Matt Place on the Power of Patches the Pirate
PCGamer's Tim Clark had a chance to talk with Hearthstone Designer, Matt Place, to discuss Patches the Pirate.
What are your thoughts on our many-patches friend?
Quote from Matt PlacePatches the Pirate
- It took almost two years to get balanced and ready for play.
- Currently, Patches may hold the record for the longest development cycle for one card.
- They felt comfortable releasing Patches once One-eyed Cheat and Ship’s Cannon rotated from Standard.
- It also helped that he fit in well with the Gadgetzan theme.
- Dave Kosak, who recently joined the Hearthstone team and was previously on the WoW team, came up with the idea for Patches' final form.
- The idea he has more eyepatches than most pirates even have eyes.
- Matt thinks Patches probably should have said "Aye aye aye aye aye!" when he attacks.
- Patches is meeting expectations in a lot of ways, but they'll have to wait and see how it plays out.
- Many players forget to attack with Patches when he is summoned.
Older Iterations of Patches
- At one point, Patches was a 2/1.
- One cycle saw the card as a Warrior class card, jokingly named Dean's First Mate after Dean Ayala.
- Originally not a Legendary, which meant you could have two copies - too much early power.
Misc
- Drakonid Operative's ability was original intended for League of Explorers, but not as a Dragon card.
- Kun the Forgotten King's Mana refresh was a separate thing before the idea of Choose One came into play.
Imagine patches being a 2/1 and not a legendary, that means you can kill doomsayer T2 with small time buccaneer. It also means you can win the game on turn 3.
Well the only viable way of stoping pirates i found in paladin. Well at least works for rouge and warrior, shaman is another story. I found that if you take a bunch of 1/2 and 1/3 murlocs and get them +1/+1 in turn one, or even better coin +1/+1 smugglers run then drop them to the table as 2/4 that early and for low cost, you can overwhelm he pirates. Especially with coldlight seer buffing your murlocs with +2 health.
this is the most sad thing i have ever read on hearthpwn....
"It took almost two years to get balanced and ready for play."
Better make it three years then.
Better make it a 4 mana 7/7 with charge with the same effect
Why 4 mana? Why 7/7? Better make it even more OP, 0 mana 30/30 charge, seems balacend
I still dont know why everbody in Warr or Rogue deck ( Miracle,Malygos,Dragon etc..) still run patches and some pirate then have 28 diffrent cards or why patches is so popular maybe strong too
If you put up a dictionary, you can find the reason in the V section, as value.
Thing is, you don't pay any resources for him. Not just mana, but also card. This is why he is that strong. It helps basically with everything. In zoo and aggro with flooding, or zero mana ping, in control decks and combo decks he helps with getting into more impactful cards faster. He with new 1 mana pirate helped skyrocket pirates to highest tiers.
I love the idea of triggering things based on deck construction (like Patches, Malchezaar, Reno, etc.) but Patches might not be the best implementation.
Maybe something more like a 1-mana 1/3 with "When you play a Dragon, reveal this minion from your deck and destroy it." Great to drop on turn 1 for early defense, great to get pulled out of your deck for late game.
When a deck can get past a turn 1 doomsayer (see Amaz in seatstory) you know youve crossed a line.
You think they give a shit about crossing the line? Or care about balance at all?
Shadow Word Pain says hi.
Nope. Paining a Doomsayer with your turn 2 is equivalent to passing, but you lost a card. The point of Doomsayer is to refresh board. Getting past a turn 1 Doomsayer means killing it and having stuff on the board still.
I don't see too much zoo these days.
Wrong overall, paining a doomsayer with no board is pointless, yet paining a doomsayer when you have twilight welp or north shire cleric seems to make more sense. why? point of doomsayer is for you to have initiative (tempo) the following turn and paining it denies your opponent that, but i think i get where you're going.
currently in the top 200 in legend, and i have been seeing a lot of zoo's these days (not going to post proof, i've posted a lot of comments these days with pics, u can look it up yourself. but thinking about it now, makes sense for zoo to come back, a hard counter (not even really that hard) to zoo was control warrior. now that cw is out of the picture b/c of well, every control deck ( from highlander priest, mage to reno lock, to jade druid) zoo should do pretty well in the oversaturated meta of miracle rogue and pirate warrior.
It took 2 years to come up with a legendary 1 attack 1 health charge pirate. Seems logical.
Really what they MEANT to say is that it took two years worth of expansions, adventures, and rotations for them to feel comfortable releasing such a card.