Proposed Miracle Rogue Nerf - Page 2
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seansye
United States1722 Posts
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Murkinlol
United States366 Posts
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TAMinator
Australia2706 Posts
On May 19 2014 11:41 seansye wrote: Lol all your suggestions doesn't nerf Miracle, it kills it completely. Not that I have any better suggestions, but still. I also don't think Miracle rogue is anywhere near as bad as hunter was, but I'm sure we're ganna see a lot of bitching and moaning for it to be fixed. welcome to a gaming forum where 90% of the threads are just QQ and salt from gamers | ||
Alryk
United States2718 Posts
On May 19 2014 08:35 Dromar wrote: I agree with this. I think it's important for Hearthstone to have a variety of different decks with different playstyles. I don't recommend this. The ability to draw 15 cards IS the combo portion of the deck. My suggestion is rather to change conceal in some way, or give classes a way to deal with a concealed Gadgetzan. The part that makes Rogue a bit questionable is the fact that they drop Gadgetzan, conceal it, and there's nothing the opponent can do about the fact that they're going to lose next turn. THAT'S the problem IMO. Yeah I needed to actually think that through. I was a bit sleep deprived, one nap later and I agree much more ![]() | ||
allyourbase
United States243 Posts
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d0k
Germany20 Posts
give auctioneer a 50% chance to draw when a spell is played. Would ad some serious salt to the game ^.^ Everytime Auctioneer draws a card he looses a life. Auctioneer draws card when enemy plays spells. Auctioneer draws for both. ( depending who plays a spell, similar to cho) I guess Auctioneer is going to be nerfed in some way for sure. | ||
Hryul
Austria2609 Posts
On May 19 2014 10:34 S1eth wrote: Cards lke Gadgetzan Auctioneer and Starving Buzzard are bad for the game in the long run and need to be changed. With Gadgetzan Auctioneer in the game, Blizzard cannot add more 0 or 1 mana spells to the game. If you leave him be, every class will sooner of later devolve into a Miracle combo deck that draws their whole deck in1 turn. Same goes for Starving Buzzard, which makes it impossible for Blizzard to add good low mana cost beasts to the game. Or they simply don't add more 0/1 mana spells to the game?! just look at shaman. they have 3 useful 1 mana spells but they are nowhere near as consistent with the draws as you would suggest with your doom argument. On a sidenote: As far as I've seen it, the rise of miracle-rogue also enabled classes like mages to shine (for a bit). I even meet them sometimes at r3. So it's not all bad. | ||
Mortal
2943 Posts
On May 19 2014 11:49 Murkinlol wrote: 1 card cap on gadgetzan is huge overreaction. A cap of 3 or 4 would be more fair. You're kidding right? Long term the card is fundamentally fucked and cannot stand the way it is. It needs a drastic change in order to give Blizzard the opportunity to make 0-1 cost spells w/o feeling like they'll be exploited. | ||
mezmery
Ukraine0 Posts
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Came Norrection
Canada168 Posts
On May 19 2014 13:21 mezmery wrote: why dont you cry about handlock? he has ability to pressure with his early set, at least removal pressure and at the same time can deal up to 28 damage at 1 turn, without any board presence(leeroy+pow+faceless+solufirex2), and he crushes turtle classes like priest or pally with jaraxxus easily). and his draw mechanic is also nice Because we all get killed by that combo every time we face handlock... | ||
Sherlock117
United States40 Posts
On May 19 2014 12:53 d0k wrote: not really serious: give auctioneer a 50% chance to draw when a spell is played. Would ad some serious salt to the game ^.^ Everytime Auctioneer draws a card he looses a life. Auctioneer draws card when enemy plays spells. Auctioneer draws for both. ( depending who plays a spell, similar to cho) I guess Auctioneer is going to be nerfed in some way for sure. These are actually really funny ideas. Thanks for sharing. For those who are suggesting a limit on the number of cards Gadgetzan can draw, sorry but I don't think that would ever happen. The card text would just be too complicated. I think lowering Gadgetzan health to 3 is a really interesting option, maybe with a corresponding buff of his attack to 5. That would keep Gadgetzan viable but make a concealed Gadgetzan attackable. I disagree with those who say Preparation and Shadowstep are not necessary to a Miracle Rogue deck. Those are some of the most important pieces to keep the card draw engine moving. Yes, Leeroy is annoying but the goal of the deck is to thin out the deck and draw into Leeroy + Shadowstep + Shadowstep + either previous damage or Cold Blood. The Shadowstep is absolutely necessary for the finishing blow and the ONLY reason why 18+ damage is possible from the hand. But the only reason this combo can be achieved is by the thinning out of the deck due to Preparation playing 2 spells for free. I also disagree that Conceal is the problem. It is certainly tough to deal with, but in a large number of games it is not what allows Miracle Rogue to win. Concealed Gadgetzan only allows the Miracle Rogue to get some damage in before the killing blow. Sometimes the amount of this damage is high and sometimes low, but it is almost never the game ender. Maybe a milder nerf would be to keep Shadowstep cost at 0 mana but only have it reduce the cost of the minion by 1 mana next time instead of 2. This would only allow triple Leeroy on turn 10, a much more appropriate place for such a burst combo than turn 8. The big problem I can see with this and not being able to Shadowstep and Earthen Ring Farseer or SI:7 as easily for the Tempo Rogue. | ||
mezmery
Ukraine0 Posts
On May 19 2014 13:23 Came Norrection wrote: Because we all get killed by that combo every time we face handlock... usually leroy-pow-soulfire is more that enough, yes | ||
Release
United States4397 Posts
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Juicyfruit
Canada5484 Posts
It's hard to say that Gadgetzan is going to be a problem even in the future because it only gives exceptional value when you load your entire deck full of low-cost spells, and if you load up your deck on low-cost spells it doesn't necessarily win you the game without a highly potent win-condition that doesn't require you to fight for the board. | ||
Sherlock117
United States40 Posts
On May 19 2014 13:44 Juicyfruit wrote: If it wasn't for the strong finishing potential of leeroy or malygos, the 15 or something cards that a miracle rogue draws is somewhat pointless and would just make the rogue lose of fatigue every game. It's hard to say that Gadgetzan is going to be a problem even in the future because it only gives exceptional value when you load your entire deck full of low-cost spells, and if you load up your deck on low-cost spells it doesn't necessarily win you the game without a very potential win-condition. True. A Leeroy nerf might be needed to bring many burst decks into balance (but that might swing things really far into the control side and make the game boring). I don't think Gadgetzan is the problem either, I think it is the potential to get overly powerful combos with Leeroy. This can be done to some degree in other classes like Warlock, but by far the most common and powerful is turn 8 triple Leeroy in a Rogue deck. | ||
Came Norrection
Canada168 Posts
On May 19 2014 13:33 mezmery wrote: usually leroy-pow-soulfire is more that enough, yes Usually its the giants that kills me. | ||
S_SienZ
1878 Posts
It's getting to the point where whoever gets their combo first wins. It's almost inevitable that the first 5-10 damage gets chipped in the first few turns anyway. With Warrior armor being an exception. Nerf Leeroy already or increase the HP cap of all heroes. | ||
NovaTheFeared
United States7222 Posts
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Advantageous
China1350 Posts
On May 19 2014 07:20 Orion77 wrote: I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well. I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have. I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards. | ||
seansye
United States1722 Posts
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