Hello blizzard. I am a consecutive top 150 player and i love this game. Revert the quest mage nerf or i will NEVER E V E R play this game again this is the first warning 1/1 only warning i will give. Good day sir.
Edit: and i mean it
Hello blizzard. I am a consecutive top 150 player and i love this game. Revert the quest mage nerf or i will NEVER E V E R play this game again this is the first warning 1/1 only warning i will give. Good day sir.
Edit: and i mean it
Bye, I guess?
I’m going to play ladder, but I’m seriously considering not playing my reborn priest. Like 2/3’s of the time I queue into a pirate warrior who perfect curves me. It’s like the same curve every game. I’ve queued my stealth rogue into pirate warrior a couple of times and it was fine, but priest, nope no chance.
I haven’t gone legend in months - or at least I randomly go once every ~3 months max if I liked a deck for a day. It’s just too obnoxious to see so many ~6 round decks that cause 80%+ of games to rely exclusively on who highrolled faster.
Battlegrounds take at least 80% of my hearthstone time because there the skill cap is just extremely higher and the APM cap basically unlimited raising the skill cap even further to unlimited levels.
Really? I find pirate warrior to be one of the easier match ups for my priest. If you can ever turn three prepare into a turn 4 one mana triumph and three mana soothesayer, it’s normally gg. Especially if you can give it reborn next turn with haunt or spector specialist. Though, I guess I mostly see Dragon pirate.
I’m running a tempo version of the deck without quest and Medivh’s triumph, because I don’t have quest. It’s really bad into pirate warrior even when I manage an early reborn Soothsayer on 5. Really the only time I sort of make an impact is getting a haunted Sinful steed on 4, but the damage output for warrior is so high and they get on board so fast that they can get through it anyway.
That’s because their cannoneer generating and support cards are literally on curve
A 1 cost 3/1 that gives you a cannoneer
A 2 cost that gives you a pirate and summons 2 cannoneers
A 2 cost 2/3 that has your pirates do extra dmg
A 3 cost weapon that let’s your cannoneers fire when you attack
A 4 cost spell that draws 2 cards and summon 2 cannoneers
A 5 cost legendary that summons 2 cannoneers and has them fire a 2nd time
Basically, if you can’t clear their board every turn it’s gg
This reminds me how sometimes I play WORSE ..after I learn how a deck works. I fear that that they may clear the important minions so I don’t play them but sometimes they just don’t have a clear so it’s devastating to them.
Eg it may sound dumb to have 2 cannonneers on 2 mana but if they stick it’s devastating (other than it draws which is good too).