Seems fine. Helps you get Deep and rewards you when you get there, so it will never be a dead card. And it's not like you need the board space before you are Deep.
Do you drop some other Toss effect in favor of this? That's a harder question. It probably depends on your deck type. Maybe this card lets you play Nautilus without relying on Shadow Isles. It would be fun to see him paired with some other regions.
The decreased win rate has nothing to do with the card's power level, which is still absurd.
It has everything to do with the fact that Lee Sin exploded in popularity when he was buffed, and again when Bastion was buffed. When a card becomes so popular that it represents 30% to 40% of your matchups, it makes sense that people will start to choose decks to counter it. So now everyone is running anti-Lee Sin decks, which is naturally going to cause that card's win rate to drop below 50 percent.
This is called "warping the meta," by the way, and it's a sign that the card in question isn't particularly healthy for the game. This is especially true when you're dealing with a polarizing "feels bad" card like Lee Sin.
According to the "What's Next" video, they will be updating some existing cards so that they can affect Landmarks.
A Landmark is not a unit, a follower, a champion, or a spell. I suspect it does count as an enemy. In the video, a Falling Comet ("Obliterate an enemy") is able to obliterate a Landmark.
They made it very, very clear when they released the first expansion. There was a whole big infographic explaining exactly how many cards would be in each expansion and when we could expect to see them released.
The overall weakness of the deck (primary the Ionia/Targon version) is that you have to draw him
The win rate of the deck begs to differ. It's an extremely, extremely consistent deck, which would not be the case if it relied on drawing Lee Sin naturally. Solari Priestess has a 50-50 shot at pulling Written in Stars, so drawing him is usually not difficult at all.
Honestly, the more I think about it, the more I believe this blunder is far worse than any balance snafu we ever saw in Hearthstone.
Invoke is not nearly as random as people seem to think it is. If you actually played it instead of just complaining about it, you'd understand this.
I've played a lot of invoke, and it's actually very far from feeling random as you play it. You can very consistently get what you want. Especially with cards that restrict the invoke to certain mana costs (i.e., the majority of invoke effects), you can narrow your wish list to a two or three items and be confident that one of them will be offered.
For example, I recently saw Mogwai complaining that his opponent's whole game plan changed because that opponent "randomly" got Cosmic Inspiration. I doubt that was the case. When you are playing Invoke and you can see that you'll be able to contest the board in a certain matchup, you start invoking for cards like Golden SisterBADCARDNAME and Cosmic Inspiration. If you are against a deck with lots of weak minions, you'll add Meteor Shower and possibly Cosmic Rays to the wish list. When a card like Solari Priestess only draws from a pool of six cards, you are basically guaranteed to get one of the two or three cards you wanted. If the card you really want isn't in her pool, you cast your net wider with Lunari Priestess, or dip into a different pool with Starshaping.
What this means when you are playing against it is that: 1) You should think about what the Targon player will want from the invoke effect, 2) You should assume they get it, and 3) You can't play around the units, so you should focus on playing around the spells.
It's not even in the same universe as a card like Hearthstone's Unstable Portal. If you take the trouble to remember what's available in the invoke pool and actually think about what they probably chose, it's fine. And the fact that every spell is slow makes it that much easier to play around them.
The one card I would agree is kind of Hearthstone levels of stupid is Living Legends. That's just a blatant "I win no matter what" card, which is terrible design. Yes, at 10 mana, it needs to be strong, but nothing needs to be THAT strong.
There are a few streamers I consider to be bad at the game -- frequent misplays, not even understanding common interactions and effects, etc. I'm not going to name names, but let's just agree that they exist. You can watch those streamers play any Lee Sin deck -- it doesn't even have to be a very good deck -- and you can see them make several egregious misplays over the course of the game. But then when Lee Sin drops, the rest of the game did not matter, even against an opponent who was playing well. Dragon Kick = Win. Almost without exception. And because Lee Sin lives in the same region as Deny and several other strong removal counters, it's nearly impossible to kill him before he can kick.
Of course, it's a different story when they face a mirror match. Then it's hilarious to see how fast they go down.
But the fact that Lee Sin can so often save your bacon when you've played like a blind monkey, that's just ... wrong.
I didn't think that the sarcasm in my post could have been anymore obvious but hey this is the internet I guess.
Quote From <a href=
Sure thing, but how many serious Sejuani nerf discussions we had since rising tides? 2? Given how problematic this card is i think overall that the Community slep big way on Sejuani's powerlevel.
No one is sleeping on Sejuani power, the things is the card is a juggernaut in decks that can turbo her but in decks who can't do that, she just came across as decent.
I can make a bad deck for any champion you care to name. That doesn't make them "just decent."
You can make a bad deck for any champion ? That's quite impressive.
My point being, in evaluating a card's power, you don't look at the decks where it's "just decent." You look at the decks where it is at its strongest.
The Anivia and Ashe combos are cool to see in tournaments, but in Ranked they are exactly why we need a card like Hush. (And the fact that people were able to use them to qualify is proof that Hush is not harming the meta in any way.)
I didn't think that the sarcasm in my post could have been anymore obvious but hey this is the internet I guess.
Quote From <a href=
Sure thing, but how many serious Sejuani nerf discussions we had since rising tides? 2? Given how problematic this card is i think overall that the Community slep big way on Sejuani's powerlevel.
No one is sleeping on Sejuani power, the things is the card is a juggernaut in decks that can turbo her but in decks who can't do that, she just came across as decent.
I can make a bad deck for any champion you care to name. That doesn't make them "just decent."
I think several of these cards were overrated because they came out early on in the reveals. If the reveal order had been reversed, many of these would not have impressed anyone. For example, Whimsy looks silly if you know about Hush.
Can we at least agree that maybe Sejuani should be harder to level up?
Considering that, like Ezreal, she levels up off the board and she's utterly backbreaking once she gets there, I think adding 1 or 2 rounds to her requirement would not be out of line.
I get the impression Tahm Kench is going to be placed in Bilgewater, and he's going to like it when his allies get damaged.
If not, at least these units are all great for Vladimir and Swain.
Seems fine. Helps you get Deep and rewards you when you get there, so it will never be a dead card. And it's not like you need the board space before you are Deep.
Do you drop some other Toss effect in favor of this? That's a harder question. It probably depends on your deck type. Maybe this card lets you play Nautilus without relying on Shadow Isles. It would be fun to see him paired with some other regions.
The decreased win rate has nothing to do with the card's power level, which is still absurd.
It has everything to do with the fact that Lee Sin exploded in popularity when he was buffed, and again when Bastion was buffed. When a card becomes so popular that it represents 30% to 40% of your matchups, it makes sense that people will start to choose decks to counter it. So now everyone is running anti-Lee Sin decks, which is naturally going to cause that card's win rate to drop below 50 percent.
This is called "warping the meta," by the way, and it's a sign that the card in question isn't particularly healthy for the game. This is especially true when you're dealing with a polarizing "feels bad" card like Lee Sin.
According to the "What's Next" video, they will be updating some existing cards so that they can affect Landmarks.
A Landmark is not a unit, a follower, a champion, or a spell. I suspect it does count as an enemy. In the video, a Falling Comet ("Obliterate an enemy") is able to obliterate a Landmark.
The god-beams are showing where the Landmarks are -- the new card type.
They made it very, very clear when they released the first expansion. There was a whole big infographic explaining exactly how many cards would be in each expansion and when we could expect to see them released.
The new version would be perfect at 4 mana, as long as Lee Sin also gets nerfed.
Right, that's why I wanted to see it on a watch list. I know it's logistically too soon for a nerf.
Are you actually pretending mobalytics data are remotely accurate? I can't even talk to you right now.
And not even a mention of him in today's patch notes. Guess I'll be taking a little break from Runeterra until they figure their shit out.
Not even a mention of Lee Sin as something they are watching?
DISAPPOINTED
The win rate of the deck begs to differ. It's an extremely, extremely consistent deck, which would not be the case if it relied on drawing Lee Sin naturally. Solari Priestess has a 50-50 shot at pulling Written in Stars, so drawing him is usually not difficult at all.
Honestly, the more I think about it, the more I believe this blunder is far worse than any balance snafu we ever saw in Hearthstone.
Invoke is not nearly as random as people seem to think it is. If you actually played it instead of just complaining about it, you'd understand this.
I've played a lot of invoke, and it's actually very far from feeling random as you play it. You can very consistently get what you want. Especially with cards that restrict the invoke to certain mana costs (i.e., the majority of invoke effects), you can narrow your wish list to a two or three items and be confident that one of them will be offered.
For example, I recently saw Mogwai complaining that his opponent's whole game plan changed because that opponent "randomly" got Cosmic Inspiration. I doubt that was the case. When you are playing Invoke and you can see that you'll be able to contest the board in a certain matchup, you start invoking for cards like Golden SisterBADCARDNAME and Cosmic Inspiration. If you are against a deck with lots of weak minions, you'll add Meteor Shower and possibly Cosmic Rays to the wish list. When a card like Solari Priestess only draws from a pool of six cards, you are basically guaranteed to get one of the two or three cards you wanted. If the card you really want isn't in her pool, you cast your net wider with Lunari Priestess, or dip into a different pool with Starshaping.
What this means when you are playing against it is that: 1) You should think about what the Targon player will want from the invoke effect, 2) You should assume they get it, and 3) You can't play around the units, so you should focus on playing around the spells.
It's not even in the same universe as a card like Hearthstone's Unstable Portal. If you take the trouble to remember what's available in the invoke pool and actually think about what they probably chose, it's fine. And the fact that every spell is slow makes it that much easier to play around them.
The one card I would agree is kind of Hearthstone levels of stupid is Living Legends. That's just a blatant "I win no matter what" card, which is terrible design. Yes, at 10 mana, it needs to be strong, but nothing needs to be THAT strong.
Lee Sin is absurdly OP right now, and here's why:
There are a few streamers I consider to be bad at the game -- frequent misplays, not even understanding common interactions and effects, etc. I'm not going to name names, but let's just agree that they exist. You can watch those streamers play any Lee Sin deck -- it doesn't even have to be a very good deck -- and you can see them make several egregious misplays over the course of the game. But then when Lee Sin drops, the rest of the game did not matter, even against an opponent who was playing well. Dragon Kick = Win. Almost without exception. And because Lee Sin lives in the same region as Deny and several other strong removal counters, it's nearly impossible to kill him before he can kick.
Of course, it's a different story when they face a mirror match. Then it's hilarious to see how fast they go down.
But the fact that Lee Sin can so often save your bacon when you've played like a blind monkey, that's just ... wrong.
My point being, in evaluating a card's power, you don't look at the decks where it's "just decent." You look at the decks where it is at its strongest.
The Anivia and Ashe combos are cool to see in tournaments, but in Ranked they are exactly why we need a card like Hush. (And the fact that people were able to use them to qualify is proof that Hush is not harming the meta in any way.)
I can make a bad deck for any champion you care to name. That doesn't make them "just decent."
I think several of these cards were overrated because they came out early on in the reveals. If the reveal order had been reversed, many of these would not have impressed anyone. For example, Whimsy looks silly if you know about Hush.
Can we at least agree that maybe Sejuani should be harder to level up?
Considering that, like Ezreal, she levels up off the board and she's utterly backbreaking once she gets there, I think adding 1 or 2 rounds to her requirement would not be out of line.
Well, right now, Lee Sin is in every goddamned deck, so it doesn't really matter who streamed what or which mode you are in.