Priest is getting a copy and steal card…why? Let priest have copy and move rogue to disruption effects. This is why lame decks like bomb rogue happen because the devs have lost their way.
Parley is a neat card but never really played because there is no other support for such effects besides Hooktusk which rarely becomes active.
If disruption we’re a thing decks would need plan Bs for winning.
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To answer the title, rogue class is in general a tempo class. They usually want to be proactively threatening the enemy’s face
Contrast this to someone like priest, who is usually the control class. They try to out value the opponent, removing their threats until the opponent don’t have the cards to win or the priest survives to their big thing
That’s the general “point” of classes. Notice nothing is said about how they’ll go about doing their tempo or control. Because there’s no rule that says a certain mechanic like copying and stealing is restricted to one class (mages and locks would fight over who gets monopoly on all spells if that was the case, while paladins and druids fight over who gets to claim monopoly on minions, etc)
Both rogue and priest get card stealing, but they use them in different ways. Rogue usually has card stealing support a tempo push. They steal cards that give them fuel to keep threatening the enemy while cards like double agent and wildpaw gnoll help them maintain tempo. Tess and contraband stash can help them reflood/refuel/burst tempo should they fall behind.
Priest stealing is more just so the priest can out value the opponent.
There are exceptions of course, and you can always build your rogue or priest to go against the grain. We can also never truly predict what will happen in the next meta until things are live. But in general…
If you want to steal stuff while still being aggressive against the opponent, go rogue.
If you want to steal stuff while grinding the enemy of cards and value, go priest.
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Class design in a sane CCG
- Identify categories for design space for CCG mechanics
- Associate categories of CCG mechanics to build synergy while maintaining levers for balance
- Create flavor to unify associated CCG mechanics categories under a single aesthetic
Class design in Hearthstone
- Identify categories for design space for MMORPG mechanics
- Associate categories of MMORPG mechanics to build synergy while maintaining levers for balance
- Create flavor to unify associated MMORPG mechanics categories under a single aesthetic
- Realize your team of incompetents can’t or won’t do the previous points, but it doesn’t matter because the company still owns the work of previous teams
- Throw random CCG mechanics at random MMORPG classes using drunk frats boys throwing darts
- Underpay Kibler to edit the results
- Convert from paper to digital to capture emerging mobile gaming market
- Nostalgic fanbase buys it just because of their love for the IP
- Profit
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All this complaining yet here you are on the hearthstone forums instead of your “sane” CCG’s? Definitely some personal problems
I think they have no clue on what to do with rogue.
Looking at my rogue collection, I have so many different cards that belong to different archetypes and I can’t put them together to make a decent deck.
The strongest rogue deck I recently played worked thanks to Mr. Smite; in fact, after the nerf, I found it pretty trash and I deleted it again.
I wish they make an SI:7 expansion for rogue, or at least release 2 more SI:7 cards: the quest is fair and in line with rogue identity, let’s abandon this DR and pirate non sense (now they are also pushing secrets…)
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Pirates = most booring aggro trash design for Rogues, they dont need aggro, they needs decks oriented with:
-Weapon/Poison around deck with some stealthy
-Combo/Tempo miracle oriented deck with low costs spells/minions and DRAW
-stealing card deck like actually burgle are, and are THE ONLY ONE finished full supported deck right now…
Rogues doesnt need the crappy DR deck right now, cuz before they print the right cards (minions) all the whole supporting spells will rotate out LOL
and stop with the POOR BOORING TIRED OF PIRATES, hope they no more waste prints for this shytt
and for the Quest WW7, the DRAW is the problem, this deck has totally no draw, like the whole rogue decks, where burgle only works due to the stealing cards or generate, without it, every deck for rogues right now are out of fuel and while we waste turns due to 2-3 bad cards draws we almost auto lose due to no options
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In my view, rogue has always straddled a domain somewhere between tempo and combo, usually leaning stronger into one or the other.
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No one said we want sane CCGs. This is your assumption.
For myself i would literally open the gates of hell in the form of disruption into this game and i not shy from telling it.
Cards frozen in your hand , hero power destruction, divide the board in lanes.
If i was in charge of the game tickatus would be very tame compared to what people would face next.
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