I think some tweaks will inevitably happen, but so far, it seems interesting. I haven't had too many problems with Pirates around 8K. But that's not to say they won't become more visible after people become more familiar with them.
Glad Mackerel is gone. A 2 card, end game comp was too cheap, and it also buffed the general murloc comp way higher than it needed to be.
I was only offered a new hero once yesterday (Hooktusk) and I wasn't offered any token units until turn 9 or so...so it wasn't a great demonstration of her hero power.
Hoggar seems pretty decent. Double Hoggar... so many cycled pirates for Salty Looter. I mean, sure, a lot of the work came from the combo of cannon and the taunt that attacks after being attacked, but as I moved into lategame having a single fast-growing minion just pushed me along as the cannon's blasts weakened. Not seen as many crazy lategame builds yet. But with double Hoggar, it literally costs zero gold to buy and cycle as many pirates are on the board. if there's a sells for 3 gold one? You're net positive. I can only imagine the stupidity that is that build with Edwin. Or Milihouse.
But still salty about the end, KOd by KT at 11.3% chance :P Still, joint second, so can't grumble :)
Man they need to adress Saurolisk. We now have 2 new dedicated heroes that can easily make nigh unbeatable tier 1/2 builds. It wasn't fun before, but it's now an issue due to the consistency you can get it.
Happened a second time. I don't know if this is something that only happens with Captain Eudora's golden minions or what.
Yeah that seems to be the case. Captain Eudora's golden minion is utterly bugged. You sometimes only get shown one option less, since it goes back into the pool but is not seen in the tavern. Hope they fix that soon.
Man they need to adress Saurolisk. We now have 2 new dedicated heroes that can easily make nigh unbeatable tier 1/2 builds. It wasn't fun before, but it's now an issue due to the consistency you can get it.
True, got my first win with the thing, at 10k mmr, with that 0 mana, kill a friendly minion, discover a minion from a lower tier hero. Having said that, I do think with the loss of that murloc that regains shields it gives way for builds that are just a lump of stats to shine. But obviously being able to get double golden Saurolisks, Wrath Weavers and shieldy dudes early is pretttty good.
Though based on the hero text you would think you couldn't use the hero power on tier 1.
True, got my first win with the thing, at 10k mmr, with that 0 mana, kill a friendly minion, discover a minion from a lower tier hero. Having said that, I do think with the loss of that murloc that regains shields it gives way for builds that are just a lump of stats to shine. But obviously being able to get double golden Saurolisks, Wrath Weavers and shieldy dudes early is pretttty good.
Though based on the hero text you would think you couldn't use the hero power on tier 1.
That might be a way to change her. On tier 1 units it's literally a better Malygos.
Of course... There's a crowd in this game who staunchly believe this game should never change. Of course the given time varies to when said player was "good"... They adapt a playstyle to whatever version of the game, and won a bunch. Usually, it isn't the very first adaptation they play, but the one they exited their learning curve on. They're introduced to the game, and don't win much at first (learning curve), but they put everything they have into adapting to that first "playstyle", and when it shifts, the player can't shift with it, so the next patch is automatically "bad". Problem is, a good player isn't good at any 1 patch, expansion, or rotation. A good player understands the underlying elements of the game, and forms shifting strategies... if Battlegrounds were as it was upon release, no one would play it, except these "purists"... Imagine playing "crazy eights" for hours a day, every day... Seems ridiculous right? Well that's how the idea of versions not adapting sounds to me.
Bg is getting worse with each update not because of learning curve or adapting new game plans but because it requires more and more rng increasing minion pool is not really good whoever high roll wins the game instead of who have a good strategy for this mod but rotating pool would be better.
Bg is getting worse with each update not because of learning curve or adapting new game plans but because it requires more and more rng increasing minion pool is not really good whoever high roll wins the game instead of who have a good strategy for this mod but rotating pool would be better.
Of course... There's a crowd in this game who staunchly believe this game should never change. Of course the given time varies to when said player was "good"... They adapt a playstyle to whatever version of the game, and won a bunch. Usually, it isn't the very first adaptation they play, but the one they exited their learning curve on. They're introduced to the game, and don't win much at first (learning curve), but they put everything they have into adapting to that first "playstyle", and when it shifts, the player can't shift with it, so the next patch is automatically "bad". Problem is, a good player isn't good at any 1 patch, expansion, or rotation. A good player understands the underlying elements of the game, and forms shifting strategies... if Battlegrounds were as it was upon release, no one would play it, except these "purists"... Imagine playing "crazy eights" for hours a day, every day... Seems ridiculous right? Well that's how the idea of versions not adapting sounds to me.
Bg is getting worse with each update not because of learning curve or adapting new game plans but because it requires more and more rng increasing minion pool is not really good whoever high roll wins the game instead of who have a good strategy for this mod but rotating pool would be better.
They literally just implemented a system that limits the minions included, basically rotating between games. You might have a point if you'd pointed to problem cards like the cannon or the parrot/spawn early combo, both of which are probably bad for the game mode.
The biggest issue I feel is that the damage you receive has become HUGE during mid-game, only emphasizing the mid-range meta even more, since pirates can snowball really early and all of their stuff survives (compared to juggler comps, where stuff naturally has to die to be effective). You can now easily lose the entire game with 2 losses between turns 6-9 now. Even an early game loss can fuck you over now. It's insane.
You can bum rush tier 5 and grab Capt'n Hoggarr's. I've had matches were in the late stages I didn't have enough time to use all of my gold because of it. I would end each setup with 10 gold every time. If played with the right cards it becomes super overpowered. Grab the double battlecry card as well. then just start rolling the buffs up with all the pirates you buy. If you starting running too low on hp grab a annihilation battlemaster and with the double battlecry it will buff itself up well enough to hold you for a round or two.
Of course... There's a crowd in this game who staunchly believe this game should never change. Of course the given time varies to when said player was "good"... They adapt a playstyle to whatever version of the game, and won a bunch. Usually, it isn't the very first adaptation they play, but the one they exited their learning curve on. They're introduced to the game, and don't win much at first (learning curve), but they put everything they have into adapting to that first "playstyle", and when it shifts, the player can't shift with it, so the next patch is automatically "bad". Problem is, a good player isn't good at any 1 patch, expansion, or rotation. A good player understands the underlying elements of the game, and forms shifting strategies... if Battlegrounds were as it was upon release, no one would play it, except these "purists"... Imagine playing "crazy eights" for hours a day, every day... Seems ridiculous right? Well that's how the idea of versions not adapting sounds to me.
Bg is getting worse with each update not because of learning curve or adapting new game plans but because it requires more and more rng increasing minion pool is not really good whoever high roll wins the game instead of who have a good strategy for this mod but rotating pool would be better.
They literally just implemented a system that limits the minions included, basically rotating between games. You might have a point if you'd pointed to problem cards like the cannon or the parrot/spawn early combo, both of which are probably bad for the game mode.
I just realised that there is a rotation lol that is something good I didn't play the game too much after the patch but today played few there is certain cards that are overpowered especially the ones that buff the pirates while pirates attacking parrot, baron and wolf interaction is too much. they should break that combo it is too easy to do.
For the pirates part I don't think cannon is that much of a problem but pirates buffing while attacking is too strong especially when there are pirates which attacks twice they should move some of them to higher tier it totally breaks the mid game.
parrot, baron and wolf interaction is too much. they should break that combo it is too easy to do.
Two TT5 cards and also requires a board full of beasts that are worth buffing (which are mostly TT4 or above) and probably a Houndmaster/Argus, and also that your parrot RNG goes the right direction.
It's a very good comp, but calling it "easy" is a stretch.
parrot, baron and wolf interaction is too much. they should break that combo it is too easy to do.
Two TT5 cards and also requires a board full of beasts that are worth buffing (which are mostly TT4 or above) and probably a Houndmaster/Argus, and also that your parrot RNG goes the right direction.
It's a very good comp, but calling it "easy" is a stretch.
But you don't need Houndmaster/Argus. Any random taunt will do, since you don't actually want to taunt Goldrinn if you're running Macaws, which makes things a lot easier. Birds in front, then wolves and other beats, then baron, then any random taunt (1/1 divine shield is enough!). Bird attacks, copies the wolf probably without RNG, since you'll just cut other deathrattle minions. You no longer have to rely on the wolf going first and dying to the attack, since the Macaw will always trigger the Wolf's deathrattle, whether or not it dies (and it'll often survive, since the buff can restore it to life). There's a lot less RNG and a lot less which can go wrong with attack order and taunts than in the old beasts versions. On top of that, late-game scaling is better, since Mama Bear is now always good. There's no risk "oh, the wolf is too big and won't die" anymore. Macaw always works.
It's nice to have Hydras or Direhorns in there, to be sure, but you can still have some pretty big minions without them.
What's the synergie between Monstrous Macaw and Baron Rivendare
Macaw procs Spawn/Wolf, Rivendare doubles the activation. Then the Spawn/Wolf dies, and you get a 2nd double activation. It's kind of like a complicated golden rivendare.
What's the synergie between Monstrous Macaw and Baron Rivendare
I feel like it's worth explaining the whole package. Suppose Monstrous Macaw attacks. If a regular Goldrinn, the Great Wolf is your only deathrattle, the Macaw triggers the effect if a regular Parrot, but a Golden Parrot (not that hard, since it's a Tavern 2 minion) it'll trigger the deathrattle twice, so +8/+8 to all Beasts (including Macaw... if the 6/4 beast ran into a 10/10 and went to -6 health, it'd now go back up to 2 health after the deathrattle). If Baron Rivendare was around, this double's the Macaw to +16/+16. If it was a golden Rivendare, it'll be +24/+24. With golden Macaw, Wolf, and Baron, it's +48/+48.
The key here: neither the wolf nor the parrot has to die. In fact, keeping the wolf alive longer is good, since it's possible to have multiple Macaw and that'll actually work. Multiple Barons don't work together. This also means that if you're lucky, you can buff the Wolf with Mama Bear, and you don't have to give it taunt. Keeping the wolf small so that it dies to a single attack to buff the rest of your beasts is obsolete. With a Macaw, the Wolf simply becomes one of your big beasts. On top of that, due to how the Macaw gains the buff itself and can often outgrow the damage it takes on attacking, it also remains as a big beast on the board.
It seems like it's working out noticeably better than the old deathrattle Beasts strategy, with a lot less fuss. The Macaw can be bought early, and used on weaker battlecries like Spawn of N'Zoth while leveling.
What's the synergie between Monstrous Macaw and Baron Rivendare
I feel like it's worth explaining the whole package. Suppose Monstrous Macaw attacks. If a regular Goldrinn, the Great Wolf is your only deathrattle, the Macaw triggers the effect if a regular Parrot, but a Golden Parrot (not that hard, since it's a Tavern 2 minion) it'll trigger the deathrattle twice, so +8/+8 to all Beasts (including Macaw... if the 6/4 beast ran into a 10/10 and went to -6 health, it'd now go back up to 2 health after the deathrattle). If Baron Rivendare was around, this double's the Macaw to +16/+16. If it was a golden Rivendare, it'll be +24/+24. With golden Macaw, Wolf, and Baron, it's +48/+48.
The key here: neither the wolf nor the parrot has to die. In fact, keeping the wolf alive longer is good, since it's possible to have multiple Macaw and that'll actually work. Multiple Barons don't work together. This also means that if you're lucky, you can buff the Wolf with Mama Bear, and you don't have to give it taunt. Keeping the wolf small so that it dies to a single attack to buff the rest of your beasts is obsolete. With a Macaw, the Wolf simply becomes one of your big beasts. On top of that, due to how the Macaw gains the buff itself and can often outgrow the damage it takes on attacking, it also remains as a big beast on the board.
It seems like it's working out noticeably better than the old deathrattle Beasts strategy, with a lot less fuss. The Macaw can be bought early, and used on weaker battlecries like Spawn of N'Zoth while leveling.
Thanks for the explanation! I really like the Macaw / Goldrin strat so far. I find it way more reliable than the old Goldrin / Baron strat cause Macaw isn't vulnerable to Zapp. Macaw also buffs itself so it's almost infinite value which is very cool. And it's not that hard to pull off since it's Tier 2 and has synergy with a lot of different early minions (Kaboom Bot / Rat pack / Nzoth)
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I think some tweaks will inevitably happen, but so far, it seems interesting. I haven't had too many problems with Pirates around 8K. But that's not to say they won't become more visible after people become more familiar with them.
Glad Mackerel is gone. A 2 card, end game comp was too cheap, and it also buffed the general murloc comp way higher than it needed to be.
I was only offered a new hero once yesterday (Hooktusk) and I wasn't offered any token units until turn 9 or so...so it wasn't a great demonstration of her hero power.
Hoggar seems pretty decent. Double Hoggar... so many cycled pirates for Salty Looter. I mean, sure, a lot of the work came from the combo of cannon and the taunt that attacks after being attacked, but as I moved into lategame having a single fast-growing minion just pushed me along as the cannon's blasts weakened. Not seen as many crazy lategame builds yet. But with double Hoggar, it literally costs zero gold to buy and cycle as many pirates are on the board. if there's a sells for 3 gold one? You're net positive. I can only imagine the stupidity that is that build with Edwin. Or Milihouse.
But still salty about the end, KOd by KT at 11.3% chance :P Still, joint second, so can't grumble :)
Happened a second time. I don't know if this is something that only happens with Captain Eudora's golden minions or what.
Man they need to adress Saurolisk. We now have 2 new dedicated heroes that can easily make nigh unbeatable tier 1/2 builds. It wasn't fun before, but it's now an issue due to the consistency you can get it.
Yeah that seems to be the case. Captain Eudora's golden minion is utterly bugged. You sometimes only get shown one option less, since it goes back into the pool but is not seen in the tavern. Hope they fix that soon.
True, got my first win with the thing, at 10k mmr, with that 0 mana, kill a friendly minion, discover a minion from a lower tier hero. Having said that, I do think with the loss of that murloc that regains shields it gives way for builds that are just a lump of stats to shine. But obviously being able to get double golden Saurolisks, Wrath Weavers and shieldy dudes early is pretttty good.
Though based on the hero text you would think you couldn't use the hero power on tier 1.
That might be a way to change her. On tier 1 units it's literally a better Malygos.
Bg is getting worse with each update not because of learning curve or adapting new game plans but because it requires more and more rng increasing minion pool is not really good whoever high roll wins the game instead of who have a good strategy for this mod but rotating pool would be better.
Imagine complaining about RNG in an autobattler.
They literally just implemented a system that limits the minions included, basically rotating between games. You might have a point if you'd pointed to problem cards like the cannon or the parrot/spawn early combo, both of which are probably bad for the game mode.
The biggest issue I feel is that the damage you receive has become HUGE during mid-game, only emphasizing the mid-range meta even more, since pirates can snowball really early and all of their stuff survives (compared to juggler comps, where stuff naturally has to die to be effective). You can now easily lose the entire game with 2 losses between turns 6-9 now. Even an early game loss can fuck you over now. It's insane.
Dread Admiral Eliza is so busted.
Fun > Meta
You can bum rush tier 5 and grab Capt'n Hoggarr's. I've had matches were in the late stages I didn't have enough time to use all of my gold because of it. I would end each setup with 10 gold every time. If played with the right cards it becomes super overpowered. Grab the double battlecry card as well. then just start rolling the buffs up with all the pirates you buy. If you starting running too low on hp grab a annihilation battlemaster and with the double battlecry it will buff itself up well enough to hold you for a round or two.
I just realised that there is a rotation lol that is something good I didn't play the game too much after the patch but today played few there is certain cards that are overpowered especially the ones that buff the pirates while pirates attacking parrot, baron and wolf interaction is too much. they should break that combo it is too easy to do.
For the pirates part I don't think cannon is that much of a problem but pirates buffing while attacking is too strong especially when there are pirates which attacks twice they should move some of them to higher tier it totally breaks the mid game.
Two TT5 cards and also requires a board full of beasts that are worth buffing (which are mostly TT4 or above) and probably a Houndmaster/Argus, and also that your parrot RNG goes the right direction.
It's a very good comp, but calling it "easy" is a stretch.
But you don't need Houndmaster/Argus. Any random taunt will do, since you don't actually want to taunt Goldrinn if you're running Macaws, which makes things a lot easier. Birds in front, then wolves and other beats, then baron, then any random taunt (1/1 divine shield is enough!). Bird attacks, copies the wolf probably without RNG, since you'll just cut other deathrattle minions. You no longer have to rely on the wolf going first and dying to the attack, since the Macaw will always trigger the Wolf's deathrattle, whether or not it dies (and it'll often survive, since the buff can restore it to life). There's a lot less RNG and a lot less which can go wrong with attack order and taunts than in the old beasts versions. On top of that, late-game scaling is better, since Mama Bear is now always good. There's no risk "oh, the wolf is too big and won't die" anymore. Macaw always works.
It's nice to have Hydras or Direhorns in there, to be sure, but you can still have some pretty big minions without them.
What's the synergie between Monstrous Macaw and Baron Rivendare
Macaw procs Spawn/Wolf, Rivendare doubles the activation. Then the Spawn/Wolf dies, and you get a 2nd double activation. It's kind of like a complicated golden rivendare.
I feel like it's worth explaining the whole package. Suppose Monstrous Macaw attacks. If a regular Goldrinn, the Great Wolf is your only deathrattle, the Macaw triggers the effect if a regular Parrot, but a Golden Parrot (not that hard, since it's a Tavern 2 minion) it'll trigger the deathrattle twice, so +8/+8 to all Beasts (including Macaw... if the 6/4 beast ran into a 10/10 and went to -6 health, it'd now go back up to 2 health after the deathrattle). If Baron Rivendare was around, this double's the Macaw to +16/+16. If it was a golden Rivendare, it'll be +24/+24. With golden Macaw, Wolf, and Baron, it's +48/+48.
The key here: neither the wolf nor the parrot has to die. In fact, keeping the wolf alive longer is good, since it's possible to have multiple Macaw and that'll actually work. Multiple Barons don't work together. This also means that if you're lucky, you can buff the Wolf with Mama Bear, and you don't have to give it taunt. Keeping the wolf small so that it dies to a single attack to buff the rest of your beasts is obsolete. With a Macaw, the Wolf simply becomes one of your big beasts. On top of that, due to how the Macaw gains the buff itself and can often outgrow the damage it takes on attacking, it also remains as a big beast on the board.
It seems like it's working out noticeably better than the old deathrattle Beasts strategy, with a lot less fuss. The Macaw can be bought early, and used on weaker battlecries like Spawn of N'Zoth while leveling.
Thanks for the explanation! I really like the Macaw / Goldrin strat so far. I find it way more reliable than the old Goldrin / Baron strat cause Macaw isn't vulnerable to Zapp. Macaw also buffs itself so it's almost infinite value which is very cool. And it's not that hard to pull off since it's Tier 2 and has synergy with a lot of different early minions (Kaboom Bot / Rat pack / Nzoth)