First of all, this is not (only) a complaint post. It's more about constructive criticism. It's time the community gives some insight and ideas to the dev team about the changes/fixes some cards really need. So, time to tackle the most problematic and badly designed card of the whole MSoG expansion. Our not so loved Small-Time Buccaneer!
So, this card is overpowered af. But instead of listing the reasons, I have decided to list some changed versions of the card to not only help people notice the great things about this card but to also suggest the nerf it may deserve. Let's not forget that albeit Blizzard is very very very very very reluctant to nerfing a card, they have shown in the past that when they do, they usually overdo it (cf. Warsong Commander, Molten Giant, Ironbeak Owl, Force of Nature, Arcane Golem, etc.).
It is important to prove than nerfing a card doesn't mean killing it (e.g., Abusive Sergeant, Call of the Wild), so I'm gonna suggest minor but decisive nerfs to this card, and you guys may vote on which one you like ! You may even suggest your own changes, which I will add to this post.
Without further ado, let's go:
(Rogue-restricted)
(-1 health) >>> EDIT: Blizzard's final choice <<<
(-1 attack)
(-1 attack and stats swaped)
(stats shuffled for same buffed stats but only 1HP without buff)
Condition changed to having 1 (or 2 maybe) other friendly pirates on board.
Permanent buff gain, but not playable on turn 1 at least.
Patches doesn't have charge (for those of you thinking Patches is the issue - I don't.)Added (not in initial poll) :
Pirate tag removed. Please, this is not a post about the aggro meta or the Shaman class balance or the weapons balance whatsoever. Let's stay focused on the Small-Time Buccaneer + Patches the Pirate turn 1 opening.
Normally I would be all for this, but I have 7 regular and 3 golden copies of this card so I won't complain no matter what they do.
If they have to nerf it though, I'd make it a 2-mana 2/2 with the same text. This solves all of the issues with the card being a 1-mana minion while simultaneously letting it still be (somewhat) playable.
I'd actually like to see it as a 0/2 and +3 attack, that way it can only attack if they have a weapon or the opponent removes the weapon first (or you don't have a weapon) then they get to kill it for free. That way it has a downside but is still a dangerous 1-drop.
All your suggested options still leave us with a powerful 1 drop combined with patches, I don't want this in the game, period. They should properly rework the card into 3 mana cost or something. The 1 drop problem has gotten completely out of hand.
This. It's the synergy that make this card insanely powerful. 1 synergy is enough, weapons for bonus damage. The pirate tag is overkill.
True, but it really goes against the card's flavor. Hence the changing the condition of the buff suggestion.
While I agree flavour is a huge part of hearthstone. Ultimately playability needs to come first. Also, a bucaneer is just a name. It's modern times and name changes are a regular thing ;)
Maybe; Cut Short Quartermaster? Then it plays into the weapons theme, still has a pirate feel and matches the current art but quartermaster isn't universally associated to pirate. Thus you can drop the tag and keep flavour.
This card alone is not the problem. The fact that almost every card the Pirate warrior draws can be lethal is the main problem. The deck is TOO CONSISTENT. If you are able to remove a few minions/weapons during the game, the warrior should suffer. But it doesn't matter. Taunt doesn't matter. Heal doesn't matter. Removal doesn't matter. Each card they have, synergises with almost 1/3 of the deck or more. THAT IS THE PROBLEM.
Changing STB alone will not do anything. You really think -1 attack will make a difference when warriors are able to overkill you almost every game?
Aggro Shaman can be controlled if they have a bad draw. Warrior... lol what bad draw?
This card alone is not the problem. The fact that almost every card the Pirate warrior draws can be lethal is the main problem. The deck is TOO CONSISTENT. If you are able to remove a few minions/weapons during the game, the warrior should suffer. But it doesn't matter. Taunt doesn't matter. Heal doesn't matter. Removal doesn't matter. Each card they have, synergises with almost 1/3 of the deck or more. THAT IS THE PROBLEM.
Changing STB alone will not do anything. You really think -1 attack will make a difference when warriors are able to overkill you almost every game?
Aggro Shaman can be controlled if they have a bad draw. Warrior... lol what bad draw?
I think that's why the pirate tag being removed works the best at least if this card hypothetically received changes. Can't pull patches anymore, can't get buffed from commander, can't be used as a pirate to buff weapons further off blood sail cultist.
Still a really strong one drop, but forces other cards to be in play for pirate synergy and lessons tempo if played on T1 and part of the issue is the massive tempo gain on T1 especially when STB is the 1 drop.
It keeps the pirate flavor by making it an aggressively statted 1 drop. The weapon buff is still relevant, since 3 power is as high as a 1 drop can reach. But having a ping-able body makes him easier to deal with in the first 1-2 turns of the game.
Some of the battlecry buff options I dislike because the coin makes it a better minion than it is currently. I also dislike options that buff it's health +1 because of the coin.
First of all, this is not (only) a complaint post. It's more about constructive criticism. It's time the community gives some insight and ideas to the dev team about the changes/fixes some cards really need. So, time to tackle the most problematic and badly designed card of the whole MSoG expansion. Our not so loved Small-Time Buccaneer!
So, this card is overpowered af. But instead of listing the reasons, I have decided to list some changed versions of the card to not only help people notice the great things about this card but to also suggest the nerf it may deserve. Let's not forget that albeit Blizzard is very very very very very reluctant to nerfing a card, they have shown in the past that when they do, they usually overdo it (cf. Warsong Commander, Molten Giant, Ironbeak Owl, Force of Nature, Arcane Golem, etc.).
It is important to prove than nerfing a card doesn't mean killing it (e.g., Abusive Sergeant, Call of the Wild), so I'm gonna suggest minor but decisive nerfs to this card, and you guys may vote on which one you like ! You may even suggest your own changes, which I will add to this post.
Without further ado, let's go:
Added (not in initial poll) :
Suggested:
Please, this is not a post about the aggro meta or the Shaman class balance or the weapons balance whatsoever. Let's stay focused on the Small-Time Buccaneer + Patches the Pirate turn 1 opening.
Where is the dont nerf option?
I'd actually like to see it as a 0/2 and +3 attack, that way it can only attack if they have a weapon or the opponent removes the weapon first (or you don't have a weapon) then they get to kill it for free. That way it has a downside but is still a dangerous 1-drop.
Unpacked Golden Legendaries: Sergeant Sally, Confessor Paletress, Illidan Stormrage Hemet Nesingwary
All your suggested options still leave us with a powerful 1 drop combined with patches, I don't want this in the game, period. They should properly rework the card into 3 mana cost or something. The 1 drop problem has gotten completely out of hand.
10. Just, remove the "Pirate" tag from him.
This card standalone is not OP.
My choice
1 mana 3/2 with text: Battlecry:Gathulu bitch slaps you to oblvion.
1 mana, 1/2: Whenever/after you equip a weapon, gain +1 attack.
Could you add this one to the poll?
Yes, the buff is permanent.
This card alone is not the problem. The fact that almost every card the Pirate warrior draws can be lethal is the main problem. The deck is TOO CONSISTENT. If you are able to remove a few minions/weapons during the game, the warrior should suffer. But it doesn't matter. Taunt doesn't matter. Heal doesn't matter. Removal doesn't matter. Each card they have, synergises with almost 1/3 of the deck or more. THAT IS THE PROBLEM.
Changing STB alone will not do anything. You really think -1 attack will make a difference when warriors are able to overkill you almost every game?
Aggro Shaman can be controlled if they have a bad draw. Warrior... lol what bad draw?
The rogue option is the best one
10. Whenever you play (not summon) a Pirate gain 1 Attack, still 1/2
The main problem is the Weapon Synergy, in a Deck with Pirates he should be ok
Also he wouldn't gain Attack from Patches
7 and 5 seems to be the best nerf-options for me.
What about 1 mana 1/1 has + 2/1 while you have a weapon ? Or what about 1 mana 1/2 "Has +2 attack while you have a weapon with 2 or more attack " ?
Take a look at my card creations here in vojza's mini expansion topic.
I think #4 is the most elegant nerf.
It keeps the pirate flavor by making it an aggressively statted 1 drop.
The weapon buff is still relevant, since 3 power is as high as a 1 drop can reach.
But having a ping-able body makes him easier to deal with in the first 1-2 turns of the game.
Some of the battlecry buff options I dislike because the coin makes it a better minion than it is currently.
I also dislike options that buff it's health +1 because of the coin.
If they make it rogue, make counterfeit coin neutral.
Has +2 attack while you have a weapon equipped. Your weapon has -2 attack.
This makes it impossible to clear a coined Doomsayer while also encouraging trading on board instead of just hitting face.
Still a powerful card, but it would hamper and slow any weapon deck in which it's played.
"Nerf Paper," said Rock.