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Trading Places: Rogues and Priests

by - 10 years ago

If you’d asked anyone in the competitive scene a month ago to rank the classes in Hearthstone, there’s no doubt in my mind that the top spot would’ve gone to Rogue and the bottom spot would’ve gone to Priest. The Rogue set felt entirely too strong while, conversely, the Priest set felt decidedly anemic. Both arsenals were set to be adjusted with the most recent balance patch, the idea being to bring the two sets more in line with the others. In the time since the patch, the scales have shifted dramatically, with Priests becoming a seemingly permanent fixture in both the competitive scene and Play Mode, while Rogue presence continues to wither.

What’s most interesting to me is, while the Priest set had a gaping hole in the spot where its midgame presence should be, it actually sported an otherwise stellar ability to punish opponents early and late game. Smite, essentially Arcane Shot, coupled with Shadow Word: Pain allowed the Priest to make short work of early game aggressors, or at least mitigate them to the point that Holy Nova, the Priest’s brutal area of effect spell could do the heavy lifting. What’s more, Mind Control was, and still is, one of the most powerful, most infuriating spells in the game. Yes, it can falter against decks that run a lot of token creatures, but for players running mid to late game legendaries or even just large commons, it not only shines, it ruins entire days. There’s nothing more upsetting than playing a Malygos, just to see the Priest grab it up. Still, despite its potency, it doesn’t matter if a deck can’t survive to get to that point, which is the situation Priest deck players largely found themselves in.

ShadowWordDeath

Blizzard’s response to this came in the form of a couple of new cards, and some retooling of other cards. Shadow Word: Death, the mid to late game cousin of Shadow Word: Pain, allows a Priest to, at present, instantly destroy a minion with five or more attack. Its toughness does not matter, nor does Divine Shield. Considering the fact that Shadow Word: Pain does the same to anything with three or less attack, four attack is effectively the only refuge from these powerful kill cards. Holy Wrath, another new spell awarded to Priests in the massive balancing patch, acts as a five damage nuke on hero and minion alike. It also heals the Priest, resulting in the potential for an incredible swing.

These new toys, in conjunction with pre-existing spells and a couple of a buffs to cards like Northshire Cleric, Cabal Shadow Priest and Power Word: Shield have taken the priest from zero to hero and, at times, it feels like they’re simply too strong. As was mentioned earlier, it was already a gamble to play a large, game winning minion around turn eight because of Mind Control, but that panic spot has been taken all the way down to to turn three now with the introduction of Shadow Word: Death. Other decks are forced to live and die by the good graces of static damage amounts, which can admittedly be boosted by plus spell damage creatures. Priest simply spends a small amount of mana, points at a minion and it’s dead, no questions asked.

Seriously, we're worried about you Valeera. Please, come home.

Seriously, we’re worried about you Valeera. Please, come home.

The new strength of the set can surely be reflected in its usage. This Saturday’s ManaGrind tournament featured nine Priest decks. That’s not bad at all for a class that was, a month ago, used by only the most hardcore of holdouts. The Rogue set, however, took a holiday from the competitive scene this week. That’s right. There were none. Jotto, a consistent Rogue deck player had to sit due to internet issues, but beyond that, there were no Rogues present. Thing is, that statistic is not really surprising. The Rogue set got beat up pretty hard in the balance patch, and I have to wonder if it was in fact toned down too much.

I’m sympathetic to the Rogue set because of my well-documented love of the class in World of Warcraft, but don’t be deceived. Rogues desperately needed to be dialed back. The class featured a disgusting amount of early game pressure, a hero power that shamed others in terms of efficiency and an unparalleled propensity for card advantage through the use of Headcrack. All three of these issues were handled in some form or fashion, and then a lot of other perceived problems got handled too, largely dealing with what was known as the ‘Rogue Miracle Deck’ build.

There’s no denying that it was frustrating to come upon decks that played Gadgetzan Auctioneer and then followed it up with 94 spells. I personally broke at least six keyboards when, at the end of this awful spell chain, Edwin Van Cleef, a Mana Addict or Questing Adventurer was stealthed, free of charge, via Conceal, only to hit me for 200 damage on the next turn. There’s no justice there. However, and being serious again, the combination of these nerfs, along with the truly necessary ones have left the Rogue in an incredibly fragile spot. It, like the Priest deck before it, is still possible to win with, but it feels like it requires a lot more effort than the other classes, and can frankly just be shut down. These issues likely contributed to why at this weekend’s tournament, there were 13 Mages, most of which were copying Moon’s aggro Mage build, nine Paladins, nine Priests, a slew of other decks and zero Rogues.

Compared to a month ago, it absolutely feels like Rogue and Priest have traded places. The question here is, are our perceptions accurate, or are we as a community still simply getting adjusted to the new sets? I’m of the mind that it’s too early to begin demanding changes, but I definitely believe Priest might’ve been buffed a bit too much, while Rogue might’ve been, conversely, hit a little too hard with the nerf stick. There’s still time before the game goes into open beta, and it’s totally possible that we might see reversals on some of these changes.

We’re very curious to know your thoughts, though. Do you believe Priests are too powerful? Are Rogues underpowered now?

 


posted in Hearthstone
JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


0 responses to “Trading Places: Rogues and Priests”

  1. Beast Hikikomori says:

    No idea… don’t have a key :/

  2. Krond says:

    I agree, in that I think Rogues got hit a big too hard. The Defias nerf and the hero power nerf were probably right (Coin Defias, and even regular combo Defias was too strong, and the invalidation of X/2 minions from the Rogue power was too much). Perhaps redacting some of the other nerfs on Rogue cards is in order. Priests, like you mentioned, might be a bit too strong. They have 3 quality removal spells that cost 3 or less. The spells might be conditional, but the conditions aren’t hard to meet, and then even if you slog through some of those in the early game, there’s Mind Control to swing it right back in their favor.

    Similar to how Rogues sort of hammered on the strength of some X/2 minions, Priests right now are really making me consider 4/X minions as much more valuable than I normally would. I don’t think this is healthy for the game, and I expect some rejiggering of the Power Words; possibly a cost increase on Death and/or Pain changing to “2 or less.” I think even Mind Control might see a cost bump to 9, or some sort of condition attached to it, like “gain control of a minion that has been damaged” or something. 9 is very expensive, but the power level of the swings it can create is just absurd.

    • Robert Wing says:

      My ideal fixes would go like this:

      ROGUE:

      Backstab would be reverted to being conditionless
      Shiv would cost one mana again
      Edwin VanCleef would have stealth.

      PRIEST:

      Mind Control would cost 9.
      Shadow Word: Death would kill things with 6 attack and over.
      Holy Nova would deal one damage and heal one health. It was fine back when the class was gimped. Right now, it’s just too much turnaround potential.
      I’d also re-purpose Shadow Madness, basically. I’m not sure how though.

  3. croker says:

    Lol – was just typing the same thing as krond wrote – reduce number of shadow word death and pains you get and up the cost of thoughtsteal or lose entirely

  4. Draggon says:

    Great article!

  5. DrCaste says:

    Priests are way too op, I refuse to play against them most of the time.
    A lot of games are:
    – Shit, a priest? Oh, and I start…
    – Greetings
    – Greetings
    – I’m sorry -> Surrender

    And now let’s look for a fair game.

  6. Emre İyican says:

    I’d definitely be playing Rogue. I don’t care if they are so underpowered now, the combo thingys got me from the start. And you can still own faces with a decent deck and a good strategy.

  7. Filip Susa says:

    I think the priest is just brutaly overpowered now…i mostly just die horibly to priests becouse they either use that OP mindcontrol..or holy nova…or holy smite at early game for just 1 freakin mana…or shadow word death,pain to remove ANYTHING i play…it was either build a deck around 4 dmg minions or build a normal deck and surr to every priest.

  8. Nick says:

    I was intrigued by how much harder the priest AI was than all the others (it was the only one I had to battle a few times to get past). After playing the class enough that I feel the need to take a shower, I can confirm that it feels heavily overpowered. I can win at best about 6 games out of 10 with other classes, but with priest I almost never lose (usually if I do it’s because of terrible card draw.

    The removal is part of it (too numerous, too efficient) in terms of shadow words, shadow madness (easily wipes out two units), mind control (removal and copy in a single card), etc. But the ability to heal (and buff the health of) minions is an enormous problem that gives the priest so much card efficiency and board control while the enemy’s minions just wither. This yields early momentum to the priest that rivals and often beats the best of them, despite also having the most powerful endgame. Combined with some incredible class cards (Northshire Cleric with 1/3 and card draw on turn 1, Lightspawn can be turned into a 10/10 or even 14/14 by turn 5 with mana left over to heal it after striking, etc). Then shadow form (alternatively auchenai) lets you deal double-damage fireblasts every turn for 2 mana without a huge investment…

    Unsurprisingly every third person encountered in matchmaking plays priest. Presumably this shows up in metrics and there are tons of people complaining on the forums, so I’d be surprised not to see nerfs inbound and/or buffs for other classes to make them more intriguing. I have seen confirmation of mind control being changed at least (http://us.battle.net/hearthstone/en/forum/topic/10311351241) – hopefully they don’t overlook the many other factors that currently make priests out of control though!