I disagree that's it's a small payoff, looking at many HS cards that have a number and the word "random" it's not a few cards.. it's actually a lot of them, it would reduce the random aspect of targeting in the game which would do well.. (something like the basic card that hits 2 random targets for 3 dmg for example).
As I said in another comment, I doubt they will do that cause it would take a lot of efford to do something that will make their game more complex and change the flow of the game (locking effects/spells to multi target, like you said).
the strength of HS is being easy and simple, so.. it's not that it isn't worth it it's that it would make the game different in a way they don't want to.
using the current engine this card could create copies of itself in hand but then you will get multiple spell triggers.
They could start making "Select (X) minions" cards instead of random target spells every time.
They just constantly print these random target spells.
They can't make multiple targeting spells in the current framework they are working in.
it's NOT an engine limitation, LoR works on the same engine, and has multiple targeting.
It's a design decision.. which limits their design space and consistency of their cards(by that I mean that multiple targeting is done by using "random")
They should make their engineers redesign how targeting works to fix it, if they want to ever fix it, I doubt it cause it would make their game more complex which they don't want to do.
That is your worst? I had a lulu deck that literally won on turn 2 (against 30 hp viktor) I had 0 mana Vault Breaker decks, I had run where Riven had 3 lichbanes...
Or Katarina with double ancient coin (0 mana) abd spellshield... and I got Stand United with double cast. which got to be the most op.....
got also lulu double ephemeral copy, rally, mana up, and cost down so also turn 1 OTK with lulu, had multiple times created cards cost -1 plus fleeting copy on a 1 cost card then I had the ionia guy who grows on summon for a round(had buffs are permanent though Out Of The Way), so I had turn 2 infinite/infinite guy.
almost 5 wins across the board had very crazy runs :D
Anyway, there is a balance change cataclysm isn't useless anymore, it's a huge buff to J4.
Edit: also the last patch was full of bugs.. still didn't cover some other ones.. but at least they adressed the game breaking ones I heard about so tat's something.
It seems to be broken, it just won't play stuff even if it has mana to play stuff, it just won't I see the bot pass a turn with Thresh in hand twice for no apparent reason..
Also the first one almost always skips playing the fleeting spider, wonder it it wants to actually get spell mana, or "play better"
It wasn't like that at first you always saw curve plays no matter what almost all the time.. think they tried to tweak it, or use some ML algorithem but it didn't do well there.
Wait, if champion skins is a cosmetic.. what will they do once they run out of actual champions? there are currently 154 in league and (I guess around 50 in LoR atm)
There are at least a few years to catch up with LOL in terms of champions but I thought the solution was to use skins as continuation, we will see in 3 years or so probably so far been enjoying the reimagining of champions as cards with more lore around them and showing them in other light than their league counterpart
Even then, the play pattern is very toxic, a 1 drop that scales out of control really early, sure there are more broken stuff in the game but it's still not a good card to want people to play it.
I doubt people who will lose to it anyway will enjoy it a lot.
and Arcane Golem? yeah just give odd DH more burst.
those reverts seem cute on paper but then they will just make the wild meta even more aggressive.
This is bad and lazy balancing, sure those cards were over nerfed in the past, but there was a reason for that, just reverting the nerfs is bad for the game, for example undertaker.. Does anyone wants to play against that? Really? At least make it a 1/1.. People will just complain again for ages.. And arcane golem could at least be a 4/1 it deserved the nerf bat. Just that they gone too far back then and deleted those cards.
Are you guys really rating this card like it's new? you know it's been in the game since classic, I realize there was a rework but it's not a new card the only change is the spell synergy here you know..
I'd probably try changing Pick A Card from Draw 3 Fleeting to Draw 2 Fleeting. I think Draw 8 -> TF L2 is generally a fair risk -> reward proposition, it's just that certain highly optimized decks have made it way to easy to "pop off" and flip TF too quickly. I don't really like the idea of directly nerfing TF, as that would probably kill using TF outside of those optimized decks.
I think tf is too strong baseline too, many decks don't even level him.
Think they will ezreal him and lower the impact of his lvl 2.
IKR I think she should have a decoy at least, when she is summoned she summons a 5/2 token with ephemeral that does no damage, but your opponent doesn't know which one is which.. that would be faithful for her in league.
it would implement her passive and serve as a defensive element she lacks..
TBH with all other champions being a good hit in game play to card translation I am more willing to forgive this miss.
LeBlanc need to see 30 damage dealt to create a mediocre card...
Will probably get reworked after nobody will play her in a few months, don't care much I suck with LB in league and honestly I don't like the champion.
Awkward one, 5 mana to generate every other turn a 5/2? that'sbasically a shark chariot that costs 3 moe mana with +2/+1 instead (and not having to attack with ephemerals but an ephemeral deck will mostly attack with emphemerals..)
Think this is too slow/weak needs 3 attacking turns to pay off.
I disagree that's it's a small payoff, looking at many HS cards that have a number and the word "random" it's not a few cards.. it's actually a lot of them, it would reduce the random aspect of targeting in the game which would do well.. (something like the basic card that hits 2 random targets for 3 dmg for example).
As I said in another comment, I doubt they will do that cause it would take a lot of efford to do something that will make their game more complex and change the flow of the game (locking effects/spells to multi target, like you said).
the strength of HS is being easy and simple, so.. it's not that it isn't worth it it's that it would make the game different in a way they don't want to.
using the current engine this card could create copies of itself in hand but then you will get multiple spell triggers.
They can't make multiple targeting spells in the current framework they are working in.
it's NOT an engine limitation, LoR works on the same engine, and has multiple targeting.
It's a design decision.. which limits their design space and consistency of their cards(by that I mean that multiple targeting is done by using "random")
They should make their engineers redesign how targeting works to fix it, if they want to ever fix it, I doubt it cause it would make their game more complex which they don't want to do.
Knowing Blizzard, it will fail if your secret slots are full.
got also lulu double ephemeral copy, rally, mana up, and cost down so also turn 1 OTK with lulu, had multiple times created cards cost -1 plus fleeting copy on a 1 cost card then I had the ionia guy who grows on summon for a round(had buffs are permanent though Out Of The Way), so I had turn 2 infinite/infinite guy.
almost 5 wins across the board had very crazy runs :D
Wait, they didn't fix the Rite of Negation visual bug?
Anyway, there is a balance change cataclysm isn't useless anymore, it's a huge buff to J4.
Edit: also the last patch was full of bugs.. still didn't cover some other ones.. but at least they adressed the game breaking ones I heard about so tat's something.
I got almost 5 wins across the board, it's my favorite mode since hs's dalaran's heist.
The most unfair combo I did was rally on death shark chariot + sapling every attack token. It's an infinite loop.
It seems to be broken, it just won't play stuff even if it has mana to play stuff, it just won't I see the bot pass a turn with Thresh in hand twice for no apparent reason..
Also the first one almost always skips playing the fleeting spider, wonder it it wants to actually get spell mana, or "play better"
It wasn't like that at first you always saw curve plays no matter what almost all the time.. think they tried to tweak it, or use some ML algorithem but it didn't do well there.
Am I the only one that noticed that?
Wait, if champion skins is a cosmetic.. what will they do once they run out of actual champions? there are currently 154 in league and (I guess around 50 in LoR atm)
There are at least a few years to catch up with LOL in terms of champions but I thought the solution was to use skins as continuation, we will see in 3 years or so probably so far been enjoying the reimagining of champions as cards with more lore around them and showing them in other light than their league counterpart
Even then, the play pattern is very toxic, a 1 drop that scales out of control really early, sure there are more broken stuff in the game but it's still not a good card to want people to play it.
I doubt people who will lose to it anyway will enjoy it a lot.
and Arcane Golem? yeah just give odd DH more burst.
those reverts seem cute on paper but then they will just make the wild meta even more aggressive.
This is bad and lazy balancing, sure those cards were over nerfed in the past, but there was a reason for that, just reverting the nerfs is bad for the game, for example undertaker.. Does anyone wants to play against that? Really? At least make it a 1/1.. People will just complain again for ages.. And arcane golem could at least be a 4/1 it deserved the nerf bat. Just that they gone too far back then and deleted those cards.
Are you guys really rating this card like it's new? you know it's been in the game since classic, I realize there was a rework but it's not a new card the only change is the spell synergy here you know..
They didn't think Aphelios was complicated enough, so they release this card..
I am confused, what does emperor's prosperity does?
I think tf is too strong baseline too, many decks don't even level him.
Think they will ezreal him and lower the impact of his lvl 2.
Can't, blue card in league gives mana.
And draw is also crucial.
You can't change neither blue or red cards, they would lose too much of tf's identity.
How did it die, if it was never alive?
What can you even nerf on tf?
Mana? 5 mana would kill him.
Hp? It doesn't matter that much, but probably.
Effects? They are too iconic but stun can go to 1 dmg..
Attack? Doesn't matter..
IKR I think she should have a decoy at least, when she is summoned she summons a 5/2 token with ephemeral that does no damage, but your opponent doesn't know which one is which.. that would be faithful for her in league.
it would implement her passive and serve as a defensive element she lacks..
TBH with all other champions being a good hit in game play to card translation I am more willing to forgive this miss.
1 star champion!
She looks so bad..
4 mana Mystic Shot?
3 mana Spell Thief?
a Magma Rager?
LeBlanc need to see 30 damage dealt to create a mediocre card...
Will probably get reworked after nobody will play her in a few months, don't care much I suck with LB in league and honestly I don't like the champion.
Awkward one, 5 mana to generate every other turn a 5/2? that'sbasically a shark chariot that costs 3 moe mana with +2/+1 instead (and not having to attack with ephemerals but an ephemeral deck will mostly attack with emphemerals..)
Think this is too slow/weak needs 3 attacking turns to pay off.