Well, in that case I am more than happy to pass the torch over to you, Alleria. Feel free to create the new Rewards track thread and I will certainly be one of the first ones to join the great new discussion! 🤠
TF: The new perk was just there to make his lvl up possible in all decks, if my suggestion was to go through without the perk, it would be outright impossible to lvl him up without extra card draw, which not every deck has. My main point about him is just making something that requires him to see you do something in different rounds so that no new loophole exploits come up in the future which would let people level him up in a single turn.
Aphelios: I honestly think he does not need nerfs because he is actually difficult to play, but people are complaining about him and I thought this is one thing they could do, though perhaps moon weapons not counting towards phasing is a better option if anything. Also I did not know other champs reset when leveling up, Fiora does not reset her kill progress when leveling up, so I thought it was not intended, another argument to make Fiora's kill count reset on a level up.
Viktor: Quite simply you will always be able to choose a keyword you can afford, perhaps having some sort of "fixed RNG" could do the trick too, like you will always roll a random cost 1 keyword, a cost 2-3, and 4+ let's say, if you already have all keywords from a certain cost range you will just get more options for the ones ur missing. Remember that he gains stats over-time, he is not supposed to be traded for anything. For the lvl up requirement and payoff, well currently it takes quite a bit to level him up and the payoff is not great, so you either make it easier to get a current "meh" payoff or make the reward better, I just like the 2nd option.
For Vlad I think Imma edit it so it's more clear what I meant, simply when Vlad hits an ally with his skill for the first time he will deal 1 to them, and every other time he'll "do 0 damage" aka strike them for 0, meaning that "if I survive the damage" effects will be triggered without actually taking any damage. It may or may not end up busted but currently, Vlad works in like 1 or 2 decks and with this change, he'll be at least considerable in other strategies without Scargrounds, which was my goal.
Soul Sheperd: I think it would be more consistent with other followers, like the Targonian cards that "make it always day time" or "dragon allies cost 1 less", silencing those cancels the effect, and "granting" anything to ephemerals is weird anyway.
For Atrocity I just think it makes people lazy, or forces them to be lazy, instead of being creative and thinking of a good strategy that uses the nice design Nasus has they just slap this card and call it a day cuz it's the fastest. I just don't like how it's the best way to play decks with high-power characters, it's not only about Nasus but also Nautilus. Like there is all that creative stuff you could do with those champions but then this card says NAH, screw your strategizing if it has power just kill it and you win. Not a fan.
About Hush, so how would you nerf it? 4 cost perhaps?
For the Ravenous Flock that's the 2nd change I thought of, thing is with Noxus it seems too easy to enable when you have things like Death Lotus, either 3 damage or 2 mana cost will do the trick I think.
I think you and Riot actually don't disagree as much as you think you do. Riot has already confirmed that TF is a problem and will be nerfed, so they understand that TF is the real issue. The only reason he's bringing up TF's playrate is to show that the issue is less with his playrate and more with how long he's been top tier (if this were the first time TF was viable, I think fewer people would be annoyed). Also, to be fair I don't think most people knew that TF was fundamentally broken before the TF/Fizz and TF/Aphelios meta, previously most people thought TF/Swain and TF/Go Hard might just be flukes (and lots of people resisted the idea of a TF nerf, such as Mogwai). Because of that, I think that it made sense for them to wait a bit longer to nerf TF, although I think it could have been nerfed at the launch of Shurima along with the Aphelios nerf.
Since I started this thread back in November 2020, I have a few housekeeping questions about its future:
1) Did you like the information and/or dialogues in this thread?
2) Do we want to continue this for the next rewards track and if so should a new thread be created instead of keeping this one alive?
Personally, I really enjoyed this thread and received some useful info/tips from my fellow HS players which helped me along my climb of the rewards track. So I would very much like for this thread to be repeated for the upcoming rewards track. Also, to have it more partitioned, a separate thread per rewards track sounds more logical to me.
I really liked this thread and it was great for me to track my progress. I´d love to have another thread for the new RT, I was even planning to make myself one, if you wouldn´t repeat it. So I´m all in for you to make a new one :)
This is probably the best on-curve beast to follow with Dire Frenzy. I don't know how consistent finding those buffed copies will be, but Pack Kodo is also just good at getting you a card appropriate for your situation, even if that situation is smORC.
I think that your change about his level up makes sense enough but I don't think you should give him another ability. The main reason is because Red card and Yellow card will become insane and it will actually make him even better than he is right now. It doesn't matter if he doesn't proc it more than once after that because all he will be is a 4 mana 2/2 that does X and draws a card, and that is currently half his issue. His play effect gave the user so much advantage and this will make it even worse. I do like the level up requirement change though.
Aphelios:
I think that nerfing him to 4 mana is such a huge nerf because it messes up his curve too greatly. I think his main issue is more towards cards like Veiled Temple and the protective spells Targon has. Making him 4 mana will overall make Aphelios worse but that means that there's a potential for Aphelios decks to just cut Aphelios for another card. Might be wrong on this because I haven't played too much Aphelios but I can say for sure that it will definitely void him from seeing play in the current meta.
Changing it so that his moon weapon phase resets is more of a change that I dislike not because it's just not consistent with other champions that reset their abilities when leveled up. e.g. Lucian, Sejuani, Kindred.
Viktor:
Good change? The only issue is as you pointed out some keywords are indefinitely better than the others and should cost more. The issue is that how can you determine what the cost is before being played? It's a bit too confusing so I would say that you shouldn't really change it too much.
Making his level up requirement weaker but his level up payoff stronger isn't a good idea imo.
I think that all Viktor needs is a stat buff out of anything to be playable. As of now he just doesn't trade well into anything when dropped on 4, though I suppose that's the point.
Nocturne:
Yeah, 100% agreed. Though at the same time I feel like you underestimate how often you will actually level him up by doing so. It will just make it so that Nocturne will be stronger without Nightfall package therefore making Targon's Nightfall cards to be worse.
Fiora:
Just say she needs 6 to kill btw.
Also while I think this is a decent change, the main issue is that her 4 kill effect is due to her flavor. Her LoL counterpart needs to hit 4 times and this is their translation into the game so I don't think they would want to change the number of kills needed to win. Would be nice to see them forego this notion though.
Vladimir:
A bit of a hot take but I think Vlad is in an okay position right now. He doesn't really need too much to make him good and operates more like a Deep deck where it's a worthy consideration but not a deck to ever go above tier 2. Changing it so he won't be able to hit his allies more than once is a nerf because you can just choose who to take the hit by repositioning their attack.
Also, Lifesteal is busted on him because it basically means that Vlad just heals to full when you play him. Consider that his skill damages his minions and drains the enemy Nexus as well.
Jarvan IV:
Why Tough? It makes him stronger definitely but not by that much imo. I think what they need to do is just change it so that attackers need to strike and not survive so cards with Quick Attack and attacking 0 attack minions counts towards his level up. Your suggestion isn't bad, it's just that it won't fully fix some of his flaws. (Not saying that mine will though.)
Soul Shepherd:
Uhh, why? Just out of curiosity. I don't see many Azir Hecarim decks. I get why you want to nerf it but seeing as how this deck isn't performing particularly amazingly I actually think that it's unnecessary. It's a pretty important card in matchups where the opponents have Ice Shard or Withering Wail. I think it's fine and nerfing it will just make Ephemerals outside of Azir decks even worse.
Iterative Improvement:
Yeah.
Wiggly Burblefish:
Yeah.
Starshaping:
Yeah.
Hush:
No.
Despite it looking like a nerf, it's actually a buff. It makes it weaker to reactive cards such as Bastion, Deny, Nopeify, but it makes it so much more incredibly stronger to cards that buff stats. You can no longer react to it when you have Sharpsight or Riposte which is not an uncommon answer at all.
Silence and Frostbite cards should NEVER EVER be Fast speed.
Atrocity:
I like Atrocity actually so this is more of a bias than anything else but keep it this way, please. I also don't think Atrocity is the issue in Nasus decks.
Ravenous Flock:
Hardly ever needs 4 damage to kill stuff and I actually like having a card that deals 4 damage in this game. I think making it 2 mana is better.
Overall, your suggestions aren't bad but some are definitely flawed.
Compared to Minefield, I think that this barely just doesn't have enough output to be efficient removal in Priest. This will be nice to randomly generate though I suppose.
I think that classes will ultimately have more synergistic tools available to them than running these somewhat situational watch posts. There is some potential for Priest and Paladin to bring this back with Rally!, but I also think those classes have better three drops to bring back like Nazmani Bloodweaver and Goody Two-Shields.
With the watch posts in general, I just think that classes have more synergistic options than building around these tech cards. There is a chance this and Mor'shan Watch Post are run in Priest and/or Paladin because of Rally!, but again, I think those classes have more synergistic options for their respective gameplans.
Despite being a one mana 1/3, I think this is going to suffer the same fate as Raptor Hatchling where shuffling a one cost minion into your deck is a considerable downside (expect in Hatchling's case with Zombeasts against Warriors back in the day). I think drawing an extra one mana card in the midgame instead of a better on curve play is going to be brutal and may outweight the benefit of running a one mana 1/3 beast.
For TF, I think the problem is that his current lvl up requirement is very exploitable, like rummage into double stress testing, and the more the game develops the more card draws and potential exploits can pop up, that's why I suggested changing his requirement so it includes "in different rounds" so that it's impossible to lvl him up in a single turn, and considering his power afterwards 3 or 4 turns seem fair.
For Aphelios, people are complaining to nerf him, I personally don't think he needs it but if anything, a cost increase would be just the thing.
Is Vlad really useful in any deck that does not use Scargrounds? He's good in like one or two very specific scenarios, I thought allowing more room for deckbuilding around him should do the trick, and I agree that lifesteal could be a bit much, but I'm curious how it would work regardless.
Iterative Improvement change is just there as a potential TF Fizz nerf, but I'm just thinking it may end up being oppressive in another future deck that uses elusives, it's kinda a "just in case" suggestion.
As for Atrocity I just don't like how it's used on champions with a lot of power, there is so much more you could do with them, like after playing around with Nasus for a while I really found this card to be unnecessary to win, people expect Atrocity when they see me playing Nasus Kindred, but then I don't and win anyway. I just think it's a very lazy card, by that I mean it makes people lazy cuz it does not allow space for more creative strategies, just "has power=attrocity EZ GG" I am 90% sure I'm biased here though xD
I'll miss Murozond the Infinite and Mindflayer Kaahrj a lot. These are probably the most fun minions that Priest had in a long time. Murozond was an incredible way of getting some good value while still generating a threat and it is my favorite card in the game. Kaahrj is the most flexible minion that Priest has and it baffles me that they didn't choose him for the core set as he works well for Tempo archetypes and also scales well into the late game by copying the opponent's big threats. I'd take Murozond as well as it is powerful but requires planning to be used well. Instead, we got the amazingly garbageNatalie Seline again, one of the most underwhelming and uninspired cards of all time. Priest got screwed over hard with that core set.
Honorable mention to Deathwing, Mad Aspect. Incredible animation and very useful for Control and Big Warrior.
I get the feeling this is like a one mana discount on Cobra Shot, which is nowhere near as good as Corrosive Breath in terms of cost. I just don't think Piercing Shot provides enough tempo to Hunter to warrant running it in your Hunter deck.
Thanks. I’ve been assuming they had some plan in place - when they announced the system of new “sets” every 6 months and “expansions” every 2 months, they even said they this terminology would be important for future changes in the game. That sounded like they had something concrete in mind at the time. I can’t tell where they actually are now in these plans.
Thank you for putting this article together. It’s great!
This has proven to be a somewhat efficient tech card against combo decks that require certain minions or a Sap with a body, so I definitely think Shadow Hunter Vol'jin will continue to be considered to be a tech card with good use for certain matchups.
With my limited knowledge, I can only imagine that such a glitch might have something to do with performance or synchronizing data (web farms, load balancing, etcetera), but I also wonder what the real cause is.
I have also experienced this glitch and quite a few of the other glitches posted on the forum. I wonder what could have happened to cause these changes?
The issue I see with Condemn (Rank 1) is that Control Priest doesn't care to have a discounted 2 damage AoE starting on turn five, I think they care more about having that AoE breakpoint as early as possible in Holy Nova. I also don't see the rank one breakpoint being impactful enough and the rank three breakpoint being too slow for the mana requirement you have to reach.
The Cards We're Going to Miss Plenty When Descent of Dragons Rotates
Sule, you may enjoy playing Skydivjng Instructor to tutor Cleric in inner fire priest in Wild, it's lovely.
Rewards Track: Current progress
Well, in that case I am more than happy to pass the torch over to you, Alleria. Feel free to create the new Rewards track thread and I will certainly be one of the first ones to join the great new discussion! 🤠
Actual balance suggestions, TF, Aphelios, Viktor, Nocturne, Fiora, Vlad, Jarvan, and more.
TF:
The new perk was just there to make his lvl up possible in all decks, if my suggestion was to go through without the perk, it would be outright impossible to lvl him up without extra card draw, which not every deck has. My main point about him is just making something that requires him to see you do something in different rounds so that no new loophole exploits come up in the future which would let people level him up in a single turn.
Aphelios:
I honestly think he does not need nerfs because he is actually difficult to play, but people are complaining about him and I thought this is one thing they could do, though perhaps moon weapons not counting towards phasing is a better option if anything.
Also I did not know other champs reset when leveling up, Fiora does not reset her kill progress when leveling up, so I thought it was not intended, another argument to make Fiora's kill count reset on a level up.
Viktor:
Quite simply you will always be able to choose a keyword you can afford, perhaps having some sort of "fixed RNG" could do the trick too, like you will always roll a random cost 1 keyword, a cost 2-3, and 4+ let's say, if you already have all keywords from a certain cost range you will just get more options for the ones ur missing.
Remember that he gains stats over-time, he is not supposed to be traded for anything.
For the lvl up requirement and payoff, well currently it takes quite a bit to level him up and the payoff is not great, so you either make it easier to get a current "meh" payoff or make the reward better, I just like the 2nd option.
For Vlad I think Imma edit it so it's more clear what I meant, simply when Vlad hits an ally with his skill for the first time he will deal 1 to them, and every other time he'll "do 0 damage" aka strike them for 0, meaning that "if I survive the damage" effects will be triggered without actually taking any damage.
It may or may not end up busted but currently, Vlad works in like 1 or 2 decks and with this change, he'll be at least considerable in other strategies without Scargrounds, which was my goal.
Soul Sheperd:
I think it would be more consistent with other followers, like the Targonian cards that "make it always day time" or "dragon allies cost 1 less", silencing those cancels the effect, and "granting" anything to ephemerals is weird anyway.
For Atrocity I just think it makes people lazy, or forces them to be lazy, instead of being creative and thinking of a good strategy that uses the nice design Nasus has they just slap this card and call it a day cuz it's the fastest. I just don't like how it's the best way to play decks with high-power characters, it's not only about Nasus but also Nautilus. Like there is all that creative stuff you could do with those champions but then this card says NAH, screw your strategizing if it has power just kill it and you win. Not a fan.
About Hush, so how would you nerf it? 4 cost perhaps?
For the Ravenous Flock that's the 2nd change I thought of, thing is with Noxus it seems too easy to enable when you have things like Death Lotus, either 3 damage or 2 mana cost will do the trick I think.
Legends of Runeterra Will Only Have 10 Regions, Balance, Patches, Dev, & More - Riot Dovagedys Dev Interview Recap
I think you and Riot actually don't disagree as much as you think you do. Riot has already confirmed that TF is a problem and will be nerfed, so they understand that TF is the real issue. The only reason he's bringing up TF's playrate is to show that the issue is less with his playrate and more with how long he's been top tier (if this were the first time TF was viable, I think fewer people would be annoyed). Also, to be fair I don't think most people knew that TF was fundamentally broken before the TF/Fizz and TF/Aphelios meta, previously most people thought TF/Swain and TF/Go Hard might just be flukes (and lots of people resisted the idea of a TF nerf, such as Mogwai). Because of that, I think that it made sense for them to wait a bit longer to nerf TF, although I think it could have been nerfed at the launch of Shurima along with the Aphelios nerf.
Rewards Track: Current progress
I really liked this thread and it was great for me to track my progress. I´d love to have another thread for the new RT, I was even planning to make myself one, if you wouldn´t repeat it. So I´m all in for you to make a new one :)
Thread post edits not immediately visible
Yeah, I´ve noticed this too. Would be nice to get some feedback about it.
The Cards We're Going to Miss Plenty When Descent of Dragons Rotates
Probably 8:00 A.M. (PT). That is when most updates are.
New Hunter Minion - Pack Kodo
This is probably the best on-curve beast to follow with Dire Frenzy. I don't know how consistent finding those buffed copies will be, but Pack Kodo is also just good at getting you a card appropriate for your situation, even if that situation is smORC.
Actual balance suggestions, TF, Aphelios, Viktor, Nocturne, Fiora, Vlad, Jarvan, and more.
TF:
I think that your change about his level up makes sense enough but I don't think you should give him another ability. The main reason is because Red card and Yellow card will become insane and it will actually make him even better than he is right now. It doesn't matter if he doesn't proc it more than once after that because all he will be is a 4 mana 2/2 that does X and draws a card, and that is currently half his issue. His play effect gave the user so much advantage and this will make it even worse. I do like the level up requirement change though.
Aphelios:
I think that nerfing him to 4 mana is such a huge nerf because it messes up his curve too greatly. I think his main issue is more towards cards like Veiled Temple and the protective spells Targon has. Making him 4 mana will overall make Aphelios worse but that means that there's a potential for Aphelios decks to just cut Aphelios for another card. Might be wrong on this because I haven't played too much Aphelios but I can say for sure that it will definitely void him from seeing play in the current meta.
Changing it so that his moon weapon phase resets is more of a change that I dislike not because it's just not consistent with other champions that reset their abilities when leveled up. e.g. Lucian, Sejuani, Kindred.
Viktor:
Good change? The only issue is as you pointed out some keywords are indefinitely better than the others and should cost more. The issue is that how can you determine what the cost is before being played? It's a bit too confusing so I would say that you shouldn't really change it too much.
Making his level up requirement weaker but his level up payoff stronger isn't a good idea imo.
I think that all Viktor needs is a stat buff out of anything to be playable. As of now he just doesn't trade well into anything when dropped on 4, though I suppose that's the point.
Nocturne:
Yeah, 100% agreed. Though at the same time I feel like you underestimate how often you will actually level him up by doing so. It will just make it so that Nocturne will be stronger without Nightfall package therefore making Targon's Nightfall cards to be worse.
Fiora:
Just say she needs 6 to kill btw.
Also while I think this is a decent change, the main issue is that her 4 kill effect is due to her flavor. Her LoL counterpart needs to hit 4 times and this is their translation into the game so I don't think they would want to change the number of kills needed to win. Would be nice to see them forego this notion though.
Vladimir:
A bit of a hot take but I think Vlad is in an okay position right now. He doesn't really need too much to make him good and operates more like a Deep deck where it's a worthy consideration but not a deck to ever go above tier 2. Changing it so he won't be able to hit his allies more than once is a nerf because you can just choose who to take the hit by repositioning their attack.
Also, Lifesteal is busted on him because it basically means that Vlad just heals to full when you play him. Consider that his skill damages his minions and drains the enemy Nexus as well.
Jarvan IV:
Why Tough? It makes him stronger definitely but not by that much imo. I think what they need to do is just change it so that attackers need to strike and not survive so cards with Quick Attack and attacking 0 attack minions counts towards his level up. Your suggestion isn't bad, it's just that it won't fully fix some of his flaws. (Not saying that mine will though.)
Soul Shepherd:
Uhh, why? Just out of curiosity. I don't see many Azir Hecarim decks. I get why you want to nerf it but seeing as how this deck isn't performing particularly amazingly I actually think that it's unnecessary. It's a pretty important card in matchups where the opponents have Ice Shard or Withering Wail. I think it's fine and nerfing it will just make Ephemerals outside of Azir decks even worse.
Iterative Improvement:
Yeah.
Wiggly Burblefish:
Yeah.
Starshaping:
Yeah.
Hush:
No.
Despite it looking like a nerf, it's actually a buff. It makes it weaker to reactive cards such as Bastion, Deny, Nopeify, but it makes it so much more incredibly stronger to cards that buff stats. You can no longer react to it when you have Sharpsight or Riposte which is not an uncommon answer at all.
Silence and Frostbite cards should NEVER EVER be Fast speed.
Atrocity:
I like Atrocity actually so this is more of a bias than anything else but keep it this way, please. I also don't think Atrocity is the issue in Nasus decks.
Ravenous Flock:
Hardly ever needs 4 damage to kill stuff and I actually like having a card that deals 4 damage in this game. I think making it 2 mana is better.
Overall, your suggestions aren't bad but some are definitely flawed.
New Priest Spell - Devouring Plague
Compared to Minefield, I think that this barely just doesn't have enough output to be efficient removal in Priest. This will be nice to randomly generate though I suppose.
New Neutral Minion - Mor'shan Watch Post
I think that classes will ultimately have more synergistic tools available to them than running these somewhat situational watch posts. There is some potential for Priest and Paladin to bring this back with Rally!, but I also think those classes have better three drops to bring back like Nazmani Bloodweaver and Goody Two-Shields.
The Cards We're Going to Miss Plenty When Descent of Dragons Rotates
what's the exact time when the new expansion goes live??
New Neutral Minion - Far Watch Post
With the watch posts in general, I just think that classes have more synergistic options than building around these tech cards. There is a chance this and Mor'shan Watch Post are run in Priest and/or Paladin because of Rally!, but again, I think those classes have more synergistic options for their respective gameplans.
New Hunter Minion - Sunscale Raptor
Despite being a one mana 1/3, I think this is going to suffer the same fate as Raptor Hatchling where shuffling a one cost minion into your deck is a considerable downside (expect in Hatchling's case with Zombeasts against Warriors back in the day). I think drawing an extra one mana card in the midgame instead of a better on curve play is going to be brutal and may outweight the benefit of running a one mana 1/3 beast.
Actual balance suggestions, TF, Aphelios, Viktor, Nocturne, Fiora, Vlad, Jarvan, and more.
For TF, I think the problem is that his current lvl up requirement is very exploitable, like rummage into double stress testing, and the more the game develops the more card draws and potential exploits can pop up, that's why I suggested changing his requirement so it includes "in different rounds" so that it's impossible to lvl him up in a single turn, and considering his power afterwards 3 or 4 turns seem fair.
For Aphelios, people are complaining to nerf him, I personally don't think he needs it but if anything, a cost increase would be just the thing.
Is Vlad really useful in any deck that does not use Scargrounds? He's good in like one or two very specific scenarios, I thought allowing more room for deckbuilding around him should do the trick, and I agree that lifesteal could be a bit much, but I'm curious how it would work regardless.
Iterative Improvement change is just there as a potential TF Fizz nerf, but I'm just thinking it may end up being oppressive in another future deck that uses elusives, it's kinda a "just in case" suggestion.
As for Atrocity I just don't like how it's used on champions with a lot of power, there is so much more you could do with them, like after playing around with Nasus for a while I really found this card to be unnecessary to win, people expect Atrocity when they see me playing Nasus Kindred, but then I don't and win anyway. I just think it's a very lazy card, by that I mean it makes people lazy cuz it does not allow space for more creative strategies, just "has power=attrocity EZ GG" I am 90% sure I'm biased here though xD
Reviewing Hearthstone's New Priest Cards Arriving in Forged in the Barrens
Never dust a Golden Lightshower.
The Cards We're Going to Miss Plenty When Descent of Dragons Rotates
I'll miss Murozond the Infinite and Mindflayer Kaahrj a lot. These are probably the most fun minions that Priest had in a long time. Murozond was an incredible way of getting some good value while still generating a threat and it is my favorite card in the game. Kaahrj is the most flexible minion that Priest has and it baffles me that they didn't choose him for the core set as he works well for Tempo archetypes and also scales well into the late game by copying the opponent's big threats. I'd take Murozond as well as it is powerful but requires planning to be used well. Instead, we got the amazingly garbage Natalie Seline again, one of the most underwhelming and uninspired cards of all time. Priest got screwed over hard with that core set.
Honorable mention to Deathwing, Mad Aspect. Incredible animation and very useful for Control and Big Warrior.
New Hunter Spell - Piercing Shot
I get the feeling this is like a one mana discount on Cobra Shot, which is nowhere near as good as Corrosive Breath in terms of cost. I just don't think Piercing Shot provides enough tempo to Hunter to warrant running it in your Hunter deck.
Legends of Runeterra Will Only Have 10 Regions, Balance, Patches, Dev, & More - Riot Dovagedys Dev Interview Recap
Thanks. I’ve been assuming they had some plan in place - when they announced the system of new “sets” every 6 months and “expansions” every 2 months, they even said they this terminology would be important for future changes in the game. That sounded like they had something concrete in mind at the time. I can’t tell where they actually are now in these plans.
Thank you for putting this article together. It’s great!
New Neutral Minion - Shadow Hunter Vol'jin
This has proven to be a somewhat efficient tech card against combo decks that require certain minions or a Sap with a body, so I definitely think Shadow Hunter Vol'jin will continue to be considered to be a tech card with good use for certain matchups.
Barrens Spell Hunter
Seems bad
Thread post edits not immediately visible
With my limited knowledge, I can only imagine that such a glitch might have something to do with performance or synchronizing data (web farms, load balancing, etcetera), but I also wonder what the real cause is.
Legends of Runeterra Will Only Have 10 Regions, Balance, Patches, Dev, & More - Riot Dovagedys Dev Interview Recap
Like you said, I think that he just made a mistake when trying to remember Ionian champions from atop of his head.
As for Rengar his latest lore says that his original tribe hail from Shurima but that he currently lives in Ixtal were he is hunting Kha'Zix.
Thread post edits not immediately visible
I have also experienced this glitch and quite a few of the other glitches posted on the forum. I wonder what could have happened to cause these changes?
New Priest Spell - Condemn (Rank 1)
The issue I see with Condemn (Rank 1) is that Control Priest doesn't care to have a discounted 2 damage AoE starting on turn five, I think they care more about having that AoE breakpoint as early as possible in Holy Nova. I also don't see the rank one breakpoint being impactful enough and the rank three breakpoint being too slow for the mana requirement you have to reach.