Game after game of playing against stupid quest pirate warriors and it's disgusting how easily they come back from skipping turn 1 and turn the board around.
They complete the quest consistently on turn 5 or 6, while removing my board and damaging my face and barely ever running out of resources. I know Blizz are probably waiting to see how the new expac changes things up, but this sort of deck should never have made it through testing, and definitely didn't need the buffs that accompanied the mini-set (I mean seriously - did a "4/5 rush, frenzy: draw a card" really need a buff?).
The more I play, the more i'm convinced that the juggernaught isn't the main problem. It's all the stupidly high tempo cards along the way AND the reward from the various stages of the quest. It's just so difficult to stick a minion while they easily clear your minions while developing the board.
It boggles the mind that Blizz think it's OK, it truly does.
For me the main issue with quest warrior isn't actually the quest (although that does have some swingy RNG to it as well). The main issue is that the "deck limitations" of completing the quest are actually all just overstated/undercosted minions who provide great tempo and/or card draw while progressing the quest, and there's nothing that really gets in the way of it (and no real thought required in the design of the deck). All of the minions (with the exception of Bloodsail Raider and maybe Cargo Guard) can objectively be considered OP (or at least very good) when compared to their mana cost, and the deck synergy is so high it's almost as if it were by design..../s
Bloodsail Deckhand - premium stats and and directed mana discount battlecry which carries over from the current turn
Harbor Scamp - mediocre stats + a tutor of a specific type of card. Bascially a 2-for-1 in quest completion.
Defias Cannoneer - very overpowered effect for the mana cost, particularly given it procs every turn and the weapons are often cheap/free. A very high tempo card when played at the right time (and combo'd with the 2nd stage quest reward), and at worse 4 extra face damage on an empty board
Sword Eater - mediocre stats but a "free" weapon valued at 3 mana (so arguably a 1 mana 2/5 Taunt)
Stonemaul Anchorman - decent stats, draw and tempo all rolled into one. I have no idea why they buffed this guy
Fogsail Freebooter - would be a fair card except for the fact the player is nearly garaunteed to have a weapon (which is often free)
Southsea Captain - buffs all minions in the deck (basically) for 3 mana.
Mr. Smite - a stupid card with a stupid effect. Would still be good if he either had charge (but didn't grant it) or wasn't a pirate himself.
Wrap all of these up in a non-quest deck and I still think you would have a very good tempo deck which still has a finisher in Mr. Smite. Add in the quest and you get some extra draw, some extra tempo and some infinite value all in exchange for losing turn 1 (and one card).
The deck isn't unbeatable all of the time, but it definitely doens't feel like a fair fight, and even seemingly lost games can turn on a juggernaut RNG swing. Maybe taunt druid recks it (although I struggle to see how given how pirate warrior can easily be tweaked to be more anti-aggro), but just because another OP deck happens to beat this one doesn't make either of them right.
Sadly based on the new cards, the solution too all the previous power creep is (in the word of Jeremy Clarskon) - MORE POWER!
instead of nerfing quest warrior they kill mage again because they hate mage players so hard lmao
So, the mage quest was also kinda busted (but much less so now). But at least there was a chance with Crossroads Watch Post and Ogremancer. With warriors there is nothing you can do (as far as I can tell). We don't even have Golakka Crawler in standard to compensate, and even if we did I don't think it would matter.
Seriously - how did this get through multiple iterations of balance checks? It has tempo, it has draw, it has consistency and it has inevitability (and with Mr Smite it has burst as well). Even with them skipping turn 1 (for quest) you can literally be half dead by turn 5 (I have a pic for proof if anyone cares).
While I realise I was foolishly playing preist, I survicve to turn 5. I had 14 health and they had a board of 2/2 (x3), 2/5 taunt (x1) and 28 health. I played minions every turn and they are 1 pirate away from their quest.
They've basically completed their quest with no adverse impact - none at all. It's just stupid.
Before you internet peoples say - "just play aggro" (or whatever smart arse comments are going to be forthcoming), try and think about things in an objective way. Quests are supposed to have a downside in exchange for a reward. Pirate warrior has no real downside, lots of upsides, and a quest which basically wins the game through attrition.
I seriously doubt any decks can really compete with this, all becuase Blizz buffed some pirates, printed some stupid pirates and can't understand the basics of their own game (and in all seriousness - I genuinely don't think they have the game at heart. Their focus is money - plain and simple. If they thought they could get away with a battlecry - "deal X damge for each dollar donated" I think they would print it).
They've killed the game. End of story.
Sigh....
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Game after game of playing against stupid quest pirate warriors and it's disgusting how easily they come back from skipping turn 1 and turn the board around.
They complete the quest consistently on turn 5 or 6, while removing my board and damaging my face and barely ever running out of resources. I know Blizz are probably waiting to see how the new expac changes things up, but this sort of deck should never have made it through testing, and definitely didn't need the buffs that accompanied the mini-set (I mean seriously - did a "4/5 rush, frenzy: draw a card" really need a buff?).
The more I play, the more i'm convinced that the juggernaught isn't the main problem. It's all the stupidly high tempo cards along the way AND the reward from the various stages of the quest. It's just so difficult to stick a minion while they easily clear your minions while developing the board.
It boggles the mind that Blizz think it's OK, it truly does.
For me the main issue with quest warrior isn't actually the quest (although that does have some swingy RNG to it as well). The main issue is that the "deck limitations" of completing the quest are actually all just overstated/undercosted minions who provide great tempo and/or card draw while progressing the quest, and there's nothing that really gets in the way of it (and no real thought required in the design of the deck). All of the minions (with the exception of Bloodsail Raider and maybe Cargo Guard) can objectively be considered OP (or at least very good) when compared to their mana cost, and the deck synergy is so high it's almost as if it were by design..../s
Bloodsail Deckhand - premium stats and and directed mana discount battlecry which carries over from the current turn
Harbor Scamp - mediocre stats + a tutor of a specific type of card. Bascially a 2-for-1 in quest completion.
Defias Cannoneer - very overpowered effect for the mana cost, particularly given it procs every turn and the weapons are often cheap/free. A very high tempo card when played at the right time (and combo'd with the 2nd stage quest reward), and at worse 4 extra face damage on an empty board
Stormwind Freebooter - premium stats with tempo
Sword Eater - mediocre stats but a "free" weapon valued at 3 mana (so arguably a 1 mana 2/5 Taunt)
Stonemaul Anchorman - decent stats, draw and tempo all rolled into one. I have no idea why they buffed this guy
Fogsail Freebooter - would be a fair card except for the fact the player is nearly garaunteed to have a weapon (which is often free)
Southsea Captain - buffs all minions in the deck (basically) for 3 mana.
Mr. Smite - a stupid card with a stupid effect. Would still be good if he either had charge (but didn't grant it) or wasn't a pirate himself.
Wrap all of these up in a non-quest deck and I still think you would have a very good tempo deck which still has a finisher in Mr. Smite. Add in the quest and you get some extra draw, some extra tempo and some infinite value all in exchange for losing turn 1 (and one card).
The deck isn't unbeatable all of the time, but it definitely doens't feel like a fair fight, and even seemingly lost games can turn on a juggernaut RNG swing. Maybe taunt druid recks it (although I struggle to see how given how pirate warrior can easily be tweaked to be more anti-aggro), but just because another OP deck happens to beat this one doesn't make either of them right.
Sadly based on the new cards, the solution too all the previous power creep is (in the word of Jeremy Clarskon) - MORE POWER!
So, the mage quest was also kinda busted (but much less so now). But at least there was a chance with Crossroads Watch Post and Ogremancer. With warriors there is nothing you can do (as far as I can tell). We don't even have Golakka Crawler in standard to compensate, and even if we did I don't think it would matter.
I would add - just because something is more OP (e.g. druid, or warlock) it doesnt mean that warrios isn't OP.
Seriously - how did this get through multiple iterations of balance checks? It has tempo, it has draw, it has consistency and it has inevitability (and with Mr Smite it has burst as well). Even with them skipping turn 1 (for quest) you can literally be half dead by turn 5 (I have a pic for proof if anyone cares).
While I realise I was foolishly playing preist, I survicve to turn 5. I had 14 health and they had a board of 2/2 (x3), 2/5 taunt (x1) and 28 health. I played minions every turn and they are 1 pirate away from their quest.
They've basically completed their quest with no adverse impact - none at all. It's just stupid.
Before you internet peoples say - "just play aggro" (or whatever smart arse comments are going to be forthcoming), try and think about things in an objective way. Quests are supposed to have a downside in exchange for a reward. Pirate warrior has no real downside, lots of upsides, and a quest which basically wins the game through attrition.
I seriously doubt any decks can really compete with this, all becuase Blizz buffed some pirates, printed some stupid pirates and can't understand the basics of their own game (and in all seriousness - I genuinely don't think they have the game at heart. Their focus is money - plain and simple. If they thought they could get away with a battlecry - "deal X damge for each dollar donated" I think they would print it).
They've killed the game. End of story.
Sigh....