- To the person who suggested healing was a counter - healing is actually quite poorly handled in LoR in my view, at least in this early stage. Healing from spells seems to be valued phenomenally highly, judging by the cost of spells with healing built-in (and the low values of those heals). It seems significantly more efficient to play a lifesteal minion and then buff it, even if that minion only gets a single hit off - and that has the potential to stick around and continue to heal.
For what it's worth, I think a lot of people consider lifesteal to be a form of healing. I certainly do!
@OP: You keep saying it's uncounterable. It is not. The counter is to remove the units that are putting puffcaps into your deck. If you are talking about spells that give you puffcaps, it's no different than a spell dealing direct damage to your nexus -- it's just slightly delayed. In the end, damage is damage. The only concern is the amount of damage in comparison to the mana cost required to inflict it.
A puffcap deck generally doesn't deal egregious amounts of puffcap damage per mana unless you leave a leveled-up Teemo unchecked. If that is how you are dying, I don't think it's fair to blame the game design.
Also, is there a way to disenchant cards or it's not permitted ? I usually focus on a narrow set of classes (here regions) but I'll be unable to do such a thing if I can't scrap the cards I'll not play :<. This can come awkward if your favorite tailored deck is nerfed (wanted to try Karma Braum first but the nerfs...).
It is not possible. Allowing you to disenchant would speed up the process of building finely tuned decks, and Riot wants to keep it slow.
I think the idea is that it will help keep the meta fresh longer if we don't all copy-paste the three "best" decks in the game after one week of play.
I wouldn't worry too much about nerfing. Even when they make balance changes, they don't seem to nuke any deck or strategy into oblivion. Their goal is to make things fair, not completely remove a deck from play.
You don't have to worry about a ranked meta, so it seems like a great way to flesh out the collection before trying to put together a deck for ranked play.
I guess after my third, I'll have to make the leap, though...
Elusive allies are a good way to damage the nexus directly.
This may be a silly question, but did you play the tutorials? It might be a good idea to revisit the ones that deal with concepts you are still struggling with.
Puffcaps are actually awesome and an interesting part of the game. They make it less likely that slow decks will have answers for literally everything. THAT would be unhealthy.
The counterplay is to win before you die from mushrooms, and to prioritize mushroom generators with your removal. If your slow deck doesn't have enough removal, you are probably going to lose to this and a lot of other decks.
If you are aggro, you are going to kill them fast anyway.
If you are a slower deck, the tech is healing and cheap removal, and the strategy is to play as aggressively as possible.
If that's the case, I guess maybe the streamer either changed his mind on his own, or he stopped because he assumed it wouldn't work (but it actually would). Oh well, it was a month ago, and I don't even remember which deck he was playing.
One thing is certain: This game needs a Advanced Rules wiki like they have for Hearthstone!
I can see the "lack of cards" point, but I would think it's got more to do with filling in strategy gaps -- dipping into a different region to do something your primary region cannot do well (or do at all).
I doubt we'll see a lot of mono decks that don't use Allegiance, because the additional power boost is what's needed to compete with decks that have a broader range of abilities and synergies. At least, that was my theory for why Allegiance even exists in the first place. Before I understood the keyword, I had assumed mono would never be a competitive strategy at all. (At the very least, you'd often splash Ionia just for the "nopes," wouldn't you?)
I smile every time I see people praise HSBG; it's honestly the least interesting or enjoyable form of autobattler I've tried, and I can only assume people who are big on it just haven't/don't play other autobattler games.
That assumption would be false.
I tried Auto Chess when it first blew up, and I thought it was the most boring game I had ever played in my life.
Note that I despise MOBAs, so that may have a lot to do with my preference.
Obviously, you don't need to be mono to use Allegiance, but it does add consistency.
My point was the converse -- that in order for mono to exist, you need good Allegiance cards.
Also, most cards tend to get better over time as more cards (and more synergies) are released, so I don't think the time bomb thing is limited to Allegiance.
Really? I could swear I saw people trying to do that and finding it doesn't work. Maybe there was another reason I'm not aware of, or maybe they just ran out of time or something.
Ah! Well, now that I know what it means, I hope they put some strong Allegiance effects in the game!
I would be sad if mono decks were at a big disadvantage compared to two-region decks. Without this keyword, it seems there is not much reason to go mono.
Also, please try to remember that they are opening things up much sooner than they had planned. That means we should not expect perfect balance or completely bug-free card interactions. I'm sure there will be a lot of small patches over the course of the beta test.
The good news is that the UI was already brilliantly polished, so at the very least the basic game experience should be smooth. I'm not saying there's no room for improvement, but it's definitely one part of the game that's ready for release.
Just remember it's beta, and an early beta at that -- that's all.
For what it's worth, I think a lot of people consider lifesteal to be a form of healing. I certainly do!
@OP: You keep saying it's uncounterable. It is not. The counter is to remove the units that are putting puffcaps into your deck. If you are talking about spells that give you puffcaps, it's no different than a spell dealing direct damage to your nexus -- it's just slightly delayed. In the end, damage is damage. The only concern is the amount of damage in comparison to the mana cost required to inflict it.
A puffcap deck generally doesn't deal egregious amounts of puffcap damage per mana unless you leave a leveled-up Teemo unchecked. If that is how you are dying, I don't think it's fair to blame the game design.
It is not possible. Allowing you to disenchant would speed up the process of building finely tuned decks, and Riot wants to keep it slow.
I think the idea is that it will help keep the meta fresh longer if we don't all copy-paste the three "best" decks in the game after one week of play.
I wouldn't worry too much about nerfing. Even when they make balance changes, they don't seem to nuke any deck or strategy into oblivion. Their goal is to make things fair, not completely remove a deck from play.
You get up to 2000 bonus XP at the end of each trial, so it is worthwhile to complete both trials in an Expedition.
The amount is based on wins, so you should not concede games just to get the second trial over with.
I've actually been focusing on Expeditions.
You don't have to worry about a ranked meta, so it seems like a great way to flesh out the collection before trying to put together a deck for ranked play.
I guess after my third, I'll have to make the leap, though...
Do we know the maximum number of friends?
Elusive allies are a good way to damage the nexus directly.
This may be a silly question, but did you play the tutorials? It might be a good idea to revisit the ones that deal with concepts you are still struggling with.
Puffcaps are actually awesome and an interesting part of the game. They make it less likely that slow decks will have answers for literally everything. THAT would be unhealthy.
The counterplay is to win before you die from mushrooms, and to prioritize mushroom generators with your removal. If your slow deck doesn't have enough removal, you are probably going to lose to this and a lot of other decks.
If you are aggro, you are going to kill them fast anyway.
If you are a slower deck, the tech is healing and cheap removal, and the strategy is to play as aggressively as possible.
If that's the case, I guess maybe the streamer either changed his mind on his own, or he stopped because he assumed it wouldn't work (but it actually would). Oh well, it was a month ago, and I don't even remember which deck he was playing.
One thing is certain: This game needs a Advanced Rules wiki like they have for Hearthstone!
Good point. But now that makes it seem very inconsistent. Challenge cannot break the Elusive rule, but it can break the "Can't block" rule?
I have to say, I don't like that discrepancy.
As with every online game ever launched since the beginning of time ...
But it's a little strange in this case since they knew on the 19th exactly how many people they'd be letting in today.
I'm sure they have a plan, though. Right?
In any case, it's always the best kind of problem to have -- an overabundance of interest in the game!
If you enjoy the collecting aspect of these games, I'd think LoR would be far more enjoyable since you have so much more control over the process.
I believe there's still a "no duplicate drops" rule for Champions AND epics, which will help a lot if you are free to play.
I'm not f2p, but I am a collector at heart, and the fact that I don't have to rely on randomized packs seems like a godsend to me.
I can see the "lack of cards" point, but I would think it's got more to do with filling in strategy gaps -- dipping into a different region to do something your primary region cannot do well (or do at all).
I doubt we'll see a lot of mono decks that don't use Allegiance, because the additional power boost is what's needed to compete with decks that have a broader range of abilities and synergies. At least, that was my theory for why Allegiance even exists in the first place. Before I understood the keyword, I had assumed mono would never be a competitive strategy at all. (At the very least, you'd often splash Ionia just for the "nopes," wouldn't you?)
That assumption would be false.
I tried Auto Chess when it first blew up, and I thought it was the most boring game I had ever played in my life.
Note that I despise MOBAs, so that may have a lot to do with my preference.
In before "HSReplay sez Quest Priest Tier 2 hurr durr."
It's official -- Team 5 no longer knows how to code or test the game. Like, at all.
Obviously, you don't need to be mono to use Allegiance, but it does add consistency.
My point was the converse -- that in order for mono to exist, you need good Allegiance cards.
Also, most cards tend to get better over time as more cards (and more synergies) are released, so I don't think the time bomb thing is limited to Allegiance.
Really? I could swear I saw people trying to do that and finding it doesn't work. Maybe there was another reason I'm not aware of, or maybe they just ran out of time or something.
Ah! Well, now that I know what it means, I hope they put some strong Allegiance effects in the game!
I would be sad if mono decks were at a big disadvantage compared to two-region decks. Without this keyword, it seems there is not much reason to go mono.
Removing "Can't block" from Eggnivia is not exactly a buff, considering it can now be Challenged.
(Great change, though!)
Also, please try to remember that they are opening things up much sooner than they had planned. That means we should not expect perfect balance or completely bug-free card interactions. I'm sure there will be a lot of small patches over the course of the beta test.
The good news is that the UI was already brilliantly polished, so at the very least the basic game experience should be smooth. I'm not saying there's no room for improvement, but it's definitely one part of the game that's ready for release.
Just remember it's beta, and an early beta at that -- that's all.