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....
3
The amount of times they've highrolled Mr Smite from the juggernaut is ridiculous for me. Confirmation bias, but it's utterly BS. They should not summon legendary minions... Maybe, "Summon a 3 cost pirate or less" ... that, with the weapon, and the 4 dmg, is just too much every turn.
Had one return the captain to his hand to play another the next turn for 2x juggernauts, it was just disgusting.
8
Make illucia a spell instead of a minion, "Mindrender Illucia's scroll of topsy turvy." and make that spell holy. Think outside the box.
She is now useless as why I want a copy of my opponents hand for 3 mana? She can join the ranks of many of the other useless priest legendaries.
Very lazy.
1
Could be a redesign to priest questline. Nothing to do with illucia.
5
Dead by turn 8. No reason to waste a slot in your deck.
0
Yeh, the devs and community seem to want to die by turn 4 every game instead of having a fun turn 10+ game. So ridiculous that priest catch a nerf again. Renew was nerfed when discover was changed so you couldn't discover the same spell.. now will get nerfed again most likely.. priest already struggles to stay alive in early game, drastically healing itself to survive until they can unleash.. now we just will die.
If they want to nerf aspects of priest, they NEED to buff other aspects.. give better minions, give better defence... this will be horrible if nothing gets buffed along with the nerf.
2
Still waiting.
1
Possible solution to stealer of souls:
Change the text to: Drawn Demons cost health instead of mana.
That way you still get a benefit, but you can't do silly shenanigans like brann + alex early. They still get the chance to put out stupid boards of demons, but less likely since spells/non-demons no longer cost health.
6
Sure, priest gets shafted once again. A 1/2 ... wow. It could at least be discover a copy, you have to heal and play this and you just draw a card.. 0/5.
1
https://www.reddit.com/r/hearthstone/comments/mnig86/i_got_triple_top_100_legend_worlds_first/
5
Don't forget we lost:
Plague of death, mass dispel, silence (now priest has no silence capability yet other classes do), mind control (yes we didn't put it in deck but if we generated it we used it), shadow madness, shadow word: pain, penance (for heal and removal), forbidden words.
It really leaves priest in a bad position. The board clears we got also do not hit face. We have no capability to hit face except for holy ripple (malygos is rotating and we don't have class spell damage) so 1 dmg to face... wow.
Looking at what other classes have got is absolutely scary. I don't know how they can turn priest around throughout the year, they dug a pretty large grave for them... oh speaking of grave, losing grave rune too, which on a taunt was fantastic if not sapped/silenced.
The legendary we got that AoE's for the healing done is interesting, yet it's a one off battlecry, which does not hit face. The typical way to win a game of hearthstone is to actually hit your opponents face with something, be it a minion, a spell, or fatigue. Priest can't do this enough with the tools we have been given. If that legendary was an 'each turn, or end of turn deal dmg' at least that would require its removal from the board... now they just ignore it. I don't know, I'm getting tired of the same rhetoric, but devs like iksar just don't seem to care if priest dwell at the bottom.
Yes I understand some pro's can create magical priest decks that seem to do amazing versus their legend meta, and so streamers etc say how OP priest are when in fact in the pleb league range that I sit in P10 to D1(which is the majority of players) at any given time, those same decks just don't work always as you'll end up queued against some janky deck that totally counters you.
I could hope and pray for a 3 mana priest spell that summons 2x 2/4's with taunt, or a 2 mana, spellburst minion that heals a random friendly character for 5, or anything else, but alas no. We can't effectively defend ourselves. Sethekk exists, It's hardly reliable though and prone to removal. Nazmani exists but doesn't stop us getting hit in the face. Fingers crossed we can make something of all this during this expansion, hoping for something viable in the near future.