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Active: 617 users

Proposed Miracle Rogue Nerf - Page 8

Forum Index > Hearthstone General
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Release
Profile Blog Joined October 2010
United States4397 Posts
May 30 2014 18:14 GMT
#141
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).
☺
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
May 30 2014 19:56 GMT
#142
On May 31 2014 03:14 Release wrote:
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).

At that point you might as well suggest that Leeroy be removed from the game...
S1eth
Profile Joined November 2011
Austria221 Posts
May 30 2014 20:24 GMT
#143
On May 31 2014 03:14 Release wrote:
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).


a fan of knifes

THREE Fan of Knives
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
May 30 2014 20:32 GMT
#144
I hate how everyone wants something nerfed the minute it becomes strong or even the top deck for a little while. Miracle rogue is one of the most unique decks in the game, is hard(er) to play than most other decks, and has hard counters that exist. There are some games where it is literally impossible for this deck to win, because it doesn't hit the right card draw mechanics.

If something needs to be nerfed, though, it is definitely leeroy. This card is showing up in nearly every class at this point, even in decks that it really doesn't make much sense to play him. I've seen him in rogue, druid, warlock, warrior, hunter, paladin, shaman and even mage decks. That to me is the sign of a possible problem card.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
Rechact
Profile Joined May 2014
Canada0 Posts
May 30 2014 21:25 GMT
#145
I strongly disagree that Gadgetzan needs to be nerfed. Gadgetzan is one of the few cards in the game that produces interesting interactions between cards. The correct way to nerf the effectiveness of miracle rogue is to provide equally interesting interactions for the rest of the field. The problem is that the card pool is too limited, and most of the effects too simple to see anything near the creativity present in games like M:TG.

Miracle works because it provides strong synergy deck-wide, something that doesn't otherwise exist for most classes. Nerfing that synergy is ultimately a blow to the game itself. If conceal is too powerful, instead of making it cost more, create a neutral creature with an ability that reveals concealed creatures. If draw is too powerful, make a neutral that deals damage each time an opponent draws a card (and this would have other interesting synergies). That way, instead of making the game more simple and less fun by hitting the game's most interesting deck with the nerf bat, it just forces the player to be wary of things that might counter it and broadens the scope of decks that could be played.

That said, if an immediate nerf is absolutely necessary to ensure the integrity of the game in the immediate future, it seems to me a Leeroy nerf reducing it to a 5/2 would be fine. Take 3 damage off the Shadowstep rampage, and take 2 off the Warlock Faceless combos.
Sherlock117
Profile Joined April 2013
United States40 Posts
May 31 2014 00:10 GMT
#146
I would probably keep Leeroy in my deck with a 5/2 stat-line. Definitely still worth it and probably brings the card in line with the rest of the game.
kmillz
Profile Joined August 2010
United States1548 Posts
June 01 2014 09:12 GMT
#147
What about making Leeroy cost 5 mana instead of 4 but change him to a 7/2? This would slightly nerf his cost-effectiveness while maintaining him as a powerful finisher.
XenOsky
Profile Blog Joined March 2008
Chile2259 Posts
Last Edited: 2014-06-01 09:21:57
June 01 2014 09:20 GMT
#148
On May 31 2014 03:14 Release wrote:
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).



Make leeroy summon one Whelp 0-2 with taunt. that way the attacking player needs to have something to deal with the taunt before attacking directly with leeroy.
StarCraft & Audax Italiano.
thirtyapm
Profile Joined January 2012
521 Posts
June 01 2014 13:39 GMT
#149
the problem is not leeroy
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
June 01 2014 14:46 GMT
#150
Here's my prediction: at some point in time, gadgetzan will be changed to only draw from spells that cost one or more mana.
Sherlock117
Profile Joined April 2013
United States40 Posts
June 01 2014 21:01 GMT
#151
On June 01 2014 23:46 jrkirby wrote:
Here's my prediction: at some point in time, gadgetzan will be changed to only draw from spells that cost one or more mana.


Gadgetzan is only OP in this one deck. I don't see it being a problem in other decks that have 0 cost spells. For example, I think Gadgetzan is a cool card to add to a Malygos Druid deck where you would have potential combos with Moonfire or Wild Growth + Excess Mana.
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
June 01 2014 21:56 GMT
#152
With Gadgetzan staying the way it is, it limits that future spell cards being low mana.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
June 02 2014 17:18 GMT
#153
On May 31 2014 04:56 FallDownMarigold wrote:
Show nested quote +
On May 31 2014 03:14 Release wrote:
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).

At that point you might as well suggest that Leeroy be removed from the game...

I 2nd that motion. Every deck running Leeroy is pretty BS to be honest.
Iron_
Profile Joined April 2010
United States389 Posts
June 04 2014 06:11 GMT
#154
I agree that nerfing Gadgetzan is a bad idea because it's terrible in every other deck if it gets nerfed. Leeroy is certainly the issue, and basically just makes people angry in general in every one of it's uses in this game. I suppose some people call it "fun" and "different". I call it bullshit and I'd like to see it go away.

In any case, I hate miracle rogue so much I'm out for now. I left SC2 because they refused to do anything about the silly TvP, but they finally made a change. Going back to that until I see they do something about this fucking stupid miracle rogue deck. It's simply no fun whatsoever to just wait until a turn 8 and have them do almost a full 30 damage in one turn, while my druid is hoping for a specific 2 card combo to do a MUCH less 14 damage on turn NINE. Derp.
eXdeath
Profile Joined August 2011
France66 Posts
June 04 2014 10:37 GMT
#155
Some form of burst damage is needed for the game, just like aggro being viable is needed to help balance things. But when it's way above 50% of total health (sometimes over 85%) in one turn it's just too much.
When it's not very reliable like Mage with Apprentice + spells/icelance it's less of a problem (still bullshit though) but when it's consistent like in Miracle Rogue I understand why it's a problem and can get very annoying for players.

Came Norrection
Profile Joined March 2011
Canada168 Posts
June 04 2014 20:14 GMT
#156
On June 04 2014 19:37 eXdeath wrote:
Some form of burst damage is needed for the game, just like aggro being viable is needed to help balance things. But when it's way above 50% of total health (sometimes over 85%) in one turn it's just too much.
When it's not very reliable like Mage with Apprentice + spells/icelance it's less of a problem (still bullshit though) but when it's consistent like in Miracle Rogue I understand why it's a problem and can get very annoying for players.


I have been killed from 30 health in 1 turn from miracle rogue when he was at 1 health. All he had was a stealthed gadgetzan on the field.
"The lie is just a great story ruined by the truth."
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
June 04 2014 21:05 GMT
#157
On June 05 2014 05:14 Came Norrection wrote:
Show nested quote +
On June 04 2014 19:37 eXdeath wrote:
Some form of burst damage is needed for the game, just like aggro being viable is needed to help balance things. But when it's way above 50% of total health (sometimes over 85%) in one turn it's just too much.
When it's not very reliable like Mage with Apprentice + spells/icelance it's less of a problem (still bullshit though) but when it's consistent like in Miracle Rogue I understand why it's a problem and can get very annoying for players.


I have been killed from 30 health in 1 turn from miracle rogue when he was at 1 health. All he had was a stealthed gadgetzan on the field.


Leeroy (6) Shadowstep Leeroy x2 (12) Coldblood x2 (8) Prep Evis x2 (8)
So 34 damage is maximum in one turn that has happened to be twice, both with my priest deck.
I will make Yogg Saron priest work...
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 04 2014 21:32 GMT
#158
I think a tiny leeroy nerf would suffice to reduce the combo finishes of decks a little bit. Like make leeroy a 5/3 instead of a 6/2 maybe. It is possible that gadgetzan would be broken if more spells get made though, a simple fix would just be to alter conceal in some way that it won't work anymore in this style.
Not that I think miracle rogue balance wise, but I can see how people would not like this style of play to be viable. Hearthstone has a lot of two card damage combo's to finish now though, a small leeroy nerf would remove a lot of these and would make leeroy more restricted to decks that actually abuse it in some way like hunter.
Sherlock117
Profile Joined April 2013
United States40 Posts
Last Edited: 2014-06-05 00:02:18
June 05 2014 00:02 GMT
#159
I'm beginning to agree more and more with a Leeroy nerf. If Reckless Rocketeer cost 6 mana for a 5/2, and the downside of Leeroy isn't much a downside, it seems like a 5/2 Leeroy for 4 mana is entirely reasonable with the practice of making legendaries underpriced. A 6/2 Leeroy for 4 mana is seeming to be excessive.
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