I don't think Captain is the problem. The nerf to Patches is just fine. Patches and the Captain will only be playable in Pirate Decks, not in every single aggro deck.
I don't think Captain is the problem. The nerf to Patches is just fine. Patches and the Captain will only be playable in Pirate Decks, not in every single aggro deck.
Sure - for reference, this was created pre-nerf announcements, as wasn't written as a proposed nerf, but instead as thoughts about different ways the Captain could be reworded to make the interaction more interesting and balanced.
Of course, Blizzard opted for the lazy option of dead-nerfing Patches to uselesness instead of dealing with the Captain who is the real problem, but that's what they do! :-P
They made the same mistake with STB and Waraxe back in the day.
I appreciate the spirit with which you argue your case in this thread man, but just consider this - since patches became popular just about every single tempo, token and aggro deck has run hte pirate package, and it wasn't due to southsea captain. Now with the nerf to patches you'll see the pirate package fade from the majority , if not all of these decks. I fear he might still be a problem in call-to-arms ship's cannon paladin in wild, but we'll see.
I appreciate the spirit with which you argue your case in this thread man, but just consider this - since patches became popular just about every single tempo, token and aggro deck has run hte pirate package, and it wasn't due to southsea captain. Now with the nerf to patches you'll see the pirate package fade from the majority , if not all of these decks. I fear he might still be a problem in call-to-arms ship's cannon paladin in wild, but we'll see.
Thank you :- ) - I don't disagree that (with the nerf to Patches), the overall pirate package takes a big hit. I am certainly not questioning that Patches itself was a strong card. My overall argument is in the strength of the Captain as a card.
An interesting counterpoint to all this is in considering another synergistic set of cards in the community mind right now: Raza, the Chained and DK Anduin. Which one of those two cards is the powerhouse that makes the other one so powerful? Judging from the nerfs, Blizzard believes it to be Raza (which is an odd choice, for a few reasons). However, without Anduin, Raza is a "Meh!" card at best. You could "maybe" find a use with shadow form, maybe not. And alternatively, without Raza, Anduin now is pretty "Meh! as well. He can do maybe a little damage in a turn, but the nerf to Raza has crippled him.
In a similar vein, I think there is this symbiotic relationship between Patches and the Captain here, too. But of the two cards, I completely stand by my opinion that the Captain is the stronger of the two and (like Blizzard did in the last pirate nerfage), they've brought the hammer down on the wrong card once again.
But I don't want to detract this thread here (this isn't a discussion about the nerfs - it is just unfortunate timing that the announcements came out literally the evening after I made this thread! Heh!).
The intention is to look at the Captain as a card and how modifying him can change his interaction with other cards - and in particular how this would change the symbiotic relationship with Patches.
Nope, you're right. Southsea Captain is a sometimes card. If by "sometimes" you mean "always".... I'm sure if you scoured hard enough, you could probably find maybe one or two weird homebrew versions that didn't run him. But I think it's probably safe to say calling the Captain a "sometimes" card is preeeeeetty wrong on that one. :-)
Captain was run in less pirate warrior decks back in MSOG then Bloodsail Corsair is run in token druids now, but apparently the Corsair is still worth laughing at.
Are you really saying that if you run just two of a minion type then it counts as that archetype? So Tempo Rogue is actually a beast deck, since it runs at least two beasts. And Aggro Paladin is a Pirate deck because it runs 2 pirates. So is Murloc Paladin apparently. :-D In fact Zoolock must also be a pirate deck because it runs 2 pirates as well. But its also a beast deck. And a demon deck.
Yeah, I don't think you thought that argument through... :-P
Well... Since I was objecting to you calling for pirate specific decks when the current top deck using the pirate package uses a total of 7 pirates and saying 3 pirate decks don't count (because of course that'd disprove your twisted theories)...
And now you're just going around in circles, dude. :-S Your whole argument keeps changing, every time. You need to stick to one idea.
Like I said - you managed to find one deck that didn't run the Captain. (Like I said you would try and do). So, we can effectively change your original statement, from being that Captain was a "sometimes" card to : The Captain was a "Most of the time" card. As we have proven, there are rare cases where he isn't included.
As for the pirate decks, I was using your very own criteria for the examples - which is probably why you've now veered away from that.
Anyway, I'm still not going to allow this to be sidetracked with pointless arguments about whether Patches needs the Captain, or vice versa. Please stop trying to hijack the thread this way.
The topic was looking at how the changes I suggested being made to the Captain would effect both him and his interaction with other pirate cards and how the balance would change. Virtually nobody so far has even mentioned this - instead, there's just been a slew of soapboxers about Patches.
I appreciate the spirit with which you argue your case in this thread man, but just consider this - since patches became popular just about every single tempo, token and aggro deck has run hte pirate package, and it wasn't due to southsea captain. Now with the nerf to patches you'll see the pirate package fade from the majority , if not all of these decks. I fear he might still be a problem in call-to-arms ship's cannon paladin in wild, but we'll see.
Thank you :- ) - I don't disagree that (with the nerf to Patches), the overall pirate package takes a big hit. I am certainly not questioning that Patches itself was a strong card. My overall argument is in the strength of the Captain as a card.
An interesting counterpoint to all this is in considering another synergistic set of cards in the community mind right now: Raza, the Chained and DK Anduin. Which one of those two cards is the powerhouse that makes the other one so powerful? Judging from the nerfs, Blizzard believes it to be Raza (which is an odd choice, for a few reasons). However, without Anduin, Raza is a "Meh!" card at best. You could "maybe" find a use with shadow form, maybe not. And alternatively, without Raza, Anduin now is pretty "Meh! as well. He can do maybe a little damage in a turn, but the nerf to Raza has crippled him.
In a similar vein, I think there is this symbiotic relationship between Patches and the Captain here, too. But of the two cards, I completely stand by my opinion that the Captain is the stronger of the two and (like Blizzard did in the last pirate nerfage), they've brought the hammer down on the wrong card once again.
But I don't want to detract this thread here (this isn't a discussion about the nerfs - it is just unfortunate timing that the announcements came out literally the evening after I made this thread! Heh!).
The intention is to look at the Captain as a card and how modifying him can change his interaction with other cards - and in particular how this would change the symbiotic relationship with Patches.
Just to show that I'm a good guy, I think your reasoning on Raza and Priest DK is spot on. Those two cards are OK as singletons, but togheter are OP. Raza was hardly played before DK came out. I think Blizz nerf int this case is spot on and the two cards will be playable but not OP. Patches is now useless.
And now you're just going around in circles, dude. :-S Your whole argument keeps changing, every time. You need to stick to one idea.
This is really only because you keep moving the goalposts on the discussion, I know it's somewhat foolish to keep engaging in some who does that, but luckily I don't really expect any actual understanding here, just enjoying typing I guess!
Like I said - you managed to find one deck that didn't run the Captain. (Like I said you would try and do). So, we can effectively change your original statement, from being that Captain was a "sometimes" card to : The Captain was a "Most of the time" card. As we have proven, there are rare cases where he isn't included.
That wasn't a rare case, that was one of the top decks of MSOG that was used to get to top 1 legend by Cursed. Of course you can find hundreds of nearly or exactly identical pirate warrior decks from that time either with or without captain. But you asked "How many Pirate-specific Decks out there don't use the Captain out of interest?" Well, I gave you what at one point was one of the biggest pirate decks around, that didn't use captain. Because it was, as I said, a sometimes card. In MSOG captain was less popular in pirate warrior then Bloodsail Corsair is currently in druid token decks. But apparently that wasn't good enough for you, because it didn't fit the narrative that you constructed for yourself that captain is this big power card.
As for the pirate decks, I was using your very own criteria for the examples - which is probably why you've now veered away from that.
My own criteria? I genuinely have no idea what you're talking about here. You're the one who first specified "pirate-specific decks" whatever that means, because of course there's been tons and tons of good decks that use patches and not the captain since MSOG, which goes against your narrative that the captain is the power card in that combo. I was pointing out what a silly statement it is to ask for "pirate specific decks" and cut out things like token druid just because it doesn't fit with your already decided upon outcome.
Anyway, I'm still not going to allow this to be sidetracked with pointless arguments about whether Patches needs the Captain, or vice versa. Please stop trying to hijack the thread this way.
The topic was looking at how the changes I suggested being made to the Captain would effect both him and his interaction with other pirate cards and how the balance would change. Virtually nobody so far has even mentioned this - instead, there's just been a slew of soapboxers about Patches.
The reason why this thread keeps getting 'hijacked' in this way is because you opened it with an explanation of why this would be a desirable change, in which you asserted quite incorrectly that the captain was the power card in decks that use captain+patches. This has been followed by a number of factual errors regarding the use of patches over the course of the past year and a bit of hearthstone. And, I'll admit this goes for me too, but pointing out to someone when they are spectacularly wrong is far more interesting then talking about a minor unneeded nerf that won't happen.
But alright, to discuss your idea for the captain. It would be a quite large nerf to captain. Yes, the buff sticking around after his death is great, but it's not as good as being able to smash him on the board for immediate value via more face damage or suddenly getting a bunch of good trades. He's too weak to removal and since pirates are so aggressive you can't really hold a bunch of them in your hand to suddenly combo out with him on the same turn, which means most of the time the captain wouldn't actually get any additional value, and he'd loose all the value he currently has. Even without taking patches into consideration, it's quite a nerf, and even in purely pirate decks it'd take him from a very good card to quite possibly dropped in favor of other more impacting 3 drops. Maybe, if such a deck couldn't find such 3 drops, you could keep the captain in, but mostly I don't think he'd be playable.
Captain can still be important in making Patches a decent tempo play. Worst case scenario the opposing player is forced to remove Captain the turn after in order to prevent taking up to 5 damage next turn.
However, I never felt Captain needed a nerf, emphasized even moreso after the Patches nerf.
And now you're just going around in circles, dude. :-S Your whole argument keeps changing, every time. You need to stick to one idea.
Like I said - you managed to find one deck that didn't run the Captain. (Like I said you would try and do). So, we can effectively change your original statement, from being that Captain was a "sometimes" card to : The Captain was a "Most of the time" card. As we have proven, there are rare cases where he isn't included.
As for the pirate decks, I was using your very own criteria for the examples - which is probably why you've now veered away from that.
Anyway, I'm still not going to allow this to be sidetracked with pointless arguments about whether Patches needs the Captain, or vice versa. Please stop trying to hijack the thread this way.
The topic was looking at how the changes I suggested being made to the Captain would effect both him and his interaction with other pirate cards and how the balance would change. Virtually nobody so far has even mentioned this - instead, there's just been a slew of soapboxers about Patches.
Going off your own evaluation parameters, show me a pirate deck that doesn't run patches, please. According to you, that is the real test of which card is problematic.
Anyway, the discussion has not been sidetracked as you claim. You started a thread about southsea captain and patches and that's what's being debated, only you're not engaging in the debate. You're just repeating yourself, making strawman arguments and moving the goalposts.
Plenty of people have commented that your nerf to an at best above average card is not a good idea and also provided arguments for why they think that.
As everyone has previously stated, there is not a single deck that runs Southsea Captain without Patches the Pirate but there are decks that run Patches and not the Captain. I'll admit, this is not a 100% accurate way to see which one is the problem card but it is a good first step. Southsea Captain is a card that no one ever complained about before Patches. Let's look at some of the top legend decks in Karazhan, Whispers of the Old Gods, and League of Explorers.
I would also like to mention that this thread has not been sidetracked. The very nature of the thread has caused that the conversation about whether Patches or Southsea Captain is the problem has begun. I, for one, encourage the conversation because it helps expand the mind to see what other people think. But that's just my opinion.
I've already stated quite firmly the facts on decks that run Captain and/or Patches - and provided plenty of evidence - so I'm not going to bother repeating myself over and over on something that wasn't even part of the thread to begin with.
I'm happy to ignore the continual attempts to strawman this argument by sidetracking to something off-topic like that. It's easy to find outside cases to try and prove a fallacy.
If someone wants to actually discuss the changes I proposed (which was the actual point of this thread, rather than engaging in pointless discussions about what decks used what cards), I'll be happy to continue that discussion. If you're going to just sit there and whine about your incorrect theories regarding Patches for eternity, I'm happy to point you in the direction of a useful thread for those sorts of rants. :-P
If someone wants to actually discuss the changes I proposed (which was the actual point of this thread, rather than engaging in pointless discussions about what decks used what cards), I'll be happy to continue that discussion.
If you're going to just sit there and whine about your incorrect theories regarding Patches for eternity, I'm happy to point you in the direction of a useful thread for those sorts of rants. :-P
We did discuss the nerf you proposed. To reiterate, most agreed that it is completely unnecessary and that it makes a lot more sense to focus on the actual core of the problemp Hence, discussion moved on to patches.
The changes I proposed are only now unnecessary since they have opted to knee-jerk-nerf the wrong card again. The fact that the announcement came out literally the day after this post was creatred is simply unfortunate since it served to make the discussion less relevant than previously.
That said, my suggestion was still completely valid. "The suggestion is unnecessary" is pretty much a lazy and pointless response. It doesn't encourage discussion, is dismissive and serves only as an antagonistic premise rather than engaging in the idea put forward. If you don't actually have anything meaningful to add to the proposal, that's fine. Move on. Live life. Be happy. :-)
That the suggestion is unnecessary was and is, from most people, referring to the situation even previous to the nerf of patches. People have posted plenty about why that is without referring to the nerf at all including the person you're saying isn't adding anything meaningful to the proposal. But you don't want to hear anything but people agreeing with you I guess. Maybe you could make a thread that asks people to just complement you, instead of trying to make one with an actual topic, that might reach more success.
I don't think Captain is the problem. The nerf to Patches is just fine. Patches and the Captain will only be playable in Pirate Decks, not in every single aggro deck.
I appreciate the spirit with which you argue your case in this thread man, but just consider this - since patches became popular just about every single tempo, token and aggro deck has run hte pirate package, and it wasn't due to southsea captain. Now with the nerf to patches you'll see the pirate package fade from the majority , if not all of these decks. I fear he might still be a problem in call-to-arms ship's cannon paladin in wild, but we'll see.
Patches was played even without the Captain.
The Captain was almost never played without Patches.
Case closed.
My overall argument is in the strength of the Captain as a card.
Which one of those two cards is the powerhouse that makes the other one so powerful?
Judging from the nerfs, Blizzard believes it to be Raza (which is an odd choice, for a few reasons). However, without Anduin, Raza is a "Meh!" card at best. You could "maybe" find a use with shadow form, maybe not.
And alternatively, without Raza, Anduin now is pretty "Meh! as well. He can do maybe a little damage in a turn, but the nerf to Raza has crippled him.
The intention is to look at the Captain as a card and how modifying him can change his interaction with other cards - and in particular how this would change the symbiotic relationship with Patches.
#CaseDoesntEvenExist
I'll just. Take a look at a little number 1 legend pirate deck back from MSOG: Cursed Pirate Warrior Oh! No captain!?!?
And now you're just going around in circles, dude. :-S
Your whole argument keeps changing, every time. You need to stick to one idea.
Like I said - you managed to find one deck that didn't run the Captain. (Like I said you would try and do).
So, we can effectively change your original statement, from being that Captain was a "sometimes" card to : The Captain was a "Most of the time" card. As we have proven, there are rare cases where he isn't included.
As for the pirate decks, I was using your very own criteria for the examples - which is probably why you've now veered away from that.
Anyway, I'm still not going to allow this to be sidetracked with pointless arguments about whether Patches needs the Captain, or vice versa. Please stop trying to hijack the thread this way.
The topic was looking at how the changes I suggested being made to the Captain would effect both him and his interaction with other pirate cards and how the balance would change.
Virtually nobody so far has even mentioned this - instead, there's just been a slew of soapboxers about Patches.
This is really only because you keep moving the goalposts on the discussion, I know it's somewhat foolish to keep engaging in some who does that, but luckily I don't really expect any actual understanding here, just enjoying typing I guess!
Captain can still be important in making Patches a decent tempo play. Worst case scenario the opposing player is forced to remove Captain the turn after in order to prevent taking up to 5 damage next turn.
However, I never felt Captain needed a nerf, emphasized even moreso after the Patches nerf.
As everyone has previously stated, there is not a single deck that runs Southsea Captain without Patches the Pirate but there are decks that run Patches and not the Captain. I'll admit, this is not a 100% accurate way to see which one is the problem card but it is a good first step. Southsea Captain is a card that no one ever complained about before Patches. Let's look at some of the top legend decks in Karazhan, Whispers of the Old Gods, and League of Explorers.
None in Karazhan:
https://sectorone.eu/top-legend-karazhan-decks-november-2016-part-1/
None in Whispers of the Old Gods:
http://www.hearthstonetopdecks.com/best-standard-decks-from-wotog-whispers-of-the-old-gods-so-far/
None in League of Explorers:
http://www.hearthstonetopdecks.com/league-of-explorers-deck-lists-from-pros-and-streamers/
I would also like to mention that this thread has not been sidetracked. The very nature of the thread has caused that the conversation about whether Patches or Southsea Captain is the problem has begun. I, for one, encourage the conversation because it helps expand the mind to see what other people think. But that's just my opinion.
Hope this helps! :)
I've already stated quite firmly the facts on decks that run Captain and/or Patches - and provided plenty of evidence - so I'm not going to bother repeating myself over and over on something that wasn't even part of the thread to begin with.
I'm happy to ignore the continual attempts to strawman this argument by sidetracking to something off-topic like that. It's easy to find outside cases to try and prove a fallacy.
If someone wants to actually discuss the changes I proposed (which was the actual point of this thread, rather than engaging in pointless discussions about what decks used what cards), I'll be happy to continue that discussion.
If you're going to just sit there and whine about your incorrect theories regarding Patches for eternity, I'm happy to point you in the direction of a useful thread for those sorts of rants. :-P
The changes I proposed are only now unnecessary since they have opted to knee-jerk-nerf the wrong card again.
The fact that the announcement came out literally the day after this post was creatred is simply unfortunate since it served to make the discussion less relevant than previously.
That said, my suggestion was still completely valid. "The suggestion is unnecessary" is pretty much a lazy and pointless response. It doesn't encourage discussion, is dismissive and serves only as an antagonistic premise rather than engaging in the idea put forward. If you don't actually have anything meaningful to add to the proposal, that's fine. Move on. Live life.
Be happy. :-)
That the suggestion is unnecessary was and is, from most people, referring to the situation even previous to the nerf of patches. People have posted plenty about why that is without referring to the nerf at all including the person you're saying isn't adding anything meaningful to the proposal. But you don't want to hear anything but people agreeing with you I guess. Maybe you could make a thread that asks people to just complement you, instead of trying to make one with an actual topic, that might reach more success.
¯\_(ツ)_/¯