Nerf Pirate Warrior

Come on guys. The stats dont lie. 68-69% win rate in standard. Is that healthy or normal for this game?

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68-69% ? Which rank ?

Outside of the top 1%.

On HSReplay ?
Top 1% is top 1% players that are actually playing the game, or top 1% of existing accounts ?

I agree too strong all around… Should be called Face, Aggro, Control Pirate Warrior;(

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The 99% of players who agree that pirate quest warrior is too op.

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Did they sign a paper ?

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Yes that would be an idea then it could be sent to game devs in protest.

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I would agree. Pirate warrior on topdeck just burnt my face down to 2 hp on turn 5. I was able to survive till turn 8, but he just killed me with ship + random weapon.

I’ve been counting my lethal, but what’s the reason if generated resources just played for him?

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Another thread another day.

3/3/3

Juggernaut should be targetable but have a Moonfang like effect. (It’s supposed to be a tough to sink ship after all, but still… sinkable)

Lessen the chance to get Smite Howl on the same turn.

Have Smite’s charge affect OTHER pirates not him.

Cannon balls should do 1 dmg each.

All viable nerfs while not completely breaking the class

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What do you think the chances of this are? I have played over 250 games this season with pirate warrior and haven’t seen that a single time.

I saw my first back to back gorehowls today, though. I didn’t need them.

Then make him cost less and have less stats, but it’s usually not the other pirates that are the problem.

Do you not have taunts in your deck? An annoyotron or a protector can make a huge difference.

I mean, what’s the point then? Maybe one cannonball, but not one damage twice.

No, not really.

Sure, because devolving missiles, polymorph, silence, and other hard removals don’t exist? No, it has to be as is.

Do people not get that the other effects persist as well? I mean, technically the other rewards should summon a thing on the board and then it wouldn’t look different. Like an untargetable spell obelisk that gives +2 spell damage or whatever.

I feel like people are missing that all the quest rewards are infinite.

This isn’t a good change either for a number of reasons and would end the deck entirely. I’m sure folks would be fine with that, but the number of pirates played isn’t the problem.

Pirate warrior loses to a couple of decks and the common theme is taunts. If you play a deck that can’t do more damage faster, you need some taunts to stop the warrior from hitting your face.

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not really, no
Druid and Rogue do not persist.

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The point is that quest warrior is unique in that you can see the item but not unique in the persistent effect.

Quest requirements to 3/3/2, Mr. Smite to 5/5, rotate gorehowl earlier. That should do it.

Five freaking times in a row, the first ā€œrandomā€ weapon the pirate player gets is the 7/1.

This deck need nerf now, something… ANYTHING!!!

Increase the requirement of the quest, the mana cost of the pirates, limit the max cost of free weapons and pirates, the deck pass the limit of broken Tier 1 for almost invencible.

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Very funny. It’s tier 3 with 49% WR.

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All statistics on HSReplay are from the perspective of the reporter.
If you don’t pay for Premium, HSReplay statistics are for Bronze-Gold.
Any halfway decent deck will get 60+% winrate against Bronze-Gold potatoes.

I don’t know if that’s lying, but it is misleading af.

Someone on here was boasting recently they were getting 75% win rate. I believe they are one of the pirate quest warrior players, name begins with ā€˜S’. Forget who now though …

Just had a pirate warrior play new Rokara.

So just when you think your slightly safe by playing a big taunt they ram it into your face because they spent the last 5/6 turns being aggressive so they have health to spare.

FoH saying this deck doesn’t need nerfing

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yes please. it is the most brain dead way to get to legend. i used it to get to legend at the beginning of last month. about two hours from diamond 5. it felt gross how OP it is. just rotate the quests if you can’t balance them all.

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