Almaniarra's Avatar

Almaniarra

HearthStationeer
Joined 03/21/2019 Achieve Points 1005 Posts 1526

Almaniarra's Comments

  • Quote From OldManSanns

    Have you tried Rush in the Ionia/Noxus version?

    Not with Rush, but tried with Legion Drummer. Works well but Overwhelm is always better for Shiraza the Blade

  • Quote From BlueSpark
    Show Spoiler
    Quote From Almaniarra
    Quote From Author
    There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became  8/2 after battle phase ends;
    Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.

    I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.

    Thanks for providing an example - this helped me better understand your point. However, I disagree that it would be more intuitive. In fact, I'd say it's the least logically consistent solution out of 3 alternatives:

    1. The game currently ups the maximum health of the unit and permanently heals it by the same amount.

    2. The game could only increase and heal the unit's health for the current round. This would mean that in your example, the Radiant Guardian would die since the 3 health subtraction would reduce it to -1 health. (This is what I initially thought you were suggesting)

    3. Your suggestion: The buff effect temporarily increases max health and heals the unit; after the round, if the unit's current health exceeds what its current health was before the buff took effect, reduce its health to that old value instead.

    I'd say #3 is an overly complicated solution compared to the other 2. For discussions on a topic like this, we always need to keep in mind that Runeterra calculates unit health in the form of a 'damage counter' on each unit. Options #1 and #2 are both very straightforward in this sense (the difference being that one of them provides a lasting heal while the other doesn't), while #3 is sort of an awkward mix between the two.

    Since #2 would make health buffs almost pointless and #3 is not very consistent with the game's underlying rules, I think keeping things as they are (#1) is the best choice. Cards are already (at least somewhat) balanced to account for this: Elixir of Iron 'heals' 2 while also providing a temporary max health increase while Health Potion heals 3 for the same cost. Maybe buffs are a little too strong compared to healing overall, but I would fix that by adjusting individual card power rather than changing the rules altogether.


     

    Also, I will mention one card that I believe is absolutely sleeper-OP: Battering Ram. I boggles my mind that this doesn't see more play. I only own 1 copy, but I'm planning to build a deck including it soon. In my opinion, the attack buff effect either needs to only last for the current round or be reduced to +2 attack. In addition, reducing its health to 10 might be called for.

    I've seen some in action, if they are able to protect them enough, that card is lethal single-handedly. Saw some Katarina-Battering Ram build-arounds also. Seems fun. I need to try it by myself. You might be right about its brokenness. Just one attack will be enough for everything it needs. Blocks Fearsome units also. I think that card should have Can't block with its huge Health or as you said, permanent attack should be reverted. Might be read as "Attack: Grant me +4|+0. End of Turn: Grant me -2|-0." or something like that.

  • Quote From DoubleSummon
    Quote From Almaniarra
    Show Spoiler

    Quote From DoubleSummon
    Quote From Almaniarra
    Show Spoiler
    Show Spoiler

    Hoping to see some rule changes instead of card/stat buffs/nerfs;

    - Ephemerals should disappear/die after taking damage from any source
    - Elusive keyword should be for 1 turn or for 1 attack for followers (not champions) or All elusive followers should have a text like "After I deal damage, I lose elusive.)
    - Burst spells should be cast after Burst spells. (That's never gonna happen tbh but one can hope.)
    - After "For this round" buffs, All units will return back to their damaged healths instead of restoring their health.
    - Spells of champions should not put into decks that doesn't have those champions and can't be created with random effects like Back Alley Barkeep or Karma. Example: You can't put Prismatic Barrier to a deck that doesn't have any Lux. This also might fix Relentless Pursuit's brokenness a bit so it shouldn't need a nerf at first place.

    Card Changes

    - Hecarim should lose his Overwhelm keyword or should lose one token.
    - Relentless Pursuit should cost 4.
    - Death Mark should be a slow spell as how they did for Intimidating Roar before which  killed Yasuo decks.
    - Karma's enlightened effect should disappear if Karma dies before the spell triggered.
    - Katarina needs to have 3 health instead of 2.
    - Kalista needs to have 3 health instead of 2.
    - Fiora should have 2 attack instead of 3.
    - Draven needs his old stats 4/3 instead of 3/3.
    - Ashe should be 4/4 instead of 5/3.
    - Absorb Soul should be either cost 0 or should drain 5. (Health Potion)
    - Precious Pet should be reverted, it should stun the next unit that the enemy summons instead of Fearsome, like in preview patches. That change has also harmed Yasuo archetype.
    - Cursed Keeper should summon a 3/3 instead of 4/4.
    - Feral Mystic should be 3 mana 3/3 instead of 2 mana 2/2.
    - Herald of Spring should have 3 health.
    - Shatter should be a fast spell.
    - Golden Crushbot should be a 3/4 instead of 2/5.
    - Kindly Tavernkeeper should have 3 attack instead of 2.
    - Laurent Chevalier should have 2 health instead of 1.
    - Mageseeker Inciter needs a keyword. Barrier/Tough/Fearsome/Elusive/Challenger/Lifesteal/Overwhelm, any of them or should rework as a Detain on a stick.
    - Statikk Shock should draw cards as how much target it is cast on. If it targets 2 enemy, it should draw 2; if targets are destroyed before it, it should draw 0.
    - Funsmith should have 4 Health instead of 3.
    - Midenstokke Henchmen should be 4/4 instead of 5/3.
    - Yusari needs a rework.
    - Hextech Transmogulator should cost 4 or 5 instead of 6. I can understand it was created for Lux/Heimerdinger decks but it's an expensive effect for 6 because it can only target followers.
    - The Rekindler's effect should be a play effect instead of When I'm summoned.
    - Icy Yeti should be 6 mana instead of 7. I don't think it will be problematic with Winter's Breath. They should be combo pieces together imo.
    - Jae Medarda is ok if we think about The Empyrean. I think elusive keyword needs a rework/rulechange so making Jae Medarda 7/7 with the change that i called above would be fair.
    - Ren Shadowblade should be 5/5 instead of 6/4.
    - Spectral Matron should be 7 mana 5/5 instead of 8 mana 6/6. After some changes of 7 mana minions (Tianna Crownguard, Rhasa the Sunderer) 7-mana spot is so blank imo.
    - Brightsteel Formation should lose its play effect and it should be only for attack.
    - Shady Character should work like burst spells or should have 2 health instead of 1.
    - Blood for Blood either should cost 2 or needs a rework.
    - Avarosan Trapper should have 3 attack instead of 2.
    - Arena Bookie should have 2 health instead of 1.
    - I think Mark of the Isles will be ok if ephemerals will have a rule change but if they will not, it should be +2/+2 instead of +3/+3.
    - Greenglade Caretaker and Fae Bladetwirler should gain +1 Attack instead of +2.
    - Boomcrew Rookie should have 3 health instead of 4.
    - Legion Saboteur should have 1 attack instead of 2.

    These are what I can think of. I can see that some of those cards' changes make others unnecessary but I really can't know what Riot will change so I just wrote them like they will be single buff/nerf.

    Card changes should not be necessary but I really think that there needs to be some rule changes.

    Rule changes:

    1. would make ephemerals way too weak.

    2. grown to be alright with them existing.. no need for it I think.. maybe nerf some of them.

    3. burst spells work fine as is.. their point is that they can't be interrupted and they happen in a burst.

    4. definitely no, it would be so much confusing if it worked that way.

    5. Disagree.. why would you restrict the normal version of spells, yes a lot of them are powerful but that way you restrict deck building.

    I disagree with most of your changes as well most cards you suggested are fine as they are: Ashe,Draven,Fiora,Katarina,Death Mark, Precious Pet,Shatter, Statikk Shock(4 mana draw 2? what?), Hextech Transmogulator (is very flexible.. do you want this card to see play?),Brightsteel Formation, Legion Saboteur (if so make it 1/2, 1 mana 1/1s are unplayable).

    The rest I agree or don't care enough about them to comment.

    seem to be that 7 mana cards are really hard to balance since it's the point where the game shifts from mid game to late game.. in both hs and runettera they seem to be problematic either autoinclude or never played.

    So you are ok with this ?

    Quote From Author
    There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became  8/2 after battle phase ends;
    Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.


    I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.

    Ashe/Draven/Fiora ( I still think that 3/3 with Challenger with an additional win condition is overpowered, she should be 2/3)  might be ok-ish but i think that Katarina needs something to be more useful. The card already punishes you to lose tempo after she attacks and losing her to a Mystic Shot is way too punishing. 3/3 Katarina would be ok, more than overpowered.

    For Statikk Shock, What I was thinking is only for units, Targeting nexus won't give you a draw so it will make the card more counterable and situational imo.

    Death Mark should be a slow spell, I really don't get it why do you think it is ok. Spectral Rider's of Hecarim shouldn't be a target for Death Mark or attacking and changing ephemeral of Darkwater Scourge shouldn't be an option. It should be before or after attack, not on attack phase.

    Brightsteel Formation has too much for a unit, like how Tryndamere had Though before.

    1/2 Legion Saboteur would be ok but won't be so different with Boomcrew Rookie if it is 1/2.

    and I really think that 7 mana spot is way too much open for some regions after some good units got nerfed. Some cards should be fill that spot, Spectral Matron is a good canditate for Shadow Isles; Jae Medarda is a good option for P&Z, Noxus has already Savage Reckoner and that's an ok card. Mageseeker Persuader might be a good 7-cost unit with a rework or some stat changes after Tianna Crownguard left that spot, The Empyrean is already a great 7 drop, Freljord already has Anivia, Icy Yeti(Should be 6-cost)  and Ancient Yeti (not so 7 :D),

    and i think Signature spells needs to be signature so restricting them isn't that bad. I really can't understand why are most of you guys so close-minded for deckbuilding restrictions. Restrictions not so bad always.

    and elusives will continue to be problematic if there will be no rule changes. Inspiring Mentor and Kinkou Lifeblade nerfs proved it. You can't get rid of the fact with refusing the problems. Nerfs won't be solution with new buff cards + new elusive cards on the way. Nerfing elusives won't be enough, You will need to nerf buff cards aswell and it will harm other archetypes bad. Inspiring Mentor nerf already harmed some of the existing archetypes for example.


    It would be confusing for units to suddenly die after a combat if they survived, dunno I am ok with how it works right now.

    I think nerfing Fiora's attack would kill her as a win condition and as a card it's a champion card they are supposed to be stronger than any follower, the only change I would do if any is one I suggested already and it's the level up change from 2 before and 2 after to 3 before and 1 after(kills I mean)

    Katarina is FINE.. you need to protect her if you want her to survive, that's why her level up condition is so "easy" because it's actually not cause she dies to so much stuff, look up mogwai's kata build it's very potent and you will see kata is quite successful if you play her at the right time with the right back up.

    I see a lot of decks do run a lot of followers adding +2 card advantage to control decks is a lot.. (With your suggested statikk shock change), sure in some situations you can react to it better but in most situations you buff the hell out of heimer and ez decks.

    Death Mark is quite hard to set up and can be countered with a lot of cards if any target leaves the board it's canceled, you NEED an ephemeral target,you need 3 mana.. you need a target you want to eliminate.. the card has enough counter play so it doesn't need to be nerfed, if anything maybe Mark of the Isles needs to be nerfed if it costs 2 mana this card is even more fair.

    Also Hecarim is getting nerfed so another nerf to this situational card.

    Brightsteel Formation is a 9 mana cost unit/follower, having them in a deck has a high cost as you can't play the card until VERY late in a match if it doesn't win you the game more often than not then it's too weak in my opinion.

    Legion Saboteur at 1/1 would never see any play, it's not that great as it is anyway.

    I don't understand why you would want to restrict those spells to only be on decks that the champions are in, it makes you build a deck sub optimally because you want to run a specific card, specially when some of them are niche and some don't actually fit into a deck the champion is run in, besides it makes it so you have cards in your collection you can't run without a specific champion, don't see how it's a problem. if any of those spells is problematic then it should be nerfed/changed.. but restricting you to play champion cards you don't want to put into your deck because you want to play a spell.. no.

    Elusives are counterable, I every region has the tools to deal with elusives:

    Freljord: freeze.

    Noxus: rush down,challengers,culling strike.

    Ionia: fight fire with fire, they have elusives.

    P&Z: direct damage removal, heimer's 3 mana turrets.

    Demacia: purify,detain, challengers.

    Shadow isles: tonnes of removal options, heals, AOE,vengence... etc.

    Don't think they are such a big deal post nerfs but if more of them get hit I won't be too sad/surprised. 

    Well, My concern about Katarina might be about my passion with her, I must confess. :)

    I am not saying elusives not counterable, I'm saying it will be more problematic as the game grows, that's all. Don't get me wrong, right now it is on a good spot but in time it will be more problematic with more hand/deck buff cards and more elusive units.

    we need to aggree on disagree about Death Mark I guess. I really don't think any of Hecarim, Mark of the Isles nerfs will solve the issue about that card because of Darkwater Scourge.

    but you are probably right about Legion Saboteur and Brightsteel Formation, especially when we think about Commander Ledros.

    Fiora needs some changes but I really can't decide which part of her might be tinkered so I wanted to change her attack stat. 3/3 challenger feels so much powered tbh. Think about Draven, ok, when he levels-up, he is the only unit in game that has both Overwhelm + Quick Attack at the same time but does nothing compared to Fiora when he enters the battlefield and he is also 3/3.

    Don't get me wrong btw, I really think that the game so much canditates to make all of the champions work, I have already some ways to make them work even for weakest one. I'm not whining, just trying to make some suggestions to balance the game and sharing what i experienced in the game.

  • Katarina is one of my favorite champions and I have been experimenting with her, even in most ridiculous situations (Teemo/Katarina :D)

    Some of you guys might not know the Ephemeral interaction of Katarina so I wanted to share it here.

    When you give Katarina, Mark of the Isles she won't die after she attacks and levels-up and comes back to your hand. Same with Oblivious Islander and Stirred Spirits.




    So;
    - You can use Oblivious Islander to reduce her cost to (2) for early upgrade posibility.
    - You can use Stirred Spirits to make her more threatining with +2 Attack.
    - You can use Mark of the Isles against frostbites or Removals (not against Vengeance) to save Katarina on your attack turn so she will be leveled-up. Works on your defend phase as well if she wouldn't die with the damage.
    - One of the best is; You can use Shark Chariot with ephemeral Katarina to spawn Shark Chariots whenever you Rally !

     

    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.

    Some of the decks I was experimenting with this ephemeral interactions;

    Katarina/Undying
    Deck ID Not Found

    Katarina/Hecarim
    Deck ID Not Found

    I hope it helps your deckbuilding and experimenting and enjoyement.

  • Quote From FortyDust
    Quote From chaosprism

    The wont reset it but they may add more regions with their own progression

    100 percent this.

    A reset would make no sense whatsoever.

    might make sense with new expansion tbh, or an expand to regional rewards might make more sense because they've said in open beta reveal video that existing regions will get 2 separate champions which means 6 champion cards and their supportative common/rare/epic spells/units.

    @OP
    I've completed all regions today and opened a thread about it here. I hope you can read what I wrote there because I really wonder everyone's thoughts about game's future.

    In reply to Your region progress
  • Quote From DoubleSummon
    Quote From Almaniarra
    Show Spoiler

    Hoping to see some rule changes instead of card/stat buffs/nerfs;

    - Ephemerals should disappear/die after taking damage from any source
    - Elusive keyword should be for 1 turn or for 1 attack for followers (not champions) or All elusive followers should have a text like "After I deal damage, I lose elusive.)
    - Burst spells should be cast after Burst spells. (That's never gonna happen tbh but one can hope.)
    - After "For this round" buffs, All units will return back to their damaged healths instead of restoring their health.
    - Spells of champions should not put into decks that doesn't have those champions and can't be created with random effects like Back Alley Barkeep or Karma. Example: You can't put Prismatic Barrier to a deck that doesn't have any Lux. This also might fix Relentless Pursuit's brokenness a bit so it shouldn't need a nerf at first place.

    Card Changes

    - Hecarim should lose his Overwhelm keyword or should lose one token.
    - Relentless Pursuit should cost 4.
    - Death Mark should be a slow spell as how they did for Intimidating Roar before which  killed Yasuo decks.
    - Karma's enlightened effect should disappear if Karma dies before the spell triggered.
    - Katarina needs to have 3 health instead of 2.
    - Kalista needs to have 3 health instead of 2.
    - Fiora should have 2 attack instead of 3.
    - Draven needs his old stats 4/3 instead of 3/3.
    - Ashe should be 4/4 instead of 5/3.
    - Absorb Soul should be either cost 0 or should drain 5. (Health Potion)
    - Precious Pet should be reverted, it should stun the next unit that the enemy summons instead of Fearsome, like in preview patches. That change has also harmed Yasuo archetype.
    - Cursed Keeper should summon a 3/3 instead of 4/4.
    - Feral Mystic should be 3 mana 3/3 instead of 2 mana 2/2.
    - Herald of Spring should have 3 health.
    - Shatter should be a fast spell.
    - Golden Crushbot should be a 3/4 instead of 2/5.
    - Kindly Tavernkeeper should have 3 attack instead of 2.
    - Laurent Chevalier should have 2 health instead of 1.
    - Mageseeker Inciter needs a keyword. Barrier/Tough/Fearsome/Elusive/Challenger/Lifesteal/Overwhelm, any of them or should rework as a Detain on a stick.
    - Statikk Shock should draw cards as how much target it is cast on. If it targets 2 enemy, it should draw 2; if targets are destroyed before it, it should draw 0.
    - Funsmith should have 4 Health instead of 3.
    - Midenstokke Henchmen should be 4/4 instead of 5/3.
    - Yusari needs a rework.
    - Hextech Transmogulator should cost 4 or 5 instead of 6. I can understand it was created for Lux/Heimerdinger decks but it's an expensive effect for 6 because it can only target followers.
    - The Rekindler's effect should be a play effect instead of When I'm summoned.
    - Icy Yeti should be 6 mana instead of 7. I don't think it will be problematic with Winter's Breath. They should be combo pieces together imo.
    - Jae Medarda is ok if we think about The Empyrean. I think elusive keyword needs a rework/rulechange so making Jae Medarda 7/7 with the change that i called above would be fair.
    - Ren Shadowblade should be 5/5 instead of 6/4.
    - Spectral Matron should be 7 mana 5/5 instead of 8 mana 6/6. After some changes of 7 mana minions (Tianna Crownguard, Rhasa the Sunderer) 7-mana spot is so blank imo.
    - Brightsteel Formation should lose its play effect and it should be only for attack.
    - Shady Character should work like burst spells or should have 2 health instead of 1.
    - Blood for Blood either should cost 2 or needs a rework.
    - Avarosan Trapper should have 3 attack instead of 2.
    - Arena Bookie should have 2 health instead of 1.
    - I think Mark of the Isles will be ok if ephemerals will have a rule change but if they will not, it should be +2/+2 instead of +3/+3.
    - Greenglade Caretaker and Fae Bladetwirler should gain +1 Attack instead of +2.
    - Boomcrew Rookie should have 3 health instead of 4.
    - Legion Saboteur should have 1 attack instead of 2.

    These are what I can think of. I can see that some of those cards' changes make others unnecessary but I really can't know what Riot will change so I just wrote them like they will be single buff/nerf.

    Card changes should not be necessary but I really think that there needs to be some rule changes.

    Rule changes:

    1. would make ephemerals way too weak.

    2. grown to be alright with them existing.. no need for it I think.. maybe nerf some of them.

    3. burst spells work fine as is.. their point is that they can't be interrupted and they happen in a burst.

    4. definitely no, it would be so much confusing if it worked that way.

    5. Disagree.. why would you restrict the normal version of spells, yes a lot of them are powerful but that way you restrict deck building.

    I disagree with most of your changes as well most cards you suggested are fine as they are: Ashe,Draven,Fiora,Katarina,Death Mark, Precious Pet,Shatter, Statikk Shock(4 mana draw 2? what?), Hextech Transmogulator (is very flexible.. do you want this card to see play?),Brightsteel Formation, Legion Saboteur (if so make it 1/2, 1 mana 1/1s are unplayable).

    The rest I agree or don't care enough about them to comment.

    seem to be that 7 mana cards are really hard to balance since it's the point where the game shifts from mid game to late game.. in both hs and runettera they seem to be problematic either autoinclude or never played.

    So you are ok with this ?

    Quote From Author
    There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became  8/2 after battle phase ends;
    Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.


    I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.

    Ashe/Draven/Fiora ( I still think that 3/3 with Challenger with an additional win condition is overpowered, she should be 2/3)  might be ok-ish but i think that Katarina needs something to be more useful. The card already punishes you to lose tempo after she attacks and losing her to a Mystic Shot is way too punishing. 3/3 Katarina would be ok, more than overpowered.

    For Statikk Shock, What I was thinking is only for units, Targeting nexus won't give you a draw so it will make the card more counterable and situational imo.

    Death Mark should be a slow spell, I really don't get it why do you think it is ok. Spectral Rider's of Hecarim shouldn't be a target for Death Mark or attacking and changing ephemeral of Darkwater Scourge shouldn't be an option. It should be before or after attack, not on attack phase.

    Brightsteel Formation has too much for a unit, like how Tryndamere had Though before.

    1/2 Legion Saboteur would be ok but won't be so different with Boomcrew Rookie if it is 1/2.

    and I really think that 7 mana spot is way too much open for some regions after some good units got nerfed. Some cards should be fill that spot, Spectral Matron is a good canditate for Shadow Isles; Jae Medarda is a good option for P&Z, Noxus has already Savage Reckoner and that's an ok card. Mageseeker Persuader might be a good 7-cost unit with a rework or some stat changes after Tianna Crownguard left that spot, The Empyrean is already a great 7 drop, Freljord already has Anivia, Icy Yeti(Should be 6-cost)  and Ancient Yeti (not so 7 :D),

    and i think Signature spells needs to be signature so restricting them isn't that bad. I really can't understand why are most of you guys so close-minded for deckbuilding restrictions. Restrictions not so bad always.

    and elusives will continue to be problematic if there will be no rule changes. Inspiring Mentor and Kinkou Lifeblade nerfs proved it. You can't get rid of the fact with refusing the problems. Nerfs won't be solution with new buff cards + new elusive cards on the way. Nerfing elusives won't be enough, You will need to nerf buff cards aswell and it will harm other archetypes bad. Inspiring Mentor nerf already harmed some of the existing archetypes for example.

  • Quote From sinti
    Quote From OldManSanns
    Quote From neonangel

    I went through the artwork and couldn't find an established character that matched. Maybe it's just "some guy".

    Yeah, that was kinda my conclusion too--except its weird to me that 1 would be a clear reference and the other wouldn't.

     

     

    Quote From Sinti
    Love Kato The Arm and Shiraza the Blade especially. So cute :D And look at the flavor texts:

     

    Me too.  I really wish that was a viable combo in practice, but at 3 HP/ea they both are just way to easy to kill, and at 4/5 mana they are too expensive to YOLO it.

    Could work with hand buffs maybe :)

    It works with Stand United and some Elusives, also good with Challenger units, I have 2 different decks for them;

    one is Draven-Only Demacia/Noxus
    Deck ID Not Found

    and the other one is Yasuo/Katarina Ionia/Noxus
    Deck ID Not Found

    Sometimes it doesn't work but when it works, it is hilarious so you should try at least one for some fun :) Stand United is really cool for changing Shiraza the Blade's place. :D

    Btw, For the OP and Flavor;



    Look at the circle, She is Cithria of Cloudfield who came to join Elite army. :)

  • With my experience, i can suggest that try not to break your Synergy picks and try to make your wild picks same or related with your synergy picks.

    For example, If you go for Fiora and Shen; try to pick "Shield Wall" in your synergy picks always even some cards seems bad and if you can't pick "Shield Wall" for your wild picks you can try "Suit Up" for your wild picks to have a more consistent expedition deck. Wild Picks don't breaks your Synergy Picks so you can push the limits with "Shadow and Dust" or "Enlightenment" with Fiora/Shen for example but try to avoid unsynergistic picks on your Synergy Picks.

    Also, try to make your mana curve looks good. I mean a literal curve. Mana curve doesn't so important on ladder and constructed decks in this game but it matters at Expeditions.

    Ok, it looks, seems and feels funny to play with 3 regions in a deck but if it is not your open play, I won't suggest you to draft 3 different regions. It is for fun in my opinion and should be in open plays for just for monkeying around.

    Also, Mono Decks (only Demacia for example) are quite well in expeditions. Especially Demacia and Noxus. Piltover&Zaun is also cool. You can start with Mono Demacia as drafting Garen + Fiora. Demacian Steel tree is easy to draft and play and gives you 3-4 wins at best if you know how to play mid-range archetype.

  • Quote From BlueSpark

     

    Quote From Almaniarra

    - After "For this round" buffs, All units will return back to their damaged healths instead of restoring their health.
    - Spells of champions should not put into decks that doesn't have those champions and can't be created with random effects like Back Alley Barkeep or Karma. Example: You can't put Prismatic Barrier to a deck that doesn't have any Lux.

    If one-round buff spells worked they way you're proposing, what would be the point of buffing a unit's health? I can only think of very niche scenarios (like killing the 4th enemy with a buffed Fiora) where temporary health buffs would be of any significance. I think the mechanic is working just fine as is.

    I think the idea of restricting champion signature spells to decks that actually run the champion is very interesting. I'd have to wrap my head around some of the more concrete implications, first, though.

    I will give an example to be more clear.

    There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became  8/2 after battle phase ends;
    Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.

    Buff shouldn't mean Heal in my opinion and there will be also a point to use one round buffs, in this example, The opponent would protect their Radiant Guardian if we wouldn't draw Mystic Shot for example. So with my change, You can still protect your units, but for one round as it should be. One round buffs should stay as one round, shouldn't be permanent effects like healing your unit.

  • I have completed all of the region rewards today.



    After I have completed regions, I wanted to try if it give me any additional reward and joined a game and instantly surrendered and saw this screen.



    What I saw is "The Season Road Level" but it seems it isn't active right now unfortunately because the experience point from the game didn't fill the bar but it continues to fill the bar of your weekly vault.

    Well, I completed the whole set but I've thought that i could save some resources for future after i completed regional rewards and i did learnt earlier that there is the "Season Road Level" mistakenly by forgetting to change one of my completed regions. It had didn't fill the bar that time aswell but i guessed that it was just because i didn't complete other regions. Now I'm sure of that it won't fill season road level anymore.

    This might be a hint for official release btw. There will probably be Season Road Level that doesn't seem active right now. It might be either like a "Battle Pass" system for any other game around, paid level system; or might be a free-to-play friendly system that will continue to reward players who completes regional rewards. I really don't know if anyone around web knows something about this content.

    Do you think that this should be corrected for open beta?

    I personally think that it shouldn't be because of solved meta at first day of the next expansion but well, I will continue to open my weekly vaults until next expansion comes and i will be saving so much Expedition Tokens + Shards because I won't play expeditions anymore just because I have completed the set so correcting this might not help for solved meta situations. I will probably have enough resource to craft some useful stuff at first day without this "Season Road Level" thing with all of those free Expedition Tokens and Shards because all of cards that I will get from Weekly Vaults turns into shards right now and it will be huge amount of Expedition Tokens from Weekly Vaults. If we calculate superficially and guess like the game will be released on June at best; it will be like;
    1x Expedition Token per week => 17 Expedition Tokens that will give me 17 Champions at June.

    Also I will be able to purchase Wildcards per week so it means that 3x per week => 39 Champion Wildcards until June. Right now we have 72 Champions. That means a paid player will be able to save 56 Champion wildcards right now if he/she completed the whole set. Riot said that they will bring one region on next expansion and that expansion also will bring 2x different champions to existing regions. That means new region will come with 6 champions. So math says;

    6x3 = 18 new region champion cards + 2x6x3 = 36 existing region champion cards = 54 new champion cards. So if i will purchase all of the wildcards, I will be able to complete whole champions at first day of the Expansion if it hits on June.

    If it will be how Riot says, People will save 16 Expedition Tokens which means 16 champions per 4 months.

    I don't think that Riot will release a new expansion before the game officially released and they said that they will try to release the game before first half of the year so I'm assuming that my calculations are accurate enough according to what Riot said at open beta release video.

    I really wonder what do you think about these situations. A healthy discussion might help both community and developers if they are following here. :)

    Note: Btw, I have played free-to-play completely, didn't buy any wildcards. Sitting on 5k Shards but no Wildcards. I have spent all of my Wildcards to complete to set so It took 2 months and 2 weeks to complete to set with playing f2p completely.

    Edit: I've edit so much stuff on this OP and added some calculations about Wildcards. I hope you who read before, re-read if you are interested. Sorry for that. :)

    Edit2: Well, I really don't know why I've skipped this but I will be able to use those Expedition tokens 3x per week, so that means I will only guarantee my Expedition runs will be free with saving them but I really think that I can craft most of the champions with my saved shards. So the best way of saving should be x9 tokens i guess. I will play x3 per week and get 1x per week. With saving x9 tokens, I will guarantee my Expeditions will be free whole time I guess;

    Have 9x - Spent 3x + get 1x = 7x
    Have 7x - Spent 3x + get 1x = 5x
    Have 5x - Spent 3x + get 1x = 3x
    Have 3x - Spent 3x + get 1x = 1x
    12 Total Champions from Expeditions in a month, I'm assuming I will get some champion cards from Weekly Vault + Regional Rewards (I'm also assuming that new regions will come with their own regional reward tree and Existing ones will expand or reset at some point with newer cards.) .
    So it will take 1,5 - 2 months to complete sets again and start to save for next expansion in my opinion if anything about economy system won't change.

  • Hoping to see some rule changes instead of card/stat buffs/nerfs;

    - Ephemerals should disappear/die after taking damage from any source
    - Elusive keyword should be for 1 turn or for 1 attack for followers (not champions) or All elusive followers should have a text like "After I deal damage, I lose elusive.)
    - Burst spells should be cast after Burst spells. (That's never gonna happen tbh but one can hope.)
    - After "For this round" buffs, All units will return back to their damaged healths instead of restoring their health.
    - Spells of champions should not put into decks that doesn't have those champions and can't be created with random effects like Back Alley Barkeep or Karma. Example: You can't put Prismatic Barrier to a deck that doesn't have any Lux. This also might fix Relentless Pursuit's brokenness a bit so it shouldn't need a nerf at first place.

    Card Changes

    - Hecarim should lose his Overwhelm keyword or should lose one token.
    - Relentless Pursuit should cost 4.
    - Death Mark should be a slow spell as how they did for Intimidating Roar before which  killed Yasuo decks.
    - Karma's enlightened effect should disappear if Karma dies before the spell triggered.
    - Katarina needs to have 3 health instead of 2.
    - Kalista needs to have 3 health instead of 2.
    - Fiora should have 2 attack instead of 3.
    - Draven needs his old stats 4/3 instead of 3/3.
    - Ashe should be 4/4 instead of 5/3.
    - Absorb Soul should be either cost 0 or should drain 5. (Health Potion)
    - Precious Pet should be reverted, it should stun the next unit that the enemy summons instead of Fearsome, like in preview patches. That change has also harmed Yasuo archetype.
    - Cursed Keeper should summon a 3/3 instead of 4/4.
    - Feral Mystic should be 3 mana 3/3 instead of 2 mana 2/2.
    - Herald of Spring should have 3 health.
    - Shatter should be a fast spell.
    - Golden Crushbot should be a 3/4 instead of 2/5.
    - Kindly Tavernkeeper should have 3 attack instead of 2.
    - Laurent Chevalier should have 2 health instead of 1.
    - Mageseeker Inciter needs a keyword. Barrier/Tough/Fearsome/Elusive/Challenger/Lifesteal/Overwhelm, any of them or should rework as a Detain on a stick.
    - Statikk Shock should draw cards as how much target it is cast on. If it targets 2 enemy, it should draw 2; if targets are destroyed before it, it should draw 0.
    - Funsmith should have 4 Health instead of 3.
    - Midenstokke Henchmen should be 4/4 instead of 5/3.
    - Yusari needs a rework.
    - Hextech Transmogulator should cost 4 or 5 instead of 6. I can understand it was created for Lux/Heimerdinger decks but it's an expensive effect for 6 because it can only target followers.
    - The Rekindler's effect should be a play effect instead of When I'm summoned.
    - Icy Yeti should be 6 mana instead of 7. I don't think it will be problematic with Winter's Breath. They should be combo pieces together imo.
    - Jae Medarda is ok if we think about The Empyrean. I think elusive keyword needs a rework/rulechange so making Jae Medarda 7/7 with the change that i called above would be fair.
    - Ren Shadowblade should be 5/5 instead of 6/4.
    - Spectral Matron should be 7 mana 5/5 instead of 8 mana 6/6. After some changes of 7 mana minions (Tianna Crownguard, Rhasa the Sunderer) 7-mana spot is so blank imo.
    - Brightsteel Formation should lose its play effect and it should be only for attack.
    - Shady Character should work like burst spells or should have 2 health instead of 1.
    - Blood for Blood either should cost 2 or needs a rework.
    - Avarosan Trapper should have 3 attack instead of 2.
    - Arena Bookie should have 2 health instead of 1.
    - I think Mark of the Isles will be ok if ephemerals will have a rule change but if they will not, it should be +2/+2 instead of +3/+3.
    - Greenglade Caretaker and Fae Bladetwirler should gain +1 Attack instead of +2.
    - Boomcrew Rookie should have 3 health instead of 4.
    - Legion Saboteur should have 1 attack instead of 2.

    These are what I can think of. I can see that some of those cards' changes make others unnecessary but I really can't know what Riot will change so I just wrote them like they will be single buff/nerf.

    Card changes should not be necessary but I really think that there needs to be some rule changes.

  • Quote From Demonxz95

    I think the best way to fix Elusive is to make Elusive a much more neutral keyword found in every region. That way, everyone can play them, and everyone can counter them to some degree.

    It will be in some time, i presume.

    I mean, If you check the regions of Runeterra, There are all kinds of champions there from lol.

    I can give the Leblanc example for noxus, in Legends of Runeterra, There can't be a card with situation of Noxus today because she is a mage. She has magic-related spells, not like Vladimir or combat related how Noxus is shaped right now. That's just an example for how regions might be in future.

    However, I don't agree that it will fix the situation about elusives. In my opinion, Elusives should be like Stealth in Hearthstone, if they deal damage, they should lose elusive keyword because after all regions reach elusive keyword, We will find ourselves in a meta with full of elusives with different variations.

    It might seem a little problematic for elusive champions like Teemo/Ezreal at first but there is also another solution, Make Elusive keywords permanent for champions like how it is right now and give follower elusive units a text like "After I deal damage, I lose Elusive." or something like that.

    There is also another problem with Kinkou Lifeblade. It should have a text like "After I deal damage, I heal your nexus for 2." instead of lifesteal

    For Relentless Pursuit, I also agree that it should cost 4 mana but should keep its fast keyword.


    There is also another problem with Ephemerals noone ever mentioned here. I feel like Ephemeral units should die after they take some damage. Like when you use a Mystic Shot on a Darkwater Scourge, it should die instantly, This will make Death Mark + Darkwater Scourge combo more situational and they can't just do that against your 1/1 spiderling without a brain just because they want a 5/5 body with lifesteal. Same interaction for Death Lotus against Hecarim and Hecarim's Spectral Riders and also for that cancer card Mark of the Isles.

    Mark of the Isles one of the most broken cards in the game. Look other 1-cost one round buff options and compare them with each other;

    -Elixir of Wrath
    -Elixir of Iron
    -Radiant Strike
    -Rush

    All of them makes only one thing while Mark of the Isles do the all, Best option to kill a unit with Quick attack, Best option to do lethal, Best option to lifesteal, Best option to removal with buffing a unit(/w Death Mark) etc.

    As i said above, Ephemeral units should die if they take some damage from any source. It makes ephemeral interactions more skillful in my opinion. I really hate to see when they changed Darkwater Scourge's ephemeral with one of my Spiderlings or Omen Hawks or Scrap Scuttlers to just have a 5/5 lifesteal on board after they skipped their first 2 turn.

    TL;DR

    I have these solutions for some broken interactions;

    - All Elusive followers (not champions) have a text as "After I deal damage, I lose Elusive." now.
    - Kinkou Lifeblade has no longer lifesteal. He has a text as "When I deal damage, I heal your nexus for 2 health." now.
    - Relentless Pursuit 4 mana up from 3.
    - Ephemerals now dies after they take a damage from any source.

  • Quote From OldManSanns

    you don't need it in this deck. You won't drop Karma before 10 mana and you don't need to protect any unit of yours :)

  • Deck ID Not Found

    If you have bad times against aggro and Zed decks, you should try this deck.

    It is also effective against Karma/Lux decks because of Ramp Ability.


    One of the best starting hand is 1x Avalanche, 1x Avarosan Sentry/ 1x Icevale Archer, 1x Shadow Assassin, 1x Harsh Winds/Will of Ionia.

    It is better to hold Will of Ionia against Hecarim decks.

    Brittle Steel is also ok at mulligan.

    I hope you try and enjoy.

  • Quote From Chillum
    Quote From Lightspoon

    I don't really see Karma fits since you don't have any spell that you really want to duplicate (like direct damage to the Nexus or other single target shots).

    Ive run a similar deck in exp and had a lot of fun/luck with it. Only got knocked out by an aggro ezreal/teemo deck since the draft didn't give me enough control. Was also a blast to have 5 anivias off one dusk and dawn.

    And now Ezreal/Freljord (Heimerdinger or Ashe) is the most problematic match-up with this deck. You need mid/late game to be able to win and Ezreal with burst spells punishes your slow combo so well. I can win against Fearsome/Elusive decks with this but can't get rid of Ezreal because as soon as I try to remove Ezreal when they drop it at late game, they make all-in with their burst spells to deal lethal to my Nexus. Sometimes, I can also win with Catalyst of Aeons' heal but you know that doesn't happen always. :)

  • Quote From DoubleSummon

    Thought about it as well.. there's no way Riot doesn't have anything planned for that point it should happen approximately in 2.5/3 months where the first player will max out his regional rewards.. I guess the vault is always a progress to be made.. in league as you have all champions you can still use BE to buy new ones AND to buy cosmetics twice a year.. so even I who play since 2012 still don't have around 100K spare blue essence (league's normal currency)

    one of my friend finished it with open play expeditions already. Yes he has no life. :)

    I mean, it didn't even pass 1 month and some people already finished those regional rewards. I remember it like there was a guy that talks about unlimited regional rewards and he said that he heard it from one of rioters. We might see some changes at next patch.

  • Quote From Lightspoon

    I don't really see Karma fits since you don't have any spell that you really want to duplicate (like direct damage to the Nexus or other single target shots).

    Karma gives you useful spells (sometimes) also doubles Dawn and Dusk and makes you Deny-proof.

    Quote From DoubleSummon
    Quote From Lightspoon

    I don't really see Karma fits since you don't have any spell that you really want to duplicate (like direct damage to the Nexus or other single target shots).

    I agree, if so I would suggest replacing Karma with Ashe, and add more frostbite to the deck, frostbite is really the reason to run freljord control and you don't have enough of it, I think you can replace the ramping tools for frostbite since stalling is probably better than ramping anyway, plus it's good against deny.

    Also I don't agree with having 2 Minah Swiftfoot I think yone is just better cause he is 2 mana cheaper for a similar effect on one less target (at that stage of the game recalling is similar or even worse than stunning), but I would suggest going for Avarosan Hearthguard instead if you can cause your curve is too high.

    Ashe/Karma deck is little different from this deck with Rimetusk Shamans etc. Like this;

    Deck ID Not Found

    This Anivia version is different from ashe version.

    Quote From Marega

    Take every Ionia cards out except for dawn and dusk to combo with anivia and Deny for obvious stupidity reasons

    There is only Minah Swiftfoot from Ionia except Deny and Dawn and Dusk and She helps so much for buffed Elusives on board to obliterate them with She Who Wanders while you were frostbiting their way to end game.

  • Totally agree. I love Karma. Really don't understand why some folks don't like her.

    I also think same for Katarina. I mean, I can understand that both of them are hard to play but that doesn't mean those are bad because people can't handle how to play with them.

  • Hello Guys. I have a deck to share with you.

    If you have trouble against some aggro decks, elusives etc. and like to play ramp decks, You might want to check this Ionia/Freljord Karma/Anivia Control deck.

    Deck ID Not Found

  • Quote From sinti

    I mean the fact that you die first from a resolved spell before your opponent dies from your board makes sense mechanically, but thinking about it, it is a shitty mechanic in its core.

    I guess this is more about the back and forth action trading, but yet another example of a loss you can sustian from a commanding lead on the board. I dont know if i like this.

    Well, There is also Absorb Soul as a fast spell for example. You can always heal yourself before/after those fast spells :)

    I mean mechanic isn't shitty at the first place in my opinion. There are just so less cards to counter those plays right now. These are personal preferances in the end. :)