Lore-wise, the Rogue class is about physically hiding, not hidden information, which is something anyone is technically capable of. Rogue's sneakiness and propensity for ambushes is embodied by Stealth.
Mechanically, secrets are just stuff that triggers on the opponent's turn. And let's face it, a lot of the time there's nothing surprising about them.
Lore-wise, the Rogue class is about physically hiding, not hidden information, which is something anyone is technically capable of. Rogue's sneakiness and propensity for ambushes is embodied by Stealth.
Mechanically, secrets are just stuff that triggers on the opponent's turn. And let's face it, a lot of the time there's nothing surprising about them.
I'm not sure I agree with that. Rogues run the spy networks, and have an entire tree named Subtlety.
Lore wise it makes sense, but in terms of actual gameplay it might be tough. The reason is that Blizzard wants to make each class have secrets at their own unique mana cost, and a secret that costed more than 3 would be awful without insane synergy. Maybe 0 mana secrets would be cool, but then the second problem is that 0 mana rogue spells can be extremely problematic and they would have to print like 5 of them to make them actually secret. Maybe they should have done it from the beginning, but now it is never going to happen.
That always felt weird to me too, anytime I play against a Priest I feel like he's the ultimate thief stealing all my cards and even stealing my minions that are already in play.
And then rogues theme is insects and plants? None of it really makes sense to me at all. We have pirate decks, would be nice if Rogues got a ninja deck.
Secrets make far more sense in rogue, and hunter than mage or paladin. Hunter's set traps, just like assassins and thieves. How does it even make sense for a guy to say "I will fight with honor!" and then try being sneaky with secrets? Meanwhile "Watch your back." indicates the rogue knows something the opponent doesn't and is going to fight dirty with it. You know. Like a secret.
I wouldn't exactly write it off as "never happening." The devs want this game to last a long time and the best way to do that is to shake things up. In a few years, after Auctioneer is long gone, we might see some 0-mana secrets that are as simple as "When your opponent plays a minion, draw a card." Rogue might actually use that if they don't have Auctioneer.
Because some drunk dev thought it would be more appropriate to give them to the Noble, Righteous & Straightforward Paladins instead...
Still banging my head against the wall about that decision, especially once you realise 2 of those secrets have anti-synergy with the paladin hero power...
Blizzard logic: We will give the good guys (Jaina and Uther) secrets and our main villain (Guldan) no secrets just like every fantasy novel and movie. Oh, and while we're at it let's give rogue plants because we don't have another class that focuses on nature.
Lore wise it makes sense, but in terms of actual gameplay it might be tough. The reason is that Blizzard wants to make each class have secrets at their own unique mana cost, and a secret that costed more than 3 would be awful without insane synergy. Maybe 0 mana secrets would be cool, but then the second problem is that 0 mana rogue spells can be extremely problematic and they would have to print like 5 of them to make them actually secret. Maybe they should have done it from the beginning, but now it is never going to happen.
And why does every class secret have to have a different cost exactly? Can't Rogue have 2 cost secrets like Hunter?
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Free to try and find a game, dealing cards for sorrow, cards for pain.
On the "insects" theme, rogue actually makes sense. Xaril was a member of the Klaxxi that specialized in poisons. What does an assassination rogue specialize in I wonder...
On the "insects" theme, rogue actually makes sense. Xaril was a member of the Klaxxi that specialized in poisons. What does an assassination rogue specialize in I wonder...
I was actually referring to the large number of Nerubian cards that Rogues get. Nerubians are large, heavily-armored, slow moving minions in both Warcraft 3 and WoW. Anub'arak is literally described as a Warrior in the lore and on the Wiki page. He even uses Warrior abilities like charge. This gigantic, slow-moving, heavily armored Warrior is suddenly a Rogue card? Because that makes sense thematically?
Ok, that's true. I totally forgot about the nerubian cards. Those would fit better in Priest as the nerubians were servants of the old gods before falling to the lich king, and shadow priests are very close to the void.
They originally had secrets and then they gave them to paladin for class identity. They would have ended up with 1 mana secrets and considering how miracle rogues have been resistant up to today, it would have been busted
..That Rogue would get 4 mana secrets that was actually hidden from the opponent. When you played them, nothing would show on the opponent's screen and he wouldn't even be able to see that you've spend the mana. The secret would be revealed, when the secret is revealed like normally.
Paladins: 1 mana yellow-colored secrets. Mostly 1,5 mana cards. Hunters: 2 mana green-colored secrets. Mostly 3 mana cards. Mage: 3 mana blue-colored secrets. Mostly 4,5 mana cards. Rogue: 4 mana black-colored secrets. Mostly 5,5 mana cards.
However... This is just a hope. I doubt it will ever happen but it actually could be do-able in this game. Love to you all <3
Rogue secrets would make sense, but calling those cards secrets is weird, because for paladins it is basically divine punishment, or retribution for their enemies' actions. And for Mage they are basically just reactive magic. Diverting, preventing, and distorting. Hunter lays traps, which are hidden, but mainly just catch you off guard when you step on them.
rogue secrets would be kind of weird though, because all of them feel like they are just slight rehashes on secrets given to other classes. Rogue does not have a unique way it interprets secrets compared to the rest, so making rogue secrets feel good and unique would be hard. That is probably why it does not have them, because originally blizzard could not come up with unique and interesting ones that
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Just fill your deck with one drops, that is creative deck design, right?
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Cloak of Shadows, Evasion, Smoke Bomb, Combat Readiness, Cheat Death, Elusiveness would be a good start...
Maybe work recuperate in some how
its weird that that one of the most defensive WoW classes has the least defense of any classes in hearthstone
Lore-wise, the Rogue class is about physically hiding, not hidden information, which is something anyone is technically capable of. Rogue's sneakiness and propensity for ambushes is embodied by Stealth.
Mechanically, secrets are just stuff that triggers on the opponent's turn. And let's face it, a lot of the time there's nothing surprising about them.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Priests steal stuff, Paladins keep secrets.
Rogues? They tend gardens.
Lore wise it makes sense, but in terms of actual gameplay it might be tough. The reason is that Blizzard wants to make each class have secrets at their own unique mana cost, and a secret that costed more than 3 would be awful without insane synergy. Maybe 0 mana secrets would be cool, but then the second problem is that 0 mana rogue spells can be extremely problematic and they would have to print like 5 of them to make them actually secret. Maybe they should have done it from the beginning, but now it is never going to happen.
Secrets make far more sense in rogue, and hunter than mage or paladin. Hunter's set traps, just like assassins and thieves. How does it even make sense for a guy to say "I will fight with honor!" and then try being sneaky with secrets? Meanwhile "Watch your back." indicates the rogue knows something the opponent doesn't and is going to fight dirty with it. You know. Like a secret.
I wouldn't exactly write it off as "never happening." The devs want this game to last a long time and the best way to do that is to shake things up. In a few years, after Auctioneer is long gone, we might see some 0-mana secrets that are as simple as "When your opponent plays a minion, draw a card." Rogue might actually use that if they don't have Auctioneer.
Blizzard logic: We will give the good guys (Jaina and Uther) secrets and our main villain (Guldan) no secrets just like every fantasy novel and movie. Oh, and while we're at it let's give rogue plants because we don't have another class that focuses on nature.
Free to try and find a game, dealing cards for sorrow, cards for pain.
On the "insects" theme, rogue actually makes sense. Xaril was a member of the Klaxxi that specialized in poisons. What does an assassination rogue specialize in I wonder...
Ok, that's true. I totally forgot about the nerubian cards. Those would fit better in Priest as the nerubians were servants of the old gods before falling to the lich king, and shadow priests are very close to the void.
becuse rogues are not sneaky, paladins are sneaky
They originally had secrets and then they gave them to paladin for class identity. They would have ended up with 1 mana secrets and considering how miracle rogues have been resistant up to today, it would have been busted
So rogue should get more stuff besides copying cards and having freaking cheap spells with awesome value?
I once had a dream..
..That Rogue would get 4 mana secrets that was actually hidden from the opponent. When you played them, nothing would show on the opponent's screen and he wouldn't even be able to see that you've spend the mana. The secret would be revealed, when the secret is revealed like normally.
Paladins: 1 mana yellow-colored secrets. Mostly 1,5 mana cards.
Hunters: 2 mana green-colored secrets. Mostly 3 mana cards.
Mage: 3 mana blue-colored secrets. Mostly 4,5 mana cards.
Rogue: 4 mana black-colored secrets. Mostly 5,5 mana cards.
However... This is just a hope. I doubt it will ever happen but it actually could be do-able in this game. Love to you all <3
Rogue secrets would make sense, but calling those cards secrets is weird, because for paladins it is basically divine punishment, or retribution for their enemies' actions. And for Mage they are basically just reactive magic. Diverting, preventing, and distorting. Hunter lays traps, which are hidden, but mainly just catch you off guard when you step on them.
rogue secrets would be kind of weird though, because all of them feel like they are just slight rehashes on secrets given to other classes. Rogue does not have a unique way it interprets secrets compared to the rest, so making rogue secrets feel good and unique would be hard. That is probably why it does not have them, because originally blizzard could not come up with unique and interesting ones that
Just fill your deck with one drops, that is creative deck design, right?