I don't think so. Even tho Dispatch Kodo has an instant effect, 3-mana 2/4 is always better than 4 mana 2/4, especially in a class that can easily buff it in board rather than buffing the card in hand and also in the class that can easily abuse deathrattles . Handbuff cards of Hunter were thrash back then.
Also, This card has great tempo with Houndmaster. It is more promising than Dispatch Kodo on paper. Rat Pack is a different story tho. They are different archetypes' pieces.
UI/UX limitations were always an issue with this I suppose (among other reasons).
Sorry for disturbing quote that is off-topic from your thread but that limitation issue was completely a lie that Blizzard wants players to believe.
UI/UX doesn't even changed a bit and they added Battlegrounds in this UI/UX.
1-) They first said that UI is limiting them to add new play mode, then they've added Tavern Brawl with same UI. 2-) After that, They said that UI is limiting them to add more deckslots - then they've added +9 deckslots with same UI. 3-) After that, They said that UI is limiting them to add more new play modes, then they've added Battlegrounds with same UI. 4-) After that, They said that UI is limiting them to add more classes, Now They are adding Demon Hunter as a new class with same UI. 5-) It is still same UI and they've said at the reveal stream they will add a new game mode at middle year (Check Phase 2 of Year of the Phoenix)
They are still saying that server/UI stuff are limiting them to add more deckslots. These are completely lie. They are just waiting for the right time. If they think they can earn more money; or if they think they will lose clients just because these deckslot issues, They will eat their lie and release more deckslots today. These are marketing lies...
- They have made Ashes of Outland, The Real Warcraft Lore related expansion just because they scared of Legends of Runeterra. - Riot promised that they will bring new regions to the game which is completely new for card games, so they scared and released Demon Hunter in a rush with the best weapon they have, One of the most iconic Warcraft character Illidan Stormrage with the same limiting UI and stuff. - They could have made duplication rule changes so much earlier than that, but there was no real threat that has fully free-to-play promises. People collected all cards in 1,5 months in Legends of Runeterra. So Blizzard make rule changes to duplicates for common/rare/epic cards.
Make Avalanche deal 3, Ruination cost 8, revert Rhasa to 7, Black Spear cost 1, Get Excited cost 2, Culling Strike cost 2, Noxian Guillotine cost 2, and you might have a fair patch.
Reverting Rhasa to 7 = It is nerfed because it is used as a finisher in the decks which you are whining right here = All of Shadow Isles Aggro decks. It should stay as 8-cost and it is still useful in control decks. It is only a bias that Rhasa the Sunderer is a bad card. You think that because it saw a nerf. It is just a prejudgement. The card is ok in control lists and just bad in aggro lists right now. Don't misjudge the card.
You might consider that all cards might be part of other archetypes. Reducing the cost of cards like Black Spear, Get Excited!, Rhasa the Sunderer will harm control, not aggro. You might consider that Aggro decks may use those cards too. That's why Black Spear and Rhasa the Sunderer has been nerfed. That's why The Rekindler has been nerfed twice.
There are some problems about the game, Everyone's aware of but your solutions other than Avalanche makes more powerful what you think you reduced its power. Avalanche even is a good state right now.
There are other problems. Some buff cards shouldn't be burst spells for example or some keywords are problematic right now. The game needs more mechanical changes than single card nerfs. I always supported this on this forum, on reddit, on official forums etc. Everyone says that "no, some cards need nerfs". Those cards are nerfed and there are still same problems. I insist on what I said before. The game needs some mechanical changes as rule changes like how elusive followers will lose their elusiveness, low-cost fearsome units are problematic so reduce its requirement to 2 attack instead of 3 etc.
Single target nerfs won't make the game better unfortunately. It is just because of Spell mana. If you want to keep spell mana in the game, you need to tinker some other mechanics to reduce the power level of Aggro. That's obvious. Even more obvious with 20 Nexus Health. I really wonder when Riot will realize this.
a "Draw 3 cards" effect would be 5 mana obviously. You might say that Nourish is a 6-mana card but that 1-cost is for its flexibility because of the Choose One keyword.
If this will be nerfed in sometime probably it won't be its mana cost. It will be probably its cost reduction with outcast. (3) seemed a bit more to me. (1) or (2) might be more okay-ish in my opinion.
And also, i can see this card being one of the classic cards of Demon Hunter so it might need nerf if it will be one of the classic cards. If it won't be, then no nerf is required.
I assume that all imprisoned minions will take their effect if Maiev Shadowsong targets them.
For example; Imprisoned Antaen awakens, deals 10 damage split among all enemies you kill something with it and it stays alive then you target it with Maiev Shadowsong, after 2 turns, it deals 10 damage split among all enemies again. That's a slow effect but I just wanted to point it out.
Also, This makes "Awaken" a keyword. I prefer the word as bold in text rather than how it is right now if Maiev Shadowsong will interact cards like how i described above.
So you think they belong to the shadow isles? but they don't have any connection there anymore nothing in their operations or origins says "the ruined king" or the shadow isles they are just demons that roam the lands and kill humans for their essence.
The shadow isles is all about death.. demons is about consuming.. like the void is
Shaco has no connection to shadow isles too.. it's a possessed doll sort of.. a joker maniac.
Yeha there's also a problem with Brand,Kindred,Bard and Ryze where do they belong to?
I see Ryze as joining a region as a home kind of like teemo in zaun.. rather than having a home region as origin, he will have a region as a base of operations..
They said they would add a champion to each region + a new region each expansion so I can see how the shadow isles might get champions that loosely fit them, but they have 3 cannon champions there so far sp they are covered for 3 expansions.. also the new senna is part of the shadow isles too so it's 4 actually (Demacia is overcrowded anyway...)
I don't think that "origin" and "belonging" are same things.
The best example here is Teemo. They've said that Teemo has Bandle City origins but he created his mushroom web in "Piltover&Zaun" so he belongs to P&Z. That's how you can handle with regions.
You can shape lore around it. I really don't know the lore so much but if you ask me, it should be like that; you look at the origins first then the events which champion has been a part. Like Teemo creates his mushroom web in piltover so he lives there, he will be a part of the events of piltover.
This is wrong to auto include demon champions into Void just because they are demons and they are like void creatures. They might not be a part of Void events. They might not even been in Void once.
So champions must be included in whichever regions they were a part of those events in my opinion. I liked how they do it for Teemo. I hope it won't be like how you describe demons = void.
Btw, Senna in the LoR isn't a champion card. I'm expecting to see a Senna champion for Shadow Isles. Senna in LoR doesn't have any ability like how she is in the LoL and Shadow Isles changes her. So she became champion thanks to Thresh. I am really expecting to see a Senna champion in SI even she has Demacia origins. So belonging to regions should be like this in my opinion. Even Senna has Demacia origins, Her champion card should be in Shadow Isles because it is how she has become champion and got her skills'/talents' theme in LoL.
So I just opened the site to see if there's any news, and the first thing I look at is: *EXPANSION NAME* LEAKED! *SPOILER1* *SPOILER2* *SPOILER3* I had no chance to look away from or not notice the large fel green Illidan image.
I got spoiled. Spoiled large. Tomorrow's largest announcement, the unknown mystery hyped for weeks, will only have a much, much lesser impact on me on the stream. The "WOW!" factor, the "I can't believe they've done this!" will be missing.
This was a very irresponsible decision from the site. I would have expected the article's preview to only state something similar to "SPOILERS! New expansion leaked! Name, major features, cards here!". I am sure I am not the only one who'd rather find out about the new stuff during the reveal stream and not from lines of text on a fansite front page. As in, getting to know the name only at the end of a fun, mood-setting music trailer would have made a much more enjoyable experience.
So please, Flux, DO NOT put unavoidable, major spoilers on the front page. I did not check out the full article, and I do not intend to, but the damage has been done and a large hype moment will be missing for me and many others who'd rather get to know about the new stuff when it was intended to.
Show Spoiler
This is like going to a bookshop to pick up the new Harry Potter 6 book and there is a poster next to the cash register that reads "Dumbledore dies".
In the future, please put spoiler warnings, only describe the topic of leaks on the front page, and generally, show spoilers only to someone who decides to and takes action to look at them (=clicks on the article).
You should put a spoiler to the Harry Potter part, i presume. I've done it for you in the quote.
This is funny how you blame people about spoilers and doing the same thing in your own thread. I don't think "ALL" people of the world completed Harry Potter series. "Do unto others as you would have them do unto you."
Also, people mostly follow these sites for leaked informations already. If you don't like leaked info's, just follow news about hearthstone from Blizzard's own websites, Battle.net news etc. These sites exist just because "more information" than game's own websites. All of the reddit, twitter posts, etc. are shared here for more information about game. Leaks and spoilers should be expected here. More than expected, if you ask me.
The Empyrean can be blocked with other elusives while Akama Prime is harder to remove with combat. Non-target spells + Aoe's may do the trick tho.
I loved Akama in Warcraft lore and i always wanted his card in Hearthstone and I loved what I saw here. But the truth is, I would be more happy if we got a Maiev Shadowsong card as a Rogue Legendary even though she is a Templar. I hope in some day we got a Templar class and we got Maiev Shadowsong more efficiently rather than a Hero Portrait.
Almaniarra, you posted change suggestions for over 10% of the cards in the game, and I'm having a hard time engaging on your various suggested nerfs/buffs. Would you please organize your nerfs into themes (e.g. "Deck archetype X seems like it's under-performing, so here are some nerfs/buffs to help fix that."). Right now many of them feel kind of arbitrary and it's hard to understand why you think the change is necessary/what impact it will have on the health of the metagame
They were mostly in general for deckbuilding. If you look at my suggestions you can see that units are generally overused or not so used ones.
For Example, Precious Pet - Were a good part of yasuo decks in the first preview, Now it is the part of the most of aggressive decks. Low mana fearsome units are unnecessarily powerful. Ok, There are some plays to counter them but full of them might be frustrating so reverting its change will help on decreasing the aggressiveness of those deck + might help Yasuo Archetype. Karma - I don't think she is overpowered and i can see why her doubling spell doesn't disappear if she dies before spell triggers but well, this is not so healthy in my opinion and it is not just for an archetype.
Quote From meisterz39
If Ephemeral units die after taking damage from any source, most of them will be made totally useless because of how easy it is to deal 1 damage. I think the goal of Ephemeral units generally is to have strong offensive turns and fairly weak defensive turns, and your proposed change just makes them weak all-around.
Ok they won't leave bodies on the field but changing the rule is better than nerfing all ephemeral units in my opinion. It already punishes you to spend your resources to temporary units. This change will answer most of the broken situations about them, Hecarim/Mark of the Isles/Darkwater Scourge/Death Mark etc. instead of nerfing all of these cards seperately.
Quote From Author
Elusive is a keyword, so I'm strongly opposed to the idea of having it behave differently on Champions. Adding the "After I deal damage, I lose Elusive" text to followers gets around that issue, but such a rule change would require a significant shift in their stats since they'd just be normal, understated minions after that first hit
This change makes elusive units more attack-oriented like how they are used right now. Unbuffed elusives are not an issue already. This change makes players more attentive when they should attack and prevents the game being braindead face game
Quote From Author
If I understand you correctly, you're saying that the stack should allow for burst speed responses to burst speed spells. I think this would actually take something away from the game that makes it interesting/unique when compared to other CCGs
Well, You might be right about this. maybe it is not a solution to burst buff spells and maybe just nerfing the burst buffs might be a better solution.
Quote From Author
There's already been some discussion on the damaged HP issue, but I tend to agree that the way it works now is the most intuitive, even if it can be very frustrating for damage-based removal tools that get negated by buffs. I think a better way to deal with those kinds of interactions is to slow down or speed up some spells to make damage-based removal more consistent.
Speeding up/Slowing down might bring some other issues. I really don't get it why it is so hard and confusing to understand this. A single-use buff should be single-use. That's so simple. +2 health buff for a round should stay for one round. Shouldn't heal the unit. It doesn't make the unit die suddenly after the turn ends because it will go back to its previous health once the turn ends.
Quote From Author
This last rule is very interesting, but I'm not convinced it's a good idea. Basically this rule says that the "Champion Spell" as a standalone card is special, and must be paired with the champion. I think the ultimate result of such a change would be increased play rates for Champions whose spells are very much a "win more" for them (e.g. Ezreal's Mystic Shot), which in turn would result in play rates dropping for other Champions who don't (e.g. Katarina's Death Lotus, which really helps other Champions/Archetypes more than her). To your point about Relentless Pursuit, I expect that rather than reduce the frequency of seeing it in play, it would just mean more decks that want to run it would run Lucian. Ultimately this would make the game less interesting by forcing Champion choices based on these spells and not on the Champions themselves.
It was a flavour related suggestion at first tbh. and then i figured that might help for some other broken interactions with Relentless Pursuit and random Shadowshifts/Prismatic Barriers from Karma while you don't have any Lux or Zed in your deck. It is really weird to see a Living Shadow without a Zed in the deck tbh. You feel like; "There is no Zed, whose Living Shadow is this !? It looks like Zed Already !?" or "well well, those laurents learns to use the way of the light, really !? Where is this Prismatic Barrier coming from without a Lux !?"
Contrarily to you, I really think that this opens more deckbuilding opportunities rather than limiting it. If you want to use Death Lotus in your Vladimir deck, You should try a Katarina/Vladimir deck instead of throwing 2x Death Lotus without a Katarina in your deck for example.
This feels and seems openning more opportunities for deckbuilding for me. Also seems more logical for that The singature spells are cast by those champions.
The moment katarina strikes an unit she levels up and recalls, on defense the full trade is made(if she survives she recalls), on offense only katarina attacks as long as her attack is higher than 0.
The ephemeral interaction is intended I saw on reddit a Rioter clarifying that ephemeral does not trigger cause katarina triggers "on strike" and ephemeral check is made after the strike is made.
BTW Run hecarim on the first list as well the card is broken and you don't need any synergy to run him (that's the problem with the card so -2 crocolisks +2 hecarims.
but nice idea with the undying and hecarims + rally (it's already been done with demacia).
You see you don't need to buff katarina? she is fine as she is.. it's not hearthstone some cards can get supported enough to function with worse than ideal stats (one good example for that is Rivershaper).
Well, I've already said in that Patch expectations thread that my concern was about my passion about Katarina. :)
I know how she works, more than people around because half of my time with this game passed with Katarina but hey, Who doesn't want the card he played become more effective ? :)
For Hecarim + The Undying, For my experiences, They don't work together. I mean, You always waste your resources for more than you use while they are together. You can only attack with 6 units in the game as you know and The Undyings already fills that spot. You need more blockers than attacker tokens of Hecarim so that's just greed in my opinion. Hecarim's best build is probably with The Harrowing and The Harrowing doesn't work well with The Undyings.
I don't think you still don't know about Whirling Death/Single Combat - Katarina interactions but for new players and players who doesn't know these interactions yet, you can level-up Katarina with those combat tricks as well.
Does she need to "survive" the single combat, or can you cast it against anything?
I've thought first she needs to survive and played around it always but tried it while i have the attack token (while her Quick attack is active), she turned back to my hand even tho she didn't survive. I'm not so sure that was a bug or intended tho.
I don't think so. Even tho Dispatch Kodo has an instant effect, 3-mana 2/4 is always better than 4 mana 2/4, especially in a class that can easily buff it in board rather than buffing the card in hand and also in the class that can easily abuse deathrattles . Handbuff cards of Hunter were thrash back then.
Also, This card has great tempo with Houndmaster. It is more promising than Dispatch Kodo on paper. Rat Pack is a different story tho. They are different archetypes' pieces.
Sorry for disturbing quote that is off-topic from your thread but that limitation issue was completely a lie that Blizzard wants players to believe.
UI/UX doesn't even changed a bit and they added Battlegrounds in this UI/UX.
1-) They first said that UI is limiting them to add new play mode, then they've added Tavern Brawl with same UI.
2-) After that, They said that UI is limiting them to add more deckslots - then they've added +9 deckslots with same UI.
3-) After that, They said that UI is limiting them to add more new play modes, then they've added Battlegrounds with same UI.
4-) After that, They said that UI is limiting them to add more classes, Now They are adding Demon Hunter as a new class with same UI.
5-) It is still same UI and they've said at the reveal stream they will add a new game mode at middle year (Check Phase 2 of Year of the Phoenix)
They are still saying that server/UI stuff are limiting them to add more deckslots. These are completely lie. They are just waiting for the right time. If they think they can earn more money; or if they think they will lose clients just because these deckslot issues, They will eat their lie and release more deckslots today. These are marketing lies...
- They have made Ashes of Outland, The Real Warcraft Lore related expansion just because they scared of Legends of Runeterra.
- Riot promised that they will bring new regions to the game which is completely new for card games, so they scared and released Demon Hunter in a rush with the best weapon they have, One of the most iconic Warcraft character Illidan Stormrage with the same limiting UI and stuff.
- They could have made duplication rule changes so much earlier than that, but there was no real threat that has fully free-to-play promises. People collected all cards in 1,5 months in Legends of Runeterra. So Blizzard make rule changes to duplicates for common/rare/epic cards.
Please don't be baited with these lies.
and that art is now a card art

look how wonderful she is !
Making Avalanche to deal 3 = ok
Making The Ruination to 8-cost = meh
Reverting Rhasa to 7 = It is nerfed because it is used as a finisher in the decks which you are whining right here = All of Shadow Isles Aggro decks. It should stay as 8-cost and it is still useful in control decks. It is only a bias that Rhasa the Sunderer is a bad card. You think that because it saw a nerf. It is just a prejudgement. The card is ok in control lists and just bad in aggro lists right now. Don't misjudge the card.
Making Black Spear to 1-cost = broken
Making Get Excited! to 2-cost = broken
Making Culling Strike to 2-cost = ok-ish, but might bring some other issues.
Making Noxian Guillotine to 2-cost = breaks some synergies (aka. Heimerdinger)
You might consider that all cards might be part of other archetypes. Reducing the cost of cards like Black Spear, Get Excited!, Rhasa the Sunderer will harm control, not aggro. You might consider that Aggro decks may use those cards too. That's why Black Spear and Rhasa the Sunderer has been nerfed. That's why The Rekindler has been nerfed twice.
There are some problems about the game, Everyone's aware of but your solutions other than Avalanche makes more powerful what you think you reduced its power. Avalanche even is a good state right now.
There are other problems. Some buff cards shouldn't be burst spells for example or some keywords are problematic right now. The game needs more mechanical changes than single card nerfs. I always supported this on this forum, on reddit, on official forums etc. Everyone says that "no, some cards need nerfs". Those cards are nerfed and there are still same problems. I insist on what I said before. The game needs some mechanical changes as rule changes like how elusive followers will lose their elusiveness, low-cost fearsome units are problematic so reduce its requirement to 2 attack instead of 3 etc.
Single target nerfs won't make the game better unfortunately. It is just because of Spell mana. If you want to keep spell mana in the game, you need to tinker some other mechanics to reduce the power level of Aggro. That's obvious. Even more obvious with 20 Nexus Health. I really wonder when Riot will realize this.
It is still powerful without outcast keyword but i think it is balanced if we think it without outcast effect.
- Arcane Intellect - 3 mana - draw 2 cards
- -
- Sprint - 7 mana - draw 4 cards
a "Draw 3 cards" effect would be 5 mana obviously. You might say that Nourish is a 6-mana card but that 1-cost is for its flexibility because of the Choose One keyword.
If this will be nerfed in sometime probably it won't be its mana cost. It will be probably its cost reduction with outcast. (3) seemed a bit more to me. (1) or (2) might be more okay-ish in my opinion.
And also, i can see this card being one of the classic cards of Demon Hunter so it might need nerf if it will be one of the classic cards. If it won't be, then no nerf is required.
I assume that all imprisoned minions will take their effect if Maiev Shadowsong targets them.
For example; Imprisoned Antaen awakens, deals 10 damage split among all enemies you kill something with it and it stays alive then you target it with Maiev Shadowsong, after 2 turns, it deals 10 damage split among all enemies again. That's a slow effect but I just wanted to point it out.
Also, This makes "Awaken" a keyword. I prefer the word as bold in text rather than how it is right now if Maiev Shadowsong will interact cards like how i described above.
We know which priest cards will replace basic + classic cards but do we know the neutral replacements of hof cards ?
This expansion made me come back to Hearthstone.
Almost all of the legendary cards are my favorite warcraft characters so far.
Love you Maiev !
I don't think that "origin" and "belonging" are same things.
The best example here is Teemo. They've said that Teemo has Bandle City origins but he created his mushroom web in "Piltover&Zaun" so he belongs to P&Z. That's how you can handle with regions.
You can shape lore around it. I really don't know the lore so much but if you ask me, it should be like that; you look at the origins first then the events which champion has been a part. Like Teemo creates his mushroom web in piltover so he lives there, he will be a part of the events of piltover.
This is wrong to auto include demon champions into Void just because they are demons and they are like void creatures. They might not be a part of Void events. They might not even been in Void once.
So champions must be included in whichever regions they were a part of those events in my opinion. I liked how they do it for Teemo. I hope it won't be like how you describe demons = void.
Btw, Senna in the LoR isn't a champion card. I'm expecting to see a Senna champion for Shadow Isles. Senna in LoR doesn't have any ability like how she is in the LoL and Shadow Isles changes her. So she became champion thanks to Thresh. I am really expecting to see a Senna champion in SI even she has Demacia origins. So belonging to regions should be like this in my opinion. Even Senna has Demacia origins, Her champion card should be in Shadow Isles because it is how she has become champion and got her skills'/talents' theme in LoL.
You should put a spoiler to the Harry Potter part, i presume. I've done it for you in the quote.
This is funny how you blame people about spoilers and doing the same thing in your own thread. I don't think "ALL" people of the world completed Harry Potter series. "Do unto others as you would have them do unto you."
Also, people mostly follow these sites for leaked informations already. If you don't like leaked info's, just follow news about hearthstone from Blizzard's own websites, Battle.net news etc. These sites exist just because "more information" than game's own websites. All of the reddit, twitter posts, etc. are shared here for more information about game. Leaks and spoilers should be expected here. More than expected, if you ask me.
I didn't know that there is a reveal countdown schedule. Thanks for information. :)
You will pay for that, cur !
The Empyrean can be blocked with other elusives while Akama Prime is harder to remove with combat. Non-target spells + Aoe's may do the trick tho.
I loved Akama in Warcraft lore and i always wanted his card in Hearthstone and I loved what I saw here. But the truth is, I would be more happy if we got a Maiev Shadowsong card as a Rogue Legendary even though she is a Templar. I hope in some day we got a Templar class and we got Maiev Shadowsong more efficiently rather than a Hero Portrait.
This is what Legends of Runeterra pushes Blizzard to do;
- A new class;
- A ranked system overhaul;
- No more duplicates for commons/epics/rares.
I did knew that LoR will effect Hearthstone but this happened much earlier than i thought.
I guess the only winner is us - the player bases. Hearthstone became more consumer-friendly finally.
I am more than happy. Now, Let's wait for Death Knight and Monk. :|
Thank God, Illidan Stormrage got finally what he deserves.
Screw this card - Illidan Stormrage, I'm happy.
Yay, I can finally craft Leeroy Jenkins. :)
All of them are phrases of Warcraft 3's heroes.
I hope all year is related with Warcraft 3's story.
"The Darkness draws near" for example one of Sylvanas Windrunner's phrase when you chose her and move her with right click.
If you've played DotA 1 while it was a map of Warcraft 3, Traxex says same phrases when you move.
I will try to find other phrases and I will edit this post.
They were mostly in general for deckbuilding. If you look at my suggestions you can see that units are generally overused or not so used ones.
For Example, Precious Pet - Were a good part of yasuo decks in the first preview, Now it is the part of the most of aggressive decks. Low mana fearsome units are unnecessarily powerful. Ok, There are some plays to counter them but full of them might be frustrating so reverting its change will help on decreasing the aggressiveness of those deck + might help Yasuo Archetype.
Karma - I don't think she is overpowered and i can see why her doubling spell doesn't disappear if she dies before spell triggers but well, this is not so healthy in my opinion and it is not just for an archetype.
I don't think that they will be weak with this change. Ephemeral units are always higher stats for their costs, Shadow Fiend 1-mana 4/3 , Shark Chariot 2-mana 3/1 and comes back everytime, Haunted Relic 2-mana 3/3 , Darkwater Scourge 3-mana 5/5, Onslaught of Shadows 3-mana 6/4, Hecarim 6-mana 10/10, Mark of the Isles 1-mana +3/+3.
Ok they won't leave bodies on the field but changing the rule is better than nerfing all ephemeral units in my opinion. It already punishes you to spend your resources to temporary units. This change will answer most of the broken situations about them, Hecarim/Mark of the Isles/Darkwater Scourge/Death Mark etc. instead of nerfing all of these cards seperately.
This change makes elusive units more attack-oriented like how they are used right now. Unbuffed elusives are not an issue already. This change makes players more attentive when they should attack and prevents the game being braindead face game
Well, You might be right about this. maybe it is not a solution to burst buff spells and maybe just nerfing the burst buffs might be a better solution.
Speeding up/Slowing down might bring some other issues. I really don't get it why it is so hard and confusing to understand this. A single-use buff should be single-use. That's so simple. +2 health buff for a round should stay for one round. Shouldn't heal the unit. It doesn't make the unit die suddenly after the turn ends because it will go back to its previous health once the turn ends.
It was a flavour related suggestion at first tbh. and then i figured that might help for some other broken interactions with Relentless Pursuit and random Shadowshifts/Prismatic Barriers from Karma while you don't have any Lux or Zed in your deck. It is really weird to see a Living Shadow without a Zed in the deck tbh. You feel like; "There is no Zed, whose Living Shadow is this !? It looks like Zed Already !?" or "well well, those laurents learns to use the way of the light, really !? Where is this Prismatic Barrier coming from without a Lux !?"
I mean, Fiora and Laurents should use her own barrier, If you want to recall Karma without a Zed, You should use Recall. You want pinging your minions ? go for Blood for Blood or Transfusion with Vladimir instead of Death Lotus.
Contrarily to you, I really think that this opens more deckbuilding opportunities rather than limiting it. If you want to use Death Lotus in your Vladimir deck, You should try a Katarina/Vladimir deck instead of throwing 2x Death Lotus without a Katarina in your deck for example.
This feels and seems openning more opportunities for deckbuilding for me. Also seems more logical for that The singature spells are cast by those champions.
Well, I've already said in that Patch expectations thread that my concern was about my passion about Katarina. :)
I know how she works, more than people around because half of my time with this game passed with Katarina but hey, Who doesn't want the card he played become more effective ? :)
For Hecarim + The Undying, For my experiences, They don't work together. I mean, You always waste your resources for more than you use while they are together. You can only attack with 6 units in the game as you know and The Undyings already fills that spot. You need more blockers than attacker tokens of Hecarim so that's just greed in my opinion. Hecarim's best build is probably with The Harrowing and The Harrowing doesn't work well with The Undyings.
I've thought first she needs to survive and played around it always but tried it while i have the attack token (while her Quick attack is active), she turned back to my hand even tho she didn't survive. I'm not so sure that was a bug or intended tho.