All Comments

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

  • Season Rewards

    Quote From Xarkkal

    Anyone else notice, that minus the first time rewards, you actually get less out of the rewards than before? I hit legend last month, 4 packs, 7 rares and 1 epic, ended up netting me less than 400 dust. Just the golden epic from the old system gave more than what I received at the end of this month.

    I feel we've been duped. They made it "feel" like we are getting more rewards, but really, unless you're F2P and need the cards for your collection, you now get less at the end of the month than before. 

    The honeymoon of the new ladder is over, and I'm now seeing what we were really given, and I am not impressed.  

    Unless one of the future updates for this year includes a change to crafting costs, the ladder/reward change was pretty pointless.

    My 12 packs were disappointing as play on NA, EU and Asia (1 epic, 14 rares, 1 golden common)

    My normal non shiny epic/rare rewards weren't impressive either.

    All in all much less dust value than 3 golden epics I'd normally get.  But in fairness better for newer players looking to fill out commons/rares of latest expac (which not many of us need now) and pity timer advancement I guess.

    I also object to the golden glow around them when you open the little bundles or see them in the ladder rewards page.  They are not golden and dust for a pittance.

    Once the first time rewards are claimed then things are a lot less rewarding.

    And not a fan of not being able to see opponents rank until lose star bonus.  Though I appreciate the idea is you always play the same skill level of players wherever you are on ladder I'd still like to know where on ladder my opponent is.  

  • Season Rewards

    Anyone else notice, that minus the first time rewards, you actually get less out of the rewards than before? I hit legend last month, 4 packs, 7 rares and 1 epic, ended up netting me less than 400 dust. Just the golden epic from the old system gave more than what I received at the end of this month.

    I feel we've been duped. They made it "feel" like we are getting more rewards, but really, unless you're F2P and need the cards for your collection, you now get less at the end of the month than before. 

    The honeymoon of the new ladder is over, and I'm now seeing what we were really given, and I am not impressed.  

    Unless one of the future updates for this year includes a change to crafting costs, the ladder/reward change was pretty pointless.

  • Why should I play anything that it isn't a yasuo deck?

    Why should I play anything that it isn't a yasuo deck?

    Because you might want to win a few games eventually?

    I kid.  I know Yasuo is a lot more powerful than before; I just don't think he's as dominant as the thread title would imply.  And honestly, Joe, if you personally are having fun then that's really the only reason that truly matters--and Yasuo definitely has a lot more potential for fun than say Scout-Rally or Aggro Burn or whatever else mindless meta decks are floating around these days.

     

  • Al'Akir The Last Windfurybender

    Quote From Vandaren

    You know i'm still hoping someday there will be windfury shaman or something. We have Windfury on the basic set after all. But idk, maybe the mechanic can't be viable without being too oppressive. Or maybe i'm just eager to put my Whirlwind Tempest to good use.

    If you like janky decks, then you could build a combo with Ravenholdt Assassin, then next turn Windfury + Whirlwind Tempest for 28 damage. You could do more damage if you want to use Emperor Thaurissan and Rockbiter Weapon or something.

  • Al'Akir The Last Windfurybender

    You know i'm still hoping someday there will be windfury shaman or something. We have Windfury on the basic set after all. But idk, maybe the mechanic can't be viable without being too oppressive. Or maybe i'm just eager to put my Whirlwind Tempest to good use.

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

    Opponent is a bomb warrior, and he gets 4 bombs in my deck. All 4 go off within 2 turns. The last turn, 3 bombs in a row. I had 25 cards in my deck! How the fuck did all 4 bombs get put in my top 5 cards? Seriously?

  • PLEASE Nerf Deep Nautilus + Maokai

    You literally just made an account to come to a non-Riot affiliated forum to whine about a deck?

    What do you hope to gain out of this?

  • Why should I play anything that it isn't a yasuo deck?

    Yasuo decks have improved but they are still beatable to aggro. I win about 70%-ish of the time. Spider swarm decks seem to eat Yasuo's lunch as they have little to deal with AoE outside of one card and they need to be below X power and have yasuo in play. From my experience yasuo decks don't like blocking, so just fill your board with six unit and open attack.

  • Nerf nautilus deep sh it

    Another new forum person comes in whines about X mechanic and complains how they are getting beat by it and "it's not fair" instead of asking, "Hey this mechanic is really beating my butt in games. Can you guys help me with some strategies to overcome this?"

  • PLEASE Nerf Deep Nautilus + Maokai

    I thought they were overpowered initially too, but against certain decks the Nautilus deck doesn’t really work. Since they don’t have boardclears, if you go wide you can kill them when they can only block a single unit each round because they’re playing only big sea monsters. After the meta settles I think Nautilus decks won’t be a problem, so we should definitely wait a while before calling it overpowered. However, I do agree that toss is too uninteractive, so maybe some toss units should be changed to something like “Whenever an ally dies, Toss 1” or “Round Start: Toss 1”

  • Legends of Runeterra - Official Launch Video "Breathe"

    I'm sure some people are still paying money to get cards faster, as well as to get some of the cosmetic things.  I don't really play it but I believe League of Legends' main source of income is cosmetic items and it's been doing just fine for many years now.

  • Idea for elusive mechanic

    The elusive players would have to think about which unit to bring out of elusive. Maybe it could be a keyword, like “Reveal: Draw a card”, which would make it so that you can click on your elusive unit outside of combat or spell chains and remove elusive from it for the reveal effect.

  • Al'Akir The Last Windfurybender

    Divine Shield: Water

    Taunt: Earth

    Charge: Fire

    Windfury: Air

    Long ago, the four keywords lived together in harmony. Then, everything changed when the Charge keyword attacked. Only the Avatar, master of all four keywords, could stop them, but when the world needed him most, he vanished. A hundred years passed and my brother and I discovered the new Avatar, an windfurybender named Al'Akir, and although his windfury skills are great, he has a lot to learn before he's ready to save anyone. But I believe Al'Akir can save the current state of Hearthstone.

    Al'Akir the Windlord Card Image

  • Idea for elusive mechanic

    I think that’s a pretty good idea! If there were cards that removed elusive in order to gain some other effect it would make games versus elusive decks far more interesting. Maybe something like: 1 Mana Slow Spell “Remove elusive from a unit to grant it +2/+2”

  • Would you pay to have an emote that says 'Boring'

    Quote From Ascaron
    Quote From Thonson

    I'd rather pay for an auto-squelch check box in the game's Options menu.

    With Hearthstone Deck tracker you can do that already!

    Just install the "Autosquelch" Plugin and you will never get tilted again :)

    Wait... that's a THING?!?!  That exists?!?!

    I don't necessarily find them tilting, but rather just annoying because I know the majority of the time when they are used my opponent is TRYING to tilt me.  I also, for some reason, have a much higher ratio of roping opponents than anyone else I know and I would say those are more tilting than emote spamming.  And I'm talking the roping turn 1 to then play their Quest card at the last second of the rope kind of roping.  But then again those are tough turns with big 1 mana decisions to be made.  Is there a HDT extension for this as well?!?!  :D

    If it happens turn 1 I give them the benefit of the doubt, maybe they queued and stepped away.  If it happens again turn two, turn three... at some point I just rope them back because I usually play while watching something so I'm not in a big rush anyway.  Once roping back gets them moving faster I maintain it for a few more turns before letting up.

  • Idea for elusive mechanic

    For starters i like the idea of elusives and most ppl complaining about them really dont understand that they are easily countered by more than a few things but what i can agree with is that it can make a game slightly dull but also this feels limiting to what they can do as a deck with similar outcomes in other card games i played. my proposal give them better mechanics or even support cards that do trade off for going out of elusive which ill list a few ideas down below and of course they arent meant to be taken all at once together but rather separated ideas to see whats more favorable.

    - (ability itself) if a elusive card attack the nexus directly it will deal bonus damage then remove elusive

    - (ability itself) can switch itself with a card of equal value in hand (not recall) then remove elusive from the card

    - (ability itself) allow the card to attack an enemy card already battling another ally then removes elusive after

    - (support card) remove elusive from an ally and deal x damage onto a enemy target 

    - (support card) return an elusive card into the deck and draw a card 

    honestly these are just rough draft ideas i thought of in just a few minutes but i would prefer a idea where elusives is more about jumping around either from hand or deck and deal alittle more damage but let the trade off of exiting elusive after so not only would ppl maybe stop complaining about them as much but also allow for a more in depth play for them as well. any thoughts? good? bad? 

  • Season Rewards

    Quote From og0
    Quote From KANSAS

    So then "first time" rewards means first time getting that rank ever. I thought it meant the first time hitting that rank this month and that was why everybody went back to bronze 10 each month.

    I much prefer your way :)

    Don't we all? ;)

  • PLEASE Nerf Deep Nautilus + Maokai

    With only two days on ranked ladder it is impossible to not face - 8 times out of 10 - either a OTK toss Maokai deck, a overly easy Nautilus deep deck, or in the worst case scenario, a combination of the two.

    I found that Legends of Runeterra is an exceptionally unique and interactive card game that allows for a very large pool of meta decks that combine skill as well as elements of luck. The above decks offer neither.

    I was very worried that the developers of LoR might create more archetypes that incorporated OTK mechanics - such as those in ezreal, karma and Ledros + atrocity decks - however, Maokai does not afford much counter-play or interaction from the opponent which i found LoR has always been good at designing. Ultimately the majority of previous OTK archetypes where based on what the person playing could do to earn the win rather than what they can do to stop the opponent from interacting with the game. 

    I'm worried that archetypes like these take the fun out of the game to the extent you either join them or get beat by them, and where is the fun in that? It also doesn't allow the other new champions to shine or for crazy new combinations of factions.

    Maybe it is too soon to judge, but there does seem to be a disastrous amount of results as it is.

    Nautilus deep decks are fun, they just need a serious nerf because damnnnnnnn.

     

    Regards. 

  • Season Rewards

    Well this is disappointing. One of my favorite things about the new rank system was that you would get rewards as you were ranking, not just after, which would give players a lot more motivation to play ranked.

    I would like it if they gave us less rewards for hitting a rank for the first time, but gave it to us every month. 

  • Season Rewards

    Quote From KANSAS

    So then "first time" rewards means first time getting that rank ever. I thought it meant the first time hitting that rank this month and that was why everybody went back to bronze 10 each month.

    I much prefer your way :)

  • How to fix Quest Mage:

    I actually find Tempostorm meta report quite helpful (for wild at least), but perhaps you are right in that it's not reliable at all.

    But I think in this situation the overwhelming power of this deck, and it's effect in the meta for all who play wild, can't be missed by any player or any meta report (including Team 5's internal one).

  • Season Rewards

    Exactly, first time you reach a rank, you get a reward for it (rares, epics, legendary, classic packs), you get those only once.

  • How to fix Quest Mage:

    Quote From og0
    Quote From iWatchUSleep

    Is quest mage still a problem even? It's even weaker against aggro now and keeps reno priest in check.

    Yes.  It is.  Last month, across 3 regions, filtered for wild.

    Sure some were secret mage, and a few reno, but vast majority were this mostly uninteractive deck that has just been named Tier S (God Tier) by tempostorn a few days ago.

    It's worst matchup (Darkest Hour Warlock) got removed, not that that deck was fun to play against either.

    (bold my emphasis)

    There will be lots of people who play this deck and love it - I assume it's fun to play it rather than face it.  I can't blame them.

    But hopefully most such players will appreciate such a dominating deck that's >50% (>55%?) winrate against everything except a mirror isn't good for the format long term.  

    By all means have crazy broken OP stuff in Wild.  But every deck must have a counter to stop any one deck getting way out of hand.  

    Tempo Storm's meta reports are about as reliable as Alex Jones' news reports.

    But, I just now saw Rankstar posted a partial wild meta snapshot with quest mage being the top deck as well, so I guess you're right.

    Welp, here's to waiting another 6 months for a new nerf, possibly.

  • What to craft for Secret Rogue?

    Quote From Elfensilver

    I do actually own Kronx Dragonhoof, but I didn't want to spend all the dust I have and then some for one deck, so I'd like a more budget-y option, if someone has good experiences.

    Yeah as Majere said you only need one Bamboozle. I agree with his order of legendaries as well so I'd craft Heistbaron Togwaggle and Shadowjeweler Hanar.

  • What to craft for Secret Rogue?

    Highly recommend crafting the secret rogue package. A very fun deck that plays different depending on the match up. You also get to make a lot of choices in the tools you discover which I like. The polar opposite of something like Demon hunter, for example, which only has one way to play and very little choices to make throughout any match.