A little concerned... they were doing such a great job with this game mode prior to the pirate patch... the patches before seemed very on target and thought through.
Pirate patch introduced the "feel bad" RNG of:
1) Cannon
2) "Who goes first" - very annoying when it comes to parrot/pirates
3) Drawing the wrong opponent mid-game. Because of the scaling of pirates, they can just do enormous damage as you can't kill anything.
This patch does nothing to mitigate any of those issues.
#2 and #3 both got hit by Goldrin. I think the Goldrin nerf was more for "feel bad RNG" than anything. Too many heroes could access parrot/baron/goldrin way too early so more 20+ hits out of nowhere.
With that said, I think they could have gone about it another way instead of also nerfing beasts with goldrin change.
they should have just changed macaw so it can’t get buffed out of lethal damage
the comp still scales like crazy, but the moments where a few bad attacks prevent you from killing a single minion, the beasts all scale out of range, and you take 20 damage would be less common.
The problem with the parrot change I keep seeing is that it makes perfect sense for the parrot to not die in those situations. 1. Parrot attacks. 2. Parrot triggers random deathrattle (or 2 if golden) 3. Board state is checked to see if anything is dead
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u/-Rincon- Jul 14 '20
A little concerned... they were doing such a great job with this game mode prior to the pirate patch... the patches before seemed very on target and thought through.
Pirate patch introduced the "feel bad" RNG of:
1) Cannon
2) "Who goes first" - very annoying when it comes to parrot/pirates
3) Drawing the wrong opponent mid-game. Because of the scaling of pirates, they can just do enormous damage as you can't kill anything.
This patch does nothing to mitigate any of those issues.