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CursedParrot

Joined 05/29/2019 Achieve Points 640 Posts 720

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  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Based on feedback, I made these 2 possible designs of my card:

    The Weapon would be a lot more interactable by your opponent, since they could use weapon removal to get rid of it. I think Algalon would be more interesting though, since it fits his theme of watching over Azeroth and creates a reward for casting the spells quickly. I could also make Algalon a 3/3 if he seems a bit strong. I chose Uldum because I felt like he fit with a Titans theme, but is there a better set for him to be in? 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Based on suggestions, I changed my card a little:

    I made Reno no longer a Dragon because it didn't make sense given the artwork and lore of ONiK. I also changed 'Party Time!' to specify the lowest cost minions to make it more random, and I removed the additional buff to minions in your deck because it apparently confused people about the functionality of it. Is this version better? I also thought of making 'Party Time!' say "Give the lowest Cost minion of each tribe in your hand +1/+1", but I thought it might be too good, and wouldn't fit the theme of the menagerie as well. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    I agree with Dermostatic that taking a more Inquisitive tone is better. For me, I usually end every post with something like “what do you all think?” to make it clear that I want feedback and am okay with criticism. As individual humans, we can’t always think of everything, so by opening ourselves up to criticism we can realize things that we wouldn’t have just by ourselves. There have been many times that I’ve thought something was a good idea, but after seeing other people’s opinions on it I’ve realized the flaws in it and been able to change it in order to make it better. Even when I disagree and think I’m right, in forming my arguments I am usually able to understand better why I think it would be a good idea, making even “bad” criticism helpful. 
    Also, everything is a whole lot more fun when you’re willing to collaborate with people and improve your ideas instead of immediately making everyone think you’re arrogant. Would you rather be alone and “right”, or in a community and learning?

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    I think what it does is just swap the targets, which makes perfect sense with how Challenger works. If you Target one unit with a spell and then your opponent swaps that unit with another one, the spell will now Target the other unit. If you think of Challenger as a spell that says “choose a unit to block this” then it makes perfect sense. Stand United is in general a pretty bad spell though (since Barrier decks aren’t very good) so I don’t think it’s that much of an issue. If you’re facing a lot of barriers, just run cards like Make it Rain, Withering Wail, or Death Lotus to remove the barriers.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    The idea behind this would be to support a Menagerie deck. It is balanced by the fact that you need to have a lot of Beasts, Dragons, and Murlocs for Party Time! to be better than your normal Hero Power, so a deck running just dragons or just beasts would not run Reno the Partier. You also have to spend Mana on the first few turns buffing your minions, which makes this strategy slower than a normal zoo deck. I made Party Time! also buff a random Beast, Dragon, and Murloc in your deck because I felt it was a little too weak if it just handbuffed. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    The idea behind this card would be to enable a big Spells mage, since you would want to cast only big Spells (similar to Medivh) to gain value from it. However, it requires a sacrifice, since once you play Cosmic Mage you no longer want to cast any small Spells or targeting Spells. There is also tension between wanting to cast the spell immediately and wanting to get the most value, which creates an interesting game state. The opponent also knows that the double cast is coming (since Cosmic Mage costs too much to make use of the ability on one turn) so they can somewhat plan around it. What do ya'll think? Should the cost be higher, or is it appropriate? 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Calling Riot greedy is ridiculous. I do agree that Expeditions doesn’t provide the same rewards for consistent victories as Arena in Hearthstone, but I think this is intentional. In HS, Arena is basically the only way to get cards quickly, making it so that players who don’t have an interest in playing Arena will always be behind those who are good at it. Riot actually severely nerfed the rewards from expeditions in Beta because it motivated players to grind expeditions, even if they would prefer to play constructed. 

    Secondly, you can actually go infinite in expeditions very easily, since after 3 expeditions you can play as many expeditions as you want for free. This makes it so that players who simply enjoy playing expeditions can play it instead of ranked and get similar rewards. The fact that you don’t consider this as going infinite it expeditions means that you don’t actually care about playing expeditions, you just want high rewards for playing expeditions, like in HS.

    This means that your real problem is with Runeterra’s Progression system. Personally, I don’t have any problem with LoR’s Progression, since it seems fast but fun. I don’t play that many games per day, but at this point I could craft the rest of the Rising Tides set with just my shards and wildcards. The rewards for high wins might be lower, but in LoR the Progression per game is still much higher than in HS, even if you were a high level Arena player.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Im not sure that I agree that Freljord is the best region. Ionia still has power cards like eye of the dragon, Karma, and Will of Ionia. Shadow Isles still has the Ruination, Ledros, and Drain cards. Freljord still lacks any kind of win condition that doesn’t rely on a second region (like Anivia or They Who Endure with SI).

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    I think Tahm Kench’s Support ability counts as a Keyword, given that Shen has Support and no other keyword. I thought about giving him Challenger, but I wanted him to be a little vulnerable to high attack blockers. He does also cast Delicious Meal though, which can heal him.

    You can also cast Unholy Hunger or Thick Skin on him to give him more defensive ability.

    Which Keyword do you think would be best? 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Shivershine will update the post sometime later, but here are the Shadow Isles cards:

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    I have some ideas for what rule sets Riot could implement for Gauntlets and Labs, let me know what you think of them!

    1. A max of 3 Regions

    2. A max of 6 unique champions (so you could have up to 18 total champions in a deck)

    3. At the start of each round, players who had the attack token last round and didn't use it create a Fleeting Relentless Pursuit in hand 

    4. 25 Nexus Health 

    5. Players start with 1 Spell Mana and a 0/1 in play

    6. The Power and Health of all units is swapped

    7. The cost of units can be payed for with up to 1 Spell Mana. 

    These were just some off the top of my head, but I think they help show how amazing Labs and Gauntlets could be for Runeterra! 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    The thing is, Burn Aggro is still a viable deck. Just because players can't achieve a 60+% winrate with it doesn't mean that it isn't a good option for newer players who want to play fast games. I've played a few games with it since the patch (replacing Legion rearguard with Teemo) and it seems weaker but still very viable, especially against all the weird decks players throw together. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Amazing news! As long as they don't go the route of Hearthstone and just do tons of repeats of rulesets people don't like, Labs and Gauntlet will be great! Also, I hope that at one point they add some cosmetics that are rewards for winning a certain number of games in each mode. Like a board that can be unlocked by getting 30 7-win expeditions or something. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    The thing is, there are not that many regions left in Runeterra for them to add. The ones they have to add are Mt. Targon, Shurima, and Ixtal, with the Void likely being mixed into the other regions and Bandle City definitely not becoming a region, given that its Champions are being given to other regions. This means it will take them from 1.5 to 2 years to release all the regions, which is a fairly long time but definitely not as long as Hearthstone has been around. After those 2 years I'm sure they'll change how they do expansions to just include cards from every existing region. 

    This will mean somewhere between 9 and 11 regions, depending on how enthusiastic they are about combining regions, which is around the number of classes Hearthstone has. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Here's my idea for Tahm Kench's signature Spell:

    I wanted to capture some of the essence of Tahm Kench's abilities while making a Spell that synergizes with the version I made of him. This Spell would help Tahm Kench avoid dying by letting him choose what unit blocks him. Also, since I anticipate a Tahm Kench deck would work well with Vulnerable in Bilgewater, I expect the Capture ability would trigger somewhat reliably. The main issue I see is that I can't add the Vulnerable keyword to the card text, so it will look a little strange. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Here are some cards I made around the idea of eating enemies:

    I do like the design of Bloody Butcher since it is sort of like Fearsome in that it motivates your opponent to block it with a 4+ Power unit. The Ravenous Hound and Whetter of Appetites are both meant to help make the Bloody Butcher work. I wanted to do something with summoning Vulnerable units for the opponent, but LoR card maker doesn't have the new keywords (if there is a better site to use, please tell me). 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    I created some new cards based on your feedback:

    Initially, Devouring Baron gained the stats of the units, but then I decided to change it to gain the stats only as health so that it wouldn't get insane amounts of Power when combined with something like The Undying. Also, the Skill would be at Slow Speed, so the opponent could interrupt it by removing Devouring Baron (the effect would not still destroy allies).

    Which version of Delicious Meal synergy is better? I think Selfish Devourer would be a very unique effect, but Voracious Eater fits the theme of eating things better. I think Binge Eater would also be a very interesting card because it motivates you to save up your Delicious Meals for a long time and casts them all at once, making the heal likely a lower impact. I think it would be balanced as a 6 cost unit, but I'm not quite sure. It also lets your opponent respond so I think it would be balanced. I also like The Eternal Hungerer, because it requires you to strategically plan out when to use your Delicious Meals, and seems playable without the synergy. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Thanks for the advice! I did make the Ephemeral cards without Gluttony in mind, so it's probably a good idea if I remake them. I think I could change War Baron to give itself the stats of what it kills (like it's eating the units). I can also replace Haunted Bastion with something that Obliterates Delicious Meals in hand for some kind of effect. Thanks for the feedback!

    Also, do you agree with Demonxz95 that the art of Delicious Meal needs to be changed? 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Yeah I thought it was kind of weird, but I couldn't really find better art at the time. I thought it would be okay because people have used Runeterra and MtG art for Hearthstone cards and no one minded. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years ago

    Interesting card! I think it may be too powerful as it is now however, since it is essentially 5 Mana for a 1/5 Lifesteal and "Destroy a minion and Restore health to your Hero equal to its Health (or sometimes even more)." I think as a 6 or 7 Mana 1/2 it would probably be balanced, when compared to a card like Natalie Seline

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