Can we all agree that this card is way way too strong. It's indeed a cool card and should probably used as a value card but is currently stuck in every pirate deck since it's very easy to complete every step.
IMO, it should be 4 pirates for first part and 3 for every next part. That way it can still provide high value later on but not be so opressing.
If we look at some other Questlines it's simply not comparable. And honestly i don't understand why don't more people ask for a nerf
The Questline has probably one of the weaker rewards comparing it to the other ones. The problem is the Pirates with how cheap they are and how easy it is to get them out.
The word "probably" is because of the high-or-low-roll nature of the canon shots, which pirate appears, and what weapon is spawned. The other class quest rewards are pretty straightforward in their results, but the warrior one can sometimes equip a clutch Bulwark of Azzinoth, or a pirate with Charge for exact lethal, etc. But it's consistent enough that the end result is pretty damned strong.
I think the card was excused by how mediocre pirates were in standard and that they are generally used for aggressive play while the reward is more long term value. Now that pirates have gotten buffs + a miniset I'm not so sure about the fairness of the card. I don't think that the juggernaut should be able to summon legendary cards or it could have some mana restriction to eliminate the massive high-roll potential. The quest was pretty well balanced in standard before the set and was non-existing before the buffs. For wild it's a totally different story.
I'm honestly just completing the dailies nowdays since all i'm facing is questline warrior. I've seen a lot of boring metas but this one is the first that's preventing me from having fun completely. We need like 15 card adjustments :(
There's nothing wrong with this quest. Nobody was complaining about it at all before the mini-set. I opened this quest at UiS launch and have been playing it on and off since. It's always been kind of a suck deck, even after the buffs it just didn't match up well. The obvious issue now is the new mini-set cards Smite and Canoneer. I've been playing this new version now and those two cards are clearly OP. Who knew a new Leeroy Jenkins was going to be a problem? And Canoneer is nuts. It should only do two points of damage one time. Twice is too much.
The developers just seem to be obsessed with buffing this archetype. First with the heavy handed card changes and then with this absurd miniset support to push it over the top. Meanwhile control players and priests as a whole go sit in a corner somewhere. Smite should only give rush and cannoneer should do 3 damage to a minion once imo.
Huoh the more I see this the more this is so broken. Pretty boring to have fast decks that do 30 dmg in 5 to 6 rounds and dont run out of steam and meanwhile doing that clear board. Only good thing is that something even more uber is bound to come and no need to craft this.... Yea wild is wild but never the less it should be somewhat playable...
Warlock quest was toxic but so is this too. Hunter quest is pretty decent too but it can run out with bad draws
There are way too much good pirates, problems
3 cost 3/3 pirate who does 4 dmg when you attack to any target. Man...
Lots of pirates which draw more cards. You can easily draw 15+ cards in 7 round game with fast deck and have board control. Not to mention with such draw capacity you cant have bad rounds.
The questline is not the problem. The reward is mediocre. The problem is the strength of the pirates. Mostly Mr. Smite.
Rollback Post to RevisionRollBack
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I dont like rng of warrior questline reward. Sometimes it gives you 1 dmg weapon and 1/1 pirate and sometimes it gives you gorehowl and summon Mr. Smite. It should not be so highroll. It should be given like summon 4/3 pirate equip 3/1 weapon deal 2 damage to enemy hero and 2 damage to random enemy minion.