Even though they've gone through two rounds of nerfs, their greedy gameplay continues to deliver wins
And that is a big issue. Blizzard needs to start looking at real nerfs, not cosmetic ones. I believe they did make the class OP on purpose to get people to play it. It is their new baby and they refuse to bring it under control.
I don't like the art for Claws of the Dragon. It's perfectly fine in full view, but it shouldn't be spaced out such that you lose so much of the details in the splash image - like, you know, the claws. There are a couple other cards that do this, as well, and it bugs me a lot.
It's great that we can go into our collections and see the full image, but what is presented on the card needs to do the heavy lifting.
I have to disagree as well. Darius is a great closer for aggro decks. Many removal spells are exhausted over the course of the relentless assault brings. A turn 6 darius open attacking into turn 7 can be a little too much to handle. If you make it to Turn 7 and you don't have your opponent under 10 at that time, aggro has likely lost the game anyways and it's no fault of Darius being weaker.
The biggest problem with elusives IMHO isn't any single elusive or even the mechanic itself, its how easy it is to build a burn deck around them.
The direct parallel is flying in M:tG. For those of you unfamiliar, Magic has a tag which is functionally identical: flying units can only be blocked by other fliers, but they can block anything themselves; its mostly blue and with some white and some red. There are always some Magic decks that try to win by leveraging flying units, but its rarely meta-defining as they are much less aggressive. This is partially due to how units are budgeted in M:tG (e.g., 2 mana for a 1/1 vanilla flier in Magic versus a Greenglade Duo in LoR), but also due to how many offerings there are for building a deck of elusives in LoR.
Basically: you can make a elusive deck where you can usually burn an opponent down to ~10 HP after 3 attacks while keeping your board. That's insane! Noxus/P&Z "burn" decks are lucky when they can progress that fast. Or perhaps more to the point: Noxus/P&Z burn decks usually lose to elusive even though they should have an advantage on paper as their units have more stats for the same mana costs. If I could wave a magic wand and change one thing about this game, I would just obliterate every elusive for 3 or less mana. I think giving Ionia the option for huge unblockable swings circa The Empyrean is fine, but it should be limited to mid-game AFTER they've stabilize against aggro decks. Right now they get the best of both worlds, and Riot's current approach--doing subtle number tweaks to individual cards--just isn't cutting it. Either the card is still good and remains in the decks--a la conspirator--or it gets replaced by the next-best thing--a la Omen Hawk replacing Inspiring Mentor.
We will have to see how it plays out, but all of the OP keyword in Runeterra is just a mimic of something in MTG and MTG doesn't have this problem. They create stupidly overpowered cards that shouldn't exist *cough* Jace. But that's another topic. I think MTG doesn't have a keyword problem, because of the amount of cards they have. LoR only has 350-ish cards right now. Set 2 is going to add 120-ish from what I gather. Standard MTG has between 1400-2800 cards in circulation at any given time. Grant it many of them are completely useless, but the point being being, let's give them the chance with more cards being introduced.
Runeterra to MTG Fearsome = Fear Elusive = Flying Quick Attack (Offense Only) = First Strike Double Attack (Offense Only) = Double Strike Tough/Barrier = No keyword, but their are damage prevention mechanics. Overwhelm = Trample Lifesteal = Lifelink Challenger = Provoke
People also complain Regenerate and Last Breath were too strong. Give the game to develop we are only 12 weeks into the game and it's technically in beta still.
Even if your hero power provides a lot of synergy with your deck, you should still focus more on playing cards than just "hitting the button"
I mean, Demon Hunters play more cards than Priests. Like 90% of Priest games are nothing and hero power on the first 4 turns.
I don't know what your point is. Demon Hunters never just hit the button unless they have spare mana. They use the button to push tempo by clearing minions or empowering their spells and weapons. They build tempo by playing cards first. They have to play cards for their hero power to be useful. 1 attack is utterly unimpactful unless their other cards got them ahead.
What's wrong with Genn Greymane just not doing anything in demon hunter? It's not even close to the first time that a neutral card is essentially useless in a specific class (e.g. all secret synergy cards are only useful in 4 classes), and even main set mechanics have been notably weaker in some classes (it is no coincidence that rogue, whose hero power lasts (at least) 2 turns and doesn't stack, had no inspire card in TGT).
As I see it the whole point of Genn was to promote deck building utilising a 1 mana hero power, not having an especially powerful effect (that was Baku's purpose). So DH getting that for free doesn't motivate turning Genn into a Baku effect.
That's the whole point, it doesn't do anything for the class. Every other class can benefit in one way or another from either Baku or Genn in their decks, some more than others.
As for Rogue not having any Inspire cards, Paladin and Rogue didn't get anything from Witchwood for Odd or Even support. Yet Odd Paladin and Odd Rogue have remained consistent through the ladders in Standard and then in Wild. Where as Priest and Druid both got Odd support cards and neither saw play.
As for bringing a powerful effect to the game, Even Shaman has been continually high on the Wild ladder.
And it's fun to be forced to play a specific way in a game with hundreds of other options because one archetype is impossible to deal with otherwise?
It's fun to lose to the other decks constantly because your deck isn't built to be able to handle anything other than elusives?
It's fun to have a deck specifically hating on elusives and still lose to them on occasion? Because EVEN IF your deck is a hate deck, the odds that you draw the exact answers to their exact draws on the exact turns you need them.. is not that high
How about you learn to let others have fun and not tell people they're wrong and stupid because they dislike a mechanic you obviously love and probably play mainly.
my advice for you personally is to uninstall the game and learn to have fun. If elusives piss you off so bad, then the real issue is that you get upset over a card game.
says the person throwing a shitfit because people have issues with a certain archetye.
maybe if you can't actually respond to any of the criticism you should just be quiet instead of making yourself look like even more of a fool.
Before the showcase of new cards, Darius was a semi viable champion pick. Having the strongest Power and overwhelm, and can level up mid combat to surprise lethal the Nexus was cool. But now, there are many champions that do damage to the Nexus in more interesting ways. Yes I do think his core should be simply strength. But that is all he has going for him. Plus it doesnt take much to kill Darius.
Hard disagree. Darius is still a viable closer for aggro decks. Sure, all the new champions have clever new ways to win AFTER they level up, but don't be mistaken--each will also be very difficult to level up. Darius has arguably the easiest level condition in the game, and an attacking 10/5 overwhelm on Turn 6 is extremely dangerous. Yes, he is a little vanilla, but that's not a bad thing--the game needs vanilla cards for new players.
I’m kind of torn on this. On the one hand, I don’t like how Dragon’s Rage and Lee Sin represent more unblockable Damage, but on the other hand, I do prefer this Spell strategy more than elusives.
On the cards specifically, I like how they’re adding Spell synergy to Ionia, since they have arguably the best Spell champion (Karma). A lot of these Spell token generating spells seem like they’d also be amazing with Ezreal, since they count as multiple spells and a lot of them are burst speed
What's wrong with Genn Greymane just not doing anything in demon hunter? It's not even close to the first time that a neutral card is essentially useless in a specific class (e.g. all secret synergy cards are only useful in 4 classes), and even main set mechanics have been notably weaker in some classes (it is no coincidence that rogue, whose hero power lasts (at least) 2 turns and doesn't stack, had no inspire card in TGT).
As I see it the whole point of Genn was to promote deck building utilising a 1 mana hero power, not having an especially powerful effect (that was Baku's purpose). So DH getting that for free doesn't motivate turning Genn into a Baku effect.
The Best Hearthstone Decks to Play After the Ashes of Outland Card Nerfs
I said it on the day of nerfs and I'll say it again, as long as DH has 0-1 mana cost spells Altruis will always see play.
if they want to nerf DH the classes just need to run cheaper AOE, they're minions are super squishy
Lee Sin is Legend of Runeterra's Latest Champion - New Ionia Cards Revealed
It kinda feels like all of these reveal and showcase videos were made on Prezi, and it's pretty disorienting.
The Best Hearthstone Decks to Play After the Ashes of Outland Card Nerfs
And that is a big issue. Blizzard needs to start looking at real nerfs, not cosmetic ones. I believe they did make the class OP on purpose to get people to play it. It is their new baby and they refuse to bring it under control.
The Best Hearthstone Decks to Play After the Ashes of Outland Card Nerfs
Yeah problem with demon hunter is that all the cards are too good... mildly hitting a couple won't fix that...
The Best Hearthstone Decks to Play After the Ashes of Outland Card Nerfs
That Murloc Paladin is doing fine and Libram Paladin is not makes me want to puke :(
Lee Sin is Legend of Runeterra's Latest Champion - New Ionia Cards Revealed
I don't like the art for Claws of the Dragon. It's perfectly fine in full view, but it shouldn't be spaced out such that you lose so much of the details in the splash image - like, you know, the claws. There are a couple other cards that do this, as well, and it bugs me a lot.
It's great that we can go into our collections and see the full image, but what is presented on the card needs to do the heavy lifting.
New Ionia Spell - Retreat
A new Rare Ionia Spell, Retreat, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Set 2
Head on over to our dedicated guide for Set 2!
Darius needs a buff or rework
I have to disagree as well. Darius is a great closer for aggro decks. Many removal spells are exhausted over the course of the relentless assault brings. A turn 6 darius open attacking into turn 7 can be a little too much to handle. If you make it to Turn 7 and you don't have your opponent under 10 at that time, aggro has likely lost the game anyways and it's no fault of Darius being weaker.
New Ionia Spell - Sonic Wave
A new Common Ionia Spell, Sonic Wave, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Set 2
Head on over to our dedicated guide for Set 2!
New Ionia Card - Claws of the Dragon
A new Common Ionia Unit, Claws of the Dragon, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Set 2
Head on over to our dedicated guide for Set 2!
Elusive Balancing - Showerthought...
The biggest problem with elusives IMHO isn't any single elusive or even the mechanic itself, its how easy it is to build a burn deck around them.
The direct parallel is flying in M:tG. For those of you unfamiliar, Magic has a tag which is functionally identical: flying units can only be blocked by other fliers, but they can block anything themselves; its mostly blue and with some white and some red. There are always some Magic decks that try to win by leveraging flying units, but its rarely meta-defining as they are much less aggressive. This is partially due to how units are budgeted in M:tG (e.g., 2 mana for a 1/1 vanilla flier in Magic versus a Greenglade Duo in LoR), but also due to how many offerings there are for building a deck of elusives in LoR.
Basically: you can make a elusive deck where you can usually burn an opponent down to ~10 HP after 3 attacks while keeping your board. That's insane! Noxus/P&Z "burn" decks are lucky when they can progress that fast. Or perhaps more to the point: Noxus/P&Z burn decks usually lose to elusive even though they should have an advantage on paper as their units have more stats for the same mana costs. If I could wave a magic wand and change one thing about this game, I would just obliterate every elusive for 3 or less mana. I think giving Ionia the option for huge unblockable swings circa The Empyrean is fine, but it should be limited to mid-game AFTER they've stabilize against aggro decks. Right now they get the best of both worlds, and Riot's current approach--doing subtle number tweaks to individual cards--just isn't cutting it. Either the card is still good and remains in the decks--a la conspirator--or it gets replaced by the next-best thing--a la Omen Hawk replacing Inspiring Mentor.
Elusive Balancing - Showerthought...
We will have to see how it plays out, but all of the OP keyword in Runeterra is just a mimic of something in MTG and MTG doesn't have this problem. They create stupidly overpowered cards that shouldn't exist *cough* Jace. But that's another topic. I think MTG doesn't have a keyword problem, because of the amount of cards they have. LoR only has 350-ish cards right now. Set 2 is going to add 120-ish from what I gather. Standard MTG has between 1400-2800 cards in circulation at any given time. Grant it many of them are completely useless, but the point being being, let's give them the chance with more cards being introduced.
Runeterra to MTG
Fearsome = Fear
Elusive = Flying
Quick Attack (Offense Only) = First Strike
Double Attack (Offense Only) = Double Strike
Tough/Barrier = No keyword, but their are damage prevention mechanics.
Overwhelm = Trample
Lifesteal = Lifelink
Challenger = Provoke
People also complain Regenerate and Last Breath were too strong. Give the game to develop we are only 12 weeks into the game and it's technically in beta still.
New Ionia Card - Scales of the Dragon
A new Common Ionia Unit, Scales of the Dragon, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Set 2
Head on over to our dedicated guide for Set 2!
New Ionia Spell - Concussive Palm
A new Rare Ionia Spell, Concussive Palm, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Set 2
Head on over to our dedicated guide for Set 2!
New Ionia Card - Tail of the Dragon
A new Common Ionia Unit, Tail of the Dragon, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Set 2
Head on over to our dedicated guide for Set 2!
New Ionia Spell - Dragon's Rage
A new Epic Ionia Spell, Dragon's Rage, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Set 2
Head on over to our dedicated guide for Set 2!
Genn Greymane and the Demon Hunter
I mean, Demon Hunters play more cards than Priests. Like 90% of Priest games are nothing and hero power on the first 4 turns.
I don't know what your point is. Demon Hunters never just hit the button unless they have spare mana. They use the button to push tempo by clearing minions or empowering their spells and weapons. They build tempo by playing cards first. They have to play cards for their hero power to be useful. 1 attack is utterly unimpactful unless their other cards got them ahead.
Genn Greymane and the Demon Hunter
That's the whole point, it doesn't do anything for the class. Every other class can benefit in one way or another from either Baku or Genn in their decks, some more than others.
As for Rogue not having any Inspire cards, Paladin and Rogue didn't get anything from Witchwood for Odd or Even support. Yet Odd Paladin and Odd Rogue have remained consistent through the ladders in Standard and then in Wild. Where as Priest and Druid both got Odd support cards and neither saw play.
As for bringing a powerful effect to the game, Even Shaman has been continually high on the Wild ladder.
New Ionia Champion - Lee Sin
A new Champion Ionia Unit, Lee Sin, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Set 2
Head on over to our dedicated guide for Set 2!
Elusives aren't the problem. YOU are
And it's fun to be forced to play a specific way in a game with hundreds of other options because one archetype is impossible to deal with otherwise?
It's fun to lose to the other decks constantly because your deck isn't built to be able to handle anything other than elusives?
It's fun to have a deck specifically hating on elusives and still lose to them on occasion? Because EVEN IF your deck is a hate deck, the odds that you draw the exact answers to their exact draws on the exact turns you need them.. is not that high
How about you learn to let others have fun and not tell people they're wrong and stupid because they dislike a mechanic you obviously love and probably play mainly.
Lee Sin is Legend of Runeterra's Latest Champion - New Ionia Cards Revealed
na he's the dick
Elusives aren't the problem. YOU are
says the person throwing a shitfit because people have issues with a certain archetye.
maybe if you can't actually respond to any of the criticism you should just be quiet instead of making yourself look like even more of a fool.
Darius needs a buff or rework
Hard disagree. Darius is still a viable closer for aggro decks. Sure, all the new champions have clever new ways to win AFTER they level up, but don't be mistaken--each will also be very difficult to level up. Darius has arguably the easiest level condition in the game, and an attacking 10/5 overwhelm on Turn 6 is extremely dangerous. Yes, he is a little vanilla, but that's not a bad thing--the game needs vanilla cards for new players.
Lee Sin is Legend of Runeterra's Latest Champion - New Ionia Cards Revealed
I’m kind of torn on this. On the one hand, I don’t like how Dragon’s Rage and Lee Sin represent more unblockable Damage, but on the other hand, I do prefer this Spell strategy more than elusives.
On the cards specifically, I like how they’re adding Spell synergy to Ionia, since they have arguably the best Spell champion (Karma). A lot of these Spell token generating spells seem like they’d also be amazing with Ezreal, since they count as multiple spells and a lot of them are burst speed
Genn Greymane and the Demon Hunter
What's wrong with Genn Greymane just not doing anything in demon hunter? It's not even close to the first time that a neutral card is essentially useless in a specific class (e.g. all secret synergy cards are only useful in 4 classes), and even main set mechanics have been notably weaker in some classes (it is no coincidence that rogue, whose hero power lasts (at least) 2 turns and doesn't stack, had no inspire card in TGT).
As I see it the whole point of Genn was to promote deck building utilising a 1 mana hero power, not having an especially powerful effect (that was Baku's purpose). So DH getting that for free doesn't motivate turning Genn into a Baku effect.