we've already seen some cards printed that couldn't have been printed with Flurry. The nerf hit right before Whispers, which had the Southsea Squidface. Is it all that great with old Flurry? Maybe not, I don't personally play much rogue, but maybe there was some crazy burst potential there, who knows.
The weapon classes nowadays are paladin, shaman and warrior. Rogue is kinda like forgotten. Instead of a true combo class that requires skill, blizz is somehow rather pushing it to more minion heavy decks. I mean they definitely should rebalance rogues hero power now that blade furry isn't being played. 1 mana 1/1 weapon is almost the same like 1 mana 1/2 weapon. I say almost because sure you could get value a little bit but you rather reequip than really use that unless you play deadly poison. I mean rogues hero power should read: Equip a 1/2 dagger. If already equipped, equip a 2/2 dagger and therefore justicar should make either a 2/3 dagger that gets to a 3/3 dagger if already equipped. This makes things rather complicated and people have to play less aggressive against rogues. Is just my feeling
I forgot it had amazing art... and now I'm sad again. To this day I always revisit the card considering if it could be broken with new cards, and every time I just decide it's too painful to try.
Honestly though, Rogue has been receiving strong cards pretty consistently since the Blade Flurry nerf; Old Gods and Gadgetzan have treated us well, and Kara was reasonable albeit concerned with the funsies mechanic in Burgle. Jade Rogue looks extremely promising, so honestly I don't know that Blade Flurry's demise was undeserved. We've had a number of solid decks, even if they haven't necessarily been top tier (which is better than you can say for Paladin).
Would I like it back at 2 mana for the effect it has now? Of course. But I don't think it's worth pitchforks and torches anymore really.
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I forgot it had amazing art... and now I'm sad again. To this day I always revisit the card considering if it could be broken with new cards, and every time I just decide it's too painful to try.
Honestly though, Rogue has been receiving strong cards pretty consistently since the Blade Flurry nerf; Old Gods and Gadgetzan have treated us well, and Kara was reasonable albeit concerned with the funsies mechanic in Burgle. Jade Rogue looks extremely promising, so honestly I don't know that Blade Flurry's demise was undeserved. We've had a number of solid decks, even if they haven't necessarily been top tier (which is better than you can say for Paladin).
Would I like it back at 2 mana for the effect it has now? Of course. But I don't think it's worth pitchforks and torches anymore really.
I think the problem is that rogue still lacks consistent aoe as one the other 2 classes in the game which can't clear a board effectively. you can FoK with 1-2 spell power, but that's 3 card combo that does 3. deadly poison and blade flurry is 5 mana, 6-7 in actuality because you need a weapon, to do 3. Rogue has access to very efficient single target damage with backstab, prep, si7:agent and evicerate, but if they lose a board they have no real comeback mechanic, which is especially bad for a class with no healing.
Guys, didn't you see what happened with Priest? People just complained and complained for months and months and it actually worked! Priest went from shit Tier to actually playable with some very powerful cards. We just have to bitch and moan over and over again for months. I'm not being sarcastic, it seems to actually work - so let's keep doing it.
I can't recall where I have read it... but a few months back, when Blade Flurry was nerfed, one of the reasons behind the nerf was because Rogue was getting "new and powerful weapons"... and here we are after MSoG still no sign of "new and powerful weapons.
Anyway, would really appreciate it if anyone could confirm whether or not the said reasoning was true.
Blizzard plans their expansions very well in advance, so when they said that they were probably thinking about expansions/adventures coming out next year, not this year.
Here's Blizzard's statement
"Blade Flurry is a problem because it enables both board clear and heavy burst damage, and it’s also an obstacle to adding better cards for Rogues. To address these issues, the cost of Blade Flurry is moving from 2 to 4 mana, and it will now only affect minions, so that Rogues have to choose between removing threats or damaging the enemy Hero."
Rogues can now get any shaman weapon if they want with the try class discover. Imagine double deadly poison on a doomhammer.
We don't need any, just weapon buffs.
So I'm gonna go ahead and post the quote again because I think it's pretty relevant, thanks @Poach for posting it to begin with.
"Blade Flurry is a problem because it enables both board clear and heavy burst damage, and it’s also an obstacle to adding better cards for Rogues. To address these issues, the cost of Blade Flurry is moving from 2 to 4 mana, and it will now only affect minions, so that Rogues have to choose between removing threats or damaging the enemy Hero." (emphasis mine)
It doesn't say anything about powerful weapons, it says better cards. Yes that could mean weapons but it could also very easily, and I think more specifically, be pointing towards weapon buffs. Heck, maybe we've already seen some cards printed that couldn't have been printed with Flurry. The nerf hit right before Whispers, which had the Southsea Squidface. Is it all that great with old Flurry? Maybe not, I don't personally play much rogue, but maybe there was some crazy burst potential there, who knows.
Shadow Rager. Team 5's idea of "better cards"
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
I honestly don't want weapons for Rogues, at least not many. Weapon buffs on the other hand are very much welcome.
A glorious bundle of salt.
The weapon classes nowadays are paladin, shaman and warrior. Rogue is kinda like forgotten. Instead of a true combo class that requires skill, blizz is somehow rather pushing it to more minion heavy decks. I mean they definitely should rebalance rogues hero power now that blade furry isn't being played. 1 mana 1/1 weapon is almost the same like 1 mana 1/2 weapon. I say almost because sure you could get value a little bit but you rather reequip than really use that unless you play deadly poison. I mean rogues hero power should read: Equip a 1/2 dagger. If already equipped, equip a 2/2 dagger and therefore justicar should make either a 2/3 dagger that gets to a 3/3 dagger if already equipped. This makes things rather complicated and people have to play less aggressive against rogues. Is just my feeling
Just remember the good times!
Can you imagine how OP rogue would be if it had the old combo plus the more recent pirate shinanagans?
And they just said "better cards" not only weapons. Weapons are the community assumption
Rogues have a hero power that is anti-synergy with any weapon. That's why.
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I forgot it had amazing art... and now I'm sad again. To this day I always revisit the card considering if it could be broken with new cards, and every time I just decide it's too painful to try.
Honestly though, Rogue has been receiving strong cards pretty consistently since the Blade Flurry nerf; Old Gods and Gadgetzan have treated us well, and Kara was reasonable albeit concerned with the funsies mechanic in Burgle. Jade Rogue looks extremely promising, so honestly I don't know that Blade Flurry's demise was undeserved. We've had a number of solid decks, even if they haven't necessarily been top tier (which is better than you can say for Paladin).
Would I like it back at 2 mana for the effect it has now? Of course. But I don't think it's worth pitchforks and torches anymore really.
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Guys, didn't you see what happened with Priest? People just complained and complained for months and months and it actually worked! Priest went from shit Tier to actually playable with some very powerful cards. We just have to bitch and moan over and over again for months. I'm not being sarcastic, it seems to actually work - so let's keep doing it.
If jade claw was a rogue weapon that would actually be sick, i wish