The one thing no one's mentioned: showing how many shards & wildcards you own in all the HUDs, not just the Store. Or at least in the deckbuilding / card viewing screens. I saw a mockup of this somewhere--I think reddit?--and it looked really slick, but I searched for it just now and couldn't find it.
Well, Freljord says a lot of "no" with Frostbite. P&Z and Shadow Isles say "no" by murdering your units. Shadow Isles also says "no" by un-murdering its own units. Ionia says "no" by buffing the unit you were trying to kill. Noxus says "no, you cannot block my damage."
There are a million ways to say "no" in this game, and every region has plenty of them.
While I don't agree with some of the reasoning in this thread, I have to concur with the overall sentiment.
If you look at all the 8-mana followers in the game, it's very obvious that Ledros is just plain super-crazy. As in, I can't believe they printed this crazy garbage crazy.
Roughly the same stats as other 8-drops
Immediately deals direct damage to enemy nexus (up to 10 damage!)
Returns to hand and can be resummoned for infinite value, infinite direct damage (expensive, but infinite nonetheless)
Fearsome, so impossible to chump block
Very few ways in the entire game to keep him from coming back
Even if he cost 10 mana, I might still consider him problematic.
Now this I agree with, as it's consistent with the Overwhelm treatment. The wording states that the damage is negated, and if the damage is negated then it isn't dealt. If damage isn't dealt, no draining is done. It's also consistent with Lifesteal, because a Lifesteal follower hitting a Barrier will not heal the Nexus.
Logically, the opposite of the bold part would be true: In order to negate something, that thing has to exist in the first place. "Negate" doesn't mean "erase from existence." It means "cause to be ineffective or invalid." Barrier takes damage that does exist and renders it ineffective -- it makes it so that damage is not subtracted from the unit's health.
If this is inconsistent with Lifesteal, however, that does feel like a bug one way or the other.
Also, free runs (after your third in one week) offer ONLY the bonus XP -- no shards or capsules. For this reason, free runs are single trials only, not best of two (since best of two is used only to determine the amount of shards and capsules, not XP).
The problem may be as simple as the fact that this isn't a Jinx-friendly meta. You've fallen in love with a Champion who cannot perform up to your expectations, so your attempts to improve the deck built around her are doomed to fail.
Also, you are definitely tinkering with your deck too frequently. Don't react to every single loss. You should mainly watch how the deck performs against popular meta decks, not janky random stuff. Look for trends -- is a certain card underperforming in multiple games for the same reason? That's when you look for an upgrade.
(And if that card is Jinx, it's just time to let her go, man!)
I have found that the "Attack with Piltover & Zaun'" quest does not count Heimerdinger's constructs or Scrap Scuttlers, even though they bear the P&Z symbol.
Perhaps this extends to non-collectable tokens from other regions as well?
Overwhelm and Drain both apply their their damage to the target before Barrier is even considered. Extra Overwhelm damage then pushes through, and Drain damage heals the user's nexus.
Only AFTER all of that does Barrier reduce to zero any damage that would have affected the unit.
I'm not saying this is good or bad; it's just an easy way to remember how it works. (And possibly to predict how Barrier will interact with other things.)
did you know that if the egg get destroyed she doesnt come back ?
Yeah. I've never actually seen an Anivia egg get destroyed (neither my own nor my opponent's), but I've always assumed that's how she was designed. Hence my comment that she's "very hard to take out permanently" - your opponent either has to eliminate her in battle and then hit her with a damage spell, or they need to use 2 removal spells in the same turn. But making her fully indestructable surely would've been too much.
Yes, that is how it works, and it can be extremely difficult to kill the egg if you don't save some removal for endgame. If the Anivia player has Deny, it's pretty much impossible.
I try to avoid Champions that need a lot of support -- unless I know that specific kind of support is frequently offered in the buckets for that region.
For example, even though Fiora absolutely requires support, you know Demacia will offer you plenty of combat buffs.
On the other hand, you would have a hard time convincing me to pick Shen, as Barrier is not super easy to come by.
Definitely. Adding it to the list!
I don't know about you, but I think the UI is the part of Runeterra that needs the most work. Let's make a list of changes we'd like to see!
Throughout
Home screen
Rewards screen
Play screen
Collection screen
It was a fun deck for the first week of release, but there are far more refined Teemo lists at this point.
Also, does Merchant even play this game anymore? How is this a top deck?
I like the looks of this new version very much!
I look forward to trying something similar. I've had three Vladimir for ages, but they've never seen play. (They were all random rewards.)
Well, Freljord says a lot of "no" with Frostbite. P&Z and Shadow Isles say "no" by murdering your units. Shadow Isles also says "no" by un-murdering its own units. Ionia says "no" by buffing the unit you were trying to kill. Noxus says "no, you cannot block my damage."
There are a million ways to say "no" in this game, and every region has plenty of them.
Boomcrew Rookie is way, way, way better than Legion Saboteur.
Zaunite Urchin is actually fairly weak -- you don't need more ways to discard.
And of course, it will all come together a whole lot better once you get some Dravens.
In general, you want more third copies of the better cards instead of so many doubles.
The log can be hard to figure out sometimes. Harsh Winds is my guess.
It's literally 100 percent of the comparable population. Even if you add 9- and 10-drops into the mix, Ledros is still bonkers.
While I don't agree with some of the reasoning in this thread, I have to concur with the overall sentiment.
If you look at all the 8-mana followers in the game, it's very obvious that Ledros is just plain super-crazy. As in, I can't believe they printed this crazy garbage crazy.
Even if he cost 10 mana, I might still consider him problematic.
Logically, the opposite of the bold part would be true: In order to negate something, that thing has to exist in the first place. "Negate" doesn't mean "erase from existence." It means "cause to be ineffective or invalid." Barrier takes damage that does exist and renders it ineffective -- it makes it so that damage is not subtracted from the unit's health.
If this is inconsistent with Lifesteal, however, that does feel like a bug one way or the other.
Which Champions did you play?
I'm pretty sure playing against yourself for PvP rewards would be considered an exploit, and a very easily detectable one at that.
I advise against it.
Also, free runs (after your third in one week) offer ONLY the bonus XP -- no shards or capsules. For this reason, free runs are single trials only, not best of two (since best of two is used only to determine the amount of shards and capsules, not XP).
The problem may be as simple as the fact that this isn't a Jinx-friendly meta. You've fallen in love with a Champion who cannot perform up to your expectations, so your attempts to improve the deck built around her are doomed to fail.
Also, you are definitely tinkering with your deck too frequently. Don't react to every single loss. You should mainly watch how the deck performs against popular meta decks, not janky random stuff. Look for trends -- is a certain card underperforming in multiple games for the same reason? That's when you look for an upgrade.
(And if that card is Jinx, it's just time to let her go, man!)
I have found that the "Attack with Piltover & Zaun'" quest does not count Heimerdinger's constructs or Scrap Scuttlers, even though they bear the P&Z symbol.
Perhaps this extends to non-collectable tokens from other regions as well?
Just think of it this way:
Overwhelm and Drain both apply their their damage to the target before Barrier is even considered. Extra Overwhelm damage then pushes through, and Drain damage heals the user's nexus.
Only AFTER all of that does Barrier reduce to zero any damage that would have affected the unit.
I'm not saying this is good or bad; it's just an easy way to remember how it works. (And possibly to predict how Barrier will interact with other things.)
Most refined lists are going to show multiple copies of Champions.
If you don't have that many, just substitute other cards in the list -- usually units with similar mana cost or similar function to the Champ.
Yes, that is how it works, and it can be extremely difficult to kill the egg if you don't save some removal for endgame. If the Anivia player has Deny, it's pretty much impossible.
I try to avoid Champions that need a lot of support -- unless I know that specific kind of support is frequently offered in the buckets for that region.
For example, even though Fiora absolutely requires support, you know Demacia will offer you plenty of combat buffs.
On the other hand, you would have a hard time convincing me to pick Shen, as Barrier is not super easy to come by.
Yet Riot does plan to do a balance patch once per month, so it makes sense to drill down on the most obvious offenders.
At the moment, Elusive is pretty near the top of the list, along with certain aggressive tools from Shadow Isles.
Given that there will be monthly balancing: If not this, what?