14 Damage to the face? How in the world are you letting a rogue hit you for that much with Blade Flurry? Dagger, Deadly, Deadly, Tinker, Tinker (1+2+2+3+3) = 11 Damage. So your saying they are also throwing in 3 more Spell Damage/Auto Barbers/Captain Greenskins to buff the damage to 14? Or are you saying that they've set up Assassin Blade/CogWrench + Mech before unleashing this combo on you?
So the've just spent a total of 6~8 cards, and 17~20 Mana... (Or 15 Mana + the cost of a mech) Or they used 2x Prep so they spent 8~10 cards, and 11~14 Mana. (Or 9 Mana + the cost of a mech)
If you let them build up that many cards in their hand, and never put a single threat on the board that forced the use of any of those cards the entire game... You probably deserve to be hit by this.
- Any weapon that is being set up a turn before can be countered by Ooze/Harrison. - If they've been holding onto all of these cards, they probably don't have anything else in their hand. Setting up Loatheb can completely lock out a turn and let's you push for lethal. - Sometimes a taunt can stand in your way that you can't clear with your minions. So you have to just Flurry without being able to hit face first. - Tinkers need a combo starter, so if you have to throw a minion down to combo it (happens more than you think), there's a chance you'll hit the sleeping minion with the buff. - If Deadly and Tinker have already been used up, Flurry is really weak of a card. Especially in control matchups.
I don't see why people complain about Tinker + Flurry so much. Sure it does lots of damage out of nowhere, but it has such high combo requirements. (Not to mention rogue being one of the harder mechanical classes to play. Since you have to balance starter and combo cards. Although playing anything in Hearthstone is pretty easy) In my experience playing rogue, it's much more common to do Dagger (Poison) Tinker Flurry. Leading to just 4~6 Damage AoE. I rarely save up 6+ cards to unleash one wombo combo.
IMO something like FoN+SR is much more braindead. 14 damage just like that, or add 2 cards (Innervate+SR) and it becomes 22 damage. Any other minion you own pushes this damage higher. 4 Cards, 12 Mana. Seems a lot less complicated than the setups that you must do for massive damage Flurry plays.
I love all these "Rogue is too strong" threads. Everyone said Rogue was dead after the Leeroy nerf and then the Auctioneer nerf/GvG launch. Now it's too strong and it's not fair. I am thoroughly amused.
Learn to play around it, or better yet how to counter it. How about teching in Loatheb and Troggzor?
Oil Rogue was created by people experimenting with new ideas and refining (oil, get it?) until those ideas turned into a viable build. You aren't going to find the counter to it by playing the same (net)decks and complaining that Blade Flurry is OP.
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Feel free to add me if you play on NA! iMPose#1429
I love all these "Rogue is too strong" threads. Everyone said Rogue was dead after the Leeroy nerf and then the Auctioneer nerf/GvG launch. Now it's too strong and it's not fair. I am thoroughly amused.
Learn to play around it, or better yet how to counter it. How about teching in Loatheb and Troggzor?
Oil Rogue was created by people experimenting with new ideas and refining (oil, get it?) until those ideas turned into a viable build. You aren't going to find the counter to it by playing the same (net)decks and complaining that Blade Flurry is OP.
Troggzor honestly doesn't stop me too much unless I have a dead hand. By the time he's dropped I usually have enough combo pieces together for a really big blade flurry. I oil up and unleash it to wipe out all the troggs in one go. Loatheb can be a pain but I find he's played at wrong times by my opponents a lot. It's a lot more of a guessing game when to drop him since it's not like miracle decks and you don't have a clear tell of when they will go off. I have had a few games where Loathab completely decimated me though.
The closest comparison is Shadowflame. Since that doesn't hit heroes, I'd be inclined to agree that Blade Flurry shouldn't either.
Too bad Warlock can win through spamming Giants and other fatties, unlike Rogue which depends on spell combos which require a lot of cards. Pretty awful comparison if you ask me.
I'm talking from a flavour standpoint. In my mind, these 2 cards should work the same as a base and be balanced around that. Obviously I'm not advocating to just flat nerf Blade Flurry.
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14 Damage to the face? How in the world are you letting a rogue hit you for that much with Blade Flurry?
Dagger, Deadly, Deadly, Tinker, Tinker (1+2+2+3+3) = 11 Damage. So your saying they are also throwing in 3 more Spell Damage/Auto Barbers/Captain Greenskins to buff the damage to 14?
Or are you saying that they've set up Assassin Blade/CogWrench + Mech before unleashing this combo on you?
So the've just spent a total of 6~8 cards, and 17~20 Mana... (Or 15 Mana + the cost of a mech)
Or they used 2x Prep so they spent 8~10 cards, and 11~14 Mana. (Or 9 Mana + the cost of a mech)
If you let them build up that many cards in their hand, and never put a single threat on the board that forced the use of any of those cards the entire game... You probably deserve to be hit by this.
- Any weapon that is being set up a turn before can be countered by Ooze/Harrison.
- If they've been holding onto all of these cards, they probably don't have anything else in their hand. Setting up Loatheb can completely lock out a turn and let's you push for lethal.
- Sometimes a taunt can stand in your way that you can't clear with your minions. So you have to just Flurry without being able to hit face first.
- Tinkers need a combo starter, so if you have to throw a minion down to combo it (happens more than you think), there's a chance you'll hit the sleeping minion with the buff.
- If Deadly and Tinker have already been used up, Flurry is really weak of a card. Especially in control matchups.
I don't see why people complain about Tinker + Flurry so much. Sure it does lots of damage out of nowhere, but it has such high combo requirements. (Not to mention rogue being one of the harder mechanical classes to play. Since you have to balance starter and combo cards. Although playing anything in Hearthstone is pretty easy)
In my experience playing rogue, it's much more common to do Dagger (Poison) Tinker Flurry. Leading to just 4~6 Damage AoE. I rarely save up 6+ cards to unleash one wombo combo.
IMO something like FoN+SR is much more braindead. 14 damage just like that, or add 2 cards (Innervate+SR) and it becomes 22 damage. Any other minion you own pushes this damage higher.
4 Cards, 12 Mana. Seems a lot less complicated than the setups that you must do for massive damage Flurry plays.
Wow.... almost every AOE hits also the face bro , so nvm and unlike the rest, BF needs a bunch of cards to be effective.
only those with Straw in their heads fear the Spark of Truth
I love all these "Rogue is too strong" threads. Everyone said Rogue was dead after the Leeroy nerf and then the Auctioneer nerf/GvG launch. Now it's too strong and it's not fair. I am thoroughly amused.
Learn to play around it, or better yet how to counter it. How about teching in Loatheb and Troggzor?
Oil Rogue was created by people experimenting with new ideas and refining (oil, get it?) until those ideas turned into a viable build. You aren't going to find the counter to it by playing the same (net)decks and complaining that Blade Flurry is OP.
Feel free to add me if you play on NA! iMPose#1429
Troggzor honestly doesn't stop me too much unless I have a dead hand. By the time he's dropped I usually have enough combo pieces together for a really big blade flurry. I oil up and unleash it to wipe out all the troggs in one go. Loatheb can be a pain but I find he's played at wrong times by my opponents a lot. It's a lot more of a guessing game when to drop him since it's not like miracle decks and you don't have a clear tell of when they will go off. I have had a few games where Loathab completely decimated me though.
How else are you going to beat handlock?
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The closest comparison is Shadowflame. Since that doesn't hit heroes, I'd be inclined to agree that Blade Flurry shouldn't either.
Such imaginative deck names lately ... "Oil Rogue" ... really? I wonder what genius came up with that one .... 'Kappa'
I'm talking from a flavour standpoint. In my mind, these 2 cards should work the same as a base and be balanced around that. Obviously I'm not advocating to just flat nerf Blade Flurry.