Mill decks actually want to be playing as little minions as possible so that the opponent's removals are rendered useless.
You need a lot more than that. Giving aggro decks more cards is exactly how Mill decks get punished by aggro. They can utilized their hand better than you can.Maybe a mill deck can outpace an aggro deck with something like this?
I shudder to think of it. I hope not.
The original site that revealed the card confirm that it's "Daring".
"Daring" and "Intrepid" are synonyms in this case. I've heard both used to describe reporters.
You need a lot more than that. Giving aggro decks more cards is exactly how Mill decks get punished by aggro. They can utilized their hand better than you can.
You need a lot more than that. Giving aggro decks more cards is exactly how Mill decks get punished by aggro. They can utilized their hand better than you can.
If Mill decks got popular everyone would just play Jade Druid anyway, since that deck can never die to fatigue damage.
If Mill decks got popular everyone would just play Jade Druid anyway, since that deck can never die to fatigue damage.
So you counter Mill with more Mill.
That sounds horrible.
Oh man, if people thought the Cwar mirror was boring, wait until we get Druid matches where the only cards left in the deck for each side is Jade Idol...
Oh man, if people thought the Cwar mirror was boring, wait until we get Druid matches where the only cards left in the deck for each side is Jade Idol...
This is a far cry from doing almost nothing the entire match and then playing golden monkey.
lol the game currently being casted on Dreamhack was started in Wild mode, so a Cogmaster was discovered from Dark Peddler, and a Shadowbomber was spawned by Maelstrom Portal.
iksarhs said:It sounds like a lot of the negativity here is centered around Ferryman, so I'll address that. Ferryman is meant to be an option for players that build a deck completely centered around bouncing multiple targets or a single target back to your hand as many times as possible. As some of you have pointed out, this will most likely not be a meta-defining 10/10 power level card, but it still exists for some portion of the audience.
There is some value in creating cards that give you a more realistic opportunity to do the core fun piece of your deck (bounce X minion to your hand to replay) regardless of whether or not that results in the next tournament worthy performer. There are some similarities to Purify here, but as a general purpose card ferryman isn't nearly as weak as that card. Purify was released in a set where Priest was the lowest win rate class and we only had a few class cards to work with. Outside of the timing though, the design is something we definitely stand behind. Building a deck around silencing your ancient watchers and eerie statues is a super fun concept to a ton of people. Giving you more ways to consistently pull that off I think is a good thing. Ferryman is an example of a card that more consistently gives players an opportunity to do the fun thing they built their deck to do.
So what is there to do for the mega-competitive focused Rogue group? Well, we think Miracle is as strong as ever and coin will make a meaningful impact there. Rogue Jade is also interesting and probably the Jade class that scares me the most as someone who works on balance. Cards like Prep and Shadowstep allow Rogues to start the Jade train earlier than most of the other classes and snowball it very quickly. The amount of times Aya Blackpaw was discovered off of Journey Below was pretty high in playtesting, I'm sure someone will do that math there. As you can imagine, playing two of that card in a control matchup swings pretty heavily in the Rogues favor.
I hope this gives some amount of insight to what is going on with Rogue currently, we're happy to continue the conversation.
We don't have any plans to change Blade Flurry, I would be quite surprised if it ever changed. The future of Rogue is likely to include very weak AoE or life gain and very strong single target removal and card draw.
Game DesignerIksarHS
We don't have any plans to change Blade Flurry, I would be quite surprised if it ever changed. The future of Rogue is likely to include very weak AoE or life gain and very strong single target removal and card draw.
Have said a million times already that Prep has been limiting design space for Rogue. Now we got confirmation.
Rogue is now reaching Priest levels of outcry in the community. Next expansion Rogue is going to be nuts.
Since Kharazan I feel the community really shapes where HS is headed, I know there is a hell lot of negativity of the community and tons of salt, but I'm not blinded by it and I see how the devs are really communicated with the audience, specially the core one, I wouldn't be surprised at all if rogue gets some incredible cards based only on this outcry, I've seen it proved with priest
None of that explains the weakness of the actual design.
Sure, make more bounce back cards. But making out worse than the neutral version? That's just stupid.
Why even go that far? Not long ago, Shamans were in the "Shaman Basement", and Paladins were in a bad not long before their ascendance.
The WoW model of buffing the worst classes to op levels, then pushing them back down with the next cycle is such an utterly terrible fit for a CCG
How much did I miss playing Elise Priest?
So much.
Rogue has among the strongest base/classic set though. It's just very binary in what it can do.