i just saw zeddy’s review of the teased patch noted, and i wanted to throw this out there before it’s too late … i’ve watched both rarran and clarkhellscream do the “quest challenge” and while rarran was having a problem getting a win with priest quest, clark was salty over the rogue quest, specifically, that the ninja’s do nothing other than have delayed charge (i.e. stealth) … i think i’ve seen the suggestion to have the ninja have rush so that at least the can help fight for board as they pop in and out of the deck, and maybe that would be useful, but i feel like giving them some kind of leech/ballhog like attack upon being summoned after the quest pops would be 1) more useful and 2) more thematically appropriate … it also, perhaps potentially avoids any major shenanigans … i’m sure if they simply had rush and could smack into something, and get cycled back on board, markmckz could figure out some infinite combo that somehow otks … perhaps that still wouldn’t be very strong and just a meme otk, but any chance at an infinite combo has a chance to be broken and not just a meme
on a less serious note, i’m sad that the quest does not affect ogre ninja … tragic
if they did have something like “when this is summoned deal ‘x’ damage to the lowest health enemy” … idk what would be most appropriate … a single damage is probably too weak … idk what the nerf to ballhog is going to be … if the dmg is nerfed then maybe whatever that is should be the same for this … alternatively maybe it should be something like a magic missile effect based on the attack value of the ninja (so if u were to use the location or some other attack booster it would affect this) … or if it was going to be a more unique effect, it could be like the chess pieces where it deals its attack (or w/e appropriate dmg value) to whatever is opposite it when it hits the board
in any case, i feel like buffing the power level/utility of the reward would be better than reducing the requirements … i have to agree with the current consensus that the current reward is a little bland and not very useful
edit 1:
oh… u just gave me a really fun idea that would make it so that the ninjas were rather more defensive than offensive … perhaps a part of their deathrattle could be “give a random friendly character stealth that doesn’t have it for one turn” … or like it could drop a “smoke bomb” 0 mana spell to hand so u can target the effect … alternatively, it could be a part of it’s “when summoned effect” but that seems less strategic and perhaps more broken … short of aoe board clears, u can be very tactical about what you are going to have stealthed, and have it applied to ur hero (for defensive purposes most likely) or a big threat you don’t want removed … i kind of really like that idea since low target damage and magic missiles have been done to death and are closer to other class identities (i guess?) … also, stealth being sort of rogue’s pseudo charge has been lost a little as a class identity … probably the most balanced would be the random apply to a friendly character on death
maybe to make it have a little added punch to it, it could be like the pre-nerf paladin drink where it gives +1 attack if the target already has stealth (and then u take out the “that doesn’t have stealth” condition) … then they could be either attack buffing other board minions or your hero for that turn, and you would have to decide on whether to swing and lose stealth or hold out another turn