This is my first idea. I am thinking about adding another effect like destroying enemy minions or restoring health to your hero so that the secret can have a more immediate impact when it is triggered. I am also not entirely sure if it is okay for me to use a non-collectible weapon, but using Libram of Justice doesn't feel the same flavor-wise. I should also probably change the wording to specify a 5/3 weapon with lifesteal, I will update that tomorrow.
(Grave Vengeance (and yes I see the typo and will fix that tomorrow as well))
feedback:
Show Spoiler
@cydonianknight, I really like the design, though I do agree that 15 health probably wouldn't be busted given the deckbuilding restriction and the fact that you don't get to utilize battlecries at all. Also I believe the correct wording would be "When you have 10 or less health".
@Wailor, Given what Demonxz95 said, you should probably scrap that idea and make something for a secret class.
@Fedrion, The wording is a little clunky, I would change it to "Secret: At the end of your opponent's turn, deal damage to all enemies equal to the amount of damage you took that turn". In terms of balance and playability, this is very disappointing as a legendary. It is very easy to play around by just dealing a single damage, but also, unlike Explosive Trap or Flame Ward, it doesn't kill anything until the end of the turn. It can be used for clever mind games, do you ping your opponent and pass, or do you go all in? But it definitely isn't strong enough to be a legendary.
@Linkblade, The payoff is pretty big, but it is balanced by not buffing cards in hand or in play, and also by the fact that your opponent has to cooperate to get it to trigger. I think it encourages very interesting decision making and strategic plays. The only thing I would criticize is possibly changing the buff to only hit beasts, since tribal synergies are always more interesting. And also reducing the buff to +1/+1 or +1/+2 but also having it buff minions in your hand and/or board to give it more immediate utility. But it is pretty good as it is.
Yeah I was doing some math and even with the minimum quests, if I fill my weekly and daily slots, and finish them all tmrw, I have enough to blast to lvl 26 without the Battle Pass
This guide works for most of the quests, but the best way to complete all the damage quests is to use an ASol Celestials plus Triple Dreadway. A few Dreadways and some 7+ cost celestials deal insane damage that quickly finish all the unit damage quests. Then you can use Dreadway+Skies Descend to deal noncombat damage.
"His followers worship him, both in the open and in Secret."
Combination of Ice Block and Yogg-tastic Tasties. Wanted an effect that was worthy of being a legendary, while still maintaining the flavor and identity of the Mage class.
I completed the daily today to get the 50 gold and round out one more pack. Saving the weeklies for tomorrow to use to rocket through the first part of the rewards track for all those sweet rewards. It's very rewarding.
Oh, it actually does find her pretty viable, especially once buffed or if you have the board. I won't be surprised if she finds her place. It's more meant in a way it's not the kind of Legendary you look at and go "whoa, so powerful it might single-handedly decide games", or anywhere close.
Now Playmaker is where I'm more of a non-believer. That card just feels awkward to use and to find a spot for.
Was wondering about this and decided to not play yesterday or today to avoid completing any quests accidentally. Glad I wasn’t saving them for nothing.
I got like Play 3 Legedaries from Barrens weekly... Completed it with vol'jin because I one of the "max level real possibility" guys (I think the only reason I did reach max level is because I spent December and January on gwent)
The name comes from what Vision says in Captain America: Civil War: "Our very strength invites challenge. Challenge incites conflict. And conflict... breeds catastrophe."
The idea being that the strength of the opponent encourages your minions to rise up and Avenge the damage inflicted upon you :) Gameplay-wise I'm concerned that it is too slow, despite how powerful it could be.
The Cauterize spell is normally a "last stand" for mage in wow, so... if you're OTK here, well, you're dead, but if not, you could really win the game with just this and an Ice Block or Ice Barrier, which is admittedly insane, but well, I'm going with it.
BTW, the fire mage artwork is amazing so I had to go with it, shame I don't know who made it for a shout out.
Edit: Oh, and the FitB watermark is because... come on, you have to survive damage to activate this, so, I found it fitting.
Yeah when you put it like that, 15 Health doesn't seem so bad as a restriction. Also just realised, I've got a Spell School when I've done a past expansion. I should probably remove that lol.
But you know that Riot has access to much broader data than Mobalytics can hold? Mobalytics only holds data for people who use the deck tracker.
This may be true (though I've seen people saying they can get data for all the matches of any user who has signed up on mobalytics with their Riot ID), but as I mentioned in my comment, the TF data was for 267,000 games. That seems like a large enough sample size to make very meaningful conclusions.
But yes, I agree that Riot has access to much broader data than Mobalytics. For example, they have Expedition data, casual data, and even AI data. But think about this - according to the same guy who was talking in this interview, TF/Fizz is about 10-11 percent playrate with a really good winrate. But TF "overall" is less than 50% winrate. And he doesn't give a playrate for TF/Aphelios, but let's just be generous and call it an even 15% total playrate for TF/Fizz and TF/Aphelios combined, the only "strong" TF decks, according to the dev.
Now, in order for TF "overall" to be "less than 50% winrate," you would need another 15% of the playerbase to be playing abysmally bad TF decks in order to pull the winrate below 50%. That's at least a 15% playrate of really bad TF decks, not just mediocre ones. And you know there are people playing mediocre ones, but that just makes it even harder to pull the winrate below 50%, because even most mediocre TF decks are still above 50% winrate. So, you'd need the 15% to be losing BAD in order to pull the winrate down so far. (And incidentally, this little math scenario already pushes the overall playrate of TF to more than 30% of all decks in the game, just to make the dev's math work.)
How likely do you guys think it is that 15%+ of ranked players are just hard losing with TF for the fun of it?
Conclusion - that dev is doing some funky tricks with his data to make TF sound less problematic, for some bizarre reason. And the data from mobalytics backs up that conclusion - 51.8% winrate for TF across all decks that anyone on mobalytics is playing. And yes, mobalytics players definitely are playing some bad TF decks - just nowhere near enough of them to pull the winrate below 50%.
Edit - On a final note, Mobalytics does actually show Aphelios being just a tiny shade under 50% winrate currently. So maybe the dev got mixed up and accidentally quoted the overall winrate for Aphelios as being TF's overall winrate? This is definitely possible.
Even More Top Secret - Card Design Competition Discussion Thread
This is my first idea. I am thinking about adding another effect like destroying enemy minions or restoring health to your hero so that the secret can have a more immediate impact when it is triggered. I am also not entirely sure if it is okay for me to use a non-collectible weapon, but using Libram of Justice doesn't feel the same flavor-wise. I should also probably change the wording to specify a 5/3 weapon with lifesteal, I will update that tomorrow.
(Grave Vengeance (and yes I see the typo and will fix that tomorrow as well))
feedback:
@Wailor, Given what Demonxz95 said, you should probably scrap that idea and make something for a secret class.
@Fedrion, The wording is a little clunky, I would change it to "Secret: At the end of your opponent's turn, deal damage to all enemies equal to the amount of damage you took that turn". In terms of balance and playability, this is very disappointing as a legendary. It is very easy to play around by just dealing a single damage, but also, unlike Explosive Trap or Flame Ward, it doesn't kill anything until the end of the turn. It can be used for clever mind games, do you ping your opponent and pass, or do you go all in? But it definitely isn't strong enough to be a legendary.
@Linkblade, The payoff is pretty big, but it is balanced by not buffing cards in hand or in play, and also by the fact that your opponent has to cooperate to get it to trigger. I think it encourages very interesting decision making and strategic plays. The only thing I would criticize is possibly changing the buff to only hit beasts, since tribal synergies are always more interesting. And also reducing the buff to +1/+1 or +1/+2 but also having it buff minions in your hand and/or board to give it more immediate utility. But it is pretty good as it is.
Azir + Renekton + Nasus Ascended Sun Disc
Super fun deck! Thanks for sharing :)
Heads Up, Your Daily and Weekly Quests Will Not Be Reset Once The New Rewards Track Arrives
Yeah I was doing some math and even with the minimum quests, if I fill my weekly and daily slots, and finish them all tmrw, I have enough to blast to lvl 26 without the Battle Pass
Need to Grind Out Runeterra's Expansion Event before Wednesday? Try this Buried Sun Disc Deck!
You should try ASol+Dreadway+Skies Descend for the damage quests, the doubling damage makes some quests super quick.
Need to Grind Out Runeterra's Expansion Event before Wednesday? Try this Buried Sun Disc Deck!
This guide works for most of the quests, but the best way to complete all the damage quests is to use an ASol Celestials plus Triple Dreadway. A few Dreadways and some 7+ cost celestials deal insane damage that quickly finish all the unit damage quests. Then you can use Dreadway+Skies Descend to deal noncombat damage.
Even More Top Secret - Card Design Competition Discussion Thread
"His followers worship him, both in the open and in Secret."
Combination of Ice Block and Yogg-tastic Tasties. Wanted an effect that was worthy of being a legendary, while still maintaining the flavor and identity of the Mage class.
Heads Up, Your Daily and Weekly Quests Will Not Be Reset Once The New Rewards Track Arrives
I was wondering about this, I'm saving all the possible quest slots for the launch.
By the way, we will have any legendary quest tomorrow?
The Forged in the Barrens Word Search - Earn a Forum Title & Site Gold
Woot! We're gonna be rich!
Heads Up, Your Daily and Weekly Quests Will Not Be Reset Once The New Rewards Track Arrives
I completed the daily today to get the 50 gold and round out one more pack. Saving the weeklies for tomorrow to use to rocket through the first part of the rewards track for all those sweet rewards. It's very rewarding.
Reviewing Hearthstone's New Warrior Cards Arriving in Forged in the Barrens
Oh, it actually does find her pretty viable, especially once buffed or if you have the board. I won't be surprised if she finds her place. It's more meant in a way it's not the kind of Legendary you look at and go "whoa, so powerful it might single-handedly decide games", or anywhere close.
Now Playmaker is where I'm more of a non-believer. That card just feels awkward to use and to find a spot for.
Need to Grind Out Runeterra's Expansion Event before Wednesday? Try this Buried Sun Disc Deck!
This guide is exactly what I was after to close it all out. Thanks!
The Forged in the Barrens Word Search - Earn a Forum Title & Site Gold
Yeah, what Sinti says.
I need like, 3 free days to finish figuring out more shop-related stuff. WTB infinite time, PST.
Heads Up, Your Daily and Weekly Quests Will Not Be Reset Once The New Rewards Track Arrives
Was wondering about this and decided to not play yesterday or today to avoid completing any quests accidentally. Glad I wasn’t saving them for nothing.
Heads Up, Your Daily and Weekly Quests Will Not Be Reset Once The New Rewards Track Arrives
I got like Play 3 Legedaries from Barrens weekly... Completed it with vol'jin because I one of the "max level real possibility" guys (I think the only reason I did reach max level is because I spent December and January on gwent)
The Forged in the Barrens Word Search - Earn a Forum Title & Site Gold
That was a fun distraction, thanks!
Cross-Pollination - Card Design Competition Discussion Thread
Congratulations to Arkasaur :)
[Game] Card Treasure Hunt (The Resurrection Attempt)
Let me rephrase it:
Pretty Big Flavor Fail Here.
Especially These Jerks.
Outposts They're Just Not Near
[because they] Never Work.
Legends of Runeterra Will Only Have 10 Regions, Balance, Patches, Dev, & More - Riot Dovagedys Dev Interview Recap
I have been thinking the same thing, LOR having it's own exclusive champions could be a cool thing.
Even More Top Secret - Card Design Competition Discussion Thread
The name comes from what Vision says in Captain America: Civil War: "Our very strength invites challenge. Challenge incites conflict. And conflict... breeds catastrophe."
The idea being that the strength of the opponent encourages your minions to rise up and Avenge the damage inflicted upon you :) Gameplay-wise I'm concerned that it is too slow, despite how powerful it could be.
Even More Top Secret - Card Design Competition Discussion Thread
Well, let's see...
The Cauterize spell is normally a "last stand" for mage in wow, so... if you're OTK here, well, you're dead, but if not, you could really win the game with just this and an Ice Block or Ice Barrier, which is admittedly insane, but well, I'm going with it.
BTW, the fire mage artwork is amazing so I had to go with it, shame I don't know who made it for a shout out.
Edit: Oh, and the FitB watermark is because... come on, you have to survive damage to activate this, so, I found it fitting.
Reviewing Hearthstone's New Warrior Cards Arriving in Forged in the Barrens
Despite what the article says, Rokara has been surprisingly viable, at least in the theorycraftings, especially in combination with Playmaker.
Casual Gets its Own Game Mode, Matchmaking Has Not Changed
It's because that is using the code of the Wild version of those cards, and not the classic
Casual Gets its Own Game Mode, Matchmaking Has Not Changed
Click on the game mode.
Even More Top Secret - Card Design Competition Discussion Thread
Yeah when you put it like that, 15 Health doesn't seem so bad as a restriction. Also just realised, I've got a Spell School when I've done a past expansion. I should probably remove that lol.
Legends of Runeterra Will Only Have 10 Regions, Balance, Patches, Dev, & More - Riot Dovagedys Dev Interview Recap
This may be true (though I've seen people saying they can get data for all the matches of any user who has signed up on mobalytics with their Riot ID), but as I mentioned in my comment, the TF data was for 267,000 games. That seems like a large enough sample size to make very meaningful conclusions.
But yes, I agree that Riot has access to much broader data than Mobalytics. For example, they have Expedition data, casual data, and even AI data. But think about this - according to the same guy who was talking in this interview, TF/Fizz is about 10-11 percent playrate with a really good winrate. But TF "overall" is less than 50% winrate. And he doesn't give a playrate for TF/Aphelios, but let's just be generous and call it an even 15% total playrate for TF/Fizz and TF/Aphelios combined, the only "strong" TF decks, according to the dev.
Now, in order for TF "overall" to be "less than 50% winrate," you would need another 15% of the playerbase to be playing abysmally bad TF decks in order to pull the winrate below 50%. That's at least a 15% playrate of really bad TF decks, not just mediocre ones. And you know there are people playing mediocre ones, but that just makes it even harder to pull the winrate below 50%, because even most mediocre TF decks are still above 50% winrate. So, you'd need the 15% to be losing BAD in order to pull the winrate down so far. (And incidentally, this little math scenario already pushes the overall playrate of TF to more than 30% of all decks in the game, just to make the dev's math work.)
How likely do you guys think it is that 15%+ of ranked players are just hard losing with TF for the fun of it?
Conclusion - that dev is doing some funky tricks with his data to make TF sound less problematic, for some bizarre reason. And the data from mobalytics backs up that conclusion - 51.8% winrate for TF across all decks that anyone on mobalytics is playing. And yes, mobalytics players definitely are playing some bad TF decks - just nowhere near enough of them to pull the winrate below 50%.
Edit - On a final note, Mobalytics does actually show Aphelios being just a tiny shade under 50% winrate currently. So maybe the dev got mixed up and accidentally quoted the overall winrate for Aphelios as being TF's overall winrate? This is definitely possible.