I guess they're announcing the new year and first expansion at the same time this year. Looks like RoS was announced March 14, so that would be pretty close to the usual timing between announcement and release.
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?
Changing Fearsome to "Can't be blocked by a unit with less than or equal to its power" would make it the most broken mechanic in the game. Any sizable fearsome unit would force the opponent to take unfavorable trades or would just be unblockable if the opponent doesn't have high attack units. Can you for example imagine only being able to block Commander Ledros with 9+ attack units? Or having to block Tryndamere with an 8+ attack unit, and then with a 9+ attack unit?
As for the Kalista problem, I'm really not sure what they should do with her. Her bonding mechanic is really cool both thematically and gameplay-wise, but it's also akward to use well right now. If they buff her stats they might have to remove fearsome, which I wouldn't really mind. They could also make the bond buff stronger or change what it does entirely (again).
it's funny, because Kalista's ability doesn'T reflect her main game counterpart at all after they nerfed it. They really should reconsider and maybe give the whole "my bonded target takes damage for me" mechanic again, except with a high cost or lower stats.
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 have a deck that's good against elusives too, but it's weakness is...basically every other deck in the meta. XD I'm definitely excited for Tuesday; we could use a good shakeup.
I'm not sure this beats a turn 3 Solitary Monk + instant +3/+3....as well as another +3/+3 the turn after for a 10/9 beater that 2hits me and blocks anything i try to throw at him anyways.
It's not so much the Elusive keyword itself, but the fact that permanent buffs exist and damage is limited.
First thought: I think a limited number of charge cards like Leeroy Jenkins are good for the game. Leeroy does 6 damage from hand for 5 mana and can be blocked by taunt and secret cards; Fireball does 6 damage for 4 mana and can only be blocked by secret cards. Mage class identity is built around large burst damage from hand, but pulling off OTK's like Exodia Mage is tricky. Leeroy Jenkins is a powerful card and can be abused by some decks (historically mostly rogue whose class identity is built around pulling off tricky combo mechanics), but I believe it adds value. Players have to make a choice when they are under 15 health, can i risk getting hit by Leeroy Jenkins shenanigans and play greedy or do I need to be cautious just in case my opponent can pull off big face damage. I wouldn't want this to change.
Second thought: Rush is a good mechanic. Even aggro decks benefit from carrying some rush. I don't think we are over-saturated with rush yet, but I am glad to see some cards rotating out to give room to a new mechanic. Having a variety of mechanics in play in a single meta is nice. I would love to see enrage and inspire on some new cards as well. I guess that is why I like wild.
Are we able to submit tokens? I’m trying to press “add another card” to my submission but it’s not doing anything. I’m on mobile btw
No, you are not. It would be specifically stated and you would be allowed to submit another card. Bypassing it by submitting an image with two cards is certainly not the way to go.
Thank you, I must have overlooked the no token rule. I’ll change up my card idea then.
Sadly this also means my favorite card submitted is also invalid.
The fact that the bond is so easily broken is a big part of the problem, but it seems like it would be more thematic if she were bonded to another champion, and if that bond occurred at the start of the game. What about something like this:
Level 1: "Start of game: I bond with another Champion in your deck. Grant it +2|+0 while we're both in play."
Level 2: "The first time I attack this game, revive my bonded Champion attacking."
I can imagine some ways this would get busted, so it may be too strong, but if they want to leave her as an aggressively stated 3-drop, she needs to also have the bond occur either at start of game or as a support trigger, because today needing to play her into a decent unit means she comes down well after she's useful.
That would gut her more than help her. She'd have no offensive ability in order to 'take a hit'.
That's a 3 drop 2/4. So instead of 6 offense stats you'd drop it to 4.
However an edit to the above comment. Make the bonding on summoned instead of play. Again, her bond is the core of the mechanic so if she's revived, there's no bonding.
Are we able to submit tokens? I’m trying to press “add another card” to my submission but it’s not doing anything. I’m on mobile btw
No, you are not. It would be specifically stated and you would be allowed to submit another card. Bypassing it by submitting an image with two cards is certainly not the way to go.
Instead of thinking of it as 'Can't attack Heroes', think of it as 'Can attack minions'. Giving something Rush that can already attack this turn doesn't do anything because it can already attack minions.
After all, the first interpretation wouldn't mean anything at all - so what if this minion can't attack Heroes, it can't attack anything when it's first played!
Ok thank you for clearing that up, it was me misinterpreting how the coding works on rush minions in general.
HS's own tool-tip for rush describes it as "Can attack minions immediately". Translating that into more technical language: "this minion can attack your opponent's minions on the turn it is summoned (or otherwise appears on the board, e.g. transformed into)".
Nowhere does it say anything about not being able to attack heroes. It is a partial bypass of summoning sickness, and does nothing when you wouldn't be in the summoning sickness turn.
This does make me wonder what happens with rush and Sunstruck Henchman. I will do some science and find out whether it affects the turn of summoning or summoning sickness itself...
Edit: Sunstruck Henchman shows it is indeed a bypass of summoning sickness (or sleep as HS seems to call it), and is only indirectly to do with the turn the minion is summoned.
What you describe does happen for the Charge card though.
Right ok thanks. That was a proper ELI5 moment from me but thanks for explaining how it actually works to me.
I am a bit worried if they decide to buff Khalista tbh. I believe the problem is that her statline doesn't synergises with her level up requirement.
She has Fearsome 4/2 stats, which implies its an agressive card; but her upgraded form requires that she survives for a while, which its a bit counterproductive, since the optimal way to level her up is to simply don't attack with her and watch your other minions trade, as this will also protect her bound. But playing Khalista this way is suboptimal as her stats are bad for a defensive card, also sitting at 2 heath she is very easy to remove with spells.
Khalista doen't really needs a buff: Riot should just rework her stats to be a defensive card OR another level up requirement to match her agressive stats.
I really don't think it restricts design all that much. Charge certainly did, because you could end up with the potential for OTKs, but I don't see any issue with Rush.
I'm struggling to come up with a single existing minion that would become in any way an issue with Warsong changed to its old effect but giving Rush instead of Charge.
That means that the reveal season will last less than 20 days, which is quite fast considering what we're used to.
I'm not gonna complain about it: in fact, I totally agree with this approach (a shorter period of time guarantees the hype to not fade badly like in the past, when he always had 2 whole weeks of complete void between the announcement and the beginning of the reveal season); I just wish there was a bit more communication...
Leeroy is a very interesting card. I wouldn't mind it being HoF'd, cause it does end a ridiculous number of games, but lately I've been using it to dilute priest res pools with whelps. I like cards that have multiple uses like that. Enabling Dragonmaw Poacher is cool. Comboing it with Unleash the Hounds and the quest is cool, but kinda problematic since it does so much damage. Losing charge may be good for the game, but classes do need good ways to end games. Maybe it shouldn't be Leeroy so much, but it's nice having cards like Leeroy :)
HS's own tool-tip for rush describes it as "Can attack minions immediately". Translating that into more technical language: "this minion can attack your opponent's minions on the turn it is summoned (or otherwise appears on the board, e.g. transformed into)".
Nowhere does it say anything about not being able to attack heroes. It is a partial bypass of summoning sickness, and does nothing when you wouldn't be in the summoning sickness turn.
This does make me wonder what happens with rush and Sunstruck Henchman. I will do some science and find out whether it affects the turn of summoning or summoning sickness itself...
Edit: Sunstruck Henchman shows it is indeed a bypass of summoning sickness (or sleep as HS seems to call it), and is only indirectly to do with the turn the minion is summoned.
What you describe does happen for the Charge card though.
Maybe they'll make it so she can move once before the attack phase happens since she can do a side step in-game? IDK best idea I got since I SUCK at balancing anything
Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th
I guess they're announcing the new year and first expansion at the same time this year. Looks like RoS was announced March 14, so that would be pretty close to the usual timing between announcement and release.
Im taking a break until they fix Freljord.
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?
Kalista tweaks
it's funny, because Kalista's ability doesn'T reflect her main game counterpart at all after they nerfed it. They really should reconsider and maybe give the whole "my bonded target takes damage for me" mechanic again, except with a high cost or lower stats.
Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th
To be fair, if it's going to happen even with this schedule I'm just going to laugh at myself
Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th
inb4 there's still a 14 day dry streak between announcment and the first card reveals, and they just cram them into 6 days.
Im taking a break until they fix Freljord.
I'm not sure this beats a turn 3 Solitary Monk + instant +3/+3....as well as another +3/+3 the turn after for a 10/9 beater that 2hits me and blocks anything i try to throw at him anyways.
It's not so much the Elusive keyword itself, but the fact that permanent buffs exist and damage is limited.
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
First thought: I think a limited number of charge cards like Leeroy Jenkins are good for the game. Leeroy does 6 damage from hand for 5 mana and can be blocked by taunt and secret cards; Fireball does 6 damage for 4 mana and can only be blocked by secret cards. Mage class identity is built around large burst damage from hand, but pulling off OTK's like Exodia Mage is tricky. Leeroy Jenkins is a powerful card and can be abused by some decks (historically mostly rogue whose class identity is built around pulling off tricky combo mechanics), but I believe it adds value. Players have to make a choice when they are under 15 health, can i risk getting hit by Leeroy Jenkins shenanigans and play greedy or do I need to be cautious just in case my opponent can pull off big face damage. I wouldn't want this to change.
Second thought: Rush is a good mechanic. Even aggro decks benefit from carrying some rush. I don't think we are over-saturated with rush yet, but I am glad to see some cards rotating out to give room to a new mechanic. Having a variety of mechanics in play in a single meta is nice. I would love to see enrage and inspire on some new cards as well. I guess that is why I like wild.
Pole Position - Card Design Competition Discussion Thread
Thank you, I must have overlooked the no token rule. I’ll change up my card idea then.
Sadly this also means my favorite card submitted is also invalid.
Kalista tweaks
The fact that the bond is so easily broken is a big part of the problem, but it seems like it would be more thematic if she were bonded to another champion, and if that bond occurred at the start of the game. What about something like this:
Level 1: "Start of game: I bond with another Champion in your deck. Grant it +2|+0 while we're both in play."
Level 2: "The first time I attack this game, revive my bonded Champion attacking."
I can imagine some ways this would get busted, so it may be too strong, but if they want to leave her as an aggressively stated 3-drop, she needs to also have the bond occur either at start of game or as a support trigger, because today needing to play her into a decent unit means she comes down well after she's useful.
Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th
Ya! It will keep the card reveal hype going steady
Kalista tweaks
That would gut her more than help her. She'd have no offensive ability in order to 'take a hit'.
That's a 3 drop 2/4. So instead of 6 offense stats you'd drop it to 4.
However an edit to the above comment. Make the bonding on summoned instead of play. Again, her bond is the core of the mechanic so if she's revived, there's no bonding.
Pole Position - Card Design Competition Discussion Thread
No, you are not. It would be specifically stated and you would be allowed to submit another card. Bypassing it by submitting an image with two cards is certainly not the way to go.
Kalista tweaks
They could probably flip her stats to make her viable.
[Game] Name another card that has the same...
Claw
give your hero +x attack this turn
Kalista tweaks
Yea you're right above the fearsome in that way. I kinda did like the old way where her bonded did block for her making her more attack oriented.
What about Support then?
Bond to a unit, granting it +2/+0. Support: Supporting unit damage takes damage in place of Kalista.
Level up remains the same as it is now.
Mechanic change can be recalled units rebond when replayed. So it stays whether in grave or hand.
Defense turns means you can't chump block with it or you can shoot down the 'support' to get her.
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
Ok thank you for clearing that up, it was me misinterpreting how the coding works on rush minions in general.
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
Right ok thanks. That was a proper ELI5 moment from me but thanks for explaining how it actually works to me.
Kalista tweaks
I am a bit worried if they decide to buff Khalista tbh. I believe the problem is that her statline doesn't synergises with her level up requirement.
She has Fearsome 4/2 stats, which implies its an agressive card; but her upgraded form requires that she survives for a while, which its a bit counterproductive, since the optimal way to level her up is to simply don't attack with her and watch your other minions trade, as this will also protect her bound.
But playing Khalista this way is suboptimal as her stats are bad for a defensive card, also sitting at 2 heath she is very easy to remove with spells.
Khalista doen't really needs a buff: Riot should just rework her stats to be a defensive card OR another level up requirement to match her agressive stats.
10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card
-3 so far..
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
I really don't think it restricts design all that much. Charge certainly did, because you could end up with the potential for OTKs, but I don't see any issue with Rush.
I'm struggling to come up with a single existing minion that would become in any way an issue with Warsong changed to its old effect but giving Rush instead of Charge.
Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th
That means that the reveal season will last less than 20 days, which is quite fast considering what we're used to.
I'm not gonna complain about it: in fact, I totally agree with this approach (a shorter period of time guarantees the hype to not fade badly like in the past, when he always had 2 whole weeks of complete void between the announcement and the beginning of the reveal season); I just wish there was a bit more communication...
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
Leeroy is a very interesting card. I wouldn't mind it being HoF'd, cause it does end a ridiculous number of games, but lately I've been using it to dilute priest res pools with whelps. I like cards that have multiple uses like that. Enabling Dragonmaw Poacher is cool. Comboing it with Unleash the Hounds and the quest is cool, but kinda problematic since it does so much damage. Losing charge may be good for the game, but classes do need good ways to end games. Maybe it shouldn't be Leeroy so much, but it's nice having cards like Leeroy :)
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
HS's own tool-tip for rush describes it as "Can attack minions immediately". Translating that into more technical language: "this minion can attack your opponent's minions on the turn it is summoned (or otherwise appears on the board, e.g. transformed into)".
Nowhere does it say anything about not being able to attack heroes. It is a partial bypass of summoning sickness, and does nothing when you wouldn't be in the summoning sickness turn.
This does make me wonder what happens with rush and Sunstruck Henchman. I will do some science and find out whether it affects the turn of summoning or summoning sickness itself...
Edit: Sunstruck Henchman shows it is indeed a bypass of summoning sickness (or sleep as HS seems to call it), and is only indirectly to do with the turn the minion is summoned.
What you describe does happen for the Charge card though.
Kalista tweaks
Maybe they'll make it so she can move once before the attack phase happens since she can do a side step in-game? IDK best idea I got since I SUCK at balancing anything
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
It poses a strong condition in the design of 3-attack minions or lower.
That does not fit a Basic card.