The summary of the wisdom I have to share on the subject is that ppl who BM in games are not necessarily mean ppl and that maybe what they are doing is a healthy outlet.
My opinion is that it is unhealthy to stay in a rut where you find it deplorable. Just imagine how dumb the emotes are supposed to be and how silly it is some clown miles away from you is assailing you with them... It's pretty laughable.
I agree that it'd be nice for T5 to change their policy on updating pre-built decks within a season. For example, I'm guessing that they don't update the pre-made decks that new players can choose after conquering the beginner ranks which seems at odds with the goal of those decks.
Unfortunately, I also agree with dapperdog that it's unlikely that they'll ever make this a priority given that Whizbang and Zayle didn't spur them into action. However, maybe the new $20 "battle-ready" decks will cause this change if they think enough people would purchase them later if they weren't outdated.
Updating decks raises at least 2 hassles:
How frequently do you update?
The improved "autocomplete" deck algorithm makes it seem like they have the technology to keep decks fresh on a weekly basis, but this seems impractical from the dimensions of developer time, player confusion, and deck optimality (more likely to land on a "local maximum" than the eventual meta picks).
Alternatively, you could re-balance them after each round of nerfs/buffs, but the more you update them the more FOMO/claims of unfairness you might face from players who earn a pre-made deck/buy a battle-ready deck at the beginning of a season. This leads into question #2...
How should they handle complaints by people who purchased/earned a deck earlier in the expansion?
Say tough luck and just deal with the negative feedback?
For the "battle-ready" decks only - allow people to purchase the cards that changed at a low cost? (e.g. $5)
Add a certain amount of dust (e.g., 1,000) to the new player decks and battle-ready decks as a form of insurance against future changes?
This would presumably raise the cost of the battle-ready decks.
Offer full insurance to those decks by giving out all golden cards which means they can be exchanged for any other card as the meta shifts?
Would this be too generous for the new player decks?
And how expensive would this make the battle ready decks? (would probably have to institute tiers where you could purchase the current $20 deck or the golden version for like $60 or whatever the value equates to)
My answer for #1 - I think pushing out one update per season a couple weeks after the mini-expansion would be a reasonable starting point.
My answer for #2 - If you only release 1 update, then I think you don't have to offer any compensation to those that already chose/purchased their deck.
The current rewards track is pretty generous so I think that most people should be able to update their pre-built deck fairly easily if they really want.
What could help in this regards is updating the "autocomplete" deck algorithm to show you the best possible deck and not just the best possible deck given your current collection.
For example, they could make it so that if you click autocomplete while having the "crafting" button selected it builds the best possible deck and then you can decide whether to craft the missing cards or replace them with something from your collection.
They really should have included a different character instead of Rexxar, considering we just got something similar. All well; I still like the other two.
Honestly I feel like this is an insanley underrated card for Control decks.
Been using him for a while now in my post-nerf Priest deck and he literally autowins certain matchups if he comes down 3. Healing for 10 on a delay is actually extremely powerful because it allows you to play greedy for the next 2 turns (assuming you're not striaght up dead) and just shrug off most of the progress which allows you to be greedy with stuff like Hysteria or other AoEs.
If Control Warlock becomes a real deck in the next expansion it will probably do really well with this.
Too bad he gets worse as the game progresses and ends up being a rather terrible topdeck. Still worth it for the early game potential though.
So do we need to buff removal? I think the answer is no, because that would just lead to power creep. I think a better solution would be to tone down those burst speed spells.
With that being said, I do like this current meta, I have no problem climbing with non meta decks, something that I couldn't do in the previous one.
If removal is A over costed B a speed slower then combat tricks, it will always be relatively useless as more and more tricks get printed.
It would be like in old school magic if combat tricks were "interupt" speed and removal "instant" speed it would be hugely problematic.
This is what we are seeing now, especially because these tricks A counter removal attempts B result in massive burst dmg
These decks that prioritize non interactivity and speed will remain superior in every instance.
Like what are we arguing against here? Minor cost reductions to removal where necessary to make control variants of shadow, P and Z, Demacia, and Freijord viable again.
Like when was the last time you lost to a ruination? Think real hard about it...what about a true shot barage? When was the last time you played progress day, or reckoning or any card that wasn't about you completing your game plan as opposed to denying your opponents. The answer is you don't and you haven't.
We are miles away from an archetype like monoblue tempo, which is a red flag for me till today for being one of the most obnoxious to play against archetypes.
Monoblue was the result of a powercreep in counterspells during it's era, allowing the deck to completely shut down decks that don't play a 1-3 cmc curve or that are immune to counterspells (which not a single deck was during that time).
Tempo decks in general aren't that disruptive. They play a mix between disruption, cheap but effective creatures and cheap carddraw. If they work they usually become one of the top decks without praying much on a specific archtype. They usually are unversally good decks that if you can pilot them correctly can beat every archetype which I prefer over strongly polarising archetypes like aggro, combo or control.
To use an mtg example since we are going there, one of the older metas was dominated by mono blue tempo.
It was all two mana counter spells, creatures that bounced your opponents creatures, and getting big flyers (elusives) on the board and combat tricks to keep them alive including hex proof (spell shield)
Sound familiar?
Tempo is about speed and non interactivity, do we want legends to be a game that is dominated by cards that you can't do anything about?
When I say control, removal, what I'm really talking about is interactivity. The game should always have nope options, you did a thing I stopped you from doing your thing.
Right now the game is decided by you do your thing I do my thing let's see who's thing wins.
Not a fan personally...and I know other players who are struggling with the same vanilla removal tools we have had since the games release are feeling the pain too
To stick to my point from the previous control talk:
Why does control have to be strong why do we need the likes of tlc/FTR control in the meta?
LoR has been a midrange oriented game when it was released, and majority of players liked it that way. There is nothing wrong with the nope players not getting what they want because then games tend to be not very engaging.
If you want to know what I am talking of: just take a look at mtg's current Standard 2022 format being dominated by dimir/esper control.
You litereally have to win until turn 4-5 against a deck with several counters, chumbblockers and killspells or you will lose the game.
While LoR is miles away from this state I just want to remind why riot is careful with creating strong control cards because there is always a risk of a control meta where games tend to be many things but not fun or engaging.
This is why tradeable is a keyword. Tech card that you can just replace. Really strong even in this meta and will be stronger once every class gets a weapon in UiS.
Getting coin consistently is always a promise for a good card. However your aggro/midrange opponent might benefit from that coin more. 12 mana turns are pretty scary tho
Finfested Waters - Card Design Competition Discussion Thread
I've had this card sitting around for a while and now there's a really good place to use it.
Your Favorite Hero Portrait to BM With
The summary of the wisdom I have to share on the subject is that ppl who BM in games are not necessarily mean ppl and that maybe what they are doing is a healthy outlet.
My opinion is that it is unhealthy to stay in a rut where you find it deplorable. Just imagine how dumb the emotes are supposed to be and how silly it is some clown miles away from you is assailing you with them... It's pretty laughable.
Finfested Waters - Card Design Competition Discussion Thread
Competition Theme: Finfested Waters
We're diving into the mrrglly depths this week, so look out for anything fishy!
R has a very simple request this week - more Murlocs! Let's see what you all can cook up for them.
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
About the pre constructed decks...
I agree that it'd be nice for T5 to change their policy on updating pre-built decks within a season. For example, I'm guessing that they don't update the pre-made decks that new players can choose after conquering the beginner ranks which seems at odds with the goal of those decks.
Unfortunately, I also agree with dapperdog that it's unlikely that they'll ever make this a priority given that Whizbang and Zayle didn't spur them into action. However, maybe the new $20 "battle-ready" decks will cause this change if they think enough people would purchase them later if they weren't outdated.
Updating decks raises at least 2 hassles:
My answer for #1 - I think pushing out one update per season a couple weeks after the mini-expansion would be a reasonable starting point.
My answer for #2 - If you only release 1 update, then I think you don't have to offer any compensation to those that already chose/purchased their deck.
Today is Your Last Chance to Buy the Eternal Flame Bundle With the Awesome Ragnaros Shaman Hero Skin
They really should have included a different character instead of Rexxar, considering we just got something similar. All well; I still like the other two.
Today is Your Last Chance to Buy the Eternal Flame Bundle With the Awesome Ragnaros Shaman Hero Skin
If it get added. Nothing says every hero is going to get added to the game for gold. Even then, it could be years!
Tether Void Control
This deck went 12 with DI and RtT treasures. Went for lots of "in control" buckets and always had a hand full of answers.
C'thun Saurfang Bruiser
This deck went 12! The Frenzy package worked surprisingly well against multiple Priest matchups.
Today is Your Last Chance to Buy the Eternal Flame Bundle With the Awesome Ragnaros Shaman Hero Skin
I like the Firefang Rexxar portrait much more than the new one.
Weekend Wild Hearthstone Decks - Even Rogue, Big Beast Hunter, Aggro Druid, & More!
Всем спасибо! И хороших игр!
Today is Your Last Chance to Buy the Eternal Flame Bundle With the Awesome Ragnaros Shaman Hero Skin
Oooor only wait and buy Ragnaros hero and its cardback for 1500 gold :D
New Neutral Minion - Flightmaster Dungar
Honestly I feel like this is an insanley underrated card for Control decks.
Been using him for a while now in my post-nerf Priest deck and he literally autowins certain matchups if he comes down 3. Healing for 10 on a delay is actually extremely powerful because it allows you to play greedy for the next 2 turns (assuming you're not striaght up dead) and just shrug off most of the progress which allows you to be greedy with stuff like Hysteria or other AoEs.
If Control Warlock becomes a real deck in the next expansion it will probably do really well with this.
Too bad he gets worse as the game progresses and ends up being a rather terrible topdeck. Still worth it for the early game potential though.
Mid July 12 Win Decks From Hearthstone Duels for Fun and Profit
No worries! Sometimes bad draw/poor matchups/lucky opponents happen, and there's little to nothing you can do about it.
Do control options need to be re-evaluated
In my opinion removal cards are good the way they are. It's the burst speed buff spells who are too strong:
Cards like Sharpsight, Troll Chant and the recently buffed Twin Disciplines have powerful effects for a cheap price.
So do we need to buff removal? I think the answer is no, because that would just lead to power creep. I think a better solution would be to tone down those burst speed spells.
With that being said, I do like this current meta, I have no problem climbing with non meta decks, something that I couldn't do in the previous one.
Do control options need to be re-evaluated
This is the thing though.
If removal is A over costed B a speed slower then combat tricks, it will always be relatively useless as more and more tricks get printed.
It would be like in old school magic if combat tricks were "interupt" speed and removal "instant" speed it would be hugely problematic.
This is what we are seeing now, especially because these tricks A counter removal attempts B result in massive burst dmg
These decks that prioritize non interactivity and speed will remain superior in every instance.
Like what are we arguing against here? Minor cost reductions to removal where necessary to make control variants of shadow, P and Z, Demacia, and Freijord viable again.
Like when was the last time you lost to a ruination? Think real hard about it...what about a true shot barage? When was the last time you played progress day, or reckoning or any card that wasn't about you completing your game plan as opposed to denying your opponents. The answer is you don't and you haven't.
In The Frame: Adventures in the Forgotten Realms Concept Art Spotlight - Part 1
"A brave Dragonborn knight in shining armor."
But does he know the Fus-Ro-Dah?
Mono Swain
Not gonna lie: this list looks pretty outdated and I doubt that just focussing all on burn will be enough for the current meta.
A Sumpworks Map Swain combo is dangerous but not really outstanding imo and if I had to pick I would prefer Sejuani Swain over it.
Do control options need to be re-evaluated
We are miles away from an archetype like monoblue tempo, which is a red flag for me till today for being one of the most obnoxious to play against archetypes.
Monoblue was the result of a powercreep in counterspells during it's era, allowing the deck to completely shut down decks that don't play a 1-3 cmc curve or that are immune to counterspells (which not a single deck was during that time).
Tempo decks in general aren't that disruptive. They play a mix between disruption, cheap but effective creatures and cheap carddraw. If they work they usually become one of the top decks without praying much on a specific archtype. They usually are unversally good decks that if you can pilot them correctly can beat every archetype which I prefer over strongly polarising archetypes like aggro, combo or control.
Do control options need to be re-evaluated
Tempo and midrange aren't really the same thing.
To use an mtg example since we are going there, one of the older metas was dominated by mono blue tempo.
It was all two mana counter spells, creatures that bounced your opponents creatures, and getting big flyers (elusives) on the board and combat tricks to keep them alive including hex proof (spell shield)
Sound familiar?
Tempo is about speed and non interactivity, do we want legends to be a game that is dominated by cards that you can't do anything about?
When I say control, removal, what I'm really talking about is interactivity. The game should always have nope options, you did a thing I stopped you from doing your thing.
Right now the game is decided by you do your thing I do my thing let's see who's thing wins.
Not a fan personally...and I know other players who are struggling with the same vanilla removal tools we have had since the games release are feeling the pain too
Do control options need to be re-evaluated
To stick to my point from the previous control talk:
Why does control have to be strong why do we need the likes of tlc/FTR control in the meta?
LoR has been a midrange oriented game when it was released, and majority of players liked it that way. There is nothing wrong with the nope players not getting what they want because then games tend to be not very engaging.
If you want to know what I am talking of: just take a look at mtg's current Standard 2022 format being dominated by dimir/esper control.
You litereally have to win until turn 4-5 against a deck with several counters, chumbblockers and killspells or you will lose the game.
While LoR is miles away from this state I just want to remind why riot is careful with creating strong control cards because there is always a risk of a control meta where games tend to be many things but not fun or engaging.
New Neutral Minion - Rustrot Viper
This is why tradeable is a keyword. Tech card that you can just replace. Really strong even in this meta and will be stronger once every class gets a weapon in UiS.
4 stars
New Neutral Minion - Mailbox Dancer
Getting coin consistently is always a promise for a good card. However your aggro/midrange opponent might benefit from that coin more. 12 mana turns are pretty scary tho
3 stars
New Neutral Minion - Flightmaster Dungar
Pretty versatile card although too slow. Some control decks might want to use 2nd and 3rd effect.
3 stars
New Warrior Spell - Heavy Plate
Oof. Will see play only if there is a really strong armor heavy control Warrior.
2 stars
New Warlock Spell - Touch of the Nathrezim
Obviously great against aggro and aggro is definitely a thing.
4 stars