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BlueSpark

Joined 01/27/2020 Achieve Points 180 Posts 193

BlueSpark's Comments

  • I just thought of another one that's been mentioned in a different thread a while ago: It's extremely fiddly to view revealed cards in your opponent's hand, especially if there are several. You can mouse over and view one of the cards, but moving your mouse left or right to switch over to the next card simply doesn't work in my experience. You have to remove the mouse cursor from the area, then approach the card you want to see by going upwards.

  • I just created a thread on Shadowshift dealing with pretty much the same question. It's surprising to me that a targeted spell would still hit the swapped unit for Stand United, but not for Shadowshift. I think it's inconsistent, and I prefer Stand United in this regard as the units simply 'trade places,' which means the spell that was cast still has a valid target to hit.

  • So, I'm curious how you guys feel about this. When you Shadowshift a unit that's currently in battle, the Living Shadow will battle the enemy unit instead. However, if you Shadowshift one of your units that's currently targeted by a spell, e.g. Mystic Shot, the spell fizzles out after Shadowshift resolves.

    I feel this is inconsistent and the spell should hit the Living Shadow. The phrasing "in its place" suggests to me that, for all intents and purposes, the shadow should completely replace the recalled unit.

    This is also (sort of) backed by a somewhat similar question asked about Stand United in this thread. Stand United uses the term "swap," which has the same gist, and apparently in its case, the spell hits the swapped-in unit instead of fizzling (I haven't tested it, myself, but this seems be true based in the thread replies).

  • Very interesting. I could go either way on this: Either the Skitterer effect applies, reduces Braum's attack from 0 to 0, and then disappears (not affecting future buffs during the round), or the debuff lingers as OldManSanns suggests. But in the latter case, Riot should definitely work on communicating the debuff effect more clearly.

  • As YourPrivateNightmare pointed out, spells in this game - particularly removal spells - are crazy expensive compared to other CCGs. So I strongly disagree that spells in general are too strong. There may be some outliers, but on the whole, I think the balance between units and spells is very well done in Runeterra.

    In reply to Doomed game
  • Quote From YourPrivateNightmare

    I generally think Lifesteal is way too undercosted in this game, especially considering that via blocking you can proc lifesteal every round and it completely invalidates the relevance of early chip damage.

    Agreed. Of course it's designed as a counter-mechanic against eagly-aggression decks, but it's way too efficient at its job in my opinion.

  • Some nice ideas in your post. I feel the UI is, in most respects, perfectly serviceable, so I don't see these as too big of a priority. The biggest one to me would probably be the ability to select an image for each deck. I also wish we could right-click cards in the rewards-opening screen.

  • Quote From Demonxz95

    Is it possible that he had something like Rimetusk Shaman up?

    The OP said that he had a "full board" and that all of his units were frostbit only after he declared his attack, so that couldn't be it. At least assuming all of his statements are true.

  • Quote From Bystekhilcar

    From my experience I'm fairly confident that a significant number of the 'play X champions from Y/Z regions' quests are bugged and actually increment from playing against those champions.

    If that is true and intentional, then it's horrible quest design. You should be able to actively work towards completing your dailies, not be at the mercy of matchmaking to pit you against an opponent running the right champion (and then possibly losing the match on purpose just in hopes that they actually play their champion cards).

    I highly doubt this is how Riot intended it, though. Probably just a coding error, as you suggested.

  • Quote From FortyDust

    If you look at all the 8-mana followers in the game, it's very obvious that Ledros is just plain super-crazy. As in, I can't believe they printed this crazy garbage crazy.

    While I have to disclaim that I've never played Ledros or had him played against me, from a theoretical standpoint, I'm definitely with you. Strong burn effect + strong statline with Fearsome + auto-recycle on death seems very overbearing.

    Honestly, he'd probably be fine if they ditched his Last Breath effect entirely. Or at least have him halve his own stats every time he dies and returns to hand.

    Another crazy idea: Upon summoning, after burning the enemy nexus, let him deal the same amount of damage to himself.

  • Anivia has no connection with any Frostburn Frostbite effect, so I suppose your guess is as good as mine... Maybe if Winter's Breath or Crystal Arrow were Fast spells, he could've queued up one of those, but they're not, so I have no idea (On second thought, even then, Winter's Breath would've prevented you from killing Anivia).

  • Quote From sinti

    Kindly Tavernkeeper can heal Nexus, i guess not that surprising, but i havent been picking it cause the wording didnt imply it, i didnt think Nexus would be considered "an ally", that makes the card much better.

    You're right, it's not very intuitive at first glance, but upon closer inspection, it makes sense: if it didn't work on the nexus, it'd read "an allied unit." Just like how "Deal X damage to anything" differs from "Deal X damage to a unit".

    Luckily, I found out about Tavernkeeper being able to heal the nexus early on. It makes him quite versatile, especially since healing from other sources (spells) tends to be more expensive in comparison.

    In reply to help with expeditions
  • Quote From greenhatjynx78

    did you know that  if the egg get destroyed she doesnt come back ?

    Yeah. I've never actually seen an Anivia egg get destroyed (neither my own nor my opponent's), but I've always assumed that's how she was designed. Hence my comment that she's "very hard to take out permanently" - your opponent either has to eliminate her in battle and then hit her with a damage spell, or they need to use 2 removal spells in the same turn. But making her fully indestructable surely would've been too much.

    In reply to help with expeditions
  • Well, I didn't follow the game at all pre-beta, so I don't even have a clear concept of what the champion was like before this apparent nerf. To me, Anivia feels like a strong late-game card that will dismantle the opponent's army either instantly or within 2-3 attacks at most (in addition to putting some additional pressure on the opponent's nexus). Her Last Breath ability makes her very hard to take out permanently, so you can usually attack with her every other round.

    She's obviously a dead draw during the early-mid game, but once you're up to 10 mana, I think she's a force to be reckoned with. The only reason I'm not running her in my Freljord-Ionia control deck is because I own exactly 0 Anivias :P.

    In reply to help with expeditions
  • Quote From FortyDust
    I don't think that's the case. I recently lost a game because I thought it worked the way you are saying, but not all of the Overwhelm damage made it through.

    Really? Such conflicting reports. I honestly have run into very few Overwhelm vs. Barrier scenarios in the actual game and take most of my knowledge from this forum instead. There's been a different thread discussing this very interaction, and the consensus seemed to be that Overwhelm rolls over Barrier completely, just like it does over 'placeholder blockers'. If it indeed only absorbs a portion of the damage equal to the unit's health, I should consider myself lucky - that's the outcome I like the best (and find the most intuitive).

  • Quote From Chillum

    Kharma works out really well in anivia enlight rush decks.

    I've played 2 or 3 Expedition runs with Anivia so far, but I believe I've never been offered either of the game's mana-ramp cards. So the viability of an "enlightened rush" deck seems questionable to me. Which isn't to say that Anivia decks don't work at all - it had a decent amount of success with mine.

    In the same vein, I don't quite get the point of the Freljord card bucket that's supposed to let you clone your units for extra benefits - I'm consistently getting offered Iceborn Legacy, but no cards that actually help me get more copies of individual units.

    In reply to help with expeditions
  • Your 2nd point is interesting: You seem to mistakenly believe that a Barrier'd blocker absorbs a portion of the damage from an Overwhelm attacker. But in fact, the entire Overwhelm damage goes through to the nexus. Personally, I wish the barrier would absorb a portion of the damage - that'd be a nice middle ground.

    I can see where you're coming from with your 3rd point; I could go either way on that one.

    I disagree with your 4th point, though. Barrier is explicitly designed to prevent damage, not any other effects such as debuffs or direct kills. I think it's fine as it is. If Riot were to decide they want to make Barrier resist direct kill effects, I'm certainly against giving special treatments to some kill spells, but not others. Rules need to be applied consistently.

    Regarding the rest of your post, you do not retain priority after playing a fast spell like Vile Feast. If you just play it on your turn, priority passes to your opponent right after it's resolved, just like with slow spells.

  • Quote From Bystekhilcar

    Honestly it's strong just as a 3/3 that nerfs opponents' cards for a turn, the +1/+0 is a sidenote which isn't particularly necessary.

    Hm... Maybe I'm undervalueing the attack debuff a bit. It's just that spiders aren't exactly known for their high health, anyway, so your opponent shouldn't have too much trouble taking out the weak ones even with one less attack. I guess the debuff could be decent when used defensively, potentially saving yourself from up to 6 nexus damage that turn.

  • I also don't see the prevalence of a couple of different keywords in Ionia as a problem. Elusive might be an exception, because they're rather hard to deal with if you don't have elusive units, yourself (and Deny is sort of in a similar position). As for anything else, I'm with OldManSanns - they lack access to the kind of heavy hitters that other regions have.

    For instance, I don't think healing and Lifesteal are too problematic (although the fact that Lifesteal scales with attack buffs arguably is), so I don't mind that Ionia gets most of them. They don't have Overwhelm, Fearsome, Frostbite, direct-damage spells, self-sacrifice combos, or anything of the sort. It's not like they're robbing the other regions of their own identities.

  • I haven't really played a dedicated spider deck apart from the default one, but it seems like a great finisher to me. Once you've assembled a bunch of spiders, you can push through a good amount of damage. Alternatively, it can set you up for some favorable trades, especially if you've managed up level up Elise. Of course, it's fairly worthless if you don't have a couple of spiders on the board.