Why so, out of interest? Weapon destruction (in this particular case) can disrupt the rogue's game plan and also remove a minion from his board as well. Why do you think it doesn't matter?
basically the only time destroying the weapon is actually disruptive is when it's a 5/2 Pick and you bounce Greenskin.
Otherwise, Rogue is pretty happy having everything else bounced back to their hand since it's the battlecry/combos that matter. Even bouncing a Corsair hardly matters since it's being replayed for free or 1 mana (with dagger up).
basically the only time destroying the weapon is actually disruptive is when it's a 5/2 Pick and you bounce Greenskin.
Otherwise, Rogue is pretty happy having everything else bounced back to their hand since it's the battlecry/combos that matter. Even bouncing a Corsair hardly matters since it's being replayed for free or 1 mana (with dagger up).
I would have thought that Greenskin is the last minion you want to bounce back myself, only because he buffs the pick so much. But aside from that, I would suggest that destroying the weapon with nothing on the board to bounce is pretty disruptive to the Rogue's game plan. Maybe I'm wrong on this - I just don't see how destroying the weapon doesn't matter. I think that saving 8+ damage to your face (usually up to 15 damage with Greenskin) is a very important strategy to beat this deck. Not the be-all and end-all, by any means, but certainly very helpful to get there.
Destroying the weapon is definitely crippling rogue. Without it they lack the damage to kill the opponent and bouncing back the minion is a loss of tempo.
The meta has already reacted. Every warrior runs at least three weapon removals and mages who counter warrior also run at least two.
The only cards I think need nerfing are Raiding Party (change its mana cost to 4), HoF Leeroy Jenkins (that card is way overplayed for way too long) and maybe Edwin Van Cleef.
I'm pretty sure Rogue won't be as oppressive afterward.
Use weapon destruction matters alot i put 2x Bloodsail Corsair in my deck and i dont know what was the last time i lost a game to another Rogue, the thing is i dont want to be forced to play 2x Wep destruction just because of a bad design, it's simple as that.
But rogue is fine you say? Let’s look at some facts.
-Rogue is by far the most played class on both ladder as well as HTC.
-Rogue is represented the most (15) at HTC.
-it has one of the highest winrates.
-Winrate >55% against 8/9 classes available.
-People are forced to play sleep warrior against it and even then a few tech cards makes it very favourable eg nomi, scheme
-it has the best tempo tools and combo is made easier and idiot proof with the introduction of 1 mana lackeys and discover a spell lackeys, doing combo’s without being good has never been easier in the whole history of hearthstone
-it has the best unconditional single target removal tool in the form of SAP
- A million bounce effect that reduces the minions cost by 2 as well making insane stuff possible
-Some classes maybe have 1viable deck, rogue has endless variations with a core of 25 cards that are amazing
Rogue is the biggest problem class there is with unfair advantage in tempo generation, card draw and value generation , yet the majority of the playerbase is willingly turning a blind eye towards it. This is not a new phenonemon as it existed during the era of deathstalker rexar as well, professional, hunter players thought rexar should be buffed to 5 mana instead of staying at 6 because the hero power and immediate effect was not good enough.
The only reason why tempo/aggro rogue is not a tier 1 deck with over 58% winrate is because of control warrior existing and yet the majority of the people are targeting the wrong class... is there a conspiracy going on here?
I have to emphasize the point above, because it seems most rogue lovers here don’t get the big picture and just jump in to cry about people crying for nerfs. Classes like token druid , khadgar mage, mech hunter , big shaman , control warrior all have several unfavorable matchups from DIFFERENT decks from DIFFERENT classes. Rogue on the other hand has a favorable matchup over >55% against every single class and deck type EXCEPT the three variants of CONTROL warrior. We are forced to queue into all these sleep elysiana warriors all because of rogue being OP. Get it? If you still don’t think that’s a problem, you are obviously biased to the point you don’t need to waste time here.
Rogue is fun, you say? As you all know fun is subjective, just because you think rogue is fun doesn’t mean that everyone think it’s fun and make it any less deserving on a nerf based on data. Just like a diehard group of people who think priests are fun, or sleep warrior are fun doesn’t make it any less a candidate. But all the data right now points towards rogue being oppressive and needing a merf.
Anyway let’s talk about the busted rogue class which is represented the most in the upcoming hct as a nobrainer inclusion because it’s busted according to all the pro players.
Let’s see a list of possible rogue nerfs to test the waters include:
Preparation> change it to 1 mana.
Backstab > zap has 1 mana overload so change it to 1 mana or deal 1 damage
Raiding party > change it to 4 mana.
Sap> it’s a better execute, polymorph, shield slam without conditions, change to 4 mana.
Extra passive to hero power> Rogue always goes first, so they never get the coin.
SI agent > change it to 4 mana
Myra’s unstable element> let’s make it 7 mana, why not?
Evil miscreant > change it to 4 mana.
EdWin van cleef> make it 4 mana.
4 mana taunt pirate> change it to 5 mana
What else am I missing?
I think Rogue should get some nerfs but these suggestions are awful. "Nuke the base class when the biggest offenders are some of the newer cards." I think Wagglepick should get nerfed as it does way to much for its cost and perhaps raiding party as well but that's about it.
The only cards I think need nerfing are Raiding Party (change its mana cost to 4), HoF Leeroy Jenkins (that card is way overplayed for way too long) and maybe Edwin Van Cleef.
I'm pretty sure Rogue won't be as oppressive afterward.
Yes lets HOF Rogue's base legendary when it's easily counterable and not oppresive. Fucking stupid buddy.
Meh. I'll just start playing double Ooze and maybe a Bloodsail Corsair. Although I hate the idea of gimping my decks with cards that just ain't that great against Non Weapon Classes.
But rogue is fine you say? Let’s look at some facts.
-Rogue is by far the most played class on both ladder as well as HTC.
-Rogue is represented the most (15) at HTC.
-it has one of the highest winrates.
-Winrate >55% against 8/9 classes available.
-People are forced to play sleep warrior against it and even then a few tech cards makes it very favourable eg nomi, scheme
-it has the best tempo tools and combo is made easier and idiot proof with the introduction of 1 mana lackeys and discover a spell lackeys, doing combo’s without being good has never been easier in the whole history of hearthstone
-it has the best unconditional single target removal tool in the form of SAP
- A million bounce effect that reduces the minions cost by 2 as well making insane stuff possible
-Some classes maybe have 1viable deck, rogue has endless variations with a core of 25 cards that are amazing
Rogue is the biggest problem class there is with unfair advantage in tempo generation, card draw and value generation , yet the majority of the playerbase is willingly turning a blind eye towards it. This is not a new phenonemon as it existed during the era of deathstalker rexar as well, professional, hunter players thought rexar should be buffed to 5 mana instead of staying at 6 because the hero power and immediate effect was not good enough.
The only reason why tempo/aggro rogue is not a tier 1 deck with over 58% winrate is because of control warrior existing and yet the majority of the people are targeting the wrong class... is there a conspiracy going on here?
I have to emphasize the point above, because it seems most rogue lovers here don’t get the big picture and just jump in to cry about people crying for nerfs. Classes like token druid , khadgar mage, mech hunter , big shaman , control warrior all have several unfavorable matchups from DIFFERENT decks from DIFFERENT classes. Rogue on the other hand has a favorable matchup over >55% against every single class and deck type EXCEPT the three variants of CONTROL warrior. We are forced to queue into all these sleep elysiana warriors all because of rogue being OP. Get it? If you still don’t think that’s a problem, you are obviously biased to the point you don’t need to waste time here.
Rogue is fun, you say? As you all know fun is subjective, just because you think rogue is fun doesn’t mean that everyone think it’s fun and make it any less deserving on a nerf based on data. Just like a diehard group of people who think priests are fun, or sleep warrior are fun doesn’t make it any less a candidate. But all the data right now points towards rogue being oppressive and needing a merf.
Anyway let’s talk about the busted rogue class which is represented the most in the upcoming hct as a nobrainer inclusion because it’s busted according to all the pro players.
Let’s see a list of possible rogue nerfs to test the waters include:
Preparation> change it to 1 mana.
Backstab > zap has 1 mana overload so change it to 1 mana or deal 1 damage
Raiding party > change it to 4 mana.
Sap> it’s a better execute, polymorph, shield slam without conditions, change to 4 mana.
Extra passive to hero power> Rogue always goes first, so they never get the coin.
SI agent > change it to 4 mana
Myra’s unstable element> let’s make it 7 mana, why not?
Evil miscreant > change it to 4 mana.
EdWin van cleef> make it 4 mana.
4 mana taunt pirate> change it to 5 mana
What else am I missing?
If you were able to understand and read the data, you would know that the rogue is tier 2. The only reason why you are losing to rogue is because you are unable to play. Check references. Nothing wrong with the rogue.
Oh for FFS, leave rogue alone. This class single handedly carries the most absurd combos HS can have. Nerfing its classic cards would hurt all of its archetypes badly. Like what the heck man, Edwin van cleef? That card has been here for ages and it is easy to counter it. Why whine about every freaking card in in the classic set when you can counter the deck by putting ooze's, silences or other control stuff
Lackey Rogue is nearly 30% at legend now. Nine classes, endless deck possibilities. If nearly one third of players are using the same deck, it's too strong.
If you were able to understand and read the data, you would know that the rogue is tier 2. The only reason why you are losing to rogue is because you are unable to play. Check references. Nothing wrong with the rogue.
I just started playing rogue a few days ago to try to climb past rank 4.. Haven't played much rogue before.
81% win rate.. Only lost against warrior match ups. Not lost a single game to anything else.
Glad to play it for the climb but this deck is definitely busted. However..
Preparation isn't the issue. Its been around for time. It isn't oppressive.
Waggle pick is a problem but a bigger problem is the combo effect of raiding party.
On turn 2 a rogue can coin, prep raiding party.. Play evil miscreant while backstabbing an enemy minion and refilll its hand with 5 cards! That is just insane.
To be able to deal 20 damage with waggle pick, leeroy and eviscerate on 10 mana.. Broken. Problem? The death rattle effect of waggle pick.
Raiding party should be nerfed to not include the combo effect of drawing a weapon..
Waggle pick should be nerfed to not have the bounced card at a reduced mama cost.. Or make it cost 1 less rather then 2.
I just started playing rogue a few days ago to try to climb past rank 4.. Haven't played much rogue before.
81% win rate.. Only lost against warrior match ups. Not lost a single game to anything else.
Glad to play it for the climb but this deck is definitely busted. However..
Preparation isn't the issue. Its been around for time. It isn't oppressive.
Waggle pick is a problem but a bigger problem is the combo effect of raiding party.
On turn 2 a rogue can coin, prep raiding party.. Play evil miscreant while backstabbing an enemy minion and refilll its hand with 5 cards! That is just insane.
To be able to deal 20 damage with waggle pick, leeroy and eviscerate on 10 mana.. Broken. Problem? The death rattle effect of waggle pick.
Raiding party should be nerfed to not include the combo effect of drawing a weapon..
Waggle pick should be nerfed to not have the bounced card at a reduced mama cost.. Or make it cost 1 less rather then 2.
But they can't do the combo you mentioned without Prep ...
Raiding Party is very strong, but it's not that bad if you're not prepping it out. The problem is that you can often prep it and still have enough mana to play the pick AND two free pirates. Not so bad on turn 7 or 8 (without prep), but on turn 4 It's a bit much.
Preparation to 1 mana: probably the only one I would defend for you. However class identity has now been re-prioritized for Hearthstone and this would be a pretty major hit. Would rather it make the next spell cost 2 less and stay 0 mana.
Backstab: Has a conditional effect for it to be casted. Does the same damage as a non-conditional spell of equal cost. Nerfing this would be hilarious, but then again they nerfed cold-blood so maybe if babies cry enough this card would actually see a nerf.
Raiding Party: literally needs Preparation to be playable in most cases. Otherwise it is a fringe card even at 3 mana. Activating the combo is the whole point, and 3 mana draw 3 requiring you to do something else half decent on your turn is generally bad tempo. This is definitely not a problem card, classes need to be able to draw cards to some extent. At least this card draw forces tribal utility...not busted.
Sap: in 12 percent of Rogue decks, has a played win-rate of 47%, and has been played 2.2 million times since data rotation...hilarious that you think this card is the real problem. Doesn't kill the threat, removes it from the board. In some cases this can even be beneficial to the opponent if it heals the minion it is bouncing, or re-activates a powerful battlecry. Keep trying buddy
*I want to stop here instead of skipping your next idea (Rogue Passive) to point out how stupid of an idea you made. That is all.
SI:7 Agent: 3 mana 3/3 is less stats than a lot of good 3 mana neutral minions that any class has access to, and in some cases class cards. Its battlecry is once again conditional. I'll stop using the "Rogue class identity argument" and instead point out that this is another card that needs multiple cards played at once to be what it is, which is more than what other classes have to do. Balanced.
Myra's: Spend a minimum of 2 mana, mostly 5, sometimes more... and draw up to 10 cards (Usually like 6ish) and then enter fatigue. All of the cards you draw are completely deck order rng, and unless your opponent is close to dead this likely loses you the game. You're doing great, Sport.
Evil Miscreant: 3 mana 1/5...still needs combo activation. I've officially lost faith in your post.
Edwin: faith in your post slightly restored. This card needs to be watched. Nutting out a turn 2 or 3 minion with 8/8 or better stats is pretty rough. On the flipside, if you do this play you are generally out of resources. I've seen a lot of insta-concedes from Rogues after I remove this massive minion with like a 3+ card engine to get it where it got. Like I said needs to be watched, half a point to Gryffindor.
4 Mana Taunt Pirate: Generally in debate you come prepared with the material you are going to discuss. It is called Dread Corsair. It is a 4 mana 3/3 with minimal upside (Being in a tribe isn't necessarily upside; on top of that it is under-statted). The major plus is it costs less if you have a weapon active. Once again, this is a hand-thinner and you need to close out the match quick if you dump basic 3/3s on the board and don't have a hand afterwards.
I'd expect you to not be missing anything, since you pointed out near everything with a black border and then some. Of course you missed on Waggle Pick. You know? The card that streamers and content creators are making videos about? At best you made a point and a half worth of sense out of some ideas to force balance. Just play the counter and stop complaining. You can't handle Rogue, but you really can't handle debate and data-based discussion. This thread doesn't belong in another thread, cough salt, it just straight doesn't need to exist.
I think the power of rogue can be hidden a bit by the fact that it gets pretty easily demolished by control warriors. The issue though is just that it's such a popular deck right now and has favorable matchups against everything else, that it suppresses the ability for a lot of decks to be playable at the moment. Basically right now the meta is shaped around rogue. It is the best deck and control warrior is second most popular because it does well against rogue. Then the rest of the decks that are popular are those which can counter control warrior without doing too poorly against tempo rogue. These are the conjurer mage (or whatever you want to call it) and bomb hunter (mech paladin is the same way, but it's rarely played for whatever reason). It's also worth recognizing that, through precedent, there will be nerfs after every expansion, especially when one deck becomes
What needs to happen is that nerfs should be light enough that the deck is still strong and playable, just to the point where it isn't quite as unfair against decks which aren't control warrior. Something like setting waggle pick to be 3 attack instead of 4 would make things quite a bit better versus slower midrange decks, since you don't have waggle pick into two free 3/3 taunts. Nerfing preparation or rotating it out of standard would completely kill the class. It's matchup would easily be under 50% against almost every single playable standard deck. Another option might be to make raiding party cost 4, but that might be too severe of a change, since it'd basically be a dead draw without prep in hand to go with it.
I imagine that a change like this, minus any other potential balance changes, would make bomb hunter the strongest deck in standard (and by some accounts, it already is). Would that be quite as bad? Probably not. It has a few more counter decks, primarily ones that get on the board faster like token druid, murloc shaman and zoo warlock. This is a variety of different decks from different classes, and there are quite a few reasonably close matchups too (ie mech paladin, nomi priest, control shaman, etc). It doesn't have any polarizing match ups really, which makes things feel more fair. There's nothing worse than queuing up into a game, seeing the other portrait and knowing that no matter what you do, you're almost certain to lose that game. And it's win rate is only so high because of control/bomb warrior, which are only so common because of how dominant they are over tempo rogue. So if tempo rogue becomes less dominant, control warrior becomes less popular and bomb warrior doesn't get a boost from that easy match up.
TL;DR: a subtle nerf to rogue like decreasing wagglepick from 4 to 3 attack would make tempo rogue still a strong playable deck, but make room for other decks which would normally be too slow to compete. Game balance is a very complicated subject, and not one where people should rashly be calling for key class cards to have their usefulness obliterated, like preparation. Overall though I'm quite pleased with the current meta, especially when we consider that every class has a playable deck at their disposal. Just a few minor adjustments to shake things up and it would be hard to imagine a better situation.
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Why so, out of interest?
Weapon destruction (in this particular case) can disrupt the rogue's game plan and also remove a minion from his board as well.
Why do you think it doesn't matter?
basically the only time destroying the weapon is actually disruptive is when it's a 5/2 Pick and you bounce Greenskin.
Otherwise, Rogue is pretty happy having everything else bounced back to their hand since it's the battlecry/combos that matter. Even bouncing a Corsair hardly matters since it's being replayed for free or 1 mana (with dagger up).
I would have thought that Greenskin is the last minion you want to bounce back myself, only because he buffs the pick so much.
But aside from that, I would suggest that destroying the weapon with nothing on the board to bounce is pretty disruptive to the Rogue's game plan.
Maybe I'm wrong on this - I just don't see how destroying the weapon doesn't matter. I think that saving 8+ damage to your face (usually up to 15 damage with Greenskin) is a very important strategy to beat this deck. Not the be-all and end-all, by any means, but certainly very helpful to get there.
Destroying the weapon is definitely crippling rogue. Without it they lack the damage to kill the opponent and bouncing back the minion is a loss of tempo.
The meta has already reacted. Every warrior runs at least three weapon removals and mages who counter warrior also run at least two.
To be honest, (since I don't have access to Harrison Jones (Sad face)), I find myself running 2 Oozes in just about every deck I play these days.
The only cards I think need nerfing are Raiding Party (change its mana cost to 4), HoF Leeroy Jenkins (that card is way overplayed for way too long) and maybe Edwin Van Cleef.
I'm pretty sure Rogue won't be as oppressive afterward.
Use weapon destruction matters alot i put 2x Bloodsail Corsair in my deck and i dont know what was the last time i lost a game to another Rogue, the thing is i dont want to be forced to play 2x Wep destruction just because of a bad design, it's simple as that.
btw there is nothing wrong with Raiding Party and Edwin VanCleef .
I think Rogue should get some nerfs but these suggestions are awful. "Nuke the base class when the biggest offenders are some of the newer cards." I think Wagglepick should get nerfed as it does way to much for its cost and perhaps raiding party as well but that's about it.
Yes lets HOF Rogue's base legendary when it's easily counterable and not oppresive. Fucking stupid buddy.
Meh. I'll just start playing double Ooze and maybe a Bloodsail Corsair. Although I hate the idea of gimping my decks with cards that just ain't that great against Non Weapon Classes.
4/3/19 RIP Keith Flint. 😔
If you were able to understand and read the data, you would know that the rogue is tier 2. The only reason why you are losing to rogue is because you are unable to play. Check references. Nothing wrong with the rogue.
Oh for FFS, leave rogue alone. This class single handedly carries the most absurd combos HS can have. Nerfing its classic cards would hurt all of its archetypes badly. Like what the heck man, Edwin van cleef? That card has been here for ages and it is easy to counter it. Why whine about every freaking card in in the classic set when you can counter the deck by putting ooze's, silences or other control stuff
Lackey Rogue is nearly 30% at legend now. Nine classes, endless deck possibilities. If nearly one third of players are using the same deck, it's too strong.
Yeah... No. Rogue is most definitely a problem. https://www.vicioussyndicate.com/vs-data-reaper-report-127/
I just started playing rogue a few days ago to try to climb past rank 4.. Haven't played much rogue before.
81% win rate.. Only lost against warrior match ups. Not lost a single game to anything else.
Glad to play it for the climb but this deck is definitely busted. However..
Preparation isn't the issue. Its been around for time. It isn't oppressive.
Waggle pick is a problem but a bigger problem is the combo effect of raiding party.
On turn 2 a rogue can coin, prep raiding party.. Play evil miscreant while backstabbing an enemy minion and refilll its hand with 5 cards! That is just insane.
To be able to deal 20 damage with waggle pick, leeroy and eviscerate on 10 mana.. Broken. Problem? The death rattle effect of waggle pick.
Raiding party should be nerfed to not include the combo effect of drawing a weapon..
Waggle pick should be nerfed to not have the bounced card at a reduced mama cost.. Or make it cost 1 less rather then 2.
But they can't do the combo you mentioned without Prep ...
Raiding Party is very strong, but it's not that bad if you're not prepping it out. The problem is that you can often prep it and still have enough mana to play the pick AND two free pirates. Not so bad on turn 7 or 8 (without prep), but on turn 4 It's a bit much.
"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
I'll just counter all your proposed nerfs.
Preparation to 1 mana: probably the only one I would defend for you. However class identity has now been re-prioritized for Hearthstone and this would be a pretty major hit. Would rather it make the next spell cost 2 less and stay 0 mana.
Backstab: Has a conditional effect for it to be casted. Does the same damage as a non-conditional spell of equal cost. Nerfing this would be hilarious, but then again they nerfed cold-blood so maybe if babies cry enough this card would actually see a nerf.
Raiding Party: literally needs Preparation to be playable in most cases. Otherwise it is a fringe card even at 3 mana. Activating the combo is the whole point, and 3 mana draw 3 requiring you to do something else half decent on your turn is generally bad tempo. This is definitely not a problem card, classes need to be able to draw cards to some extent. At least this card draw forces tribal utility...not busted.
Sap: in 12 percent of Rogue decks, has a played win-rate of 47%, and has been played 2.2 million times since data rotation...hilarious that you think this card is the real problem. Doesn't kill the threat, removes it from the board. In some cases this can even be beneficial to the opponent if it heals the minion it is bouncing, or re-activates a powerful battlecry. Keep trying buddy
*I want to stop here instead of skipping your next idea (Rogue Passive) to point out how stupid of an idea you made. That is all.
SI:7 Agent: 3 mana 3/3 is less stats than a lot of good 3 mana neutral minions that any class has access to, and in some cases class cards. Its battlecry is once again conditional. I'll stop using the "Rogue class identity argument" and instead point out that this is another card that needs multiple cards played at once to be what it is, which is more than what other classes have to do. Balanced.
Myra's: Spend a minimum of 2 mana, mostly 5, sometimes more... and draw up to 10 cards (Usually like 6ish) and then enter fatigue. All of the cards you draw are completely deck order rng, and unless your opponent is close to dead this likely loses you the game. You're doing great, Sport.
Evil Miscreant: 3 mana 1/5...still needs combo activation. I've officially lost faith in your post.
Edwin: faith in your post slightly restored. This card needs to be watched. Nutting out a turn 2 or 3 minion with 8/8 or better stats is pretty rough. On the flipside, if you do this play you are generally out of resources. I've seen a lot of insta-concedes from Rogues after I remove this massive minion with like a 3+ card engine to get it where it got. Like I said needs to be watched, half a point to Gryffindor.
4 Mana Taunt Pirate: Generally in debate you come prepared with the material you are going to discuss. It is called Dread Corsair. It is a 4 mana 3/3 with minimal upside (Being in a tribe isn't necessarily upside; on top of that it is under-statted). The major plus is it costs less if you have a weapon active. Once again, this is a hand-thinner and you need to close out the match quick if you dump basic 3/3s on the board and don't have a hand afterwards.
I'd expect you to not be missing anything, since you pointed out near everything with a black border and then some. Of course you missed on Waggle Pick. You know? The card that streamers and content creators are making videos about? At best you made a point and a half worth of sense out of some ideas to force balance. Just play the counter and stop complaining. You can't handle Rogue, but you really can't handle debate and data-based discussion. This thread doesn't belong in another thread, cough salt, it just straight doesn't need to exist.
Some of the options
Leeroy immediate HoF
Lyras nerf
beyond that? pick.. not sure how they'd nerf the pick tho.
Waggle Pick, Raiding Party, and EVIL Miscreant are the most problematic cards so the nerfs will probably target at least one of them. They may nerf Backstab and Preparation in the process but I'd be mad if they do.
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I think the power of rogue can be hidden a bit by the fact that it gets pretty easily demolished by control warriors. The issue though is just that it's such a popular deck right now and has favorable matchups against everything else, that it suppresses the ability for a lot of decks to be playable at the moment. Basically right now the meta is shaped around rogue. It is the best deck and control warrior is second most popular because it does well against rogue. Then the rest of the decks that are popular are those which can counter control warrior without doing too poorly against tempo rogue. These are the conjurer mage (or whatever you want to call it) and bomb hunter (mech paladin is the same way, but it's rarely played for whatever reason). It's also worth recognizing that, through precedent, there will be nerfs after every expansion, especially when one deck becomes
What needs to happen is that nerfs should be light enough that the deck is still strong and playable, just to the point where it isn't quite as unfair against decks which aren't control warrior. Something like setting waggle pick to be 3 attack instead of 4 would make things quite a bit better versus slower midrange decks, since you don't have waggle pick into two free 3/3 taunts. Nerfing preparation or rotating it out of standard would completely kill the class. It's matchup would easily be under 50% against almost every single playable standard deck. Another option might be to make raiding party cost 4, but that might be too severe of a change, since it'd basically be a dead draw without prep in hand to go with it.
I imagine that a change like this, minus any other potential balance changes, would make bomb hunter the strongest deck in standard (and by some accounts, it already is). Would that be quite as bad? Probably not. It has a few more counter decks, primarily ones that get on the board faster like token druid, murloc shaman and zoo warlock. This is a variety of different decks from different classes, and there are quite a few reasonably close matchups too (ie mech paladin, nomi priest, control shaman, etc). It doesn't have any polarizing match ups really, which makes things feel more fair. There's nothing worse than queuing up into a game, seeing the other portrait and knowing that no matter what you do, you're almost certain to lose that game. And it's win rate is only so high because of control/bomb warrior, which are only so common because of how dominant they are over tempo rogue. So if tempo rogue becomes less dominant, control warrior becomes less popular and bomb warrior doesn't get a boost from that easy match up.
TL;DR: a subtle nerf to rogue like decreasing wagglepick from 4 to 3 attack would make tempo rogue still a strong playable deck, but make room for other decks which would normally be too slow to compete. Game balance is a very complicated subject, and not one where people should rashly be calling for key class cards to have their usefulness obliterated, like preparation. Overall though I'm quite pleased with the current meta, especially when we consider that every class has a playable deck at their disposal. Just a few minor adjustments to shake things up and it would be hard to imagine a better situation.