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  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    The other four cards I named - Battlefiend, Satyr Overseer, Altruis the Outcast, and Warglaives of Azzinoth are all OP cards in their own right because of their strong synergy with Demon Hunter's hero power and Chaos Strike, another OP staple of the class (that probably doesn't need a nerf, but boy do I hate how Skull of Gul'dan chains into it). You don't need to nerf those other four, even Altruis, if you deal with Twin Slice.

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    That way you would not nerf the card: you would kill it.

     

  • Twitch Rivals Legends of Runeterra Showdown Results and Decklists

    I feel bad for Moagwai that won against Swim but because of the timer (and Swim roping) ended up in a draw and didn't even make it to the top8. I'm happy for Kibler tho, my favorite HS streamer by far margin, and performing well in this game too. CardID or NameBADCARDNAME

  • Buff Vi.

    Quote From GerritDeMan
    Quote From BasilAnguis

    I think Vi is bad, but not in the way OP said it. Vi is among the champs who their level up is secondary to their baseline versions. This is bad  in my eyes, you should try to level up your champs all the time, that's one of the selling points of the game. Braum and Sejuani suffer from this as well. Their leveled up forms simply aren't worth the time and effort they require to achieve. Sure, no one will complain if Vi levels up and slowly punches the enemy nexus to death, but she's used as just a good challenger unit, not a real build around. Her whole package of drawing cards, spamming 2 cost stuff fell flat. They work better in Jinx decks! And that's the opposite of how it should be thematic wise.

    I partly agree with this, because I think levelling up a champion should something that feels rewarding, but I don't think Braum and Sejuani have the same problem as Vi regarding their level ups.

    Playing against a Braum, especially a buffed one, always forces you to keep his level up in mind, because he will create huge amounts of value once he reaches that point, and therefore his potential to level up is certainly impactful.

    Sejuani may be really hard to level, but she also gives a huge advantage if the player manages to do it, and thereby players are still encouraged to try to level her (or prevent it when playing against her).

    Vi's level up, on the other hand, isn't really in the form of "do X, then I do Y". She levels more gradually, but actually levelling her takes a lot of effort and the payoff just isn't really worth it (at least based on my experiences with her so far). Because of this and her base form already being strong enough, players are not encouraged enough to level her and instead play her as a very strong challenger unit.

    I think better comparisons to Vi are Draven, Vladimir, Shen, Tryndamere, and Heimerdinger, because they are all champions that you don't play more for their base form and not because you want to level them (Although Tryndamere is a bit of an odd one regarding his level up). Draven, like Vi, is just a very solid card on his own that you don't play with the purpose of levelling him. The main difference with Vi is that he is still quite a bit easier to level and his levelled form is also much more threatening compared to his base form. Vladimir is kind of the same in that he is played for his base form effect and his levelled form just gives him a good bonus effect. The same can be said for Shen, because he is mainly played for his unique support effect. Sadly I hardly ever see Shen being played so I can't say for sure whether his level up is rewarding enough for the amount of effort it requires, but I don't think it's encouraging enough to consistently try to level him. Tryndamere, like I mentioned, is a weird one because he levels up very easily, but he is only played because he is a big dude with overwhelm that helps you finish the game, and that also happens to be difficult to deal with because he needs to be killed two times. And finally, Heimerdinger is also a champion that is almost solely played for his base effect, and his level up is just a nice bonus.

    And here is where I partly disagree with the post above, because I don't think every champion should be played for the sole purpose of levelling up. However, I do think that they should at least meet one of the following requirements:

    1. A unique base effect in combination with a fitting level up that is rewarding enough for the amount of effort it requires (like the examples I mentioned above)

    2. A very rewarding level up that players should almost always want to achieve, which can excuse a lackluster base form (e.g. Kalista, Ezreal, Maokai, Thresh and Swain).

    I think Vi certainly doesn't meet requirement 2, and I think it's debatable whether she meets requirement 1. I think I would lean more towards the opinion that her level up isn't rewarding enough for the effort it requires.

    Yes, you are correct. My examples were kinda bad, i just said what came to mind on the moment. Tbh i forgot Shen was even in the game. I disagree on Tyrnda actually, before at least he was played in Warmother's Call decks and one of his strong points was the level up condition (you could use Atrocity and have him survive and get bigger or clear the board with Ruination).

  • Neoguli's Custom Rogue Core Set Changes

    Quote From Neoguli

    I've currently have saved changes to some cards, aswell as a new card. Debating if the Pirate should be from the game already or should be my new card. Also got a replacement for Mimic Pod, and may reinclude Plaguebringer alongside Assassin's Blade.

    Honestly thanks @AngryShuckie for your deep insight!

    You're welcome.

    Regarding the pirate, if you were to use an existing card I would consider either Cutthroat Buccaneer or Southsea Squidface. Both are a tame power level but have seen some competitive play nonetheless, and have a weapon focus so you keep with the Classic design of the tribe. Beyond that you could choose between a combo or deathrattle effect, both of which are of course ever-present for the class.

    The downside is you don't want to overload the rogue core set with weapon buffs, so maybe a pirate with inter-pirate synergy instead is better. Plus the Squidface would probably want a new name and art if moved to Classic since it is currently very Old Gods-y.

  • List of Runeterra Daily Quests

    Staff

    Havent found a place where they would be written down either, so i guess we can start! :) Here is what i got today (with 2 rerolls):

    NameDescriptionRequirementXP
    Are you afraid?Attack with Fearsome units0/81000
    Champion victoryWin a game with Lucian or Vi in your deck0/11000
    Go for the throatDeal Nexus damage0/251000
    This spells trouble +Cast 2+ spells in the same round0/61000
    To battle!Deal damage with Shadow Isle or Ionia cards0/401000

     

  • Super Aggro Odd DH

    Pro

    Just hit Diamond 5! A new high rank for me (last month was Diamond 7). Going to keep pushing. Upcoming nerf to Priestess and Sigil Runner shouldn't make much difference.

  • Buff Vi.

    Quote From GerritDeMan
    Quote From BasilAnguis

    I think Vi is bad, but not in the way OP said it. Vi is among the champs who their level up is secondary to their baseline versions. This is bad  in my eyes, you should try to level up your champs all the time, that's one of the selling points of the game. Braum and Sejuani suffer from this as well. Their leveled up forms simply aren't worth the time and effort they require to achieve. Sure, no one will complain if Vi levels up and slowly punches the enemy nexus to death, but she's used as just a good challenger unit, not a real build around. Her whole package of drawing cards, spamming 2 cost stuff fell flat. They work better in Jinx decks! And that's the opposite of how it should be thematic wise.

    I partly agree with this, because I think levelling up a champion should something that feels rewarding, but I don't think Braum and Sejuani have the same problem as Vi regarding their level ups.

    (Most of quote in spoiler)

    Show Spoiler

    Playing against a Braum, especially a buffed one, always forces you to keep his level up in mind, because he will create huge amounts of value once he reaches that point, and therefore his potential to level up is certainly impactful.

    Sejuani may be really hard to level, but she also gives a huge advantage if the player manages to do it, and thereby players are still encouraged to try to level her (or prevent it when playing against her).

    Vi's level up, on the other hand, isn't really in the form of "do X, then I do Y". She levels more gradually, but actually levelling her takes a lot of effort and the payoff just isn't really worth it (at least based on my experiences with her so far). Because of this and her base form already being strong enough, players are not encouraged enough to level her and instead play her as a very strong challenger unit.

    I think better comparisons to Vi are Draven, Vladimir, Shen, Tryndamere, and Heimerdinger, because they are all champions that you don't play more for their base form and not because you want to level them (Although Tryndamere is a bit of an odd one regarding his level up). Draven, like Vi, is just a very solid card on his own that you don't play with the purpose of levelling him. The main difference with Vi is that he is still quite a bit easier to level and his levelled form is also much more threatening compared to his base form. Vladimir is kind of the same in that he is played for his base form effect and his levelled form just gives him a good bonus effect. The same can be said for Shen, because he is mainly played for his unique support effect. Sadly I hardly ever see Shen being played so I can't say for sure whether his level up is rewarding enough for the amount of effort it requires, but I don't think it's encouraging enough to consistently try to level him. Tryndamere, like I mentioned, is a weird one because he levels up very easily, but he is only played because he is a big dude with overwhelm that helps you finish the game, and that also happens to be difficult to deal with because he needs to be killed two times. And finally, Heimerdinger is also a champion that is almost solely played for his base effect, and his level up is just a nice bonus.

    And here is where I partly disagree with the post above, because I don't think every champion should be played for the sole purpose of levelling up. However, I do think that they should at least meet one of the following requirements:

    1. A unique base effect in combination with a fitting level up that is rewarding enough for the amount of effort it requires (like the examples I mentioned above)

    2. A very rewarding level up that players should almost always want to achieve, which can excuse a lackluster base form (e.g. Kalista, Ezreal, Maokai, Thresh and Swain).

    I think Vi certainly doesn't meet requirement 2, and I think it's debatable whether she meets requirement 1. I think I would lean more towards the opinion that her level up isn't rewarding enough for the effort it requires.

    I 100% agree that the comparisons to Braum and Sejuani are wrong. Both have very powerful Level 2 forms, with Braum being capable of blocking just about any unit and generating a 3/3 with Overwhelm, and Sejuani being able to enable free attacks from anything with Fearsome (or your entire board if she's paired with Ashe). I also don't really think either is all that hard to level up, but they are slow to level, and Freljord doesn't have a ton of tools to make that easier, so you often find yourself relying on other regions to do the heavy lifting of leveling them up. (That's a separate problem for a separate discussion.)

    With respect to the proposed two requirements for a level up, though, I disagree a bit. Your two requirements basically outline a spectrum of champion quality - the worse they are to start, the more impactful their Level 2 form needs to be. But I think there's a second aspect that's not captured in that, so I'd frame it more like this:

    1. Every champion card needs to have a clear way it helps you to win the game*, and it should be usable as a major part of the win condition in its deck
    2. Every Level 1 champion card needs to have its level up condition and base form properly weighted against the ease with which its Level 2 form wins the game. The stronger the Level 2 form, the weaker and less impactful the Level 1 form should be.

    In this construction, it's okay if the level up isn't the be-all-end-all of the champion card, so long as the first requirement is met by the Level 1 form. In other words, your champion doesn't need to be exceptionally powerful, but there should be clear deck archetypes which are made stronger by including that champion.

    The last part of my first requirement is the most important part in my mind, and it's where many of the champions you mentioned (Draven, Shen, Tryndamere) fall short of what's ideal. It's clear that they are all fairly powerful cards (maybe even finishers) in the archetypes they're designed for, but it's not clear that any of them are essential to their archetypes. They're more like tech cards that occasionally show up if the meta game suits them. Nowhere is this more obvious than the current Burn Aggro deck, which runs 0 champions despite looking like a natural fit for Draven

    I think that's probably where Vi is. She's clearly insanely powerful - that's why she currently sees play in every top-tier midrange and control deck (even Demacian Bannerman, where she is occasionally a liability). But she's non-essential - she just shows up because P&Z is a very strong region and she's good in the current metagame as a tech card. All of those decks have other plans for winning the game, and it's not clear what deck/archetype you would play that would see Vi as a major or essential part of winning.

    * A caveat here is that there will always be champions whose path to victory is not viable in a given metagame. Braum is a good example of this today. In his Poro Buff deck, he's an essential part of surviving the early game and generating a sufficiently threatening board to beat your opponent in the mid game. But the Burn Aggro deck goes right over Braum's head, so having him block units doesn't protect your life total much and you lose before your deck gets online. Most of the other major decks in the meta are control decks that don't attack enough in the early to mid game to enable Braum either, and by the late game they have stronger win conditions than him.

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    I would argue the class needs some OP cards to function. The problem was mostly that basically every card they had was above acceptable powerleve. If you reduuce the number of those cards you get more in line with the standard philosophy of playing a few really good cards and a bunch of average cards to support them.

     

    Twin Slice is core to what DH does, similar to Kayn. By nerfing Priestess and Sigil Runner they are already shaving power from other areas that DH shouldn't be as good as

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    Statistically it will because you can snowball the board early and take a lead instead of having to pass turn 1 every game, which makes it easier to beat Demon Hunter (and any other deck that wants to get on the board)

    Realistically it won't make the deck any more competitive than it already is

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    The mighty Stonetusk Boar claims yet another victim. HE CAN'T KEEP GETTING AWAY WITH THIS

  • List of Runeterra Daily Quests

    Does anyone know of a list of all of the daily quests in Legend of Runeterra? I've tried finding one but have had no luck.


    LOR - List of Daily Quests
    Name Description Requirement XP
    All In Good Time Play rounds 0/20 1000
    Any Last Words? Win a game with Thresh and The Ruination in your deck 0/1 1000
    Arachnophilia Attack with Spiders 0/15 1000
    Arcane Apprentice Cast spells from [Region A] or [Region B]* 0/10 1000
    Arcane Apprentice Cast spells 0/12 1000
    Are You Afraid? Attack with Fearsome units 0/8 1000
    Avarosans Stand Together Win a game with Ashe and Winter's Breath in your deck 0/1 1000
    Baking Power Activate Fated OR Summon units 0/10 OR 0/30 1000
    Balance Is Weakness Win a game With Zed and Death Mark in your deck. 0/1 1000
    Bandle Brigade SPend mana on cards from Bandle City 60 1000
    Bladed Fervor
    Start a free attack OR Start an Attack 0/5 OR 0/12 1000
    Brave the Shadows Hit your opponent's Nexus with Elusive units. 0/10 1000
    Breaking Ground Summon or destroy Landmarks. 0/4 1000
    Bolster Buff the power or health of allies in your hand or deck 0/10 1000
    Boundless Limits Ascend Nasus, Renekton, or Azir OR
    Win with leveled Champions
    0/1 OR
    0/2
    1000
    Champion Victory Win a game with [Champion A] or [Champion B] in your deck* 0/1 1000
    Champion Victory + Win games with [Champion A] or [Champion B] in your deck* 0/2 1500
    Champion Your Cause Play Champions from [Region A] or [Region B]* 0/3 1000
    Champion Your Cause + Play Champions from [Region A] or [Region B]* 0/6 1500
    Cheap Shots Play Spells that Cost 3 or Less 0/10 1000
    Cold Shoulder Frostbite Units 0/8 1000
    Conqueror Win a game with [Region]* 0/1 1000
    Conqueror + Win games with [Region]* 0/2 1500
    Cosmic Mischief Win a game with a leveled up Zoe** 0/1 1000
    Critical Hits Perform non-combat strikes. 0/1 1000
    Crowd Control Stun 3 enemy units in a round OR Target enemies 0/1 OR 0/10 1000
    Crowd Control + Stun 3 enemy units in a round OR Target enemies 0/2 OR 0/15 1500
    Crowd Controller Stun units. 0/8 1000
    Death Becomes Them Slay enemy units 0/10 1000
    Dying Words See units with Last Breath die. 0/10 1000
    Easy Mark Grant Units Vulnerable 0/2 1000
    Experiment Successful! Win games in the Lab 0/1 1500
    Fighting Force Attack with units that have 5+ Power 0/8 1000
    Fire in the Caboodle Win a game with Jinx and Rummage in your deck 0/1 1000
    Friendly Fire Target Allies 0/8 1000
    Friendly Fire + Target Allies 0/12 1500
    From the Depths Play Sea Monsters 0/2 1000
    Glorious Evolution**
    Activate Augment 0/10 1000
    Go For Broke Discard cards 0/10 1000
    Go For the Throat Deal Nexus damage 0/25 1000
    Gotcha! Target enemies. 0/12 1000
    Gotcha! + Target enemies. 0/18 1500
    Grand Moments Play cards that cost 6+ mana 0/4 1000
    Grand Moments + Play cards that cost 6+ mana. 0/6 1500
    Heavy Metal

    Play Mecha-Yordles OR

    Strike with 2 or more units in a round

    0/5 OR

    0/15

    1000
    Helping Hands Support allies 0/4 1000
    Hook 'em! Challenge units 0/10 1000
    Into the Fray Play units from [Region A] or [Region B]* 0/20 1000
    It's All In The Cards Draw cards 0/25 1000
    It's All In The Cards + Draw cards 0/40 1500
    Landslide

    Countdown Landmarks OR

    Summon units

    0/15 OR

    0/24

    1000
    Let The Experiment Begin! Play games in the Lab 0/1 1000
    Level Up! Level up Champions 0/2 1000
    Life Is Fleeting Attack with Ephemeral Units 0/10 1000
    Lights out Deal Darkness Damage OR 
    Deal damage with units
    0/20 OR 0/120 1000
    Look To The Stars Spend mana on Celestial cards 0/10 1000
    Loot N' Pillage Trigger Plunder cards. 0/6 1000
    Loot N' Pillage + Trigger Plunder cards. 0/9 1500
    Manaflow Master Spend mana on cards from [Region A] or [Region B]* 0/50 1000
    Manaflow Master Spend mana on cards from [Region]* 0/30 1000
    Mended Wounds Heal damaged allies. 0/15 1000
    New Recruits Play [Region] units* 0/15 1000
    Notoriety

    Activate Reputation effects OR

    Play units that cost 4 or more

    0/6 OR

    0/10

    1000
    Oblivion

    Obliterate cards OR

    Draw cards

    0/2 OR

    0/35

    1000
    On Wings Of Fury Summon Dragons 0/3 1000
    Overwhelming Force Deal damage using units with Overwhelm 0/25 1000
    Point Runner Play Games (Wins count double) 0/5 1000
    Point Runner + Collect points: Wins give 2 points, Losses give 1 point 0/10 1500
    Press The Attack Attack with units from [Region]* 0/15 1000
    Purity and Peace Win a game with Lucian and Senna, Sentinel of Light in your deck 0/1 1000
    Rapid-Fire Deal damage using units with Quick Attack 0/20 1000
    Scout Their Position Attack Twice in the Same Round 0/2 1000
    Shapeshifting Transform a unit OR
    Deal damage
    0/4 OR 0/165 1000
    Shellshocked Deal Impact damage OR Deal damage with spells 0/15 OR 0/45 1000
    Shields Up! Attack with units that have Barrier or Spell Shield 0/5 1000
    Show Your Devotion Spend mana on [Region] Champions* 0/10 1000
    Sixth Sense Activate Predict OR
    Cast spells
    0/6 OR 0/12 1000
    Spell Storage Spend spell mana 0/12 1000
    Spell Storage + Spend spell mana 0/18 1500
    Stand and Fight Block or get blocked 0/20 1000
    Stand and Fight + Block or get blocked 0/30 1500
    Strength Above All Win a game with Darius and Reckoning in your deck 0/1 1000
    Take the Plunge Go Deep 0/1 1000
    Target Practice Deal Non Combat Damage to Foes 0/10 1000
    That Which Was Broken**
    Activate Reforge 0/10 1000
    The Night Descends Activate Nightfall cards 0/5 1000
    The Sun Rises Activate Daybreak cards 0/5 1000
    This Spells Trouble Cast 2+ spells in the same round 0/4 1000
    This Spells Trouble + Cast 2+ spells in the same round 0/6 1500
    To Battle! Deal damage with [Region A] or [Region B] cards* 0/40 1000
    Together the Damage is double

    Attack with Attached allies OR

    Slay enemy champions

    0/4 OR

    0/4

    1000
    Toughen Up Play Tough units 0/6 1000
    True Innovation Play created cards 0/15 1500
    Use It or Lose it Play fleeting cards OR play cards 0/8 or 0/35 1000
    Watch My Back Stun or Recall Units 0/5 1000
    We are the Vanguard Play Elites 0/10 1000
    World Travelers Play multi-region units 0/10 1000
    Wonder Craft

    Play formidable units OR 

    Strike the enemy Nexus

    0/5 OR

    0/20

    1000

    * We've seen examples of this quest with different values for the placeholder(s)

    ** These quests have been seen paired with "OR Play Games (Wins count double) - 0/6"

     

  • Purrsuit of Perfection

    idiot design this card, it is totally unfair in expedition mode. I uninstall this fking game. Player can win the game only by this card in expedition mode.

  • Odes to our Favorite Bad Cards of All Time

    I'm having a real hard time deciding on this one, as there are several cards that are generally considered not particularly great that I've spent eons trying to build decks around. My first thought was Iron Juggernaut which has been a must in pretty much every Control Warrior I've ever built. If only he was odd-costed... Then there's Rotface and Blackhowl Gunspire, cards that fit into an archetype I've always wanted to be good, that being self-damage value Warrior. They even had great support with the Warrior DK, Sudden Genesis etc. Plus, King Mosh was there to provide even more payoff for your whirlwind effects.

    But my choice would have to go to Stalagg and Feugen. I think I must have spent like 3 years with those cards as an integral part of one of my main decks, originally in Hunter, later in Rogue. I've finally said goodbye to them and no longer include them in my deathrattle strategies but they were super fun. There was nothing more enjoyable than having your N'Zoth board wiped only for several Thaddiuses to drop in for the kill. If only there wasn't that sliiiiight wrinkle that if one of them gets transformed your entire deck stops working....

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    I think that too. But at the same time, I don't think it's a bad thing and it's good marketing. They are trying to sell their product after all.

  • Odes to our Favorite Bad Cards of All Time

    My dear dear Emeriss,

    Oh where oh where did we go amiss?

    For it was clearly impossible to foresee,

    That playing an 8/8 do-nothing on 10 would result in your own death subsequently...

     

  • Twitch Rivals Legends of Runeterra Showdown Results and Decklists

    Staff

    Nice work man!

  • Group Therapy! Need to blow off some steam? Mega salty? Here's the place!

    Blizzard, could you stop killing my control decks for the sins of the aggro masses?

    Oh, what's that?

    (Skip ahead to 0:23...couldn't figure out embedding with a timestamp so I'll blame Blizzard for that too ;D )

  • Buff Vi.

    Quote From BasilAnguis

    I think Vi is bad, but not in the way OP said it. Vi is among the champs who their level up is secondary to their baseline versions. This is bad  in my eyes, you should try to level up your champs all the time, that's one of the selling points of the game. Braum and Sejuani suffer from this as well. Their leveled up forms simply aren't worth the time and effort they require to achieve. Sure, no one will complain if Vi levels up and slowly punches the enemy nexus to death, but she's used as just a good challenger unit, not a real build around. Her whole package of drawing cards, spamming 2 cost stuff fell flat. They work better in Jinx decks! And that's the opposite of how it should be thematic wise.

    I partly agree with this, because I think levelling up a champion should something that feels rewarding, but I don't think Braum and Sejuani have the same problem as Vi regarding their level ups.

    Playing against a Braum, especially a buffed one, always forces you to keep his level up in mind, because he will create huge amounts of value once he reaches that point, and therefore his potential to level up is certainly impactful.

    Sejuani may be really hard to level, but she also gives a huge advantage if the player manages to do it, and thereby players are still encouraged to try to level her (or prevent it when playing against her).

    Vi's level up, on the other hand, isn't really in the form of "do X, then I do Y". She levels more gradually, but actually levelling her takes a lot of effort and the payoff just isn't really worth it (at least based on my experiences with her so far). Because of this and her base form already being strong enough, players are not encouraged enough to level her and instead play her as a very strong challenger unit.

    I think better comparisons to Vi are Draven, Vladimir, Shen, Tryndamere, and Heimerdinger, because they are all champions that you don't play more for their base form and not because you want to level them (Although Tryndamere is a bit of an odd one regarding his level up). Draven, like Vi, is just a very solid card on his own that you don't play with the purpose of levelling him. The main difference with Vi is that he is still quite a bit easier to level and his levelled form is also much more threatening compared to his base form. Vladimir is kind of the same in that he is played for his base form effect and his levelled form just gives him a good bonus effect. The same can be said for Shen, because he is mainly played for his unique support effect. Sadly I hardly ever see Shen being played so I can't say for sure whether his level up is rewarding enough for the amount of effort it requires, but I don't think it's encouraging enough to consistently try to level him. Tryndamere, like I mentioned, is a weird one because he levels up very easily, but he is only played because he is a big dude with overwhelm that helps you finish the game, and that also happens to be difficult to deal with because he needs to be killed two times. And finally, Heimerdinger is also a champion that is almost solely played for his base effect, and his level up is just a nice bonus.

    And here is where I partly disagree with the post above, because I don't think every champion should be played for the sole purpose of levelling up. However, I do think that they should at least meet one of the following requirements:

    1. A unique base effect in combination with a fitting level up that is rewarding enough for the amount of effort it requires (like the examples I mentioned above)

    2. A very rewarding level up that players should almost always want to achieve, which can excuse a lackluster base form (e.g. Kalista, Ezreal, Maokai, Thresh and Swain).

    I think Vi certainly doesn't meet requirement 2, and I think it's debatable whether she meets requirement 1. I think I would lean more towards the opinion that her level up isn't rewarding enough for the effort it requires.

  • This Week's Hearthstone Tavern Brawl Sees the Return of "Battle of the Bans"

  • Neoguli's Custom Rogue Core Set Changes

    I've currently have saved changes to some cards, aswell as a new card. Debating if the Pirate should be from the game already or should be my new card. Also got a replacement for Mimic Pod, and may reinclude Plaguebringer alongside Assassin's Blade.

    Honestly thanks @AngryShuckie for your deep insight!

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    I'm looking forward to trying out the new Aldor Attendant in libram decks, maybe it's made a difference! :)

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    Back in the day, before we traveled to Outland, and were fightning dragons Shaman ruled the world. I know, it feels like ages ago. 

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    Pro
    Quote From Bluelights

    Well, they did mention they would pay extra attention to DH before all this. Its not easy implementing an entire new class. Especially considering that if its made to be too weak, people will lose interest.

    Tbh I always felt since the first days that the plan was to release an intentionally OP class to get interest and then gradually nerf it to be in line with the other classes,  purely for marketing reasons.

  • Hearthstone Balance Patch Due Next Week! Buffs, Nerfs and a Bug Fix!

    Well, they did mention they would pay extra attention to DH before all this. Its not easy implementing an entire new class. Especially considering that if its made to be too weak, people will lose interest.