Hearthstone releases crap Legendaries all the time, but Runeterra wants you to play with everybody.
This is great. I don't even care what these cosmetics are; just the idea is fantastic.
Champions in LoR fill a completely different role than Legendaries in HS.
LoR has a cap limit on champions in a deck, and champions are build around mechanics. You generally build a deck based on 2 things, the champions you put in the deck, and the core strategy associated with those champions (sometimes flexible enough to have more variants, but generally only 1-2 core strategies exist per champion currently). If your champion dies, you have multiple chances to replay the champion due to allowing 3 copies of a champion in your deck. Losing all your copies, generally is an indicator that you've lost the match (barring special circumstances) since champions are so core to your win condition.
Legendary cards in HS are unique, 1 per deck. And barring gimmicks which allow you to copy them, can't be resummoned. Legendary cards act more like "power plays" in HS. Yes some of them are core win conditions (like Mozaki, ETC, or Antonidas), but often even if those cards are removed, you still have a chance to win the game. The win condition of decks in HS is much more loosely defined by the power of the individual cards, and less about the overall synergy. (Please don't read this as that I'm saying HS doesn't require deck synergy, it does, just less than Runeterra seems to require.)
Lastly, the powerlevel of Champions/Decks in Runeterra is much more closely defined in difference than decks in HS. The top winrate decks in Hearthstone usually boast somewhere around 55-58% winrates, and can be as much as 5-8% of the entire meta, while the bottom meta decks usually have somewhere to 40-48% winrates, creating a discrepancy of somewhere between 10-15% between the best meta deck and the worst meta deck. The top winrates in LoR tend to stay similar to HS, but the bottom meta decks usually never dip below an even 50%. In addition LoR decks/champions since they are so closely tuned, tend to not carve out more than 1-3% of the meta, which means you see a lot more meta variety while playing the ladder.
So in short: "crap legendaries" are more or less power or niche legendaries (maybe even just fun or memey legendary cards), where champions are generally never memey in LoR since they are the core of a deck. (meme cards may be inserted into decks to have fun or support an archetype, like for example The Howling Abyss), but generally the champions themselves originally put into a deck are not memey.
As for the cosmetic aspect of this article, I guess it's cool? I mean it's not anything to write home about, all the "cosmetic" does is give you a leveled chevron depending on how much you've played that champion. Maybe it will evolve into something more, but this preliminary view into the cosmetic isn't anything that is telling me "this really encourages you to play this champion", any more than playing meta decks/champions would.
This card's value will be entirely based on whether it survives its first trade. If not, it's just a 7 mana removal (possibly not even that). If it does, it's massively good.
If you summon it on turn 5 using Overgrowth or Lightning Bloom, it's quite likely to survive the trade. Later in the game it might not survive every trade, but then you probably have more freedom to pick the right moment for it.
Definitely seems like a contender for N'zoth style decks but the front half is the one you want back. The taunt side isn't aweful but still clutters the rez pool a bit.
What beast are you playing that you would rather see resurrected than a 6/7 taunt? Usually I'm already content to get Circus Amalgam back.
I know the guardian is going out soon. Like I said a 6/7 taunt isn't bad but I tend to prefer rush for immediate action or reborn for sticking around if I can get it.
Winged Guardian is a strictly better resurrection indeed. Whether taunt or rush is better depends on the situation: rush gives you more control, but versus a wide board you run the risk of removing one minion and then getting hit in the face by the rest. It also depends on what other minions you have in the rez pool: all-taunts is vulnerable to AoE, so you probably want a mix of rush, taunt and deathrattle.
Druid of the Plains is more defensive when first played than Marsh Hydra and easier to play early than a corrupted Pearltusk, which is important if there is any aggro in the meta. I think that advantage would outweigh the small differences in resurrect value, since it will come up more often: both because you can play Druid of the Plains as a 2-of and because you have to get through the early game before you get to play N'Zoth.
If your opponent already has a big minion in play by the time you draw Druid of the Plains, you do have the option to sacrifice the first half and then try to get the frenzy to trigger on the N'Zoth turn. I don't think this will come up often, but it might when two slower decks face each other.
Are all the classic set dragon aspects rotating and will we be able to dust them for a full refund similar to HoF rotation in the past? The post only mentions Malygo, but I assume OG Ysera and Deathwing would also rotate to wild?
Ok, a 1-mana 1/3 is almost always good. Obviously you can look at Dwarven Sharpshooter, Northshire Cleric and pre-nerf Mana Wyrm just to name a few. But Dire Mole saw a lot of play and didn't even do anything! Plus this has a really neat effect.
This card's value will be entirely based on whether it survives its first trade. If not, it's just a 7 mana removal (possibly not even that). If it does, it's massively good.
Its's an insane 1 mana play to predict and get a 2/2 although having to wait 2 turn makes the 2/2 an aspect of the card worthless later in the game so you end up with a 1 mana landmark predicting once... what is still not bad for a 1drop in the lategame... definetely going to see play
Given that predict is kinda like scry 3 from mtg and given that scry 2 is considered as valuable as drawing a card... this card is powerful, very powerful actually
This card is as strong as it is a gamble. And its insanely strong. Yes you can "miss" with her quite easily by never drawing the cards buffed but imagine you draw/ tutor the buffed unit on the very next turn? Classic 7/7 base-statline renekton?... ouch!
This card is so unreliable but possibly game breaking... Its quite the opposite of fun and tame card design and I think we will see this card nerfed very soon...
The prefect cards for those who want to stay in Iron. Slow, unreliably and not more than fancy when it goes off and no, we wont see a deck with Counterfeit Copies making this work
We're Getting a Year of the Phoenix Card Pack - Possible Bundle Incoming? (Bonus: Phoenix Pack Simulator)
It is a shame that if nobody uses the pack opener, then the only link to it is tucked away.
Hearthstone's Former Game Director, Ben Brode, Shines Light on the Origins of Vanessa VanCleef's Art From WoWTCG
I thought they were just different syrups for pancakes. Surely there's nothing neferious about syrup covered daggers?
Is Targon Ruining Your Enjoyment Of The Game?
Yeah personally I'm fine with it too.
Winrates all around are basically even
You're not gonna find anything that tops 55 percent reliably right now
and if I had to guess that's where the real frustration is
There is no best deck, there is no laddering guarantees.
No this beats the meta, here the hot new list.
It's just a lot of well balanced cards
Also new cards aren't better than old ones, and that's what really bugs people
Cor's Pack
Nice spread of classes and expansions, all in staple decks!
Is Targon Ruining Your Enjoyment Of The Game?
Right now? I wouldn't say so, but before the nerf to pale cascade and hush? most definitely.
BlizzConline Hearthstone Developer Q&A Panel Live Recap
It most likely was the Mercenaries mode which they now pushed back into the next expansion.
Is Targon Ruining Your Enjoyment Of The Game?
So increasingly I've noticed a sentiment that people just aren't having as much fun with Runeterra
After the slow ascension of Targon as the best control region.
I wanted to hopefully put together a list of features along with everyone else
That pinpoints what these issues are.
Keep in mind I love Targon personally but this is for the good of the player base
Silences - Stop the go big strategy
Playing a card like Braum as a win con prior to Targon was never meta defining but it was possible
Now I wouldn't ever recommend stacking more than one take heart on him, and you probably don't main deck it
card advantage - stops the removal strategy
Shadow Isles control or corina control used to be a valid way to play the game
But now that every card in Targon tutors for a bigger threat you will never out remove a skilled opponent.
Ledros is a pretty big casualty here
combo - stops the slow speed strategy
While Zoe Lee Sin isn't actually a top tier deck, in fact it's kinda bad
It does punish certain card speed so hard to delete them entirely
cards like trueshot barrage were never great but they were playable in certain scenarios
Image spending 7 mana against a Lee sin with 6 counters and burst speed interaction
Healing stops the burn strategy
Burn aggro used to be the highest played deck in Runterra
Even greater than Kinkou elusives by a long shot
The fact that a 0 champion aggro list doesn't exist anymore
Is really punishing for new players that only want to play a few games a week
Here are just some possible reasons players are enjoying the game less
let me know what you come up with in the comments
New Neutral Minion - Peon
Just meh card.
Can see play at arena, but not in constructed.
How Champion Mastery Works in Legends of Runeterra
Champions in LoR fill a completely different role than Legendaries in HS.
LoR has a cap limit on champions in a deck, and champions are build around mechanics. You generally build a deck based on 2 things, the champions you put in the deck, and the core strategy associated with those champions (sometimes flexible enough to have more variants, but generally only 1-2 core strategies exist per champion currently). If your champion dies, you have multiple chances to replay the champion due to allowing 3 copies of a champion in your deck. Losing all your copies, generally is an indicator that you've lost the match (barring special circumstances) since champions are so core to your win condition.
Legendary cards in HS are unique, 1 per deck. And barring gimmicks which allow you to copy them, can't be resummoned. Legendary cards act more like "power plays" in HS. Yes some of them are core win conditions (like Mozaki, ETC, or Antonidas), but often even if those cards are removed, you still have a chance to win the game. The win condition of decks in HS is much more loosely defined by the power of the individual cards, and less about the overall synergy. (Please don't read this as that I'm saying HS doesn't require deck synergy, it does, just less than Runeterra seems to require.)
Lastly, the powerlevel of Champions/Decks in Runeterra is much more closely defined in difference than decks in HS. The top winrate decks in Hearthstone usually boast somewhere around 55-58% winrates, and can be as much as 5-8% of the entire meta, while the bottom meta decks usually have somewhere to 40-48% winrates, creating a discrepancy of somewhere between 10-15% between the best meta deck and the worst meta deck. The top winrates in LoR tend to stay similar to HS, but the bottom meta decks usually never dip below an even 50%. In addition LoR decks/champions since they are so closely tuned, tend to not carve out more than 1-3% of the meta, which means you see a lot more meta variety while playing the ladder.
So in short: "crap legendaries" are more or less power or niche legendaries (maybe even just fun or memey legendary cards), where champions are generally never memey in LoR since they are the core of a deck. (meme cards may be inserted into decks to have fun or support an archetype, like for example The Howling Abyss), but generally the champions themselves originally put into a deck are not memey.
As for the cosmetic aspect of this article, I guess it's cool? I mean it's not anything to write home about, all the "cosmetic" does is give you a leveled chevron depending on how much you've played that champion. Maybe it will evolve into something more, but this preliminary view into the cosmetic isn't anything that is telling me "this really encourages you to play this champion", any more than playing meta decks/champions would.
New Druid Minion - Druid of the Plains
If you summon it on turn 5 using Overgrowth or Lightning Bloom, it's quite likely to survive the trade. Later in the game it might not survive every trade, but then you probably have more freedom to pick the right moment for it.
New Druid Minion - Druid of the Plains
Winged Guardian is a strictly better resurrection indeed. Whether taunt or rush is better depends on the situation: rush gives you more control, but versus a wide board you run the risk of removing one minion and then getting hit in the face by the rest. It also depends on what other minions you have in the rez pool: all-taunts is vulnerable to AoE, so you probably want a mix of rush, taunt and deathrattle.
Druid of the Plains is more defensive when first played than Marsh Hydra and easier to play early than a corrupted Pearltusk, which is important if there is any aggro in the meta. I think that advantage would outweigh the small differences in resurrect value, since it will come up more often: both because you can play Druid of the Plains as a 2-of and because you have to get through the early game before you get to play N'Zoth.
If your opponent already has a big minion in play by the time you draw Druid of the Plains, you do have the option to sacrifice the first half and then try to get the frenzy to trigger on the N'Zoth turn. I don't think this will come up often, but it might when two slower decks face each other.
BlizzConline Hearthstone Developer Q&A Panel Live Recap
Are all the classic set dragon aspects rotating and will we be able to dust them for a full refund similar to HoF rotation in the past? The post only mentions Malygo, but I assume OG Ysera and Deathwing would also rotate to wild?
More Mercenaries infos from an ign Interview
Hmmmmmmm..... nahhh! Not newsworthy.
;)
More Mercenaries infos from an ign Interview
edit: techpuls just released a new Interview with more new informations:
- There will be around 40 mercenaries at launch
- equipment will enhance the abilites (so they are not just stat upgrades)
- pvp will be optional
Rewards Track: Current progress
Level 162, 11700 gold, one more month to go.
New Priest Spell - Desperate Prayer
Guys, maybe now there will finally be a viable control archetype for Priest!
Ok, but seriously, this could have some traction as a Shadow Priest card.
New Hunter Minion - Sunscale Raptor
Ok, a 1-mana 1/3 is almost always good. Obviously you can look at Dwarven Sharpshooter, Northshire Cleric and pre-nerf Mana Wyrm just to name a few. But Dire Mole saw a lot of play and didn't even do anything! Plus this has a really neat effect.
New Druid Minion - Druid of the Plains
This card's value will be entirely based on whether it survives its first trade. If not, it's just a 7 mana removal (possibly not even that). If it does, it's massively good.
New Shurima Card - Khahiri the Returned
with overwhelm it could have been a decent card, but by mana 6 your opponent will have many fearsome blockers.
New Shurima Landmark - Ancient Preparations
Its's an insane 1 mana play to predict and get a 2/2 although having to wait 2 turn makes the 2/2 an aspect of the card worthless later in the game so you end up with a 1 mana landmark predicting once... what is still not bad for a 1drop in the lategame... definetely going to see play
New Shurima Card - Aspiring Chronomancer
Given that predict is kinda like scry 3 from mtg and given that scry 2 is considered as valuable as drawing a card... this card is powerful, very powerful actually
Watch the Legends of Runeterra Empires of the Ascended Cinematic - Card Reveals Daily!
All right, now this is fully off topic. But from card games point, what a day for me. :)
New Shurima Card - Xenotype Researchers
This card is as strong as it is a gamble. And its insanely strong. Yes you can "miss" with her quite easily by never drawing the cards buffed but imagine you draw/ tutor the buffed unit on the very next turn? Classic 7/7 base-statline renekton?... ouch!
This card is so unreliable but possibly game breaking... Its quite the opposite of fun and tame card design and I think we will see this card nerfed very soon...
New Shurima Card - Khahiri the Student
A 3 mana 4/4? Well Loyal Badgerbear already shown us that this is nothing to joke about. It might form a decent midrange deck for shurima
New Shurima Card - Khahiri the Returned
The prefect cards for those who want to stay in Iron. Slow, unreliably and not more than fancy when it goes off and no, we wont see a deck with Counterfeit Copies making this work