Is Heimerdinger so problematic at the moment that it needs a change? I don't really play Ranked that much. Haven't seen awfully lot of him in Normal mode. I know Riot plans to change some of the Turrets, and I'm curious what they'll end up doing.
Anyway, for me the last one is overly complicated. The second one would be very frustrating for the Heimerdinger player, and for example the Barrier Turret would rarely get any value of its Barrier (as I can't really see anyone playing it from hand with its real cost). The first one is closest to my liking but I'm still not a fan of disincentivizing playing almost any cheap spells, which are the thing that make combat phases so interesting for me. I also feel that these changes would make Heimer really slow. Therefore, I'd argue that you'd need to change the Health of some of the Turrets to compensate if you'd like to make him playable.
If I'd were tasked with toning down the token spam, I'd just go with something simple like "The first Turret you play each round costs (0)." You could still play a lot of them in one round but only if you have the mana, and it would definitely encourage casting at least one high cost spell per round. While his current Health is a big weakness, I think it's very much needed to stay like that or he'd be really frustrating to face against. I don't play LoL so I can't say anything about the true flavor, but for me a weak statline seems to fit him better than a big bulky unit stats.
"...stun the strongest backrow enemy". What's "backrow enemy"? Does this complicatedly mean you can't stun the face, just followers and champs?
If you deal several separate non-combat dmg in a turn, you stun that number of enemy minions, right?
Units that are not attacking or blocking are "backrow enemies" (because they stay on the back). And yes, you can trigger the effect multiple times in a turn, stunning multiple enemies.
Not a big fan of the format either, but I do play some games every now and then when I just want something different. My dislike of losing rating (whether it be in battlegrounds or ranked), combined with the RNG heavy nature of the format, prevent it from becoming truly enjoyable for me.
Big Demons and control options. I'm quite confident the next expansion will be mostly something that's not Tempo-oriented for DH, they can't possibly aim for making one of the top decks even stronger, can they?
Update on Grandmasters situation based on the top 8:
Show Spoiler
APAC is already locked in (since no player reached top 8): Alan870806, Bankyugi, and TIZS are guaranteed to be the top 3 prize money earners.
Americas also locked in (since only 1 non-GM reached top 8): NoHandsGamer, brimful, and Rami94 are the top 3.
Europe is still open (with FIVE players reaching top 8): only xBlyzes is a guaranteed GM, and totosh is guaranteedly out. AyRoK will get a place unless some very specific all-European finals happen.
If you already want to see the decklists, I've added them on the site. They will be included in the result post later as well.
Is Heimerdinger so problematic at the moment that it needs a change? I don't really play Ranked that much. Haven't seen awfully lot of him in Normal mode. I know Riot plans to change some of the Turrets, and I'm curious what they'll end up doing.
Anyway, for me the last one is overly complicated. The second one would be very frustrating for the Heimerdinger player, and for example the Barrier Turret would rarely get any value of its Barrier (as I can't really see anyone playing it from hand with its real cost). The first one is closest to my liking but I'm still not a fan of disincentivizing playing almost any cheap spells, which are the thing that make combat phases so interesting for me. I also feel that these changes would make Heimer really slow. Therefore, I'd argue that you'd need to change the Health of some of the Turrets to compensate if you'd like to make him playable.
If I'd were tasked with toning down the token spam, I'd just go with something simple like "The first Turret you play each round costs (0)." You could still play a lot of them in one round but only if you have the mana, and it would definitely encourage casting at least one high cost spell per round. While his current Health is a big weakness, I think it's very much needed to stay like that or he'd be really frustrating to face against. I don't play LoL so I can't say anything about the true flavor, but for me a weak statline seems to fit him better than a big bulky unit stats.
I'm quite certain the latter is pretty new ;)
It's definitely intended to be 9 days. Although I wouldn't mind a 2-day week either, since level 5 vault already gives a random Champion.
Recently used a ton of Wildcards to craft all my missing Commons and Rares because as you will learn later in the post, I have too many of those.
All regions: 100%
Collection: Missing 11 copies of various Champions.
Date: July 8th, 2020
Time: Started whenever Open Beta started.
Wildcard:
17: Gold
40: Purple
77: Blue
252: Green
Shards: 78722
Leaderboard (hopefully) fixed now. And thanks for the feedback!
Fixed now! Better late than never.
The developer is Andrew Yip, his name is just misspelled on the original Reddit thread.
No copies, it would just summon less than 6 units. In the example you gave it would mean getting only 3 units.
Correct, fixed!
It tells you how often the hero is picked when it is presented as an option.
Just got Manaflow Master but with single region (Noxus in my case) and 0/30 target.
I was so certain Easy Mark would be a new quest, but at least I got another as well.
He has also called it Sleepy Priest and Tempo Galakrond. I think the latter is currently what describes it best, and therefore used it.
The vault day should be Tuesday as usual. The change happens with patch 1.5 (the upcoming being 1.4). It was mentioned on this article.
Units that are not attacking or blocking are "backrow enemies" (because they stay on the back). And yes, you can trigger the effect multiple times in a turn, stunning multiple enemies.
Not a big fan of the format either, but I do play some games every now and then when I just want something different. My dislike of losing rating (whether it be in battlegrounds or ranked), combined with the RNG heavy nature of the format, prevent it from becoming truly enjoyable for me.
Big Demons and control options. I'm quite confident the next expansion will be mostly something that's not Tempo-oriented for DH, they can't possibly aim for making one of the top decks even stronger, can they?
Update on Grandmasters situation based on the top 8:
If you already want to see the decklists, I've added them on the site. They will be included in the result post later as well.
It is the poro drawn during the concept art stream.