Why is Blizzard so heavy-handed with their nerfs? I can see removing the hero damage or upping the cost, but both? It's like they regret even making some of these cards in the first place and just completely obliterate them so everyone will forget they exist.
Most were reasonable. The only too I disagree with are Knife Juggler (too tame) and Blade Flurry (gutted).
Rogue and Druid got hit the hardest, and while Blizzard left Druid with tools to compete (Ramp, Astral, C'Thun) Rogue is scrambling to find a competitive deck. I think they're perfectly happy with the class at a weakened state so they can slowly build it up over several expansions without making it too overpowered.
Why is Blizzard so heavy-handed with their nerfs? I can see removing the hero damage or upping the cost, but both? It's like they regret even making some of these cards in the first place and just completely obliterate them so everyone will forget they exist.
Most were reasonable. The only too I disagree with are Knife Juggler (too tame) and Blade Flurry (gutted).
Rogue and Druid got hit the hardest, and while Blizzard left Druid with tools to compete (Ramp, Astral, C'Thun) Rogue is scrambling to find a competitive deck. I think they're perfectly happy with the class at a weakened state so they can slowly build it up over several expansions without making it too overpowered.
That's just tells me how unprepared they were, when they started the game and now when they need to make radical changes (either to certain cards or to a concept in a class).
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'There is nothing more deceptive than an obvious fact'
I honestly would've been fine with the nerf if rogues had gotten some kind of other weapon/weapon cards. But nope. Big nerf, nothing to replace it with.
All we can do right now is to disenchant Blade Flurry . funny thing, now each deck will be based on one card C'Thun
Yeah I was planning on making rogue decks but Idk if I want to spend my dust on a class that wont do very well in standard and its very hard for f2p players to get dust so even though i like the class I don't want to shoot myself in the foot
All we can do right now is to disenchant Blade Flurry . funny thing, now each deck will be based on one card C'Thun
Yeah I was planning on making rogue decks but Idk if I want to spend my dust on a class that wont do very well in standard and its very hard for f2p players to get dust so even though i like the class I don't want to shoot myself in the foot
I think even with the nerf, Blade Flurry will still see play on MalyRogues. Blade Flurry is such a key board clear on the deck its hard not to include at least one off, its not as important as it is on Oil rogue though, Oil Rogue is pretty much dead due to the nerf. Such a shame I love that deck and I would love to play it once in a while on wild. IMO Raptor Rogues will be stronger this expansion and I still think MalyRogue will see play on standard but with the loss of Healbot and the Blade Flurry nerf its a very risky deck to craft at this time.
I think blizz with this nerf is trying to force rogue to play differently. Not just weapon + oil with minion on board then face and this...maybe forcing a more minion centric rogue that uses weapon as removal...this nerf I feel was blizzards way to make oil rogue go the way of the old miracle rogue...
I think blizz with this nerf is trying to force rogue to play differently. Not just weapon + oil with minion on board then face and this...maybe forcing a more minion centric rogue that uses weapon as removal...this nerf I feel was blizzards way to make oil rogue go the way of the old miracle rogue...
The main reason for the nerf is mostlikely that Blade Flurry is a card that limits the design space. Rogues never got good weapons or weapon buff because of the crazy stuff Blade Flurry can do. I'm really sad to see it go Oil is one of my favorite decks to play. I would've love to play Oil Rogue on wild but this gives me hope that we're finally getting good rogue cards specially weapons.
If that's the direction blizz is trying to do then I would be a bit dissapointed. What makes rogues appealing is their unique playstyle. They're not about standard minion-centric playstyle. Most of minons or spells are a bit underwhelming statwise but when combined with others it gives you a powerful effect. They're more about cool spell/minon combinations and interactions than strait forward value cards.
The main reason for the nerf is mostlikely that Blade Flurry is a card that limits the design space. Rogues never got good weapons or weapon buff because of the crazy stuff Blade Flurry can do. I'm really sad to see it go Oil is one of my favorite decks to play. I would've love to play Oil Rogue on wild but this gives me hope that we're finally getting good rogue cards specially weapons.
The thing is, no matter how good a weapon Rogue gets, it would be better in other classes than it would be in Rogue. Having a weapon equipped as Rogue denies you the ability to use your hero power, whereas Warrior and Paladin can keep clicking the button all they want while holding their weapon charges.
Not to mention that Rogues have 0 ability to heal or mitigate damage (outside of neutral cards), so having a big weapon wouldn't be that good anyway because you can't really afford to face tank huge minions like Warrior can. Think of how bad Gorehowl would be in any other class.
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Its fangs are in your flesh before its hiss leaves your ears.
The thing is, no matter how good a weapon Rogue gets, it would be better in other classes than it would be in Rogue. Having a weapon equipped as Rogue denies you the ability to use your hero power, whereas Warrior and Paladin can keep clicking the button all they want while holding their weapon charges.
Not to mention that Rogues have 0 ability to heal or mitigate damage (outside of neutral cards), so having a big weapon wouldn't be that good anyway because you can't really afford to face tank huge minions like Warrior can. Think of how bad Gorehowl would be in any other class.
And tha't why I prefer weapon buffs as well. Cards that interact with your hero power; not just increase the weapon stats though. Cards that give your weapon abilities or cards that improve your weapon-hero power, like Rafaam's staff cards.
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'There is nothing more deceptive than an obvious fact'
The main reason for the nerf is mostlikely that Blade Flurry is a card that limits the design space. Rogues never got good weapons or weapon buff because of the crazy stuff Blade Flurry can do. I'm really sad to see it go Oil is one of my favorite decks to play. I would've love to play Oil Rogue on wild but this gives me hope that we're finally getting good rogue cards specially weapons.
The thing is, no matter how good a weapon Rogue gets, it would be better in other classes than it would be in Rogue. Having a weapon equipped as Rogue denies you the ability to use your hero power, whereas Warrior and Paladin can keep clicking the button all they want while holding their weapon charges.
Not to mention that Rogues have 0 ability to heal or mitigate damage (outside of neutral cards), so having a big weapon wouldn't be that good anyway because you can't really afford to face tank huge minions like Warrior can. Think of how bad Gorehowl would be in any other class.
That's not that big of a drawback I think, if a weapon is good it will see play. If rogues were given deathsbite or truesilver it will see play no matter what and i'd be okay with not pressing the hero ability. Plus rogue is a class that likes playing multiple cards per turn, not spending 2 mana for the dagger means that you have free mana for something else which isn't all that bad. The nerf will allow devs to be liberal and creative with card design.
I think blizz with this nerf is trying to force rogue to play differently. Not just weapon + oil with minion on board then face and this...maybe forcing a more minion centric rogue that uses weapon as removal...this nerf I feel was blizzards way to make oil rogue go the way of the old miracle rogue...
The main reason for the nerf is mostlikely that Blade Flurry is a card that limits the design space. Rogues never got good weapons or weapon buff because of the crazy stuff Blade Flurry can do. I'm really sad to see it go Oil is one of my favorite decks to play. I would've love to play Oil Rogue on wild but this gives me hope that we're finally getting good rogue cards specially weapons.
If that's the direction blizz is trying to do then I would be a bit dissapointed. What makes rogues appealing is their unique playstyle. They're not about standard minion-centric playstyle. Most of minons or spells are a bit underwhelming statwise but when combined with others it gives you a powerful effect. They're more about cool spell/minon combinations and interactions than strait forward value cards.
I think Blizzard does understand this. They are not trying to make rogue the sticky deathrattle class (that's hunter), but instead they want a rogue that uses deathrattles to make up the lost card advantage from playing tempo cards.
LIkewise the rogue C'thun card is a swing card, it's not a boring card that you just drop on curve.
Personally I think rogue is going to be very weak this expansion because of the flurry nerf, and because all of these new mechanics, while neat, are too slow to be effective in a class like rogue that has no native healing and now no real board clear. But I also don't think it's going to turn into 'just another zoo class'.
And I can completely understand that Blizzard doesn't want any class to be able to burst for ~15 from an empty board, unless it's mage, shaman, warlock, warrior, or priest.
And I can completely understand that Blizzard doesn't want any class to be able to burst for ~15 from an empty board, unless it's mage, shaman, warlock, warrior, or priest.
This point had me rollin' :D
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'There is nothing more deceptive than an obvious fact'
I think blizz with this nerf is trying to force rogue to play differently. Not just weapon + oil with minion on board then face and this...maybe forcing a more minion centric rogue that uses weapon as removal...this nerf I feel was blizzards way to make oil rogue go the way of the old miracle rogue...
The main reason for the nerf is mostlikely that Blade Flurry is a card that limits the design space. Rogues never got good weapons or weapon buff because of the crazy stuff Blade Flurry can do. I'm really sad to see it go Oil is one of my favorite decks to play. I would've love to play Oil Rogue on wild but this gives me hope that we're finally getting good rogue cards specially weapons.
If that's the direction blizz is trying to do then I would be a bit dissapointed. What makes rogues appealing is their unique playstyle. They're not about standard minion-centric playstyle. Most of minons or spells are a bit underwhelming statwise but when combined with others it gives you a powerful effect. They're more about cool spell/minon combinations and interactions than strait forward value cards.
I think Blizzard does understand this. They are not trying to make rogue the sticky deathrattle class (that's hunter), but instead they want a rogue that uses deathrattles to make up the lost card advantage from playing tempo cards.
LIkewise the rogue C'thun card is a swing card, it's not a boring card that you just drop on curve.
Personally I think rogue is going to be very weak this expansion because of the flurry nerf, and because all of these new mechanics, while neat, are too slow to be effective in a class like rogue that has no native healing and now no real board clear. But I also don't think it's going to turn into 'just another zoo class'.
And I can completely understand that Blizzard doesn't want any class to be able to burst for ~15 from an empty board, unless it's mage, shaman, warlock, warrior, or priest.
What, Rogue has the best board clear in the game in Corrupted Seer. OPEE OPEE
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
I honestly would've been fine with the nerf if rogues had gotten some kind of other weapon/weapon cards. But nope. Big nerf, nothing to replace it with.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
the peach bites back
Maly doesn't have the burn anymore. Flurry was a finisher, or at least something to get you there.
Rogue is done. Any decent deck that may end up forming is going to integrate sir Finley.
I think blizz with this nerf is trying to force rogue to play differently. Not just weapon + oil with minion on board then face and this...maybe forcing a more minion centric rogue that uses weapon as removal...this nerf I feel was blizzards way to make oil rogue go the way of the old miracle rogue...
The main reason for the nerf is mostlikely that Blade Flurry is a card that limits the design space. Rogues never got good weapons or weapon buff because of the crazy stuff Blade Flurry can do. I'm really sad to see it go Oil is one of my favorite decks to play. I would've love to play Oil Rogue on wild but this gives me hope that we're finally getting good rogue cards specially weapons.
If that's the direction blizz is trying to do then I would be a bit dissapointed. What makes rogues appealing is their unique playstyle. They're not about standard minion-centric playstyle. Most of minons or spells are a bit underwhelming statwise but when combined with others it gives you a powerful effect. They're more about cool spell/minon combinations and interactions than strait forward value cards.
disenchanted, no regrets
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Will this deck work without Blade Flurry?