I disagree with you about it being really strong in Rogue as they would have to waste an extra 2 mana every turn just to get +1 attack where that could be spent on progressing the board with other minions.
As for pirate warrior, I'm not quite sure what you mean by giving it more power in the long run. Typically I see at most 3 weapons in a game from them which would make it a 4/2 if it had been around long enough for all of those weapons to be equipped. Wouldn't that make it significantly weaker since most likely it will be dead before it even reaches 3/2?
Well, it could give Pirate Warrior slightly more power in the long run if it stays alive, yes. As I said before about Small-Time Buccaneer being a spell eater, it most likely won't reach that point. With Rogue, yes they would focus on playing Pirates more in the early game but later on if they don't have much else in the way of things they could just keep popping daggers every turn assuming you've already used most of your spells on their other pirates. I mean, I never said it would make Small Time Buccaneer OP, if anything it's one of the best nerf ideas for the card I've seen a while, just that it could easily still come with its own problems and not entirely fix the gimped design.
Raven doesn't summon a 1/1 with charge when you play it.
Also these comparisons are dumb. Warrior has a strictly worse version of fireball in their card pool that everyone is running as a 2 of. Can you figure out what that is?
Making it a 1/1 with its current effect is the obvious ploy, and particularly in light of the PC gamer interview Blizzard said they are iffy about changing functionality on cards. They would rather just change the big numbers anybody can see.
If they were to change how it works, I would favor making it a 1/2 that gets +1 attack whenever you equip a weapon. The effect is permanent so it keeps it when the weapon is gone, but the nature of weapons is that you don't want to rapidly re-equip them so trying to get several activations is likely not a good strategy. Given that most decks using the card have a turn 2 weapon option, that would effectively make this a 2/2 that summons a 1/1 charge, which is still strong doesn't doesn't feel quite as insane. You would also not benefit from drawing it after you already have a weapon equipped, narrowing its applicability.
Give it a battlecry instead so it can't be dropped on turn 1 and start smashing immediately, but start with just 1 health so it dies to hero powers and Ghoul effects.
1/1 pirate with "Battlecry: If you have a weapon equipped, gain +2/+1"
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Building Quirky Decks Every Week, Loving Life at Rank 15!
So I got this great idea, Quit bitching and just tech in a god damned card to counter it! Every class has a card or two to counter it, and there are also a bunch of neutral one also. Quit bitchin and learn to play the game. Just because u dont want to tech in a card doesnt mean the card has to be nerfed.
So I got this great idea, Quit bitching and just tech in a god damned card to counter it! Every class has a card or two to counter it, and there are also a bunch of neutral one also. Quit bitchin and learn to play the game. Just because u dont want to tech in a card doesnt mean the card has to be nerfed.
The reason this topic is coming up with increasing frequency is because Blizzard themselves have acknowledged that they have concerns toward Small-Time Buccaneer. It isn't merely the result of the community complaining about this card or that card; it's that STB has demonstrated itself to be a Flame Imp with no downside for the classes with cheap weapons. It is simply marginally too effective at what it does.
So I got this great idea, Quit bitching and just tech in a god damned card to counter it! Every class has a card or two to counter it, and there are also a bunch of neutral one also. Quit bitchin and learn to play the game. Just because u dont want to tech in a card doesnt mean the card has to be nerfed.
Was posted in theme " Why is Blizzard ok with a deck being able to kill a T1 coined Doomsayer?" but as off toppic so i open this thread to speak exclusively of it:
Our beloved small time Bucanneer has big numbers to a nerf in end of the month. Some people has arged and alternative: make him a Rogue class card. That way those of us that like pirates can play him in a not broken deck and erase the "problem2 of his use in warrior and Shaman.
What do you think?
Note: if someone argues that that way rogue gets too much cards im favorable to swichit making a rogue last expansion card neutral . For example shadow sensei or even shadow rager ;)
The biggest counters to pirate+miracle rogue are the aggro warriors and shamans running STB!
Give it to rogue untouched and another hard to contest monster will born.
Don't get me wrong, all the buccs as Rogue cards not a bad idea, but those over-stats have to be touched. Specially when Rogue has the easiest time activating the bonus due to hero power equipping a weapon.
STB in Rouge is not broken... cause hero power on turn 2 is actually a tempo loss and rouge doesnt have (good) other weapons to abuse it.... so yea its a very strong one drop, but rouge doesnt have strong follow-up on 2 and 3 so its actually not even close as broken as in shaman or warrior with those insane follow-up turns or just even standalone broken weapons like FWA and (both) claws...
pirate (aggro) rouge is highly dependant on low health minions (mostly without charge) to deal most of the dmg, so they can actually be countered pretty easy by keeping the board clear... so they are no way near a problem...
TLDR: STB should have been a rouge card since the beginning and imo it would just be the best solution to move it...
Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
Yes, it's an overstated guaranteed 1 drop. But at least you pay a price to play it. Don't get rewarded for following with a valuable play. And it doesn't make a 1/1 charge Imp to jump from the deck to the board!
And it was only used in a kind of dead archtype right now. On a class that requires good face hp management.
Yes, it's an overstated guaranteed 1 drop. But at least you pay a price to play it. Don't get rewarded for following with a valuable play. And it doesn't make a 1/1 charge Imp to jump from the deck to the board!
And it was only used in a kind of dead archtype right now. On a class that requires good face hp management.
Sorry, super strong 1 drop, but not the same.
STB = Pirate = patches-trigger; Flame Imp = Demon = possible buff-target because of it's tag
STB vs Flame Imp = drawback makes them similar good/bad
And Patches is a legendary, compared to sth. like thalnos it's a benficial minion
like other mentioned before... in rogue it's healthy NOT broken... leave it as it is and move it to rogue... maybe also patches... makes this class at least possible to deal with 5hp-taunts
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3 mana 2/3 your pirates with stealth have +2 atk
...
A worse version of Enchanted Raven...?
(well, with Pirate tag, it's something tho...)
Making it a 1/1 with its current effect is the obvious ploy, and particularly in light of the PC gamer interview Blizzard said they are iffy about changing functionality on cards. They would rather just change the big numbers anybody can see.
If they were to change how it works, I would favor making it a 1/2 that gets +1 attack whenever you equip a weapon. The effect is permanent so it keeps it when the weapon is gone, but the nature of weapons is that you don't want to rapidly re-equip them so trying to get several activations is likely not a good strategy. Given that most decks using the card have a turn 2 weapon option, that would effectively make this a 2/2 that summons a 1/1 charge, which is still strong doesn't doesn't feel quite as insane. You would also not benefit from drawing it after you already have a weapon equipped, narrowing its applicability.
Give it a battlecry instead so it can't be dropped on turn 1 and start smashing immediately, but start with just 1 health so it dies to hero powers and Ghoul effects.
1/1 pirate with "Battlecry: If you have a weapon equipped, gain +2/+1"
Building Quirky Decks Every Week, Loving Life at Rank 15!
So I got this great idea, Quit bitching and just tech in a god damned card to counter it! Every class has a card or two to counter it, and there are also a bunch of neutral one also. Quit bitchin and learn to play the game. Just because u dont want to tech in a card doesnt mean the card has to be nerfed.
I have 5 Small-Time Buccaneer cards riding this prediction. I hope Blizzard clarifies their thoughts by the release of the new expansion.
"Your Charge Pirates have +1 Attack"
Just nerf it to 1/1
No they don't. Name three.
Was posted in theme " Why is Blizzard ok with a deck being able to kill a T1 coined Doomsayer?" but as off toppic so i open this thread to speak exclusively of it:
Our beloved small time Bucanneer has big numbers to a nerf in end of the month. Some people has arged and alternative: make him a Rogue class card. That way those of us that like pirates can play him in a not broken deck and erase the "problem2 of his use in warrior and Shaman.
What do you think?
Note: if someone argues that that way rogue gets too much cards im favorable to swichit making a rogue last expansion card neutral . For example shadow sensei or even shadow rager ;)
The biggest counters to pirate+miracle rogue are the aggro warriors and shamans running STB!
Give it to rogue untouched and another hard to contest monster will born.
Don't get me wrong, all the buccs as Rogue cards not a bad idea, but those over-stats have to be touched. Specially when Rogue has the easiest time activating the bonus due to hero power equipping a weapon.
STB in Rouge is not broken... cause hero power on turn 2 is actually a tempo loss and rouge doesnt have (good) other weapons to abuse it.... so yea its a very strong one drop, but rouge doesnt have strong follow-up on 2 and 3 so its actually not even close as broken as in shaman or warrior with those insane follow-up turns or just even standalone broken weapons like FWA and (both) claws...
pirate (aggro) rouge is highly dependant on low health minions (mostly without charge) to deal most of the dmg, so they can actually be countered pretty easy by keeping the board clear... so they are no way near a problem...
TLDR: STB should have been a rouge card since the beginning and imo it would just be the best solution to move it...
Flame Imp
Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
makes this class at least possible to deal with 5hp-taunts