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DittoLander

Joined 11/25/2019 Achieve Points 115 Posts 25

DittoLander's Comments

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 3 years, 8 months ago

    There's a huge mistranslation for the 8 mana spell - the Chinese text should read: if you behold a celestial card, obliterate all ENEMY units with 3 or less power, but the English translation has the enemy part missing.

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 3 years, 8 months ago

    We are all fooled, there are actually two new regions coming with this expansion >__>

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 3 years, 8 months ago

    God Lich King might actually be broken. It's like having an extra minion in battle each round for free

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 3 years, 9 months ago

    Deathrattle: Summon a random Silverback Patriarch 

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 3 years, 9 months ago

    This + Mischief Maker can make a pretty good meme, better if you have played Lorekeeper Polkelt the turn before

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 3 years, 9 months ago

    People have no idea how crazy strong this card is. Even if she summons two copies of herself which would make a good reddit post, it's still not much worse than Doppelgangster. The average outcome is far far better. What's crazier? She may not even make it into a meta deck. Ahh these days.

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years ago

    Would you mind sharing your decklist and results? Yasuo receives many good tools from the expansion but I'm struggling to find an optimal build.

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years ago

    Yeah, even "Whenever you cast a non-fleeting spell, create a fleeting Mystic Shot" would be a less toxic and about-balanced level-2 effect. As he currently stands, he is just a finisher and because people don't play him until he's leveled, his Nexus-strike ability rarely gets used - an indicator of bad design.

    In reply to Ezreal Rework Idea
  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years ago

    Like the idea, but survival is a problem. From what have been revealed so far it seems like Bilgewater doesn't have a lot of tools to help you reach the lategame (Powder Kegs + Twisted Fate could be an interesting option).

    In reply to BP Zephyr Oil Tank
  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years ago

    So from the video seems like you get to choose which destiny card he plays at his play effect, but after level up, he plays destiny cards at random?

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years ago

    Bad day for Funsmith and Cithria.

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years ago

    My guess is a new spell: 5 mana, slow, if you have damaged enemy Nexus this round, summon Stormclaw Ursine. Could be Sejuani's champion spell, too.

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years ago

    Wait, so after scouts attack opponent can't even play stuffs like a blocker before get attacked again? If that's how it works seems op

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years, 1 month ago
    Quote From meisterz39

    There was a similar recommendation around Karma's spell duplication in the balance predictions thread. At the end of the day, lots of CCGs use stacks to resolve spells and spell-like abilities, and once something goes on the stack, the only way to remove it is with something else on the stack that explicitly removes it (e.g. Deny in LoR). However, you could imagine a case where, when its turn comes up to resolve, a skill fizzles based on the condition you described. Ultimately I think that is a worse way to handle skills.

    First, this would be inconsistent with similar CCGs, and hewing close to the behavior of other games makes it easier for players familiar with the genre to ramp onto a game.

    Second, and more importantly, I think this version makes sense in the context of the fantasy of the game. The skill was triggered, and stopping its source shouldn't necessarily stop the effect of the skill. Let's take Avarosan Marksman as an example. The Marksman enters the battlefield and fires off his arrow. You kill him with Blade's Edge. Should that stop the arrow that's already been fired? Anyone imaging this playing out in physical space would agree that it shouldn't. The game may not play out in physical space, but the fantasy of the game, of these clashing armies and their Champions, should translate cleanly into the rules of the game.

    Yeah in the Marksman case it makes sense that he can fire the arrow right away. In the Vladimir case I was imagining him draining blood from his battlemates and cast magic when he attacks. I guess another thing I should understand is that "attack" in LoR means more like "decide to attack," even if the unit doesn't get to strike.

    In reply to Skill and Fast Spells
  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years, 1 month ago
    Quote From YourPrivateNightmare

    this would make a number of units way too weak, for instance Chempunk Shredder,

     

    Not to mention, if you already had Vengeance, why wouldn't you have used it earlier? It's not like a Vladimir deck has access to Deny (not any that I know of at least) so there's no reason to wait that long to actually kill the guy

    Yes, but balance can always be adjusted (think Rhasa the Sunderer. If you can kill/capture him to prevent him from triggering his skill, it might not need a nerf), my concern is about intuitiveness of the interaction. How can a unit do stuffs when it's dead?

    About not using Vengeance the turn before: first I have other slow stuffs to spend my mana on, second if opponent doesn't know I have it and open attacks, my units can trade favorably to their units, so there're certainly value for baiting open attack.

    In reply to Skill and Fast Spells
  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years, 1 month ago

    I'm new to LoR, but I found it really confusing for the interaction of skills and fast spells. I think, intuitively, if the fast spell kills the unit with the skill, the skill shouldn't trigger. Obviously that's not true in LoR. Once in Expedition game 7, I held on to a Vengeance hoping to surprise kill opponent's Vladimir when he attacks with his Crimson crew. However, even though he was killed that way, his skill still triggered which killed me exactly to 0 health. This interaction makes skill simply a fast spell attached to a unit but somehow can still trigger after the unit is dead.

    Anyone else wish they can change the interaction to be: "skills won't trigger if the unit is dead before the skill is cast" ?

    In reply to Skill and Fast Spells
  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years, 1 month ago

    Any spot for Judgment? It is SO satisfying to insta win with Fiora + Judgment.

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years, 1 month ago

    Blizzard: A storm is coming. March 17th.

    ... (players making crazy speculations about new expansion)...

    March 17th, Blizzard: The second of the 18 reverted nerfs will be announced today!!!

    Nice.

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years, 2 months ago

    The flavor and artwork of LoR is million years ahead of Hearthstone. So much fun just browsing the card collection.

  • DittoLander's Avatar
    115 25 Posts Joined 11/25/2019
    Posted 4 years, 2 months ago
    Quote From Elendil

    It's technically correct. The card has "I've survived damage", not "I've taken and survived damage". So, if any effect deals x damage (x may be 0) to a target and it survived, the ability pops. Same with barrier and tough.

    I agree. If you give a tough minion barrier and deal 1 damage to it, even though the damage is reduced to 0 due to tough, the barrier will still be used. I found that strange when I first learned it the hard way but it makes sense if 0 damage is still considered damage in LOR (unlike Hearthstone in which Divine Shield won't be used if the damage spell deals 0 damage to it).

    In reply to Damage interactions
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