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)

    Okay so no other guesses means hint time:

    1) The "green but different" - one card is from a "green class" and the other card is not from that class but is green in another way

    2) On Fedrion's guess (re: "Acolyte"), only "B" & "C" have names that reflect the connection - "A" doesn't have the identifier in its name but is clearly part of the pack. ("pack"...is that a THIRD [and actually FOURTH too] hint!?)

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

    I just made the best Legends of Runeterra expedition deck I've made so far, and I got beat by double insane highroll bullshit, the second one of course being just buffing two elusive units into colossal proportions because why not abuse the most uninteractive mechanic of this game right? Now I not only got just a measly 2 wins with a very good deck, but I also can't continue playing an expedition deck I really enjoyed...

  • Im taking a break until they fix Freljord.

    the most broken thing in this game is lifesteal

  • The Pepper Thread - Share Some Good Vibes!

    Finally managed to pull off this stupid combo in full.

  • [Game] Name another card that has the same...

  • [Game] Name another card that has the same...

    Scalerider

    another card that deals direct damage when holding a dragon in hand

  • Kalista tweaks

    Actually I'll revise that. Leglock might be on the right track.

    3M - 2/4  Fearsome

    When summoned bond to an ally. Grant it +1/+0 for every ally that dies.

    Strike: If I die this round, revive me.

    Level Up - I've seen 3 allies die.

    2/4 Fearsome, Overwhelm

    When summoned bond to an ally. Grant us +1/+0 for every ally that dies.

    Strike: If I die this round, revive me.

     

    Now kalista can still bond to an ally. Breaking a bond doesn't remove her kit entirely, just delays it. She thrives on units dying giving her use with regular, last breath, and ephemeral units. She can be killed with removal. She can be killed by quick attack units on defensive rounds. Strikes give her a way to revive for another round however it also removes all the buffs she was granted. All the animations for her are already in game (bond/haze effect when struck). She has a way to do damage late game. You can even remove overwhelm from Hecarim!

    She is now a champion dependant on other units for full utility yet still has some utility herself.

     

     

     

  • [Game] Name another card that has the same...

    Consecration

    deal 2 damage to...

  • Kalista tweaks

    It's interesting I suppose, however she'd still die. She doesn't have quick attack, unlike Katarina who is similar, to strike FIRST then remove herself. Turn 3+ people will be having 3+ units.

    Also you're removing 3 points of offense off her as well for very little gain (2 from herself and 1 from the bonded.)

    Wouldn't mind it if she had a good ability. She's now an Elise without any perks. I was thinking earlier it could be a problem because she has no units that synergize with her.

    Hecarim wants ephemerals and buffs them.

    Elise wants spiders and buffs them.

    Thresh is happy if anything dies and pulls a champion (hopefully strong).

    Kalista wants allies to die. I'm not sure what you can do since she's a 1M weaker Lucien.

    Lucien wants allies to die. Yet he has quick attack upgraded to double attack, access to buffs in Demacia, and rallies.

    Between the two there's no contest.

  • Kalista tweaks

    Kalista 3M 3/2 (edited)
    Bonded allied gain +1/+0
    Edit: Quick attack
    "Strike: remove me from combat" (Martial Poise)
    "When my bonded allied block an attack, remove it from combat." (Fate's Call)

  • Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics

    +1 for the Tom Sawyer reference.

  • [Game] Name another card that has the same...

    Seal of Light

    Paladin card that deals damage to all minions

    EDIT: was thinking of minion the deals damage to all minions but forgot to specify lol.

  • Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th

    Actually that's how I discovered Regis Killbin's stream, his opening was so hilarious, I followed his channel and never regretted it. I agree some other openings were kind of awkward, though. You'd think that in this circumstance the most basic thing from a streamer would be to at least check out how these kind of boxes open before the stream, but apparently it's not. Trump's opening was particularly boring iirc.

  • MTG Arena's 1.06 Update is Now Live! New Workshop First Win Rewards, New Card Sleeve UI, Banned & Restricted Update

    Disappointed about Unsanctioned lands, got Gold saved up but my Gems are for the mastery pass only.

  • Noxus Spotlight - Our Favorite Cards & Decks from the Legends of Runeterra Region

    Shout out to my favorite Noxus cards, Legion Veteran and Battering Ram.  :-P

  • Im taking a break until they fix Freljord.

    Any swarm/agro and even combo decks counter Frostbite decks. 

    Any cheap spells that buff your minions (Mark of the island /Elixir / Back to Back / Stand Alone / etc) wreck frost spells

    Any Fast Spell that does enough damage or instantly kill or cc minions counter Frost spells

    Purify completely removes frozen status

     

     

  • Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th

    I stand corrected. Thanks for the extra info, didn't realized it had been that consistent and timely - much appreciated 

  • Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics

    I often thought cards like Charged Devilsaur is the more elegant way of creating 'rush' minions, since it can also act as a combo OTK piece rather than a pure finisher the way Leeroy Jenkins is now.

    I think if team5 were to print more charge cards it should come with conditions, like 'can't attack heroes this turn', or 'if your opponent has more than 6 cards...' etc. If there's a way for the opposing side to manipulate so the charge minion is either inactive or severely weakened, I think that's the best way forward, assuming charge as a mechanic is ever going to come back.

  • Kalista tweaks

    The only issue I have with that is it makes her look and feel like Thresh. 

    Especially when both have similar level up mechanics.

    Would be interesting if she could chuck her bonded at her target and do that then.

    2/4 when summoned bond with a unit. Grant it +2/+0.

    Attack: Bonded strikes the target.

    Level up could leave her stats the same but bonded becomes +4/+0

    Animmation can be her usual haze then spears the target. If it survives they fight like normal. Most of those animations are also in the game anyways.

  • Im taking a break until they fix Freljord.

    Ooh I see, now I understand how some people may feel while playing against this kind of decks.
    From what I read, it looks like you have a pretty big upside (which also "ignores" part of one of the game's base mechanics: trading) with a really small downside (counterable with the same type of minion).

    The game is still in beta and the communication seems to be excellent, so I think you shouldn't worry about this mechanic going unscathed for too long.

    Thanks to both for the explanations and have a good time :)

  • Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th

    Staff Pro

    Hearthstone's first year only had 2 set releases, Naxx and Goblins vs Gnomes, so that is the exception to the three a year rule. Though this year we're getting at least 4 expansions if you go by calendar year since Galakrond's Awakening was its own card set. I do wonder if we'll get a set then a mini-set all year. That would be awesome.

  • Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th

    Staff Pro

    Not a big deal though in the grand scheme of things. No one is going to lose their life because they didn't see a reveal the second it was "supposed" to happen :D

     

  • Riot is Not Yet Committed to a Spectator Mode for Legends of Runeterra

    A friend and I use the stream feature on discord to do duo expeditions but for as a long time Firebat and Zalae fan boy I love duo card games so the spectate feature is pretty near the top of my list. 

  • Im taking a break until they fix Freljord.

    Quote From Avalon
    Quote From Topandito
    Quote From Avalon

    I'm not a Runeterra player (haven't played the game even once), but I've read about this "Elusive" issue many times and we can say that I got pretty curious.

    To put it simple, what's the matter? Why is it perceived so poorly?

    To put it in simple terms it is like having flying before they added reach, though saying that is also making the assumption that reach fixed flying in MtG

    I thank you for your reply, but unfortunately I'm not familiar with MtG either :(

    The Elusive keyword on a unit means that unit can only be blocked by units which also have the Elusive keyword.

    This has become rather common because Legends of Runeterra features a "spell mana" reserve that lets you carry over up to 3 mana between rounds (with the cavaet that it can only be used on spells). So, when you play your first Elusive unit in Round 3, you frequently have access to an additional mana to spend on buffs, making it a huge threat immediately.

    By contrast, most hard removal in the game doesn't come down until around 5 or 6 mana, and the buffs get your elusive units out of range of most damage-based removal, so this makes it pretty easy to bash your opponent in with unblockable units before they can rally a reasonable response.

  • Im taking a break until they fix Freljord.

    Quote From Avalon
    Quote From Topandito
    Quote From Avalon
    Quote From YourPrivateNightmare

    funny because I was thinking of taking a break because of all the Elusive spam that fundamentally invalidates the core gameplay.

     

    I guess we'll see in a week if they're able to correctly identify and address problems in the game.

    I'm not a Runeterra player (haven't played the game even once), but I've read about this "Elusive" issue many times and we can say that I got pretty curious.

    To put it simple, what's the matter? Why is it perceived so poorly?

    To put it in simple terms it is like having flying before they added reach, though saying that is also making the assumption that reach fixed flying in MtG

    I thank you for your reply, but unfortunately I'm not familiar with MtG either :(

    I can explain it:

    Elusives can only be blocked by other Elusives, meaning that they are incredibly hard to get rid off without the use of spells. however, spell damage in Runeterra is very limited and there are plent of ways to react to a minion being targetted by a spell (such as buffing it out of range). As a result, if you fail to remove an Elusive minions for any reason it will basically race you with no counterplay.

    Even worse, Elusive units can actually block regular units, so you can't even bumrush the other player because they'll just value trade with their Elusives (which they can do completely unpunished as you can't actually do the same on your own defense turn)

    In Hearthstone the equivalent would be a minion that can only be targetted by spells (or other minions of its type) and not actually be attacked by any regular minions....but it can still attack other minions just fine (and you have to factor in the fact that just about any spell in the game can be reacted to in a way that counters it to some extent)