Did you fail to notice the unyielding spirit on the card? It can't be damaged or killed. It's a stupid card with very few counters. Recall, obliterate or silence...that is it. Also since it's a champion, silence isn't even an option.
Did you fail to notice the unyielding spirit on the card? It can't be damaged or killed. It's a stupid card with very few counters. Recall, obliterate or silence...that is it. Also since it's a champion, silence isn't even an option.
Oh my bad. I haven't seen that card in play yet so I wasn't aware that that's what the icon indicates.
I'm not too sure about the card myself to be honest. It really feels like a "if you can't answer this you lose" card. And it being an 8 mana burst spell (if I'm right) with very limited counters it seems quite strong. Especially considering Demacia Bannermen being as strong as they are and easily able to slot in a copy, makes the card all the more toxic.
Did you fail to notice the unyielding spirit on the card? It can't be damaged or killed. It's a stupid card with very few counters. Recall, obliterate or silence...that is it. Also since it's a champion, silence isn't even an option.
Oh my bad. I haven't seen that card in play yet so I wasn't aware that that's what the icon indicates.
I'm not too sure about the card myself to be honest. It really feels like a "if you can't answer this you lose" card. And it being an 8 mana burst spell (if I'm right) with very limited counters it seems quite strong. Especially considering Demacia Bannermen being as strong as they are and easily able to slot in a copy, makes the card all the more toxic.
Pretty much how I feel about it. It's off-meta currently and one of it's (very few) counters is decently common, which is will of Ionia. However, I personally don't feel this excuses the card. If you're playing a deck that isn't Ionia your options become....basically zero against it and depending on who you use it on, it can just about be an instant lose.
Off meta or not I don't think it's right for ANY card to have so few answers. First off, since you can't silence champions and that is one of the few options you have against the card, I feel like it shouldn't be able to be applied to champions. It needs further changes, frankly I think the "Can't be killed" Line is complete overkill and it be fine at not being able to take damage.
Either way, I'm in no way a balance expert. I just don't like the card, I don't think it should exist as is and I hope it never ever becomes a main stay in any meta deck.
Cards with so few counter options that are exclusive to certain decks take a lot of the fun away from the game for me. I can deal with my losses (they are many lol), but when a card gets thrown down and my decks counter options are extremely limited (i.e. I am playing Demacia/Freljord and can only hope I've drawn purify), I just surrender and move on to the next game. I would like to look back at my plays and say, "Maybe if I did this or that differently, maybe next time. Lesson learned!" All I get with cards/combinations like this is a completely helpless feeling which isn't fun at all.
When this game was announced they were talking about how all those dumb aspects of Hearthstone will be fixed. Now we witness how Runeterra has more dumb design solutions then HS ever had.
HS: The most unhealthy and the worst kind of deck overall is Face hunter. Runeterra: Hold my beer. Let's print dozens of direct face damage / depleting cards.
Let's advertise interactivity as the main selling point and the main design cornerstone of the game, then just implement dozens of totally non interactive mechanics and strategies.
We want 10 meta decks and all cards viable; reality: people play 3 obviously op non interactive decks / classes / cards.
We don't want random shit in our game... proceed to make random shit in the game. Even one step forward: steal random cards from your opponent without any drawback.
Let's print seemingly innocent cards. They end being exploited in decks for which they were not designed for. Aggro decks run control tools.
you need to sink so much mana into it and when you do play it you only have one blocker with that effect, it got a few counter cards..
on control you need those counter cards.. on midrange/aggro you need to be able to end the game when your opponent over commits on ONE blocker..
Games don't last for very long right now as far as I have seen they maximum end at turn 9~10 so.. paying 8 mana is either the win condition (for fiora/teemo) or a waste of mana cause you can't handle their board.
you need to sink so much mana into it and when you do play it you only have one blocker with that effect, it got a few counter cards..
on control you need those counter cards.. on midrange/aggro tyou need to be able to end the game when your opponent over commits on ONE blocker..
Games don't last for very long tight now as far as I have seen they maximum end at turn 9~10 so.. paying 8 mana is either the win condition (for fiora/teemo) or a waste of mana cause you can't handle their board.
Don't look at it only from a blocker perspective. This can be devastating on offense too. Think Lee Sin dragon kicking every turn with no way to stop him for example. In the screenshot OP posted that Fiora wins the game after 4 kills. With some Single Combats, maybe a Judgement when blocking, you're done for. You either play Ionia and Will her away or hope you can win in 2 or 3 turns.
Sure, but how much better is it than a one turn battle trick? Most effects in runeterra are a one turn thing mostly because they tend to be more interesting that way and can be made to be more powerful..
Cards with so few counter options that are exclusive to certain decks take a lot of the fun away from the game for me. I can deal with my losses (they are many lol), but when a card gets thrown down and my decks counter options are extremely limited (i.e. I am playing Demacia/Freljord and can only hope I've drawn purify), I just surrender and move on to the next game. I would like to look back at my plays and say, "Maybe if I did this or that differently, maybe next time. Lesson learned!" All I get with cards/combinations like this is a completely helpless feeling which isn't fun at all.
In fact, there ARE other ways to deal with buffed Fiora when you play Demacia/Freljord. A point is not to kill her, but to prevent her from achieving alternate win condition before you win. And this may be done by frostbiting her or by using your own barriers. [Hearthstone Card (Unyielding Spirit) Not Found] is an expensive card, so as a cost, your opponent will probably lose some control over the board, opening a way to win by destroying his Nexus fast enough.
U.Spirit is very counterable. Game is in its early stage with not many cards, yet... that combo isnt that easy to pull off. Personally Im not playing this braindead demacia deck, but Im using it with kegs. Most common ways to see it countered are:
Hard counters: - Every recall (not only will, every recall based card in game. We have many of them already) - Silence - Detain (its also purify ur uspirit if it gets back on the field) - Obliterate - Transform
Overall its very fun card to play, but if you look at current meta... it's rather medicore. If they had to somehow nerf it, best one would be makling it fast instead of burst. Personally, I think that card was one of best changes with patch 1.0, coz it opens up many creative ways of plays.
Sure, but how much better is it than a one turn battle trick? Most effects in runeterra are a one turn thing mostly because they tend to be more interesting that way and can be made to be more powerful..
The point is.. Would it be better to play 2 barriers on fiora, that are more useful and cheaper, rather than a 8 mana card which is more specific.
Well 2 barriers is 2 cards. Idea is that yes, 8 mana is a big investment but it covers the entire game (assuming Will is not gonna be played). By using one turn buffs you risk getting shut down by spells or insta kill effects like Vengeance (which is blocked by spirit)
https://prnt.sc/sc0jbb
How to win against dumb shit like that?
Edit: wasn't aware that that was the unyielding spirit icon
Did you fail to notice the unyielding spirit on the card? It can't be damaged or killed. It's a stupid card with very few counters. Recall, obliterate or silence...that is it. Also since it's a champion, silence isn't even an option.
It's a two-card, 11 mana combo that's vulnerable to one of the most commonly played cards in the game (i.e Will of Ionia).
Not saying you're wrong to be frustrated, but this seems like an off-meta meme to me. Best thing to do is move on.
Oh my bad. I haven't seen that card in play yet so I wasn't aware that that's what the icon indicates.
I'm not too sure about the card myself to be honest. It really feels like a "if you can't answer this you lose" card. And it being an 8 mana burst spell (if I'm right) with very limited counters it seems quite strong. Especially considering Demacia Bannermen being as strong as they are and easily able to slot in a copy, makes the card all the more toxic.
Pretty much how I feel about it. It's off-meta currently and one of it's (very few) counters is decently common, which is will of Ionia. However, I personally don't feel this excuses the card. If you're playing a deck that isn't Ionia your options become....basically zero against it and depending on who you use it on, it can just about be an instant lose.
Off meta or not I don't think it's right for ANY card to have so few answers. First off, since you can't silence champions and that is one of the few options you have against the card, I feel like it shouldn't be able to be applied to champions. It needs further changes, frankly I think the "Can't be killed" Line is complete overkill and it be fine at not being able to take damage.
Either way, I'm in no way a balance expert. I just don't like the card, I don't think it should exist as is and I hope it never ever becomes a main stay in any meta deck.
Cards with so few counter options that are exclusive to certain decks take a lot of the fun away from the game for me. I can deal with my losses (they are many lol), but when a card gets thrown down and my decks counter options are extremely limited (i.e. I am playing Demacia/Freljord and can only hope I've drawn purify), I just surrender and move on to the next game. I would like to look back at my plays and say, "Maybe if I did this or that differently, maybe next time. Lesson learned!" All I get with cards/combinations like this is a completely helpless feeling which isn't fun at all.
When this game was announced they were talking about how all those dumb aspects of Hearthstone will be fixed. Now we witness how Runeterra has more dumb design solutions then HS ever had.
HS: The most unhealthy and the worst kind of deck overall is Face hunter. Runeterra: Hold my beer. Let's print dozens of direct face damage / depleting cards.
Let's advertise interactivity as the main selling point and the main design cornerstone of the game, then just implement dozens of totally non interactive mechanics and strategies.
We want 10 meta decks and all cards viable; reality: people play 3 obviously op non interactive decks / classes / cards.
We don't want random shit in our game... proceed to make random shit in the game. Even one step forward: steal random cards from your opponent without any drawback.
Let's print seemingly innocent cards. They end being exploited in decks for which they were not designed for. Aggro decks run control tools.
...
you need to sink so much mana into it and when you do play it you only have one blocker with that effect, it got a few counter cards..
on control you need those counter cards.. on midrange/aggro you need to be able to end the game when your opponent over commits on ONE blocker..
Games don't last for very long right now as far as I have seen they maximum end at turn 9~10 so.. paying 8 mana is either the win condition (for fiora/teemo) or a waste of mana cause you can't handle their board.
This is more of a meme rather than a broken combo. Strong combo for sure. If it becomes too strong people will just play more recall mechanics.
Don't look at it only from a blocker perspective. This can be devastating on offense too. Think Lee Sin dragon kicking every turn with no way to stop him for example. In the screenshot OP posted that Fiora wins the game after 4 kills. With some Single Combats, maybe a Judgement when blocking, you're done for. You either play Ionia and Will her away or hope you can win in 2 or 3 turns.
I'll boop you
Sure, but how much better is it than a one turn battle trick? Most effects in runeterra are a one turn thing mostly because they tend to be more interesting that way and can be made to be more powerful..
For example a +4/+4 for one turn costs 4 (Fury of the North) while a permanent +2/+1 costs 2/3 mana (Pocket Aces) or very restricted (Stand Alone/Take Heart).
The point is.. Would it be better to play 2 barriers on fiora, that are more useful and cheaper, rather than a 8 mana card which is more specific.
Riot has plans to release more Obliterate cards in the future, i would not worry too much about it.
Hearthstone: Me vs Firebat -> https://www.youtube.com/watch?v=09NCE81owjo
In fact, there ARE other ways to deal with buffed Fiora when you play Demacia/Freljord. A point is not to kill her, but to prevent her from achieving alternate win condition before you win. And this may be done by frostbiting her or by using your own barriers. [Hearthstone Card (Unyielding Spirit) Not Found] is an expensive card, so as a cost, your opponent will probably lose some control over the board, opening a way to win by destroying his Nexus fast enough.
U.Spirit is very counterable. Game is in its early stage with not many cards, yet... that combo isnt that easy to pull off. Personally Im not playing this braindead demacia deck, but Im using it with kegs. Most common ways to see it countered are:
Hard counters:
- Every recall (not only will, every recall based card in game. We have many of them already)
- Silence
- Detain (its also purify ur uspirit if it gets back on the field)
- Obliterate
- Transform
Soft counters:
- Stuns
- Enemy uspirit
- Frostbite (agains atacking units)
- Barrier (against atacking units)
Overall its very fun card to play, but if you look at current meta... it's rather medicore. If they had to somehow nerf it, best one would be makling it fast instead of burst. Personally, I think that card was one of best changes with patch 1.0, coz it opens up many creative ways of plays.
Well 2 barriers is 2 cards. Idea is that yes, 8 mana is a big investment but it covers the entire game (assuming Will is not gonna be played). By using one turn buffs you risk getting shut down by spells or insta kill effects like Vengeance (which is blocked by spirit)
I'll boop you