All Comments

The latest comments from across the whole site. Jump into any conversation by clicking where it was posted.

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Quote From DestroyerR

    correct @DestroyerR your nex

  • Into the Shadows: The Fel Phase

    Hello friends both new and old! Since I got spotlighted, I expect some of you guys are lurking here in the dark for the first time. Thanks for joining in! Today, we will look some demons from other classes other than a warlock or DH.  Demons are my favorite race because they just look so cool. Follow me into the shadows for some fancy fiends.

    The link, like always, will be here.

     

    Felsoul Brute By DottyIs0p

    First up, warrior. Compare this to Worgen Abomination. One mana cheaper and one attack less. Warrior has always loved abusing their minions. Perfect for NoHands and a nice follow-up to a Risky Skipper or Whirlwind.

     

    Mother Shahraz By meisterz39

    Great removal for Priest. 3 for one deal! Pretty straightforward and easy to use. Cast Shadow Word: Death, then destroy some more. Mass carnage with great flavor!

     

    Imprisoned Swamp Imp By RenoLord

    RenoLord is back here again! Ignoring the missing comma and period, I like this card. Shamans like their spells. Dormant lets the spell be drawn at a turn which it is needed. The discount helps put expensive spells earlier.

     

    Furious Felcaster By Dermostatic

    Some Fate's Hand Mage support. Big cost for also big effect. One Evocation and you can could wipe a lot of minions. This is absolutely bonkers in Wild, they can get spells easily. I would hate to go up against this, but good either way.

     

    Tree Corrupter By Conduit 

    Token Druid approves. And so do I! A bit smaller [Hearthstone Card (Treespeaker) Not Found], it can create a minion that your opponent might have to to prioritize due to Druid's ability to fit some cheap buffs in the turn this is played.  Fantastic!

     

    Successubus By JFK

      

    Nice combo with Libram of Wisdom and Hand of A'dal. Cast one of those on this guy and watch your demon grow, grow, grow! You will never say books are bad ever again. I see this as a success. Absolutely

     

    Lurking Vilefiend By Orrien

    As a rogue who plays a minority, secret n' stealth, I see this as an efficient card. Stealth is cool and Lifesteal makes it even better. Ashtongue Slayer, which is a great card no matter what Regis said, can power this and heal your face for 7. Shadowstep makes it even better.

     

    Honorable Mentions:

              By Phoenix                       By ZardozSpeakz                  By TheHoax91                      By Cheese

     

    Overview:

    Thank you guys both new and old for clicking on this incredibly small link in the forums. If you can fill out this Google Form for feedback for me or state your piece of mind in the comments. Stay lurking here, people! Until next time. Palaam!

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

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

    So... I haven't opened a AoO legendary since launch day. SAD.

  • Region balance issues

    Quote From Marega

    Some regions work wonderfully as support. Thats normal and sometimes it varies with nerfs and buffs and ppl finding out what is good. Earlier elnuks were meme cards until ppl realized how good they were supporting ezrael deck so ppl played freiljord with pz and the deck was the nuts. Then the elnuks got nerfed and this was after a period where pz was the worst region in the game. Until ppl realized it worked wonderfully for aggro burn and combo decks or just pute control like the corina deck.

    You're right, there have been decks (like the Lux Mageseeker deck) that are meaningfully novel and successful around nerfs. But I'm talking about something more endemic to the way the regions have been set up. Those three regions - SI, P&Z, and Ionia - have been given an array of tools that make them indispensable in a way that the other regions are not.

    Here's a quick example. SI features drain spells and healing removal (e.g. Withering Wail and Grasp of the Undying). These are very power tools that remove small to midsize minions while healing your nexus. This kind of "deal damage and heal" mechanic is prevalent throughout SI, making the region a staple to any control deck. In the Freljord, a core mechanic is buffing units in your deck (e.g. Omen Hawk, Avarosan Hearthguard), but they lack significant card draw tools, so that mechanic's power level is limited by the card draw you get from any other region you pair with, and only if the extra buffs are worth diluting that other region (the Bannerman Midrange deck might enjoy extra buffs, for instance, has no need for the extra support from Freljord, which would dilute the Bannerman tempo/buff value).

    Across all the beta patches, these regions have been major players. Despite many nerfs hitting their decks (typically by nerfing their cards, though your Elnuk example is an interesting case of nerfing one region to weaken another), they continue to rise up because they just have way better, meta-defining cards than the other regions.

  • Region balance issues

    Some regions work wonderfully as support. Thats normal and sometimes it varies with nerfs and buffs and ppl finding out what is good. Earlier elnuks were meme cards until ppl realized how good they were supporting ezrael deck so ppl played freiljord with pz and the deck was the nuts. Then the elnuks got nerfed and this was after a period where pz was the worst region in the game. Until ppl realized it worked wonderfully for aggro burn and combo decks or just pute control like the corina deck.

  • Any news or estimates on adventures?

    It has to be right around the corner.

    Maybe corona caused some delay

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    this one should be pretty easy 

     

     

    1 man united 4 people from different roots 

     

    They all Came together to give Khadgar the boot

     

    This man is very twisted indeed 

     

    For he is a man of supreme archeology

  • Region balance issues

    This feels like something of a perennial issue with Legends of Runeterra, seeming to emerge despite any/all balance patches through the beta, but there seems to be a real balance problem across the regions. (Note that I'm taking the https://lor.mobalytics.gg/meta-tier-list tier list as my source of truth here.)

    On the surface, the games balance seems pretty reasonable - each region shows up in at least one S or A tier deck, and there's a decent array of archetypes available to players. But three regions dominate that tier list: Shadow Isles, Ionia, and Piltover & Zaun. Together, they show up in some 87.5% of meta decks. And it's not hard to see why - SI and P&Z have access to good card draw and damage based removal, SI and Ionia have access to healing, P&Z and Ionia have access to useful aggro tools with Elusives and Direct Nexus damage. This was true throughout the beta, and remains true today despite Rising Tides.

    Every other region feels like it's just playing a supporting role to these three, which are doing all of the heavy lifting for defining the metagame. The result is a lot of less exciting deck-building choices, and ultimately less interesting match-ups because you end up running the same "SI Control" package to make any control deck, etc. Many champions (e.g. Lux) end up feeling like a worse version of some other "meta champion" (in this example, Heimerdinger) because of the added burden of being outside of one of those "meta regions."

  • Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!

    yet another "out of ideas" brawl... 

    got the pack in the first try, got lucky there. 

  • Why is elusive in the game ?

    Fearsome = cant be blocked by units with 2 or less power
    Elusive = cant be blocked by units with X or less health (X depends on balance, 3 is good start)
    * Or if you want make it more "lore friendly" make it so it cant be blocked by units with X or MORE health (so, fat guys wont be fast enough to catch them lol)

    Problem solved. If with that change elusives wont be strong enough, just buff that units stats.

     
  • What kind of design is that?

    Quote From DoubleSummon

    Sure, but how much better is it than a one turn battle trick? Most effects in runeterra are a one turn thing mostly because they tend to be more interesting that way and can be made to be more powerful..

    For example a +4/+4 for one turn costs 4 (Fury of the North) while a permanent +2/+1 costs 2/3 mana (Pocket Aces) or very restricted (Stand Alone/Take Heart).

    The point is.. Would it be better to play 2 barriers on fiora, that are more useful and cheaper, rather than a 8 mana card which is more specific. 

     

    Well 2 barriers is 2 cards. Idea is that yes, 8 mana is a big investment but it covers the entire game (assuming Will is not gonna be played). By using one turn buffs you risk getting shut down by spells or insta kill effects like Vengeance (which is blocked by spirit)

  • What kind of design is that?

    U.Spirit is very counterable. Game is in its early stage with not many cards, yet... that combo isnt that easy to pull off. Personally Im not playing this braindead demacia deck, but Im using it with kegs. Most common ways to see it countered are:

    Hard counters:
    - Every recall (not only will, every recall based card in game. We have many of them already)
    - Silence
    - Detain (its also purify ur uspirit if it gets back on the field)
    - Obliterate
    - Transform

    Soft counters:
    - Stuns
    - Enemy uspirit
    - Frostbite (agains atacking units)
    - Barrier (against atacking units)

    Overall its very fun card to play, but if you look at current meta... it's rather medicore. If they had to somehow nerf it, best one would be makling it fast instead of burst. Personally, I think that card was one of best changes with patch 1.0, coz it opens up many creative ways of plays. 

  • How to handle burn decks?

    As others have pointed out, in most CCGs the answer to aggro is healing. Obviously you also need units to defend you and/or removal to clear your opponents board, but if you have a means of healing/stabilizing, you will eventually run the enemy out of resources.

    In Legends of Runeterra, that's a pretty annoying answer. The fact is, the majority of lifesteal and healing exist in two regions: Ionia and Shadow Isles. Sources of healing outside of those regions are:

    None of these are really very good options. Most of them come down pretty late - two of them are mid game units, and the only way you're getting Catalyst out early is if you spend your opening turns doing nothing, at which point you're dead anyway. So, the best answer to the ladder's Burn decks is unfortunately to run Shadow Isles or Ionia. Even just a small package of the healing/removal spells is probably enough to help you even the odds, but it does meaningfully limit your deck-building choices.

  • Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!

    A lot of people are trying to maximise their gold and are f2p either as a principle or because they are unable or don't want to "deliver pizzas" (time constraints,  health reasons, no opportunity; also you should know that not everyone lives in the US and earns dollars - an hour of work of a similar level part-time job would earn me 2 packs, not 15). People are definitely farming tavern brawls anytime there is like Battle of Bans, Three Cards, spells costing health instead of mana, because there are roughly two or three superior strategies that obliterate anything else.

  • What kind of design is that?

    Quote From 80version

    Cards with so few counter options that are exclusive to certain decks take a lot of the fun away from the game for me.  I can deal with my losses (they are many lol), but when a card gets thrown down and my decks counter options are extremely limited (i.e. I am playing Demacia/Freljord and can only hope I've drawn purify), I just surrender and move on to the next game.  I would like to look back at my plays and say, "Maybe if I did this or that differently, maybe next time.  Lesson learned!"  All I get with cards/combinations like this is a completely helpless feeling which isn't fun at all. 

    In fact, there ARE other ways to deal with buffed Fiora when you play Demacia/Freljord. A point is not to kill her, but to prevent her from achieving alternate win condition before you win. And this may be done by frostbiting her or by using your own barriers. [Hearthstone Card (Unyielding Spirit) Not Found] is an expensive card, so as a cost, your opponent will probably lose some control over the board, opening a way to win by destroying his Nexus fast enough.

  • can we get more frequently updated deck lists on the homepage please?

    That would be nice, but I don't know if enough interesting decks are being posted to update them faster in the homepage...

  • Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!

    Quote From og0

    In all seriousness, I actually think Tavern Brawl (or PVE) is the perfect place for Puzzle Box of Yogg-Saron.

    Everytime I see it played I can't believe it was printed for standard given how much of an often game deciding RNG cluster bomb it is.

    [Hearthstone Card (Puzzle Box of Yogg-Saron) Not Found] can create extremely fun games. 

    I never forget a wild game where my opponents Box first spell draw his whole deck via Myra's Unstable Element and the next spell was Cataclysm followed by 3 card draw spells mixed in killing him.

  • What kind of design is that?

    Riot has plans to release more Obliterate cards in the future, i would not worry too much about it.

  • Quest Trading - Play A Friend!

    DONE ty
  • Join fast Registation is possible till 11.59 CET

    https://www.game.tv/tournaments/Let's-LoR-The-world--26098fcb14f745acb6dd30dccf416b93

  • Getting Kicked a lot This Week

    I agree with @Alleria, it could depend on your server.

    I play on EU and don't see any connection issues.

  • Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!

    Agreed. I'm hoping the new game mode that's coming with the next expansion is similar to the brawl blocks. Had so much fun with the limited card pool from the Adventure Brawl block

  • Doomed game

    Quote From Vincent3383
    This game actually makes it even easier to counter deny spells with their reserve mana mechanic which I'd kill for in MtG.

    How's that? I always figured the ability to bank 3 spell mana favored the player using Deny, not their opponent. The Deny owner can play their units on curve -1 every round and still be ready to counter.

  • Why is elusive in the game ?

    Quote From Vincent3383
    I don't think its a bad mechanic. I just think there are to many of them. Its such a strong mechanic in and of it self it should be dedicated to a few key cards but not be made so you can literally build a complete deck full of them.

    I think limiting Elusives this way would only delay the problem, though - as more expansions come out, the natural expectation would be for more Elusive cards to be released eventually. So I'd see it as a short-term solution at best. I'd rather they try to balance the actual mechanic and/or the units which possess it for the sake of the game's long-term health.