at what time (CET) is the nerf?
in other words ... how much time I still have to try to reach Legend with my DH, before the nerf? tks
in other words ... how much time I still have to try to reach Legend with my DH, before the nerf? tks
in other words ... how much time I still have to try to reach Legend with my DH, before the nerf? tks
in other words ... how much time I still have to try to reach Legend with my DH, before the nerf? tks
Report your current progress:All regions: 100%Full Collection: 3x copies of every single card. Date: 07/07/2020Time: 6 monthsWildcard: 01: Gold00: Purple00: Blue41: GreenShards: 8131
Report your current progress:
All regions: 100%
Full Collection: 3x copies of every single card.
Date: 07/07/2020
Time: 6 months
Wildcard:
01: Gold
00: Purple
00: Blue
41: Green
Shards: 8131
I feel like Jinx level up is still to weak when compared to the two other champions that are most like her. Her level up ability is essentially a variant on Ezreal and Lux but is substantially weaker…
I feel like Jinx level up is still to weak when compared to the two other champions that are most like her. Her level up ability is essentially a variant on Ezreal and Lux but is substantially weaker.
Lux ability is free, hits a unit and face, and can be used multiple times in one turn.
Ezreal ability hits face for half the damage of Jinx rockets but can be triggered many times in one turn, is free, and essentially burst speed since you don't have to cast it.
Jinx only hits face, same as Ezreal but hits for 4, but her skill is slow speed like Lux, and can't be chained unlike both Lux and Ezreal. Then to top it off it costs 1 mana. So its not even free. But it requires just as much prep work to pull off as the other two.
Jinx rocket should firstly be free at the minimum and be able to be cast multiple times a turn just like her competition. Jinx should be the middle ground between Lux and Ezreal. Not the ugly step child they keep locked up in the attic and occasionally feed fish heads to from time to time.
Tier 1 - Noxious It's hard to argue that Noxious isn't the highest played and highest win rate region atm because statistically it is. Run it allegiance, run it with p/z, run it with ionia, run it …
Tier 1 - Noxious
It's hard to argue that Noxious isn't the highest played and highest win rate region atm because statistically it is.
Run it allegiance, run it with p/z, run it with ionia, run it with frejord, run it with shadow.
The reason why this region does so well is it's auto includes, the fact that you're going to run transfusion, disciple, demolitionist, and probably grenadier.
That's your 12 - 2 drops right there zero thought required, now what's the rest of your list going to be, well you have lots of options but the core is always going to be strong regardless.
Tier 2 - Freijord
mid range in general is a little weak atm so while this regions has the best champions overall, it might not matter if things remain as fast as they are right now.
That being said, pairing this region with shadow makes for solid control lists, and noxious makes up for the regions weak 2 drops.
I would stay away from bilgewater now that yoink has been nerfed twice in a row.
Omen hawk remains the best 1 drop in the game, and fury of the north is the best trick.
Don't expect this region to go anywhere regardless of the meta.
Tier 3 - Ionia
Did you know that elusives are in two of the best decks in the game and that will of ionia is under-costed and concussive palm is now a 3 of
At the end of the day it doesn't really matter that Yasuo, Lee Sin, and Karma aren't as good as they once were, because we have Zed
The nerf to solitary monk doesn't really hurt all that much and just puts the card where it should be power level wise
Tier 4 - Shadow Isles
Shadow will always be relevant due to healing, removal, recursion and it's ability to create chump blocks
But we can't pretend that the region isn't becoming more of a splash for key cards as of late, as opposed to an all in choice.
So we see it go down a tier
Tier 5 - Bilgewater
Yoink getting nerfed over and over again has hurt this region but it still has a lot to offer
Kegs are strong, and make it rain is the best early anti aggro tool
It goes wide surprisingly well, it has cycling tools, it has riptide rex, it can be aggressive and it has strong champs
Deep is always something to keep your eye on as well, just waiting beneath the surface to be tier 1 again
Tier 6 - P/Z
A pretty low playrate region excluding ezreal lists, which is currently this regions saving grace
The issue is that you are forced to cast spells to kill your opponents units, and only Ezreal benefits from this
So you play him
Jinx requires you to get rid of your hand, and while she is better than people think, it's easy to disrupt her play pattern
Heimer is good, but he's honestly played as more of an Ionia card right now, and doesn't even fit his region
Vi is just a fully stated thresh that doesn't tutor is isn't very exciting to play
Tier 7 - Demacia
This is the region that people collectively agreed that they didn't like and didn't want to be good
They nerfed it's mid range options, they nerfed it's buffs, they nerfed it's late game win cons
Unfortunately, that puts it as a worse version of Noxious right now
When the reality is that this region should probably counter Noxious on paper, as it used to.
But do we want to see the return of bannerman, I would be okay with it, but I imagine others wouldn't
Anyway that's the update, let me know what you guys think, and what I inevitable got wrong
Here's a few ideas I had about how to make Heimerdinger less impactful and make it possible for Heimer to survive multiple turns without the opponent immediately losing: Version 1 (Round Start Heime…
Here's a few ideas I had about how to make Heimerdinger less impactful and make it possible for Heimer to survive multiple turns without the opponent immediately losing:
Version 1 (Round Start Heimer):


This version of Heimerdinger would motivate players to cast only high cost spells for Heimer, instead of just spamming cheap spells like currently. Since Heimer can only summon 1 turret per round, this also prevents the spamming of 3 cost elusive turrets. This might seem like a heavy nerf, which is why I gave Heimer more stats to compensate. Also, players can summon cheap turrets from hand so that Heimer summons bigger turrets, if they cast low cost spells that turn.
Version 2 (Attack):


This version of Heimerdinger requires you to attack to get free turrets, which allows the opponent to block heimer and damage him (similar to Shen). However, with 6 Health Heimer will likely survive the first attack. This would probably be the lowest powerlevel version of Heimerdinger, but with Synergy like Sumpworks Map I think he'd still be viable.
Version 3 (Transformation):


This is probably my favorite rework of Heimerdinger since it completely changes how you play the card. By requiring an ally to get the support effect to work, this version of Heimerdinger would require actually having minions in your deck (or spells like Scrapdash Assembly). Also, because the Turret is based on the total cost of the spells you cast, it opens up interesting plays about which spells to cast to get different turrets. The versions' level up is also the most interruptible, through killing, frostbiting, or stunning the turrets. Because it also lasts across the game, it makes later Heimerdingers more likely to be able to attack as the level two version. Once Heimerdinger levels up, he becomes much more powerful and lets you make the turrets have higher stats than they would normally have. Quick Attack both reflects one of Heimerdinger's LoL abilities and makes Heimerdinger more difficult to kill while he's attacking. The stats could definitely be adjusted to make it more balanced, but I think this version of Heimerdinger is very interesting and very disruptable.
Which version of Heimerdinger do you think would be best? Are there other reworks you've thought of?
Imgur has caused problems for me right from the start. If I use the mobile app, it usually doesn't upload more than one image. If I try to upload a second one, an error occurs after some time and the…
Imgur has caused problems for me right from the start. If I use the mobile app, it usually doesn't upload more than one image. If I try to upload a second one, an error occurs after some time and the image appears as "hidden" in my galery without a thing I could do about it but delete it. I usually work around this by loging in via browser in desktop mode. If I upload this way, I also receive error notifications (though different ones), but the images get uploaded properly nevertheless.
This time, I wanted to upload 28 images for my custom expansion and started out on my laptop for this special occasion. The first 15 went smoothly, but now imgur says "Something went wrong with CREATE_ALBUM_FAIL. Please try later" and that's that. Mobile doesn't work, Internet Explorer doesn't work, Chrome doesn't work. On top of this, the community on imgur seems to be made of very special people. I created my account with WCDC 1 and don't use it for anything else but custom HS cards. Every one of them gets downvoted to hell, no matter if I tag them as custom HS content or not.
So I tried to look for alternatives and uploaded my stuff to Flickr. That went smoothly and it was even possible to organize the images in an album while still being able to copy indivudal links for all of them, something I couldn't manage with imgur. This time, I wasn't able to post the image in a forum post. I tried the links provided via "share", "embed" and "BBCode". No display in here.
Any ideas how to solve this?
for the announcement of the announcement?
for the announcement of the announcement?
Hey, folks! Just wanted to bring attention to a Kickstarter for what looks to be a pretty interesting card game. Here's the link, if you're interested.
Hey, folks! Just wanted to bring attention to a Kickstarter for what looks to be a pretty interesting card game. Here's the link, if you're interested.
I just wanted to put this out there for people to comment on. I had an idea for the Great Ak.'s ability in Battlegrounds. What do you guys think if his ability was costed at 0 gold and gave you an op…
I just wanted to put this out there for people to comment on. I had an idea for the Great Ak.'s ability in Battlegrounds. What do you guys think if his ability was costed at 0 gold and gave you an option of 3 secrets. When you choose a secret, you lose gold equal to the cost of the secret. If you're at 0 gold when you use the ability, it does nothing; if at 1 gold, it only offers 1 cost secrets; at 2 gold, it offers 1 and 2; and at 3+ gold it offers the entire pool.
Idk, makes his ice block weaker, but could make him more useful overall?
Hey folks! New patch dropped, mostly focused on bug fixes. A few cards were also nerfed, mainly: Boneyard Abomination's stats are equal to the number of minions in both graves, as opposed to doubl…
Hey folks! New patch dropped, mostly focused on bug fixes. A few cards were also nerfed, mainly:
There's also a few changes to Q-Mode (the private test server for new cards), but I don't have access to it, so I don't know what those cards do, making those notes a glorified tease :p
Quite usually, we see some forum posts that don't make sense, include shady and non-relevant links and the poster has no other activities on the site. These bots can already be reported, I always do …
Quite usually, we see some forum posts that don't make sense, include shady and non-relevant links and the poster has no other activities on the site. These bots can already be reported, I always do when I see one, but it would be better to save some work for the moderators.
I propose that only accounts with more than 100 achievement points should be able to include links in their posts. That amount of points can be easily achieved by real people who can read by visiting the expansion guides, but it would stop bots that post on every forum they find.
How do you guys feel when you need/want to leave HS (for whatever reason) but already spent 'that' much (value is relative right) money in the game? My work is taking so much time and yet i 'kinda' …
How do you guys feel when you need/want to leave HS (for whatever reason) but already spent 'that' much (value is relative right) money in the game?
My work is taking so much time and yet i 'kinda' feel forced to keep playing HS so i'm not feeling my money and time spent is wasted.
I know it's irrational but damn it's hard to fight against.
Mind sharing your perspective, senpai?
With any buffs he becomes hard to deal with. As a 2/6, he just destroys your board position, and when they manage to make him a 3/7 there aren't many spells that will remove him. I don't eve…
With any buffs he becomes hard to deal with. As a 2/6, he just destroys your board position, and when they manage to make him a 3/7 there aren't many spells that will remove him.
I don't even feel like he needed the free 3/3 Lvl 1. He's now a re-usable kill spell (That can block stuff)
Hi, I just wanted to make this thread to discuss how HS could potentially learn from the innovations that LoR introduced and make the game better. Of course, HS is very unlikely to change any of its …
Hi, I just wanted to make this thread to discuss how HS could potentially learn from the innovations that LoR introduced and make the game better. Of course, HS is very unlikely to change any of its core gameplay even if it would be an improvement (due to it confusing new and returning players) but I think it could be an interesting thought experiment. Alternatively, this could be a new game mode!
1. Spell Mana: In LoR up to 3 of your unspent Mana can be kept as Spell Mana, which you can only spend on spells. HS could just directly implement Spell Mana, but I think it'd be more fitting for how HS works to make it so that any unspent Mana you have at the end of the turn reduces the cost of your next Hero Power by that much. This would allow players to play off-curve more often and might occasionally lead people to purposefully not spend Mana to save it for their next Hero Power. Additionally, it would make Inspire cards more interesting and viable.
2. Rounds instead of turns: In LoR, players also gain Mana at the start of their opponent's turn, and whenever a player plays a card the other player may play a card in response. One player has all the odd Mana turns and the other player has all the even Mana turns. HS could have a similar version of this, where whenever a player plays a minion their opponent gets initiative. Spells and minions would still resolve immediately, but with initiative swapping the opponent would still have the chance to react. For example, if your opponent plays a charge minion you could play a Taunt minion in response, or destroy the charge minion with a spell. Attacking would still work like normal and not swap initiative, which would encourage players to attack at the start of their turn. The advantage of this system is that it allows for counterplay and is a lot more engaging. It also eliminates the advantage for the first player.
What do you all think about these changes? Would this work in regular HS, or would it be better as a new mode?
Just in case I'm not the only one who missed it: HSReplay has finally extended their deck tracker to mobile! Look for "Arcane Tracker" in your app store (Android only as far as I can tell). I notice…
Just in case I'm not the only one who missed it: HSReplay has finally extended their deck tracker to mobile! Look for "Arcane Tracker" in your app store (Android only as far as I can tell).
I noticed it yesterday in a Reddit post with a screenshot. Played about 10 games with it. Seems to run smoothly, doesn't use up too much space on the screen, very convenient!
in the mobile application, how can I set the language ?
in the mobile application, how can I set the language ?
Time for some positivity! What do you like about the decks you like? For instance, I like the wide variety of combos in Quest Warlock, and I love how outcast and the amount of damage available make y…
Time for some positivity! What do you like about the decks you like? For instance, I like the wide variety of combos in Quest Warlock, and I love how outcast and the amount of damage available make you think ahead in Tempo Demon Hunter. What are yours?
How are y’all liking ARAM? I think it’s pretty fun, despite some champions (Zed, Heimer, and Anivia) being a little too good. I’ve also noticed that the card buckets seem very rando…
How are y’all liking ARAM? I think it’s pretty fun, despite some champions (Zed, Heimer, and Anivia) being a little too good. I’ve also noticed that the card buckets seem very random and include some very bad cards (like Lure of the Depths with no Sea Monsters).
Please add a column "Your Cost" in the table of the results here: https://outof.cards/hearthstone/decks/?is_standard=false&sort=-updated_at You can just hide the column if the user is an…
Please add a column "Your Cost" in the table of the results here: https://outof.cards/hearthstone/decks/?is_standard=false&sort=-updated_at
You can just hide the column if the user is anonymous or does not have his collection added to the site.
I feel like the deck search and the collection upload is otherwise somewhat useless.
Excruciating. Feels like the longest wait ever for one. Wasn’t a big fan of AoO, pretty much why but I have a feeling this new one will be really good. Maybe news tomorrow. Sigh!
Excruciating. Feels like the longest wait ever for one. Wasn’t a big fan of AoO, pretty much why but I have a feeling this new one will be really good. Maybe news tomorrow. Sigh!
https://youtu.be/NeT2WlJlmRY
https://youtu.be/NeT2WlJlmRY
https://youtu.be/NeT2WlJlmRY
https://youtu.be/NeT2WlJlmRY
patch note says QUOTE This week’s Vault duration extended to nine days to make the transition. UNQUOTE But when I check the vault timing it says 12 hours ... like if we have a two days week…
patch note says
QUOTE
This week’s Vault duration extended to nine days to make the transition.
UNQUOTE
But when I check the vault timing it says 12 hours ... like if we have a two days week , with next week starting tomorrow
Hey all! I love the "dust cost to me" feature on deck pages. But right now, I don't see "cost to me" on the deck summary that's shown on pages that list a bunch of decks (like the "weekend wild …
Hey all! I love the "dust cost to me" feature on deck pages. But right now, I don't see "cost to me" on the deck summary that's shown on pages that list a bunch of decks (like the "weekend wild decks" page). That means I see five decks that look fun, but I have to click through on each deck to see whether I can build it. Could you add the "cost to me" into the deck summary? Thanks!
I am a new player in LoR and when i checked the store and saw the possibility to buy coins using pre paid cards. As far as i'm aware about there are no LoR pre paid cards in stores only LoL RP…
I am a new player in LoR and when i checked the store and saw the possibility to buy coins using pre paid cards.
As far as i'm aware about there are no LoR pre paid cards in stores only LoL RP cards.
So i wonder if i buy those LoL RP cards can i use the codes to get coins in LoR?