Worse of course, but still not bad. Basically a better Alleycat assuming you don't draw Patches. I still prefer the indirect nerf of making it Rogue-specific.
Has no direct impact on the ability of already-susceptible classes such as Hunter or Paladin. That said, the collective effect of the nerfs will likely be to make the pirate package less common since it is more easily countered by popular decks such as Reno Mage. So indirectly we may see an increase in Paladin and Hunter, but this remains to be seen.
Personally I was hoping for a reduction in attack rather than health seeing as that more directly gave slower starts a chance and less selectively favors certain classes with the nerf over others. However, as mentioned meta shifts may get the desired result.
Worse of course, but still not bad. Strictly better than Alley Cat assuming you don't draw Patches. I still prefer the indirect nerf of making it Rogue-specific.
I think make it a 2/1 and has +1/+1 while you have a weapon equipped it's a better nerf 1. You make it more vulnerable to 1 damage hero powers, areas and 1-drop minions 2.The stats keep equal with the weapon but it's more vulnerable when you drop it in turn 1 without having a weapon(you can coin hero power with druid/mage/rogue for example) 3. This nerf make it pretty bad and i think will dissapear. 1/1 it isn't strong by himself(literally worst than Stonetusk Boar)
Worse of course, but still not bad. Strictly better than Alley Cat assuming you don't draw Patches. I still prefer the indirect nerf of making it Rogue-specific.
It's not strictly better than alley cat.
It is, Two 1/1 on turn 1, One of them has charge, the other one trades hopefully into a tunnel trogg, a mana wyrm or any 2 drop on turn 2. Still playable in pirate decks obviously, patches enables any pirate one drop really, probably too weak for shaman now.
gets easily removed but thats the point of one drops right ?
Alley cat doesn't make you run a card that makes you lose if you draw it.
Worse of course, but still not bad. Strictly better than Alley Cat assuming you don't draw Patches. I still prefer the indirect nerf of making it Rogue-specific.
It's not strictly better than alley cat.
It is, Two 1/1 on turn 1, One of them has charge, the other one trades hopefully into a tunnel trogg, a mana wyrm or any 2 drop on turn 2. Still playable in pirate decks obviously, patches enables any pirate one drop really, probably too weak for shaman now.
gets easily removed but thats the point of one drops right ?
You have absolutely no clue what "strictly" means. Stop being an idiot.
It is, Two 1/1 on turn 1, One of them has charge, the other one trades hopefully into a tunnel trogg, a mana wyrm or any 2 drop on turn 2. Still playable in pirate decks obviously, patches enables any pirate one drop really, probably too weak for shaman now.
gets easily removed but thats the point of one drops right ?
Alley cat doesn't make you run a card that makes you lose if you draw it.
That's fair enough. pirate decks run patches anyway so your point stands only for non-pirate decks running the pirate package.
The point is that Alley Cat is always going to produce 2 1/1s, and it's always going to have Beast synergy (which is actually relevant because Hunter). So in the theoretical world where you never draw Patches and always have a weapon to equip afterwards the Pirate package is a little better, but we don't operate in that world. Note you also only get a single Patches per game for anything but a build running Gang Up, compare to Alley Cat which will still always net you two 1/1s.
So no, I would definitely argue it's not strictly better at all. It's still really good, don't get me wrong, but definitely not strictly better.
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This is not surprisingly a huge thing to happen to hearthstone's meta,decks such as aggro warrior and shaman will deservingly suffer but in my opinion this is just not enough,aggro shaman and warrior will still be a thing because patches and tunnel trogg are just too good,getting a 1/1 and lowering your opponent's health to 29 or dealing constant and huge damage from a sticky one drops is just way too good,so much so in my opinion patches and tunnel trogg should be nerfed rather than buccaner they are in my opinion more opressive than buccaneer is,oh and if buccaneer gets nerfed,miracle rogue will also be nerfed in the middle of the firefight.Even i though i disagree with the choice of blizzard on what card to nerf i still like that they will finally nerf aggro decks
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A nerf is arriving at the end of February to Small-Time Buccaneer.
Another piece of unplayable garbage from msg.
I think a decent nerf would be "Has +2 attack while you have a pirate."
Get pinged son
Worse of course, but still not bad. Basically a better Alleycat assuming you don't draw Patches. I still prefer the indirect nerf of making it Rogue-specific.
Primary effects:
Has no direct impact on the ability of already-susceptible classes such as Hunter or Paladin. That said, the collective effect of the nerfs will likely be to make the pirate package less common since it is more easily countered by popular decks such as Reno Mage. So indirectly we may see an increase in Paladin and Hunter, but this remains to be seen.
Personally I was hoping for a reduction in attack rather than health seeing as that more directly gave slower starts a chance and less selectively favors certain classes with the nerf over others. However, as mentioned meta shifts may get the desired result.
Seeing this is so beautiful...
ben brode , is that you? D:
3.2.1 kill shot
Once again the cry baby nerf whiners get their wish fullfilled. If its good nerf it. If its bad leave it bad. Do the math.
I hope blizzard will still only nerf in extreme cases.
I remember when they nerfed druid in wow to oblivion, I quit wow.
Well at least I won't feel bad when I dust my double golden bucaneers. RIP in piss Bucaneer.
This card still deals a minimum of 6 damage on turn2. Not nerfed enough, should've made it 2/1.
I think make it a 2/1 and has +1/+1 while you have a weapon equipped it's a better nerf
1. You make it more vulnerable to 1 damage hero powers, areas and 1-drop minions
2.The stats keep equal with the weapon but it's more vulnerable when you drop it in turn 1 without having a weapon(you can coin hero power with druid/mage/rogue for example)
3. This nerf make it pretty bad and i think will dissapear. 1/1 it isn't strong by himself(literally worst than Stonetusk Boar)
This is how it should have looked when they released it..
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
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MTG/Hearthstone biases to avoid
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Who's the Beatdown?
Pally's can now survive by using light's Justice! Prepare your threaten emotes!
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
This is not surprisingly a huge thing to happen to hearthstone's meta,decks such as aggro warrior and shaman will deservingly suffer but in my opinion this is just not enough,aggro shaman and warrior will still be a thing because patches and tunnel trogg are just too good,getting a 1/1 and lowering your opponent's health to 29 or dealing constant and huge damage from a sticky one drops is just way too good,so much so in my opinion patches and tunnel trogg should be nerfed rather than buccaner they are in my opinion more opressive than buccaneer is,oh and if buccaneer gets nerfed,miracle rogue will also be nerfed in the middle of the firefight.Even i though i disagree with the choice of blizzard on what card to nerf i still like that they will finally nerf aggro decks
From the void i come.