Datamined Balance Changes for 22.2 - Sorcerer's Apprentice - Rapid Fire - Rogue Changes & More!
After some sites jumped the gun, here are the Balance changes as datamined from an upcoming Patch, before Blizzard reveals them in the Patchnotes scheduled for tomorrow. Notable is that The Rapid Fire change for Hunter is not just a cost increase but also a Damage increase and that on top of all the nerfs, there is a buff to Rokara, the hero, going from 5 armor to 10 armor.
Quote from HearthPwn[EX1_608] [Sorcerer's Apprentice] [MODIFIED] COST: 2 => 4
[DAL_373] [Rapid Fire] [MODIFIED] COST: 1 => 2 (note: not just the cost was increased, damage too, from 1 to 2)
[DAL_373ts] [Rapid Fire] [MODIFIED] COST: 1 => 2 (note: not just the cost was increased, damage too, from 1 to 2)
[BT_002] [Incanter's Flow] [MODIFIED] COST: 3 => 4
[DMF_512] [Cloak of Shadows] [MODIFIED] COST: 3 => 4
[SW_028t] [Create a Distraction] [MODIFIED] QUEST_PROGRESS_TOTAL: 2 => 3
[AV_202] [Rokara, the Valorous] [MODIFIED] ARMOR: 5 => 10
[AV_203] [Shadowcrafter Scabbs] [MODIFIED] COST: 7 => 8
[AV_298] [Wildpaw Gnoll] [MODIFIED] COST: 5 => 6
[AV_298] [Wildpaw Gnoll] [MODIFIED] ATK: 4 => 3
Mage Changes
Hunter Changes
Of note, not just the Cost was increased, so was the Damage, from 1 to 2.
Poison Rogue is not a big deal at all if you actually run minions, especially taunts. If you're playing nothing but no-minion cheese decks, you deserve to get ganked every once in a while.
Ha! Exactly this: I was playing Poison Rogue last night and ran into 2 Big Priests (in Standard) in a row, and I thought "Woof, alright... putting this deck down for the night." Not only that, but the number of people running Rustrot Viper nowadays for card cycling is pretty high, and I have routinely had my weapon broken by folks tossing that horrid snake down.
Pointless nerfs, u wont se a different meta till the miniset but hey 1 mana more
In case u didnt get It im talking about the stupid capacity of draw, not the weapon itself, oh and the 24 dmg combo just with garrote
I get that. I can only talk from my own experience playing this game, and in Standard (currently around rank 5 Diamond), I haven't died to Garrote damage in like 3 months.
And when playing this deck, I can recall being able to string that +spell damage and Garrote draw maybe 1 in 15 games. The thing is, matches are decided WAY before it gets to that point such that I'm either dead (because I couldn't top-deck that Cloak of Shadows I desperately needed), or I managed to hold onto a 7+ damage weapon for more than 2 turns without a Taunt and the other guy is dead. Because if there's a Taunt in the way, like the Priest games I was describing, they are sitting back there healing to full and I'll never reach them (in this specific example it's because of the Lightshower Elemental really jacking up my plans).
In the end, these nerfs collectively will affect my ability to get nearly as much done with the deck I've been playing, but your mileage may vary.
Who cares about that elemental i mean a priest cant do a lot of pessure and with a deck that can draw all the cards in 8 turns...
U can do +30dmg just with spells in one turn, maybe u are doing something wrong or bad rng but a priest with 30 HP shouldnt be a problem
You are imagining a situation that is so situational (turns 10+ in standard), I'm now prompted to ask: What deck are you playing that you think Rogue is an issue? You are leaning pretty hard into this, and I've given my perspective piloting the damned thing. If you are playing an exact counter-match, then you are expecting unrealistic things. And hell, this is coming from a guy who spends most of his time playing Wild: I'm used to the ridiculous swing-turns for almost any deck.
I dont mean to Sound rude but wth buddy. There is not a Single priest lurking around in higher legend, where every third deck is a poison rogue. Why is that so, if priest stops poison rogue?
I tell you why, it dosnt. You need constant taunts on the field from turn 2 onwards, if you really wanna save your face. Some (usually) high impact mid/late game taunts do nothing in that matchup.
Ppl tried desperatly to build a anti rogue Deck, it wasnt possible and the slowest and weakest class was clearly no answer to the king
It's been a hot minute since these changes went live.
I was curious when playing the last few days where all the rogues went? I thought they'd remain untouched and king of the hill after these changes, according to all the comments from this thread? :-D