So i get the change to pirate quest which i think was very needed for the quest itself as a whole. But im still trying to fig. out why team 5 thought changing 1 spell card to the quest was really going to effect hunter quest much at all. If anything it should have gotten the same change that pirate got with it being 3-3-2 instead of 2-2-2 as the quest is still very easy to finish before turn 5. While pirate now takes till turn 6 to finish itself. The only thing the change really did for hunter was make it so that they cant use a minion that gave them 3 hits for their hero power while yes its nice. They are are still able to finish the quest way to quickly before any other class does without issue.
Which format we talking? Wild? Because, if so, it was certainly enough to slow them down a turn or so, such that I was able to eat his quest reward with a Mutanus in a game yesterday. Standard, I think there are bigger issues facing Face Hunter or even Big Beast Hunter decks than quest.
Not only it slowed down regular quest hunter by a turn (a turn is a lot in wild btw, it's the difference between winning and losing), but it also made Odd Quest Hunter really unreliable. Basically you skip your first turns if you don't draw your 1 mana damage spells.
I can feel the difference. Before, with quest hunter I was winning almost every game against pirate warrior, which helped me climb to legend really easily. Now, the matchup is way closer.
The change was made to restrict changes to Wild. In standard "Quest Hunter" is a fever dream of mad men at this point, as you'd have to be crazy to play it.
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"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
The nerf to Quest Hunter was much bigger than that to Pirate Warrior if anything. A deck that had a shell of maximum 25 good cards (filling the rest of the slots with random junk) lost its very best card (and by a wide margin) making it much more slow and inconsistent than before (worse than having to cast 1 extra spell I'd say). Frankly, since the last balance patch I haven't faced a single Odd Quest Hunter in 100+ games (used to be 30% of my opponents before)
The nerf to Quest Hunter was much bigger than that to Pirate Warrior if anything. A deck that had a shell of maximum 25 good cards (filling the rest of the slots with random junk) lost its very best card (and by a wide margin) making it much more slow and inconsistent than before (worse than having to cast 1 extra spell I'd say). Frankly, since the last balance patch I haven't faced a single Odd Quest Hunter in 100+ games (used to be 30% of my opponents before)
Exactly. I think this patch unintentionally made pirate warrior stronger.
The nerf to Quest Hunter was much bigger than that to Pirate Warrior if anything. A deck that had a shell of maximum 25 good cards (filling the rest of the slots with random junk) lost its very best card (and by a wide margin) making it much more slow and inconsistent than before (worse than having to cast 1 extra spell I'd say). Frankly, since the last balance patch I haven't faced a single Odd Quest Hunter in 100+ games (used to be 30% of my opponents before)
Abso-friggin-lutely. The Rapid Fire nerf was way more damaging to Quest Hunter than adding one more Pirate to Pirate Warrior. A more appropriate nerf would have been to remove twin spell from the card. At least Odd Quest would have two more options instead of zero.
‘Personally I think Team 5 has zero clue what they are doing and just plug holes as they go along. Nerf one. Make another stronger. Nerf that. Another one comes along, and so on………
‘It’s just a matter of what groups play style is currently being butt hurt.
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Grammar is the difference between knowing your crap, and knowing you’re crap.
The nerf to Quest Hunter was much bigger than that to Pirate Warrior
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"because democracy basically means government by the people, of the people, for the people, but the people are retarded. So let us say: government by the retarded, for the retarded, of the retarded." - Osho Rajneesh
The nerf to Quest Hunter was much bigger than that to Pirate Warrior
Totally agree. Just hit the legend with pirate warrior and met odd quest hunter once. Above D5 ca. 50% of the matches were mirrors.
Nerf has changed very little. I am still able to play Rokara on turn 6 - just like before nerf. Of course you could go risky before, but the only reliable no dirty rat deck was odd hunter with the ratio 70:30. Now the threat is gone, but if you play against warlock, druid or priest you cannot afford to have Rokara in hand - therefore turn 6.
How to tune pirate warrior down? Like hunter relied on Rapid Fire, pirate warrior relies on Defias Cannoneer. This is the card to be nerfed (for example to one shot or to cost more).
The pirate nerf was meant for standard. That's also what the devs implied in their note. Removing the best synergy card from a deck is pretty big (as above stated). I think bumping up cost and damage was the right decision. Makes the card playable in non-odd decks too, if that's playable.
The nerf made sense in that counterplay to odd hunter was very very limited. Pirate warrior issue is just overwhelming tempo which sometimes can actually be dealt with.
I mean, before nerf I would've preferred running into pirate warrior than odd hunter because of the level of agency I had in each matchup.
The pirate nerf was meant for standard. That's also what the devs implied in their note. Removing the best synergy card from a deck is pretty big (as above stated). I think bumping up cost and damage was the right decision. Makes the card playable in non-odd decks too, if that's playable.
Non Odd Quest Hunter decks are not playable in Wild unless you’re okay with losing constantly.
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Grammar is the difference between knowing your crap, and knowing you’re crap.
The pirate nerf was meant for standard. That's also what the devs implied in their note. Removing the best synergy card from a deck is pretty big (as above stated). I think bumping up cost and damage was the right decision. Makes the card playable in non-odd decks too, if that's playable.
Non Odd Quest Hunter decks are not playable in Wild unless you’re okay with losing constantly.
I guess the competition is fierce ;) Maybe the new draw spell will help.
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So i get the change to pirate quest which i think was very needed for the quest itself as a whole. But im still trying to fig. out why team 5 thought changing 1 spell card to the quest was really going to effect hunter quest much at all. If anything it should have gotten the same change that pirate got with it being 3-3-2 instead of 2-2-2 as the quest is still very easy to finish before turn 5. While pirate now takes till turn 6 to finish itself. The only thing the change really did for hunter was make it so that they cant use a minion that gave them 3 hits for their hero power while yes its nice. They are are still able to finish the quest way to quickly before any other class does without issue.
Which format we talking? Wild? Because, if so, it was certainly enough to slow them down a turn or so, such that I was able to eat his quest reward with a Mutanus in a game yesterday. Standard, I think there are bigger issues facing Face Hunter or even Big Beast Hunter decks than quest.
Not only it slowed down regular quest hunter by a turn (a turn is a lot in wild btw, it's the difference between winning and losing), but it also made Odd Quest Hunter really unreliable. Basically you skip your first turns if you don't draw your 1 mana damage spells.
I can feel the difference. Before, with quest hunter I was winning almost every game against pirate warrior, which helped me climb to legend really easily. Now, the matchup is way closer.
The change was made to restrict changes to Wild. In standard "Quest Hunter" is a fever dream of mad men at this point, as you'd have to be crazy to play it.
"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
The nerf to Quest Hunter was much bigger than that to Pirate Warrior if anything. A deck that had a shell of maximum 25 good cards (filling the rest of the slots with random junk) lost its very best card (and by a wide margin) making it much more slow and inconsistent than before (worse than having to cast 1 extra spell I'd say). Frankly, since the last balance patch I haven't faced a single Odd Quest Hunter in 100+ games (used to be 30% of my opponents before)
Exactly. I think this patch unintentionally made pirate warrior stronger.
Abso-friggin-lutely. The Rapid Fire nerf was way more damaging to Quest Hunter than adding one more Pirate to Pirate Warrior. A more appropriate nerf would have been to remove twin spell from the card. At least Odd Quest would have two more options instead of zero.
‘Personally I think Team 5 has zero clue what they are doing and just plug holes as they go along. Nerf one. Make another stronger. Nerf that. Another one comes along, and so on………
‘It’s just a matter of what groups play style is currently being butt hurt.
Grammar is the difference between knowing your crap, and knowing you’re crap.
A .gif is worth a thousand words.
"because democracy basically means government by the people, of the people, for the people, but the people are retarded. So let us say: government by the retarded, for the retarded, of the retarded." - Osho Rajneesh
Totally agree. Just hit the legend with pirate warrior and met odd quest hunter once. Above D5 ca. 50% of the matches were mirrors.
Nerf has changed very little. I am still able to play Rokara on turn 6 - just like before nerf. Of course you could go risky before, but the only reliable no dirty rat deck was odd hunter with the ratio 70:30. Now the threat is gone, but if you play against warlock, druid or priest you cannot afford to have Rokara in hand - therefore turn 6.
How to tune pirate warrior down? Like hunter relied on Rapid Fire, pirate warrior relies on Defias Cannoneer. This is the card to be nerfed (for example to one shot or to cost more).
Nerf on Quest hunter made that Rapid fire can't be played in Baku decks in Wild
The pirate nerf was meant for standard. That's also what the devs implied in their note. Removing the best synergy card from a deck is pretty big (as above stated). I think bumping up cost and damage was the right decision. Makes the card playable in non-odd decks too, if that's playable.
The nerf made sense in that counterplay to odd hunter was very very limited. Pirate warrior issue is just overwhelming tempo which sometimes can actually be dealt with.
I mean, before nerf I would've preferred running into pirate warrior than odd hunter because of the level of agency I had in each matchup.
Just reading this made me a little bit angry. I am so Goddamned tired of playing against that deck.
Non Odd Quest Hunter decks are not playable in Wild unless you’re okay with losing constantly.
Grammar is the difference between knowing your crap, and knowing you’re crap.
A .gif is worth a thousand words.
I guess the competition is fierce ;) Maybe the new draw spell will help.