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  • So, how long is Deny gonna stay at 3 mana?

    Honestly, I don't think deny needs to have it's cost increased. A better change would be to make it so that it cannot counter anything that costs more than 4. This way it works more like a combat trick, and it won't be able to counter those huge spells you are devoting your entire turn to.

  • Legends of Runeterra Patch This Week! New Guardians, Yasuo Animation Speed Increased, Keeping an Eye on Experience

    Liking the game, but for the love of jebus I hope they fix the collection display. I still can't see how many cards I'm missing when importing a deck, which is frustrating enough that I don't import decks anymore. 

  • I think i should have won... pls explain to me

    you are 100% right the position matters i lost in my tests after one player wins the game ends, now  some fun facts from my research:

    1- if you recall fiora LV2 she resets her counter to 0/4

    2- if you use judgment on fiora and kill 4 or more units she can go from LV1 to I WIN { she level up mid spell and count the rest of the units afterwards, of course that means judgment counts for killing with her at any point 0/4, 1/4, etc.}

  • That moment you know you have a bad idea

    My latest unsuccessful idea was Arcane Giant for a spell priest. It was tones of fun to play with, and together with Grave Horror I had some extra board presence. Played it at the end of last season since I was at the bottom of rank 5 and didn't care to climb anymore. But as the new season hit it was clear, this card will not help me to climb as priest.

  • what's with the mechanic of units not being able to attack after blockers have been removed from in front of them?

    this is a step by step battle. once one step has been declared its written in stone. so a declared blocker will prevent the attacker from reaching the nexus. the spell removing the unit happens after this has been declared so it cannot go back the enemy unit is unable to reach the nexus despite the fact the blocker has been removed.

  • what's with the mechanic of units not being able to attack after blockers have been removed from in front of them?

    I think it took most people by surprise. Basically if you want to try and apply logic, you declare an attack, your opponent declares blockers, your units turn away from the Nexus to attack the blockers, the spell that removed them happens within mere seconds of the fight starting, your attacker runs at the blocker instead of the Nexus and swings their attack at their dissipating body...

  • what's with the mechanic of units not being able to attack after blockers have been removed from in front of them?

    as the title sais.....

     

    the game mechanics are PERFECT if not for this nonsense....

    what's the logic behind that idea???..cause it's completly illogical and counterintuitive...

     

     

  • The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight

    Boompistol is the mvp of this chapter for me

  • The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight

    True, but that's a stall and prayer for a good draw rather than a clear. 

  • The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight

    Frost Nova Card Image

  • That moment you know you have a bad idea

    Quote From Savron
    Quote From og0

    Would be nice if you couldn't get more than 2 of the same epic.  I really don't need 6 x Bestial Wrath when I'm missing useful epics.

    But they said they won't do that so I guess we need to be happy they changed legendary duplicate rules.

    I feel you! I have 3x Embiggen and 2x Golden Embiggen. You know what I wish for ^^

    Mine was Mojomaster Zihi for Even Shaman in Wild. I didn't have neither Ragnaros the Firelord nor The Lich King but wanted to have a good standard card... later I just replaced it with an Eater of Secrets.

    Shame there wasn't someone posting specifically to point out that Embiggen wouldn't be a good card from the time it was announced... *cough* :P

  • So, how long is Deny gonna stay at 3 mana?

    The main issues with Deny are:

    • Its cost - 3 mana can easily be saved up as spell ones since almost the beginning of a match, threatening the opponent to have a counter with basically no downside in each turn.
    • Its from Ionia - being on the same Region as the most powerfull Elusive minions make both of them a pretty nasty combination to deal with.

    The easy way to "fix" it will probably be to increase its cost so that keeping open mana for it will require an actual drawback. Other solutions such as limiting what spells can be countered or "gifting" the opponent with something in exchange (refund mana, draw card and so on) seems too much.

    Counterspell is something that has always existed in MtG and per se it's an ok mechanic so nothing really broken.

  • That moment you know you have a bad idea

    Pro

    To hell with rationality, I will craft Unseal the Vault, Halazzi, the Lynx and Boommaster Flark tonight and create that quest hunter deck. Nevermind I already had pulled them all from packs once and dusted them. Someone stop me please?

  • The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight

    Quote From bardozan

    Deadly Shot on a stick. You pay 2 extra mana for a 6/5 dragon which also activates other dragon synergies. Seems so strong.

    Actually it is more like a 6/5 dragon for 5 with optional Deadly shot. Still good. Passes the vanilla test

  • How does the DETAIN mechanic work exactly?

    The detained minion, once free, will be reset to it's original stats (buffs and damage will be canceled) and will be placed as the last of its owner board.

    If the board is already full when it's released, than it'll be destroyed.

  • The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight

    Deadly Shot on a stick. You pay 2 extra mana for a 6/5 dragon which also activates other dragon synergies. Seems so strong.

  • The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight

    This looks to be strongest chapter. 

  • How does the DETAIN mechanic work exactly?

    How does this card work exactly?

    Does the detained card retain buffs or damage for example, or is it like the recall mechanic and it reverts to its original state?

    Does the detained card get placed back to its original location (bench or battlefield) once the capturing unit leaves play? I'm assuming it gets placed back in the hand if the bench or battlefield is full, and burned if the hand is full.

     

  • So, how long is Deny gonna stay at 3 mana?

    For the record, I've always thought that Counterspell (and most of its derivatives) in Magic is a horribly balanced card. Using that as the measuring bar for cards in other games like Runeterra is a terrible approach in my opinion.

    Of course, your mileage may differ - plenty of people enjoy magic, possibly including counterspell cards. But I say Riot shouldn't hold back on making Deny more expensive if it's proving to sap the fun out of this game for so many players and contributing to a lopsided metagame.

  • This is such a weird rotation season.

    Pro

    I feel you. Imho, this is a result of the new Blizzard politics - they're less careful with the balancing of new cards and compensate by nerfing faster. It's a good thing they keep things shifting and evolving these days, so the game doesn't get stale too fast. Remember when Rastakhan's came out and nobody played 90% of the cards because they just weren't strong enough? At least that's how it felt for me at the time. That was the old politics, they were too careful and released majorly bad cards if you compare them to the new ones.

    As you pointed out, the risk of releasing something as powerful as DoD is huge powercreep... but that will surely result in a huge meta shift once the year of the dragon rotates out next year.

    Anyway... I've been thinking along those very lines these days because I had been planing to go through my collection and dust what I don't need and create what I want to try out for literally weeks. I haven't tried out embiggen druid yet, I'd like to try quest hunter but miss the quest, halazzi and flark because I dusted them months ago... the point is, I don't have the time to do more than the daily quests and play another 2 or 3 games each day, if that. So I concluded to quit standard for good. I like how Blizzard comes across more quickly with nerfs and the events in between expansions, but the meta has gotten too fast for me while I have less and less time to play. I do regularly preorder expansions so I do have the ressources to keep up with the game in theory, but I don't feel like it's worth it anymore. The value of my cards is much higher in wild.

    tl;dr: you're right. I'm switching to wild for good.

  • Daily rewards too powerful compared to normal play

    If you want to grind - do your quests, get your daily XP rewards, stop playing after.

     

    If you actually like the game - just play and don't mind the rewards.

     

    It's really great that LoR frontloads the majority of the grind into your first few games. Very F2P-friendly.

  • This is such a weird rotation season.

    Erm I play Janal'ai a lot, and I am sure I will miss Zilliax, Galaxy spell, Luna....hope some good stuff will replace it.

  • "The Ruination" is a horrible concept for a card. Balance issues.

    That's why you "don't put all your eggs in one basket" - or in terms of card games, don't continue playing stuff if you are already ahead when you anticipate the opponent has a board clear.

     

    And the other parts of your rant... might I politely ask which rank you are playing at?

  • "The Ruination" is a horrible concept for a card. Balance issues.

     

    Just 2 examples, much cheaper than 9 mana.

    The Ruination is fine.

     

  • So, how long is Deny gonna stay at 3 mana?

    The general idea of deny is fine. It forces decks to play early followers instead of only relying on boardclears.

     

    However, I agree that 3 mana is problematic. It contributes to the current elusive problem that the elusive player can always save his 3 spell mana to counter removal without having to sacrifice anything for it. Deny being 4 mana would solve this as the deny player would always lose 1 mana each turn and thus fall behind.

     

    It think it would be healthy for the meta as well because Deny being 4 mana would also make boardclears a little better which would make aggro decks less prevalent. IMO I face a bit too much aggro on the ladder right now.