A new patch has landed. It brings with it a bunch of buffs to purple, the ability to swap boards, and the ability to export decks directly from the deck tracker (so now you can copy the deck that kicked your butt :P) and a bunch of more fixes. Full notes.
In case you didn't know, highlander cards will glow yellow if their effect can be activated, that way you do not have to keep track of your deck. You also do not need to play them once you have drawn the cards, because highlander cards only check to see if your deck only has unique cards and not what it looks like in the deck builder.
This is very interesting but having all of these vastly different ideas and gamemodes in one place is super cluttered, and clutter is something Blizzard is trying to avoid at all costs.
I think it's better if we start 1 at a time, tournament mode would probably be the first one we should go for in my opinion.
Another problem is splitting the playerbase, the game already has issues with wait times in Wild Legend. Adding this many extra gamemodes and ways to split up the game will do nothing but exasperate that problem.
We just got Battlegrounds as well, that's a full gamemode with its own team and updates. It'll probably be a while before they can consider adding a new one.
My personal take: I do like that it can be used to counter combat tricks, but I agree that cost of needing to bank 3 spell mana for the reward of canceling almost any spell or effect is probably too much. Even with MtG control decks, they were at least limited in what they could put on board if they needed to reserve mana for counterspells. Maybe if they limited its effect on spells to those that cost 3 or less? Or if it they made it so it only works on Fast spells--right now Slow spells aren't especially popular, but I could see that potentially changing if they didn't need to worry about Deny.
I had a similar thought actually, I am trying Desert Spear over Unleash because it's more pro-active, and an Ironbeak Owl for Druid indeed. Skydiving Instructor is more of a Zoo card, I don't think it fits well in Hunter.
This is likely the last deploy of January 2020! I've split up our larger end-of-January site update into today's update and one that will arrive on Monday, February 3 (need Friday and the weekend to go over more major systems).
New Features
Forums
The great forum overhaul of 2020 has arrived.
Forum listing is no longer super simple, using a more table-like format.
You now see recent threads for each forum section.
Total replies and thread counts are also available. (Mobile these are hidden)
We'll bring back the "backgrounds" to make each forum look a little prettier in the future.
Dev Note: Originally, the goal was to keep the forum homepage very simple. This was ultimately a failure because it is more difficult to see how active each of the forums are. Attempts were made early on to display more information in the old format, but it was really ugly.
Sticky threads now appear more like normal threads
Dev Note: The original goal with stickies was to make them look different and more simple so that they didn't take away from the conversations below. This sort of worked but only in theory. In practice, our stickies are places where discussion is actively happening and this may have hurt it. To compensate a bit, padding has been reduced on stickies so they take up less vertical space on the view.
The latest comments areas now display avatars.
Dev Note: Sorry, this should have happened much sooner <3
Threads with more than 1 page now display pagination!
You'll see a maximum of 6 pages for each thread. The first 5 and then the last one.
Profiles
Member profile pages now display articles.
You'll see this page on any community member that has written front-page articles.
Legends of Runeterra
Decks now have archetypes!
You can search for decks based on their archetype.
Archetypes can be assigned on deck creation or editing. They are not currently mandatory though we highly recommend using them.
We still have to write the content for them, so don't expect much!
These also now display on card pages when a card is flagged with that keyword.
Changes
Legends of Runeterra
Region filter on deck listing now does an AND search instead of OR.
It is now infinitely easier to find decks from a combination of regions.
Bug Fixes
Legends of Runeterra
Fixed an issue where decks were sorting by the worst ones first (Runeterra Portal and deck listing)
Fixed an issue where the Runeterra card page displayed keywords that it shouldn't have.
General
Fixed an issue where post counts were wrongly calculated on the site.
Known Issues
There is a caching problem for forums with subforums. At times the forum listing will display a blank spot where "latest post" is. This will be corrected in a future deploy. This has been resolved.
Elusive as a game mechanic is nothing new. It is exactly the same as flying in Magic, so there's no way the developers aren't aware of potential problems. It's just tricky to tune the stats of minions like these in a brand-new game.
Right--but in Runeterra all minions have inherent haste and vigilance. Overall that's one of the things I love about this game as it opens up a lot more complexity and strategy for free, but as many players have discovered it disproportionately benefits these aggro elusive strategies. You can drop a Greenglade Duo followed up by a Navori Bladescout for 5 damage plus a chump blocker on Turn 3. Compare this with MtG, where you're lucky if you can get chip in 3 damage through fliers by Turn 3 and doing so probably leaves you without a single blocker.
The developers will look at statistics first, then if it's on the borderline, they may factor in player sentiment.
There are plenty of other denial cards and tactics in the game (represented in every faction) that are just as strong, but because they are not worded as straightforwardly ("stop certain effects"), players tend not to think of them as unfair.
Playing around cards like Deny is simply part of the game. Watch some streamers if you need to see how it's done. If you're just too impatient to wait for an opening, I don't know what to tell you, but I don't think that's a good reason to change a reasonable card.
As for "solo winning certain match-ups," that is actually OK, too. Every deck and strategy has bad match-ups. If Deny is your deck's only weak point, that is all the more reason to keep it as it is.
Elusive is a fine mechanic, it's the same as Flying in Magic and it's never been problematic in that game for nearly 30 years.
I acknowledge the problem here, but it's not tied to the mechanic itself imho: - Runeterra has way less efficient removal spells than MtG. This is obviously getting fixed with time and expansions - Elusive appears almost only in Ionia. Both Demacia and Freljord have just one (bad) card to block elusive attackers. MtG has answers in each color More importantly - The most used elusive cards are definitely undercosted - Runeterra enables attacking in the same turn a follower is played. This specific ability in Magic costs +mana or -stats
Magic version of Shadow Assassin is a 2/1, and was printed after 25 years of power creeping and tuning Magic version of Navori Conspirator costs 3 mana. There are also many worse versions Magic version of Greenglade Duo costs four mana (and is a 2/3)
These are just examples of how the elusive mechanic went always well in a ~30 years old card game. Runeterra definitely needs to fix something about this mechanic
Yeh I can't help but think LoR removal are outrageously pricey especially when units can attack the turn they're being played (given you got attack token so it feel a bit less unfair)
I'm playing a Feljord/demacia at noob level and for now don't have much problems with elusive, early on Fleetfeather Tracker and Laurent Protege does the job just fine, or even a buffed braum. But I'm not encountering tailored decks yet so I guess it's not really counting.
I do think however than Shadow Assassin might provide a bit too much for its cost (2/2 + draw + elusive for 3). Even if you trade it, which isn't easy, it cycled itself.
I don't believe Elusive as a mechanic is overpowered per se. In Open Beta, they have a little bit of wiggle room to play around with until they figure out what works and what doesn't.
I believe that Elusive would probably be easier to balance if it was more accessible to all regions. The reason Flying works well in MTG is because every color has at least a little bit of it, and there's specific counters to them. Even if Green has the fewest Flying creatures, they're also the best color at countering them.
Elusive is a fine mechanic, it's the same as Flying in Magic and it's never been problematic in that game for nearly 30 years.
I acknowledge the problem here, but it's not tied to the mechanic itself imho: - Runeterra has way less efficient removal spells than MtG. This is obviously getting fixed with time and expansions - Elusive appears almost only in Ionia. Both Demacia and Freljord have just one (bad) card to block elusive attackers. MtG has answers in each color More importantly - The most used elusive cards are definitely undercosted - Runeterra enables attacking in the same turn a follower is played. This specific ability in Magic costs +mana or -stats
Magic version of [Hearthstone Card (Shadow Assassin) Not Found] is a 2/1, and was printed after 25 years of power creeping and tuning Magic version of [Hearthstone Card (Navori Conspirator) Not Found] costs 3 mana. There are also many worse versions Magic version of [Hearthstone Card (Greenglade Duo) Not Found] costs four mana (and is a 2/3)
These are just examples of how the elusive mechanic went always well in a ~30 years old card game. Runeterra definitely needs to fix something about this mechanic
Whip warrior in 2020.
Yeah i really liked the amount of armor gain he could have with this deck, when i watched him playing it.
New Mythgard Patch.
A new patch has landed. It brings with it a bunch of buffs to purple, the ability to swap boards, and the ability to export decks directly from the deck tracker (so now you can copy the deck that kicked your butt :P) and a bunch of more fixes. Full notes.
Pizza's Legend Zoolock
Interested to try this
Galakrond's Awakening Chapter 2 - Hearthstone Decks to Test Your New Cards
In case you didn't know, highlander cards will glow yellow if their effect can be activated, that way you do not have to keep track of your deck. You also do not need to play them once you have drawn the cards, because highlander cards only check to see if your deck only has unique cards and not what it looks like in the deck builder.
Out of Cards Changelog - 2020-01-30
I will also jump on this "good update" train.
Whip warrior in 2020.
Dangit I was making this deck then i realized Risky isnt in the game yet. It's a really neato idea though!
How to buy the pre-order (or anything) cheaper within Blizzard Shop without any problems/illegal actions?
ohhh im confused. can someone help me ?
Tables, A Way To Play Hearthstone With Your Own Rules.
This is very interesting but having all of these vastly different ideas and gamemodes in one place is super cluttered, and clutter is something Blizzard is trying to avoid at all costs.
I think it's better if we start 1 at a time, tournament mode would probably be the first one we should go for in my opinion.
Another problem is splitting the playerbase, the game already has issues with wait times in Wild Legend. Adding this many extra gamemodes and ways to split up the game will do nothing but exasperate that problem.
We just got Battlegrounds as well, that's a full gamemode with its own team and updates. It'll probably be a while before they can consider adding a new one.
So, how long is Deny gonna stay at 3 mana?
My personal take: I do like that it can be used to counter combat tricks, but I agree that cost of needing to bank 3 spell mana for the reward of canceling almost any spell or effect is probably too much. Even with MtG control decks, they were at least limited in what they could put on board if they needed to reserve mana for counterspells. Maybe if they limited its effect on spells to those that cost 3 or less? Or if it they made it so it only works on Fast spells--right now Slow spells aren't especially popular, but I could see that potentially changing if they didn't need to worry about Deny.
Out of Cards Changelog - 2020-01-30
Good update!
Aggro Hunter cards.
I had a similar thought actually, I am trying Desert Spear over Unleash because it's more pro-active, and an Ironbeak Owl for Druid indeed. Skydiving Instructor is more of a Zoo card, I don't think it fits well in Hunter.
Out of Cards Changelog - 2020-01-30
Nice job on the updates, Flux!
Out of Cards Changelog - 2020-01-30
This is likely the last deploy of January 2020! I've split up our larger end-of-January site update into today's update and one that will arrive on Monday, February 3 (need Friday and the weekend to go over more major systems).
New Features
Forums
The great forum overhaul of 2020 has arrived.
Profiles
Legends of Runeterra
Hearthstone
Changes
Legends of Runeterra
Bug Fixes
Legends of Runeterra
General
Known Issues
Tables, A Way To Play Hearthstone With Your Own Rules.
If any of my advice was ever considered by Team 5, this game would have been in a better place years ago lol
Tables, A Way To Play Hearthstone With Your Own Rules.
Great job on the article, Grif!
Honest Hearthstone Cards (Game)
Am gonna try to necro this:
Next:
So, how long is Deny gonna stay at 3 mana?
omg yeah you have 1 card thar can cancel spells and people crying about it after a week already --_--
The Elusive problem and solutions
Right--but in Runeterra all minions have inherent haste and vigilance. Overall that's one of the things I love about this game as it opens up a lot more complexity and strategy for free, but as many players have discovered it disproportionately benefits these aggro elusive strategies. You can drop a Greenglade Duo followed up by a Navori Bladescout for 5 damage plus a chump blocker on Turn 3. Compare this with MtG, where you're lucky if you can get chip in 3 damage through fliers by Turn 3 and doing so probably leaves you without a single blocker.
So, how long is Deny gonna stay at 3 mana?
The developers will look at statistics first, then if it's on the borderline, they may factor in player sentiment.
There are plenty of other denial cards and tactics in the game (represented in every faction) that are just as strong, but because they are not worded as straightforwardly ("stop certain effects"), players tend not to think of them as unfair.
Playing around cards like Deny is simply part of the game. Watch some streamers if you need to see how it's done. If you're just too impatient to wait for an opening, I don't know what to tell you, but I don't think that's a good reason to change a reasonable card.
As for "solo winning certain match-ups," that is actually OK, too. Every deck and strategy has bad match-ups. If Deny is your deck's only weak point, that is all the more reason to keep it as it is.
The Elusive problem and solutions
Yeh I can't help but think LoR removal are outrageously pricey especially when units can attack the turn they're being played (given you got attack token so it feel a bit less unfair)
The Elusive problem and solutions
I'm playing a Feljord/demacia at noob level and for now don't have much problems with elusive, early on Fleetfeather Tracker and Laurent Protege does the job just fine, or even a buffed braum. But I'm not encountering tailored decks yet so I guess it's not really counting.
I do think however than Shadow Assassin might provide a bit too much for its cost (2/2 + draw + elusive for 3). Even if you trade it, which isn't easy, it cycled itself.
Galakrond's Awakening Chapter 2 - Hearthstone Decks to Test Your New Cards
Be careful because the Shaman deck is not full Highlander.
Make sure you cast Invocation of Frost and play Spirit of the Frog before triggering Highlander cards ;)
The Elusive problem and solutions
I don't believe Elusive as a mechanic is overpowered per se. In Open Beta, they have a little bit of wiggle room to play around with until they figure out what works and what doesn't.
I believe that Elusive would probably be easier to balance if it was more accessible to all regions. The reason Flying works well in MTG is because every color has at least a little bit of it, and there's specific counters to them. Even if Green has the fewest Flying creatures, they're also the best color at countering them.
The Elusive problem and solutions
Elusive is a fine mechanic, it's the same as Flying in Magic and it's never been problematic in that game for nearly 30 years.
I acknowledge the problem here, but it's not tied to the mechanic itself imho:
- Runeterra has way less efficient removal spells than MtG. This is obviously getting fixed with time and expansions
- Elusive appears almost only in Ionia. Both Demacia and Freljord have just one (bad) card to block elusive attackers. MtG has answers in each color
More importantly
- The most used elusive cards are definitely undercosted
- Runeterra enables attacking in the same turn a follower is played. This specific ability in Magic costs +mana or -stats
Magic version of [Hearthstone Card (Shadow Assassin) Not Found] is a 2/1, and was printed after 25 years of power creeping and tuning
Magic version of [Hearthstone Card (Navori Conspirator) Not Found] costs 3 mana. There are also many worse versions
Magic version of [Hearthstone Card (Greenglade Duo) Not Found] costs four mana (and is a 2/3)
These are just examples of how the elusive mechanic went always well in a ~30 years old card game. Runeterra definitely needs to fix something about this mechanic
Are we OK with decks having no champions!?
I don't mind as long as it's not systematic to the best decks, otherwise it would mean champions are not impactful enough on a general manner.