If I recall the patch notes on Nitroboost Poison correctly, the devs would like to push Rogue more into a board control direction. So why are they rotating Blade Flurry out? The past two days it felt great to have a decent aoe for once with the unnerfed version. And it's by no means op, as you're missing out on a lot of your offensive potential by destroying your weapon.
If you're playing a somewhat slower version of Weapon Rogue, especially the mirror matches are so much pain, since you have no way to heal against all their burn. And against control decks you just lose your weapons, since apparently everyone runs as much weapon tech as they can now.
I love the Rogue class, but I can't stand that Pen Flinger hyper-fast burn crap. So what am I supposed to play? For the most part, class identities are all over the place, but Rogue still can't have aoe, can't have healing, can't have taunt. Sorry if this feels like it would belong in the salt thread, but I would honestly like to hear if anyone has a grasp on how you're supposed to play a slower Rogue deck. Might be a bad timing for that, because no one knows how the meta will change in the following weeks, but it matters a lot for my crafting decisions.
In wow rogue is a pure DPS class... Should hunter have control options? What about demon hunter? They’re the quintessential raw damage classes who have the ability to close games with rapid pace.
Confused as to why you’re asking a fish to climb a tree and getting mad when it can’t do something it’s not inclined to do by design. There are pure control classes and a ton of viable hybrid control mixes...
edit: After YEARS (decade?) rogue got recuperate which is a mediocre heal over time for combo points.. vanish is the only hard reset.. stealth, sap, kidney shot, blind, all minor cc or disengage but nothing else. If you believe they’re grounded, where are your expectations coming from ?
In wow rogue is a pure DPS class... Should hunter have control options? What about demon hunter? They’re the quintessential raw damage classes who have the ability to close games with rapid pace.
Confused as to why you’re asking a fish to climb a tree and getting mad when it can’t do something it’s not inclined to do by design. There are pure control classes and a ton of viable hybrid control mixes...
edit: After YEARS (decade?) rogue got recuperate which is a mediocre heal over time for combo points.. vanish is the only hard reset.. stealth, sap, kidney shot, blind, all minor cc or disengage but nothing else. If you believe they’re grounded, where are your expectations coming from ?
That would be a viable point, but both Hunter and DH do have a lot more control tools. Stuff like Explosive Trap, Immolation Aura, all the lifesteal in DH.
I think the lack of control rogue is pretty intentional, if you look at the class identity push over the last few years. Rogue has good value generation and hard removal, so there's definitely more than just aggro and tempo. Not your typical control deck, but more in the value midrange direction that relies on pushing the opponents key cards out.
Although when important value generators like whirlkick master and galakrond are leaving, in return of even more weapon and tempo synergy, rogue is gonna feel a lot more restricted for a while after rotation.
Because that's what the devs want for the class. It's the famous class Identity almost overeyone missunderstands. Classes would be pointless if everyone had acces to every kind of playstile, So they limit each class to a few (mostly based on flavor, compare Hunter and Priest of example) and control just hapens to not be part of rogue's class identity.
Because that's what the devs want for the class. It's the famous class Identity almost overeyone missunderstands. Classes would be pointless if everyone had acces to every kind of playstile, So they limit each class to a few (mostly based on flavor, compare Hunter and Priest of example) and control just hapens to not be part of rogue's class identity.
That's basically my point: It feels like the class identity is applied a lot more strictly currently to rogue than to other classes. I'm not asking for a hyper-greedy late game control deck. But some midgame survivability would be really nice. Does it sound so absurd to put a card like Leeching Poison in the core set? Or just keep Blade Flurry in?
Because there would never be a control archetype for rogue. Even if they made a control archetype the result would be to run the best removal instead of sap and assassinate in a midrange or aggro deck. Rogue does rogue things too good to switch to doing warrior things.
Because that's what the devs want for the class. It's the famous class Identity almost overeyone missunderstands. Classes would be pointless if everyone had acces to every kind of playstile, So they limit each class to a few (mostly based on flavor, compare Hunter and Priest of example) and control just hapens to not be part of rogue's class identity.
Yeah, I would also echo that the class is designed this way on purpose, to promote its identity which is derived from Warcraft (WoW).
That's not to say that you can't make less aggro decks and play for more value. Galakrond rogue was a good example of this, able to outvalue priests if they played their cards (lackeys) right.
In the new expansion, weapon rogue seems to be a focus, but you'll notice things like Paralytic Poison, which indicates to me that they want the rogue to swing that weapon somewhere other than face... so... maybe there is hope yet.
I love generating value and having a hand full of fun cards. Stuff like Tenwu of the Red Smoke and Keywarden Ivory are perfect examples of this. So you just throw in some removal spells and defensive cards like Death's Head Cultist and Armor Vendor... maybe you'll have a good time?
Because that's what the devs want for the class. It's the famous class Identity almost overeyone missunderstands. Classes would be pointless if everyone had acces to every kind of playstile, So they limit each class to a few (mostly based on flavor, compare Hunter and Priest of example) and control just hapens to not be part of rogue's class identity.
Yeah, I would also echo that the class is designed this way on purpose, to promote its identity which is derived from Warcraft (WoW).
That's not to say that you can't make less aggro decks and play for more value. Galakrond rogue was a good example of this, able to outvalue priests if they played their cards (lackeys) right.
In the new expansion, weapon rogue seems to be a focus, but you'll notice things like Paralytic Poison, which indicates to me that they want the rogue to swing that weapon somewhere other than face... so... maybe there is hope yet.
I love generating value and having a hand full of fun cards. Stuff like Tenwu of the Red Smoke and Keywarden Ivory are perfect examples of this. So you just throw in some removal spells and defensive cards like Death's Head Cultist and Armor Vendor... maybe you'll have a good time?
It's not impossible.
Thanks for getting my point. And Death's Head Cultist is actually a nice suggestion. The problem with Paralytic Poison is that it won't do much for you when you're already in lethal range for your opponent though. My "solution" this far has mostly been hoping for good things to get from Wand Thief and Keywarden Ivory, but those are very inconsistent unfortunately.
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Ceterum censeo classum magi esse delendam.
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If I recall the patch notes on Nitroboost Poison correctly, the devs would like to push Rogue more into a board control direction. So why are they rotating Blade Flurry out? The past two days it felt great to have a decent aoe for once with the unnerfed version. And it's by no means op, as you're missing out on a lot of your offensive potential by destroying your weapon.
If you're playing a somewhat slower version of Weapon Rogue, especially the mirror matches are so much pain, since you have no way to heal against all their burn. And against control decks you just lose your weapons, since apparently everyone runs as much weapon tech as they can now.
I love the Rogue class, but I can't stand that Pen Flinger hyper-fast burn crap. So what am I supposed to play? For the most part, class identities are all over the place, but Rogue still can't have aoe, can't have healing, can't have taunt. Sorry if this feels like it would belong in the salt thread, but I would honestly like to hear if anyone has a grasp on how you're supposed to play a slower Rogue deck. Might be a bad timing for that, because no one knows how the meta will change in the following weeks, but it matters a lot for my crafting decisions.
Ceterum censeo classum magi esse delendam.
Galakrond Rogue?
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
In wow rogue is a pure DPS class... Should hunter have control options? What about demon hunter? They’re the quintessential raw damage classes who have the ability to close games with rapid pace.
Confused as to why you’re asking a fish to climb a tree and getting mad when it can’t do something it’s not inclined to do by design. There are pure control classes and a ton of viable hybrid control mixes...
edit: After YEARS (decade?) rogue got recuperate which is a mediocre heal over time for combo points.. vanish is the only hard reset.. stealth, sap, kidney shot, blind, all minor cc or disengage but nothing else. If you believe they’re grounded, where are your expectations coming from ?
That would be a viable point, but both Hunter and DH do have a lot more control tools. Stuff like Explosive Trap, Immolation Aura, all the lifesteal in DH.
Ceterum censeo classum magi esse delendam.
I think the lack of control rogue is pretty intentional, if you look at the class identity push over the last few years. Rogue has good value generation and hard removal, so there's definitely more than just aggro and tempo. Not your typical control deck, but more in the value midrange direction that relies on pushing the opponents key cards out.
Although when important value generators like whirlkick master and galakrond are leaving, in return of even more weapon and tempo synergy, rogue is gonna feel a lot more restricted for a while after rotation.
Because that's what the devs want for the class. It's the famous class Identity almost overeyone missunderstands. Classes would be pointless if everyone had acces to every kind of playstile, So they limit each class to a few (mostly based on flavor, compare Hunter and Priest of example) and control just hapens to not be part of rogue's class identity.
That's basically my point: It feels like the class identity is applied a lot more strictly currently to rogue than to other classes. I'm not asking for a hyper-greedy late game control deck. But some midgame survivability would be really nice. Does it sound so absurd to put a card like Leeching Poison in the core set? Or just keep Blade Flurry in?
Ceterum censeo classum magi esse delendam.
Because there would never be a control archetype for rogue. Even if they made a control archetype the result would be to run the best removal instead of sap and assassinate in a midrange or aggro deck. Rogue does rogue things too good to switch to doing warrior things.
Yeah, I would also echo that the class is designed this way on purpose, to promote its identity which is derived from Warcraft (WoW).
That's not to say that you can't make less aggro decks and play for more value. Galakrond rogue was a good example of this, able to outvalue priests if they played their cards (lackeys) right.
In the new expansion, weapon rogue seems to be a focus, but you'll notice things like Paralytic Poison, which indicates to me that they want the rogue to swing that weapon somewhere other than face... so... maybe there is hope yet.
I love generating value and having a hand full of fun cards. Stuff like Tenwu of the Red Smoke and Keywarden Ivory are perfect examples of this. So you just throw in some removal spells and defensive cards like Death's Head Cultist and Armor Vendor... maybe you'll have a good time?
It's not impossible.
Thanks for getting my point. And Death's Head Cultist is actually a nice suggestion. The problem with Paralytic Poison is that it won't do much for you when you're already in lethal range for your opponent though. My "solution" this far has mostly been hoping for good things to get from Wand Thief and Keywarden Ivory, but those are very inconsistent unfortunately.
Ceterum censeo classum magi esse delendam.