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CursedParrot

Joined 05/29/2019 Achieve Points 640 Posts 720

CursedParrot's Comments

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    The only way I think the issue of RNG about the attack token could be solved would be to include something like “Round Start: Players who had the attack Token at the end of the last round gain the attack token”, so that attacks could be “banked” to use on any turn. This way, a zed player could avoid attacking on turn 2 to always be able to attack on turn 3, or an Elise player could avoid attacking on round 1 to attack on round 2

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    This is my idea:

    The idea would be to use him in a Plot Twist / Fel Lord Betrug Deck to shuffle more Legendaries into your deck. It can also take enemy Legendaries, which I think would be fun. It could also be used to double up on Late game win conditions like N'Zoth.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    There is a new 1/2 that draws a card at the start of the next round from this expansion, maybe it was that? There’s also a spell that draws 3 at the next start of round. Also, there’s a card that makes both players draw a card when played too. 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    I thought they were overpowered initially too, but against certain decks the Nautilus deck doesn’t really work. Since they don’t have boardclears, if you go wide you can kill them when they can only block a single unit each round because they’re playing only big sea monsters. After the meta settles I think Nautilus decks won’t be a problem, so we should definitely wait a while before calling it overpowered. However, I do agree that toss is too uninteractive, so maybe some toss units should be changed to something like “Whenever an ally dies, Toss 1” or “Round Start: Toss 1”

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    The elusive players would have to think about which unit to bring out of elusive. Maybe it could be a keyword, like “Reveal: Draw a card”, which would make it so that you can click on your elusive unit outside of combat or spell chains and remove elusive from it for the reveal effect.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    I think that’s a pretty good idea! If there were cards that removed elusive in order to gain some other effect it would make games versus elusive decks far more interesting. Maybe something like: 1 Mana Slow Spell “Remove elusive from a unit to grant it +2/+2”

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    It seems more likely that you’re not playing a deck that can deal with early aggression. Once you get more cards you’ll be able to build a deck on par with older players.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    Aggro actually isn’t that good in this game. If you’re getting rushed down too much, you could play a frostbite or stun deck to negate early damage.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    Yeah, it doesn’t really feel fair for them to get sea monsters out and buffed so early. Maybe Deep should only give +2|+2 in expeditions?

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    I think he means Detaining an enemy unit with your indestructible unit. That way, there’s no way to remove the indestructible unit without also getting rid of the detained unit inside it.

    In reply to Invincible card?
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    I started it again just now and it only took a minute! It was probably just some weird issue with my computer, it also took all night to install Runeterra so I probably have a problem with my pc. Thanks for the responses and help, I’m glad it’s not an issue for everyone! 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    Also, my computer is not terrible, it was able to download and play hearthstone in a few minutes 

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    As the title says, it took over two hours for Runeterra to update on my PC. I eventually gave up and downloaded it on my phone and it took less than five minutes. Has anyone else had this problem?

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    Basically, if you reduce the cost of two Zephyr sages to 0 Mana, you can use them to create exact copies of each other in hand, giving you unlimited 0 Mana 4/4s. With this board space change, you can now replace any small units on your board with more of the 4/4s, instead of having to wait for the small units to die first.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    I really want to play the Sea Monsters deck, but since those cards are only viable in a full sea Monsters deck, I’m scared of the deck is bad I’ll have wasted my wildcards.

    In reply to What will you craft?
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    Also, the 6 Champion limit helps keep the game more free to play friendly, since to make a meta deck you’d need a max of 6 Champions, whereas in Hearthstone some decks are made insanely expensive by requiring tons of champions.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    I agree, I think that they’ll keep the max though, just so that it fits in with League of Legends (since teams in that game are 6 players). However, I could definitely see them making a Game Mode in which you can play unlimited numbers of champions. (A Full Champion deck would be such a cool meme)

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    Also, Miss Fortune seems to be made to combine with Scout Units to double up on the Damage and Level her up quicker.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    Miss Fortune seems insane, she basically casts a better Death Lotus whenever you attack, without even attacking with Miss Fortune.

    On a less positive note, I really dislike the random damage card. Part of the reason I switched to LoR is that it didn’t have a lot of outcome randomness, like in hearthstone where a game can be decided by an Arcane Missiles. This version does seem a lot better though, since it damages 3 different enemies, but it’s still a direction I don’t like to see the game going. I think it should either specify the Weakest or Strongest enemies, so that it’s more predictable.

  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    That might actually be him on the wanted Poster in this art! I was hoping against all logic and leaks that it’d be Tahm Kench, but Twisted Fate is cool too

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