Ok so why does pirate warrior get to equip a weapon, summon a pirate, and deal 2x2 damage to random enemies each turn? Why do they get such an OP reward, when other classes get poop? Questline mage has been nerfed to oblivion, questline paladin had its 1 week of fame and then crashed and burned, questline warlock had its month of oppressive ladder control then was nerfed to oblivion and it’ll probably never recover in this rotation, questline druid was uh… druidy (?), questline rogue’s poop, questline DH is kinda ok-ish, questline hunter is pretty good, questline priest exists I guess (?), questline shaman is ok, and questline warrior is the most played deck in the game for a long time now. It’s consistently finished by turn 6-7 (much like hunter - they also benefit from taking damage from warlock abyssal curses for some reason even though they’re not playing the cards, same with questline warlock, though that seems to be a smaller problem as you can mill the quest reward from warlock as they generally have more cards in hand, while with hunter it’s just not possible), while other questlines can be completed at best at turn 8 (tbf, some can be done by turn 5, but you need to be insanely lucky for that to happen), most notably questline priest, which imo needs to be changed aswell. 10 mana win the game just seems stupid, no matter how hard it is to finish the questline.
Anyway, I’d like to see changes in questline design, I know it won’t happen, but I can hope at least. To me, whoever designed these quests must have been forced to make bad cards, otherwise I don’t know how this would make sense. Some people may say that they’ve created them based on their future plans to improve on them, but I highly doubt they did. History will show that they don’t care about future proofing cards. They care about the immediate outrage that’s been happening more and more, no wonder player count is dropping faster than ever.
A possible fix for questline warlock is to make tamsin a 2 mana 1/3, paying 3 mana for her feels really bad as at best you can play her on turn 6 to copy 1 or 2 cards like the 2 mana lifesteal deal 3 damage to a minion card, or 1 mana deal 2 damage to a minion if it dies gain 3 health (if it dies, really?). At least it won’t lose to aggro decks on turn 3. Beyond that it’s probably ok.
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thatz too much to read cuz but I think pirate warrior is fine…infact they need to buff thiz class quicktime cuzzy. back to 3/3/2 quest completion blud.
Most players don’t want the warlock quest to be good I’m afraid and lowering Tasmin’s cost is a terrible idea because of the curse deck.
Personally it’ll be great when the quests leave standard but power wise I would want Defias Cannoneer and Mr.Smite nerfed rather than the quest which is now “fair” even if unfun to play against with many decks.
(I say fair because currently it’s in line with the other top decks wr wise).
Lowering Tamsin’s cost will not affect any of the tamsin abyssal curse plays though, besides making them possible 1 turn earlyer. Which is a much needed survivabilty tool for warlock against like 80% of the decks out there…
You think getting double cursed/removal 1 turn early won’t effect the deck? That’s one of the most naive statements I’ve ever seen posted.
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You’re being very naive yourself if you think it will dramatically change the deck. Which it just won’t. Also, really? The most naive statement you’ve ever seen posted? That’s quite a statement, maybe even the most naive statement I’ve ever seen posted.
I’ve played a variation of the deck. Tasman for 1 mana less would have won me a lot of games. Making a late game destroyer deck stronger against its weakness, aggro, will indeed make the deck way stronger overall.
DO NOT use ur brain while playing this deck, just throw RANDOM LOW MANA pirate asap,
tactical card game af, this deck is for people who didnt end school or what ? 5 turns and full board of random low mana pirates+ 2x2 dmg to ur face while u having UNLUCKY hand, this game changed a lot, its not like old times, not even fun playing it, like no random low mana pirates then random low mana mechs lol^^^^ few re,ta,rded decks 24/7 … cant even meet anything new because of idiots spamming the most easiest decks without thinking, 8 years old kid can be a new fresh player and will win because of throwing low mana card one by one in every turn, so pathetic
Control warrior clears board every turn after turn 3.
This forum: DERRR PIRATE WARRIOR TIER 3 DECK SO STEWPIDj
This deck has such a high winrate on hsreplay but its practically extinct in legend. Filter the winrate by rank on hsreplay, see its not even on the first page in legend. I lose to it a lot, but I lose when I play it I really think it’s a skill issue and I’m not being a meme. I know I’m making mistakes so I don’t get mad when I lose to pirate warr, eventually I will improve and learn to play around it better.
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You probably just don’t mullagin well. That’s the hardest thing about the deck. Everything else is just play stuff from hand on curve and you win. It’s dumb how easy it is. The only reason it’s not tier 1 in high legend is cuzz DH is a thing.
DH has been a thing for maybe a week now and before that it was non-existant in legend as well. It’s a dog-tier deck compared to any of the pay2win control-decks.
DH is way more a thing then a questwarrior. The multiestrike and cheapcost damage spell.
Same with a rog, who can place in turn 3, 2 x 5 cost for free, with 2 x 3-3 minions, with a free spell, what is a combo so you have 4 stealth minions with 3-3 and 2 x a 4-5 minion.
what is 20 damage in turn 4.
And you still crying over a quest warrior?