I actually like the nerf proposed by OP. 2 mana patches makes him worse if you draw him which is just fair considering how strong he is.
But to be honest, half a year before patches will move to wild only Blizzard will not hand out 1600 dust for disenchanting him. He will stay the same until he moves. And then will be a wild staple in aggressive decks.
Patches is about to be rotated out, so I don't think it would make a lot of sense to nerf it now if they didn't until now. Plus introducing extra draw RNG is the worst thing you could do right now, and that would pretty much be all you would accomplish with this nerf. People would still run patches, but games would be decided a lot more often on the basis of them drawing it.
A much better nerf would be to remove charge from the card. It would enable less tempo swings on the board, and the card would still be decent anyway.
I completely agree that Patches the Pirate needs a nerf (frankly he's needed a nerf for almost a year now). But I prefer just removing his charge. Boosting to 2 mana really only makes him bad when drawn, but he's already bad when drawn and a nerf really needs to affect when he isn't drawn. Removing charge lets Patches the Pirate remain a board presence and deck thin but removes the free damage/trade. As for the impact on Prince Keleseth, eh, changing Shadowstep feels like a better way to fix that problem since their synergy is only really a problem in Rogue.
Make Charrrrrrrge! a battlecry so it is just a dormant (still free) 1/1 when pulled out.
I like this suggestion the most out of all of them, patches is strong because you don't draw him, he just thins out your deck, so any nerf to patches should hit when he isn't drawn to make it less of a swing card. I'm not entirely sure patches is that broken, I mean, don't get me wrong, he's certainly one of the best cards in the game, but there are counters that exist and ways to slow pirates down, especially after war axe nerf.
I think the card should stay the same for the most part. One change is like to see is maybe adding a slight drawback to it. Something like "When patches attacks the enemy hero, permanently remove another legendary minion from your collection".
Seeing so many "Nerf this card" threads is getting annoying. Do players even know how to just suck it up and play counters to things anymore instead of wanting Brode to nerf everything that annoys or that you find troublesome?
Counterplay used to be a crucial part of any CCG. Guess the rising impatient HS community doesn't grasp that. I think this would be a bigger reason of why HS isn't viewed as a more serious card game (not the rng or swingy cards, but the unwillingness/inability of the playerbase to think of first to play around or directly against cards/decks instead of demanding nerfs constantly).
Meh. If I were to change Patches, I'd just make it so he's pulled directly out from the hand as opposed to pulled from the deck. This way he just becomes a free play, not a free draw+free play.
Would it kill Patches? Yes. Nobody would play him at that point. Would I care? No.
The draw back is drawing him because then he becomes the worst 1 drop in the game. Although it is the same as Stonetusk Boar You actually lose mana when you play it from hand because it could have been free. It is played a lot, but it will move out in two expansions and its not as if its a game winning card like Dr. Boom was because ti allowed for such a serious tempo swing. Patches in most cases just makes a better Alley Cat because often you play a 1/1 pirate like Nzoth's First Mate but both cats have a special ability and one of them is charge. Patches is like Bloodmage Thalnos in that it can be used in a lot of situations, but it doesn't mean that you win when you play it.
I think the card should stay the same for the most part. One change is like to see is maybe adding a slight drawback to it. Something like "When patches attacks the enemy hero, permanently remove another legendary minion from your collection".
That will teach those ass pirates a lesson. :)
salt detected, what a dumb hate on the card, you can tech a golakka crawler or 2 if he bothers you that much
It doesn't matter if you would pull Patches out immediately on turn 1 as daily basis, nothing changed and everyone is still happy.
But it will be a really really huge disadvantage when you are unlucky in mulligan and draw Patches into your hand. For example: Tempo Rogue that include Patches to thin his deck will have to wait one more turn to play some combos like Patches + Cold Blood or Edwin VanCleef. Pirate Warrior will not have a chance to play him as an early 1 mana charge minion for a ping anymore (no Stonetusk Boar).
Just no. We should be working towards reducing the impact of draw RNG, not increasing it
It doesn't matter if you would pull Patches out immediately on turn 1 as daily basis, nothing changed and everyone is still happy.
But it will be a really really huge disadvantage when you are unlucky in mulligan and draw Patches into your hand. For example: Tempo Rogue that include Patches to thin his deck will have to wait one more turn to play some combos like Patches + Cold Blood or Edwin VanCleef. Pirate Warrior will not have a chance to play him as an early 1 mana charge minion for a ping anymore (no Stonetusk Boar).
Just no. We should be working towards reducing the impact of draw RNG, not increasing it
You can't really change the impact of draw rng. You could turn every card into a bland vanilla minion/spell/weapon and you would still see people complaining about losing because they mulliganed 4, 5, & 6 mana drops and get back 7, 8, & 9 mana ones.
Thanks for your comments and votes, so Patchs shouldn't be changed like in the poll result. The problem right now is Keleseth + Patches. Maybe as someone mentions, Keleseth should buff only + 1 attack for your charge minions in your deck.
It doesn't matter if you would pull Patches out immediately on turn 1 as daily basis, nothing changed and everyone is still happy.
But it will be a really really huge disadvantage when you are unlucky in mulligan and draw Patches into your hand. For example: Tempo Rogue that include Patches to thin his deck will have to wait one more turn to play some combos like Patches + Cold Blood or Edwin VanCleef. Pirate Warrior will not have a chance to play him as an early 1 mana charge minion for a ping anymore (no Stonetusk Boar).
Just no. We should be working towards reducing the impact of draw RNG, not increasing it
You can't really change the impact of draw rng. You could turn every card into a bland vanilla minion/spell/weapon and you would still see people complaining about losing because they mulliganed 4, 5, & 6 mana drops and get back 7, 8, & 9 mana ones.
His suggestion literally does change the impact of draw RNG. I'm not saying "remove drawing systems in card games!1!!"; I'm saying the difference in win %s when you do draw patches vs when you don't should be kept at a minimum. Drawing patches is bad enough for the player as it is, but if you make it 2 mana, the player is going to lose even more win %s just for drawing badly. We don't want games to be determined by whether or not certain cards are drawn. therefore we want Patches to be as least punishing as possible to the player when drawn. A fix to the card that doesn't increase the impact of draw RNG would involve nerfing the instances where patches is not drawn (In fact, this would decrease the impact)
Oh, and I just noticed, making patches 2 mana doesn't really do much to the prince. All the player needs to do is draw a pirate and play it before him
For a fair play, together with Patches, you should also nerf Evolve (cost at least 3), Devolve (same), Raza (hp cost 1), and then also remove Bring It On entirely because otherwise Fatigue Warrior would oppress the meta. Etc.
Point is: yes Tempo Rogue is T1, but it's not like there is no counter. Actually, one of its best counters, Evo Shaman is also T1.
AND, most importantly, since there will ALWAYS be T1 decks, having a bunch Midrange decks at that rank is probably the best we can ask for:
Remember Aggro meta? Even worse. Can you imagine a full Control meta? Nightmare.
A Tempo-based meta is fair enough and it leaves room for other archetypes to fit in.
So, there is no need to hit Patches in this non-Face meta. He is a very good legendary, but it has downside already - when you draw it. He is no more a powerhouse than Thalnos is.
I actually like the nerf proposed by OP. 2 mana patches makes him worse if you draw him which is just fair considering how strong he is.
But to be honest, half a year before patches will move to wild only Blizzard will not hand out 1600 dust for disenchanting him. He will stay the same until he moves. And then will be a wild staple in aggressive decks.
who cares wat mana it is its so rarly played from hand anyway :D
What about whenever you play a weapon, summon Patches from your deck.
Patches is about to be rotated out, so I don't think it would make a lot of sense to nerf it now if they didn't until now. Plus introducing extra draw RNG is the worst thing you could do right now, and that would pretty much be all you would accomplish with this nerf. People would still run patches, but games would be decided a lot more often on the basis of them drawing it.
A much better nerf would be to remove charge from the card. It would enable less tempo swings on the board, and the card would still be decent anyway.
I completely agree that Patches the Pirate needs a nerf (frankly he's needed a nerf for almost a year now). But I prefer just removing his charge. Boosting to 2 mana really only makes him bad when drawn, but he's already bad when drawn and a nerf really needs to affect when he isn't drawn. Removing charge lets Patches the Pirate remain a board presence and deck thin but removes the free damage/trade. As for the impact on Prince Keleseth, eh, changing Shadowstep feels like a better way to fix that problem since their synergy is only really a problem in Rogue.
Make Charrrrrrrge! a battlecry so it is just a dormant (still free) 1/1 when pulled out.
Anger is the punishment we give ourselves for someone else's mistake.
They're doing WHAT with Keleseth?
I think the card should stay the same for the most part. One change is like to see is maybe adding a slight drawback to it. Something like "When patches attacks the enemy hero, permanently remove another legendary minion from your collection".
That will teach those ass pirates a lesson. :)
Hello!
This got me thinking. I bet most people would still run patches even if he costed 10 mana or something insane like that.
Seeing so many "Nerf this card" threads is getting annoying. Do players even know how to just suck it up and play counters to things anymore instead of wanting Brode to nerf everything that annoys or that you find troublesome?
Counterplay used to be a crucial part of any CCG. Guess the rising impatient HS community doesn't grasp that. I think this would be a bigger reason of why HS isn't viewed as a more serious card game (not the rng or swingy cards, but the unwillingness/inability of the playerbase to think of first to play around or directly against cards/decks instead of demanding nerfs constantly).
Meh. If I were to change Patches, I'd just make it so he's pulled directly out from the hand as opposed to pulled from the deck. This way he just becomes a free play, not a free draw+free play.
Would it kill Patches? Yes. Nobody would play him at that point. Would I care? No.
The draw back is drawing him because then he becomes the worst 1 drop in the game. Although it is the same as Stonetusk Boar You actually lose mana when you play it from hand because it could have been free. It is played a lot, but it will move out in two expansions and its not as if its a game winning card like Dr. Boom was because ti allowed for such a serious tempo swing. Patches in most cases just makes a better Alley Cat because often you play a 1/1 pirate like Nzoth's First Mate but both cats have a special ability and one of them is charge. Patches is like Bloodmage Thalnos in that it can be used in a lot of situations, but it doesn't mean that you win when you play it.
No salt at all. I'm just trolling a bit. I don't run in to problems with Patches. Most times he gets pulled out I frost bolt him immediately.
Would certainly not put that card as being that great.
Hello!
Just no. We should be working towards reducing the impact of draw RNG, not increasing it
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
Thanks for your comments and votes, so Patchs shouldn't be changed like in the poll result. The problem right now is Keleseth + Patches. Maybe as someone mentions, Keleseth should buff only + 1 attack for your charge minions in your deck.
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
For a fair play, together with Patches, you should also nerf Evolve (cost at least 3), Devolve (same), Raza (hp cost 1), and then also remove Bring It On entirely because otherwise Fatigue Warrior would oppress the meta. Etc.
Point is: yes Tempo Rogue is T1, but it's not like there is no counter. Actually, one of its best counters, Evo Shaman is also T1.
AND, most importantly, since there will ALWAYS be T1 decks, having a bunch Midrange decks at that rank is probably the best we can ask for:
Remember Aggro meta? Even worse. Can you imagine a full Control meta? Nightmare.
A Tempo-based meta is fair enough and it leaves room for other archetypes to fit in.
So, there is no need to hit Patches in this non-Face meta. He is a very good legendary, but it has downside already - when you draw it. He is no more a powerhouse than Thalnos is.