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FenrirWulf

Joined 06/12/2019 Achieve Points 1005 Posts 367

FenrirWulf's Comments

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago

    Well, the voice lines for the champions got leaked. Since it got Jarvan right, it seems to be trustworthy.

    If you don't want to get spoiled before the reveal, don't click the spoiler.

    Show Spoiler
    The Noxus champion seems to be LeBlanc.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago

    Talking about the legs of Shadow Isles champions, Spider Queen Elise has 9 legs instead of 8 in her full art. Probably a mistake on the artist's behalf but once you see it you can't unsee it lol.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago
    Quote From TheTriferianGeneral

    I think someone who really could need a buff is Heimerdinger. Like this guy just disappeared after his nerf completely and while shifting keywords again will help the champion a lot, I think that his competition became that much stronger, that even an unnerfed heimerdinger would be fair.

    But unnerfing would just create an old elusive archetype once again and I don't think the community welcomes an strong elusive deck so I would instead change his keyword distribution in a way it makes sense and is interactive:

    0 mana turret still 0/1 challenger

    1 mana turret 1/2 ->still terrible but hey +1 health to not instantly dies to aoe removal

    2 mana turret 2/1 fearsome -> because we know fearsome is best on small critters

    3 mana turret  3/1 tough -> 3 mana is the go to turret spawned by heimerdinger so why wouldn't it be the turrets that he builds in League right? Makes heimer also less vulnerable to aoe)

    4 mana turret 4/1 Quick Attack ->4 attack is as hard to block as 5 attack but easier to generate

    5 mana turret 5/1 elsusive -> hard to generate but dangerous

    6 mana turret 6/1 overwhelm -> bad but capable of dealing damage

    7 mana turret 7/1 barrier + fury -> just less terrible as the current one but still bad

    8 mana turret 8/8 -> because it works right?

    Also make his level up: "when I level up grant all technology units +1/+1 everywhere" but remove his ability that gives created turrets +1/+1

    Honestly other than the 1 and 7 mana turret, this looks like a good and understandable change. That said I wouldn't really call Heimer weak and changing the turrets doesn't make it so Heimer decks win more in unfavorable matchups but rather on favorable matchups. Also I might be wrong about which meta it was but Heimer Vi did make a comeback around TF Swain's dominance and it kinda slapped.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago

    I mean I can't really say that I would pay 7 Mana to level a Champion. Sure 3 of it is Spell Mana, but if it isn't burst then it's just not worth it. Think Cosmic Inspiration. I would not pay 7 Mana for a Zoe or an Asol, that's just too much tempo loss. The only Champion that's worth paying 7 Mana is Maokai and that's only by very little considering that Maokai will mill them a couple turns earlier. The only time 7 Mana is worth is when it doesn't result in a huge tempo loss, meaning that the Champions summon units upon level up or they immediately kill something on board.

    We'll have to see though, the Level 3 Champions mentioned does interest me a lot.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago

    Personally just dislike the spells' location. Since their borders are usually smaller they don't really have a good place to fit it in. So honestly, I blame the border and not the icons here.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago

    All I want is Whizbang the Wonderful. This is literally the perfect moment for it to reappear.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago

    After seeing what they did to Floating Watcher, I thought they'd give the same treatment to Junkbot which arguably needs it much more. Junkbot wasn't doing much and probably won't even if dropped to tier 4, but I'm not sure.

    It's a good thing they're changing how Brann/Khadgar work. It's infuriating to play it when you don't hit your pieces and it's infuriating to play against it when someone else hits it. Though I am curious if they changed how tokens work, will Scallywag Exodia still work? Maybe I'm stupid or someone could elaborate it but with how tokens need to spawn first and they don't spawn more doesn't this mean that it won't summon an extra one even after one dies?

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago
    Quote From Nifty129

    So 1 in 11 to hit go hard, and 0 percent chance to hit rummage when not in your colors

    Ah yeah, I forgot about PnZ not being in the colors. I've been playing a lot of TF Fizz so I forgot that Go Hard is just not running PnZ. I still don't think Burblefish is a good card in the deck at the very least, it replaces Cursed Keeper so the deck now has better draws late against a better early game.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago
    Quote From Nifty129

    Like burbble fish really? Without suit up like get the F out of here with that jank

    Wiggly Burblefish in TF Go Hard kinda good tho ngl. A cheap elusive unit that can potentially draw a Go Hard or Rummage. Seems like a card TF Go Hard would love a lot.

    Also, the Mobalytics tier list is fairly outdated because that has not changed one bit since week 1 of Go Hard nerf. Swim's website used to look like that at one point as well. Not to mention the decklists given are Swim's decklist he uses on his site. Also in the first place, Swim's tier list is not the most accurate tier list seeing as how he literally uses high ranks only as his data.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago

    Dang, I had a feeling Pale Cascade would get nerfed. I was hoping they'd buff Nightfall a bit since Aphelios is coming out. Could've probably even buffed Diana to a 3/2.

    The other changes are also good. With Miss Fortune and The Grand Plaza being nerfed, Plaza Scouts is probably going to be tier 2 or even 3. Hush is now not an auto-include which is a really good thing for the game. Viktor is probably still going to be bad, they really need to buff his Level Up because it does very little.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 4 months ago

    Yeah, it's a known bug for over a month or two now. I'm not sure how it affects the MMR but I'm pretty sure it gives it out normally regardless (this is just from speculation and experience). I have gotten this bug a handful of times and it gets even more annoying when there are two of them in the lobby.

    In reply to Dead players winning?
  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    Deathrattle makes this card much more interesting as you could do some disgusting value plays like Teron Gorefiend. Probably won't affect much but it's worth mentioning. Seems like this card is made to support the Demonlock archetype we got this expansion.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    Her best hits are Devolving Missiles, Coerce, Lightning Bloom, Raise Dead and Brain Freeze while others are borderline horrible or useless. Wand Thief is better imo.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    Do you guys think we can craft the Champion Skins with prismatic shards or is that too much wishful thinking?

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    You know I have a feeling Aphelios won't be played not because it's weak, but because it's too dang confusing.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    Are you talking about the Year of the Phoenix roadmap? If so, then the new game mode is Duels. I've never heard of any other new game modes so I'm assuming this is what you're talking about.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    I'm expecting number 2 the most but I don't think they'll nerf the damage. In my eyes, Go Hard as a card is fine, but the deck TF Go Hard makes it an issue. Spooky Karma that runs Go Hard or Ezreal Go Hard isn't that strong because they aren't running specific cards like Twisted Fate, Fortune Croaker, and Zap Sprayfin. Making it 4 Mana is probably the best nerf since other Go Hard decks can afford to use 3 more Mana but at the same time, it won't allow TF Go Hard to use it so freely especially with Zap Sprayfin unable to draw a Pack Your Bags. Nerfing the damage down to 4 seems unnecessary to me but I haven't played enough TF Go Hard to judge how much nerf it actually needs to get, just that it does.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    Since most people have pretty much split their opinions on each of my cards, I went with the one most people liked and the one I was leaning towards in the first place which is No Man's Land.

    I'll give one final feedback to the ones I haven't responded to.

    Show Spoiler

    linkblade91 - Hall of Mirrors has pretty good flavor but the payoff is a bit much. I think lowering the cost and decreasing the payoff as someone suggested is a good idea.

    Hordaki - Weapon seems balanced albeit a bit weak for the payoff.

    DavnanKillder - As much as I actually really like this card, this card is a very Druid card and not a Rogue card. Really strong flavor so if you change it to Druid the flavor would become much weaker. The card itself is on the weaker side, you could make it 3 Mana imo.

    Pokeniner - Honestly surprised this is the first Spell Token Druid support card I've seen. I like this card a lot, both balance and flavor are very well done.

    DestroyeR - This card does too many things at once. While I do like that it will start in your hand, the effect is a bit too much for this to be acceptable. Permanent spell damage is really scary and then you still gain Windfury as well? Not to mention you gain 10 Armor when you play it as well. I think it's best if you make it so he gains Windfury only and then makes it so he gains 5 Armor and not 10.

    anchorm4n - The third one looks good. Don't see anything else to add.

    FieselFitz - This card seems really niche. Basically, it's really weak when it doesn't work but when it does it's really strong. You could honestly bump up the power of this card so it's better consistently by making it 5 Mana. It still wouldn't really change how I feel about the card since I just don't like how it works because it plays like Unearned PassageBADCARDNAME does in LoR, a card that does nothing 95% of the time but it automatically wins the game when it works.

    Also maybe change the name to Extinction because it makes more sense when you're wiping out an entire tribe.

    KANSAS - I like this card but it's a bit weird how Warlock just has an unconditional heal spell and not a lifestealy card.

    plazmanoob - Why not just make it Invoke instead of drawing a minion? Seems better that way to me.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    I guess that means that Start of Game effects that are attached on minions are not fine? So both clawz161 and linkblade91's cards aren't allowed then.

    Feedback:

    Show Spoiler

    Wailor - I completely missed your card in my first feedback so I'm sorry for that. Your card seems fair as I think it's fine when played with minions in the deck albeit a bit weaker. However, the fact that you can randomly generate a massive board of 7 drops with a combo like Rune Dagger + Molten Blast could just end games on turn 5 if you also count Lightning Bloom. Probably needs to be toned down a bit.

    BloodMeFist - I prefer Malicious Memories over Shattered Memory mainly because Shattered Memory is far too weak since it's really slow and it's also pretty hard to balance as well. Malicious Memories is also very Priest-like in my opinion. In terms of balance, it's pretty good as well. You could make it copy 1 instead of 2 because Priest already has a lot of minion generation but there are substantially no differences asides from maybe Control/Value matchups. Very good card overall. 

    DavnanKillder - I think I like your second iteration of the card better and you could also push its power by making the summons 8/3 and 3/8 so it summons a 5 mana 8/8. Your first iteration just feels too strong since it's a 5 Mana summon 2 5/5s compared to Apexis Blast and Oasis Surger which can't be played before turn 5 as you still need to finish the quest first.

    Ozymandias - Your card has an immediate flaw which is the fact that it does nothing when there are minions in your deck. All cards previously that has this effect tend to do something when you still have minions, even in the extreme cases of Rhok'delar giving you a 4/2 weapon. In terms of balance, it's pretty weak since it makes you draw really subpar minions that you still have to play the turn after. You could push the card by making it 6 or 7 Mana and make it summon 2 Demon Companions while it fills the board if you have no minions in the deck. Either that or you could make it fill your hand as the base and summon them as much as you can as the payoff for no minions.

    MenacingBagel - Hagara seems pretty scary. You basically gain permanent Spell Damage +3 meaning that you just win some matchups by bursting them down with cheap damage spells, possibly in a single turn. On the other hand, it is such a weak tempo play since it's a 6 Mana 3/3 and Overload (4). Honestly, I don't think a weak tempo play still means that you get to get permanent Spell Damage +3 since I think Shaman has tools to overcome that weakness and you don't necessarily have to play in on turn 6 to have a great impact on the game. Some decks just can't really deal with it when it comes down to it. It's more of a design issue than it is a balance issue since this kind of effect shouldn't be in the game since it's uninteractive as hell.

    Edit: Turns out I made a whoopsie with Mediation. (Thanks demonxz95!) I forgot to change it to Descent of Dragons. It wouldn't make sense as a Classic card anyway since it overlaps with Ancestral Healing.

  • FenrirWulf's Avatar
    1005 367 Posts Joined 06/12/2019
    Posted 3 years, 5 months ago

    Small things to point out, Blazing Battlemage fails the Class rule since its Neutral, High Exarch Yrel fails the Tribe rule and so does Recurring Villain.

    Micro Mummy.

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