KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
I don't think it has ruined the game, but I would appreciate it if rush were scarcer. It is already hard enough to keep a minion alive for more than a single turn as it is. Rush makes the game feel a bit too fast.
And though this may contradict my previous statement, I wouldn't mind seeing a charge minion here or there. Maybe just one or two new chargers would be nice, they don't have to be big or powerful, but sometimes I want to play a charge minion and I am stuck with just Bluegill Warrior and Leeroy Jenkins.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
Honestly, I don't think deny needs to have it's cost increased. A better change would be to make it so that it cannot counter anything that costs more than 4. This way it works more like a combat trick, and it won't be able to counter those huge spells you are devoting your entire turn to.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
This all looks great! I really like this new priest set better than the old one. But I do have some notes though.
I don't like Meeting of Minds. Not because it is overpowered, but simply because it is too complicated for a basic card. We have never had to look at more than 4 cards at once before, so having a basic card that wants to loot at between two and ten cards just seems like too much. I don't think you need to make it weaker, the power level is fine, but you should make it simpler because it is a basic card.
I also don't like Mass Hysteria in the classic set for the same reason I don't like Meeting of Minds, it just feels too unique to be a classic card. We don't see a lot of forced attacks, so having something like this is just weird. Also, it does feel a bit too powerful. Priest does need a reliable board clear in the basic/classic set so that they don't need to get a new one each expansion, but it shouldn't be so good that no other expansion card can beat it. What priest needs is something like flamestrike in mage. It is not a very powerful board clear, but it is always there if there is nothing else. There should never be a card in the basic/classic set that will always be better than other expansion cards. I think something like Lightbomb would have been better, and even then I would make it cost 7 and also make it a rare to compensate. Priest needs a good board clear in their classic set, not an amazing one.
I would also take lifesteal out of the basic/classic set. You are okay with changing Holy Fire to have lifesteal, so why not just change Penance to say "restore 3 health to your hero" instead? That way, both of those cards are in line with the rest of the basic/classic set. Instead you changed both of them to be out of place. Why?
One more thing, I would give priest a different classic legendary. Again, I am not concerned with it being over power or too weak, but it just feels really out of place with the other classic legendarys. Every other class gets a big finisher as their classic legendary, but priest just has another niche tool to keep their minions alive. I would change him to instead help you finish off your opponent and close out the game, not prolong it.
TLDR: Meeting of Minds is too complicated to be a basic card. Mass Hysteria is too unique and so it feels out of place in the classic set, also it is too strong. Lifesteal shouldn't be in the basic/classic set. And priests classic legendary should be a strong finisher and not a way to prolong the game.
I hope no one takes this the wrong way, but I'm wondering how much people are playing if their Vault is Level 11+ in one week? I feel penalized because I can't always play a lot on some days. I mean the game just came out and the decks I have vs. the decks I play against are not even close (in terms of card quality and quantity); and I imagine this will just get more lopsided as the weeks go on.
I think I reached Level 5 (or 6?) in the first week. Right now I'm at Level 6 with 1300/2000 toward Level 7.
Anyway, so far I only purchased the Starter Pack for $4.99. I'll keep trying the (mostly) F2P on my account and see how it goes.
Last tuesday I got a level 10 vault in one day. I played about 4/5 expeditions and got a ton of experience.
You can play as many expeditions as you want and the experience rewards never diminishes. After 3 runs you stop earning any rewards except for experience, but there is also no entrance fee.
If you want to earn a lot of rewards than expeditions seems to be the best way to gain them.
Star Aligner Druid is highly overrated. The moment the meta responded to it in any measure, be it through Deathlords, Dirty Rats or such, the deck completely fell to pieces since essentially the only minions it ran were the ones it needed for the combo. Druid's draw was so good that it really didn't need anything else, most card draw minions were severely subpar compared to the tools Druid had. Plus, the moment the Druid player used Psychmelon, they completely telegraphed they are open to getting Ratted. Once it became clear that Star Aligner Druids are a considerable part of the meta, control and combo decks started including Dirty Rats and all of a sudden, that deck became unplayable. I don't think there has been a single combo deck in the history of the game that has been that vulnerable to disruption.
Star Aligner druid was still a very strong deck even when every deck ran 2 copies of dirty rat. Really, the only thing they could pull that would destroy your combo was Aviana or Kun. And even when they pulled aviana sometimes you could just drop a combo right then. The thing that made the deck so strong is that you never actually needed the whole combo to kill your opponent. If you didn't have a second star aligner then you could play loatheb so that they couldn't cast a board clear and just sit there with 29/31 worth of stats and all of their spells cost 10 more mana. Sometimes they were already at low health and so you didn't even need brann.
Another thing is that there was so much ramp that you could potentially get the OTK out on turn 4. Sure, playing psychmelon was a clear sign to your opponent that you were holding combo pieces, but at that point they may have easily only drawn 10 cards because you could get the combo online so fast. Also, as I mentioned above, if they pulled a star aligner, or brann, or loatheb, or in some cases aviana, you would still be okay.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
Wait, why do you need holomancer to trigger the combo? Couldn't you just play treachery on a second wrathguard? Either way your opponent still ends up with two wrathguards on their board. This way just costs more mana and dust.
So I want to give LoR a chance to prove itself (to me). I know some people already enjoy it. I've played quite a few matches vs. the AI to get my "feet wet". Building up XP and unlocking a few cards and some wildcards...not many though...I don't see this game, IMHO, being very generous to F2P. With that said, maybe I will get many more "Rewards" as I play more and begin to attempt to build decks.
I've looked online and any of the "good" Meta decks are not even close to being craftable for me. I don't have anywhere near the number of cards needed. So I looked up budget decks...once again, I don't have enough cards and/or wildcards to create these either = (
So I took a starter deck and updated it the best I could. Went into play mode and got absolutely destroyed. The decks I faced were MUCH better than mine and they seemed to have an answer for everything. Granted I've only played a handful of Normal games and a couple of Ranked games; but I want to keep playing and see where I can go with the game.
However, as I probably stated before, I have a lot of time and money invested in both Arena and HS (and I enjoy both games); so I really don't see Runeterra pulling me in. I won't give up on it yet though.
I apologize if this comes across as just complaining -- btw, it probably does : /
If anyone has any good websites or advice for a beginning Runeterra player with other card game experience (e.g. me...LOL), I would be happy to listen to people that probably know a lot more than I do. Thanks for reading and thanks in advance for any assistance : )
Well, you only just started the game, so I would say just keep on playing and grinding rewards until you can build a good deck.
The only way to gain anything in life is to either invest money, or time. You cannot play for only a week and expect to be able to build the top meta decks.
Keep on playing for at least a couple of weeks to get the vault rewards, and if you aren't having fun and you don't enjoy the game, then stop playing it.
That deck was crazy powerful. It was very fast and consistent. Every deck was running Loathebs and Dirty Rats to try and counter the deck but most of the time that wasn't even enough.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
This is a VERY welcome change. Though it is not a big thing, it is these little quality-of-life changes that matter the most.
It doesn't matter how balanced a game is, or how good the business model is. If the game does not run smoothly, and it is not fun to play, then it isn't a good game.
Deny needs it´s cost increased to atleast 4-5, so Ionia decks won´t be allowed to counter anything for 3 spell mana. And Piltover cards like Assemly Bot needs buff ( for example, decrease it´s cost to 2 ) , Piltover has no viable 1-2 cost units except Eager Apprentice so your deck becomes viable at turn 5+, where you can start comboing with Heimerdinger etc. , but in this meta there is no way you survive that long.
I actually disagree with this. Imagine casting Warmother's Call and your opponent plays Deny, you would be incredibly frustrated. Now imagine you are in the middle of combat and you play Rush, then your opponent plays Deny, you are not nearly as frustrated. Why? It is because Rush is a lot cheaper than Warmother's Call, you didn't have to spend your entire turn commiting to this one spell. I don't think you would feel very different in either of those situations if your opponent had to spend an extra mana or two.
I think a better change to deny would be to make it only able to counter spells that cost 4 or less. Then it wouldn't be able to stop your huge power plays, but it would feel more like any other combat trick.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
I am very confused about those two copies of Injured Tol'vir in the embiggen druid list. What are they for? According to HSreplay.net (and I am fairly sure I am reading the data right) the decks win rate goes down when you play them. They don't have synergy with anything in the list. Almost any 2-drop would be better. I took them out of my deck and replaced them with Rising Winds
Also, I have all of the cards for the Highlander Hunter except for Dragonbane, and Subject 9 for the secret deck, and [Hearthstone Card (storm hammer) Not Found] for the dragon one. Are these cards replaceable?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
About 3 days ago I realized that I was still on rank 10 and that I hadn't played any ranked this season. As of today I am still on rank 10. I don't think I will make rank 5 by the end of the month.
I may forget about ranking up in hearthstone, I like getting the golden epic, but frankly I hate laddering and the rewards always feel underwhelming anyway.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
Champions are just like any other unit only more powerful. Whatever kind of deck you build there is bound to be a champion that fits. There is no good deck with zero champions that wouldn't be better with a champion.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 10 months ago
I disagree that capsules are basically just random packs. Yes, a rare capsule is basically just a pack from Hearthstone, with the same minimum plus a chance at better stuff. But there are also epic capsules, which are gives you a guaranteed epic, and a champion capsule, which gives you are guaranteed champion. PLUS, you can choose which region to earn rewards from. If I hate playing noxus, then I simply don't earn noxus rewards. I think this is a great (and reliable) way to earn cards. I can earn cards from whatever region I chose, and I can look ahead and see what kinds of cards I will be earning and when.
I sounds to me like you are not dissatisfied with how they are giving you rewards, but simply with the quality of the capsules/chests. Sometimes you are going to earn the minimal rewards, that is just how all CCGs work. I really don't know what you want. Would you rather they just remove the chance of getting upgraded capsules? Or do you just want to get all around better stuff?
I think the reason aggro is so good is because, basically, everything has haste and vigilance.
Actually . . .
Once a creature is blocked in MTG it stays blocked even if the blocker is removed.
You can craft specific cards with shards.
I don't think it has ruined the game, but I would appreciate it if rush were scarcer. It is already hard enough to keep a minion alive for more than a single turn as it is. Rush makes the game feel a bit too fast.
And though this may contradict my previous statement, I wouldn't mind seeing a charge minion here or there. Maybe just one or two new chargers would be nice, they don't have to be big or powerful, but sometimes I want to play a charge minion and I am stuck with just Bluegill Warrior and Leeroy Jenkins.
Honestly, I don't think deny needs to have it's cost increased. A better change would be to make it so that it cannot counter anything that costs more than 4. This way it works more like a combat trick, and it won't be able to counter those huge spells you are devoting your entire turn to.
This all looks great! I really like this new priest set better than the old one. But I do have some notes though.
I don't like Meeting of Minds. Not because it is overpowered, but simply because it is too complicated for a basic card. We have never had to look at more than 4 cards at once before, so having a basic card that wants to loot at between two and ten cards just seems like too much. I don't think you need to make it weaker, the power level is fine, but you should make it simpler because it is a basic card.
I also don't like Mass Hysteria in the classic set for the same reason I don't like Meeting of Minds, it just feels too unique to be a classic card. We don't see a lot of forced attacks, so having something like this is just weird. Also, it does feel a bit too powerful. Priest does need a reliable board clear in the basic/classic set so that they don't need to get a new one each expansion, but it shouldn't be so good that no other expansion card can beat it. What priest needs is something like flamestrike in mage. It is not a very powerful board clear, but it is always there if there is nothing else. There should never be a card in the basic/classic set that will always be better than other expansion cards. I think something like Lightbomb would have been better, and even then I would make it cost 7 and also make it a rare to compensate. Priest needs a good board clear in their classic set, not an amazing one.
I would also take lifesteal out of the basic/classic set. You are okay with changing Holy Fire to have lifesteal, so why not just change Penance to say "restore 3 health to your hero" instead? That way, both of those cards are in line with the rest of the basic/classic set. Instead you changed both of them to be out of place. Why?
One more thing, I would give priest a different classic legendary. Again, I am not concerned with it being over power or too weak, but it just feels really out of place with the other classic legendarys. Every other class gets a big finisher as their classic legendary, but priest just has another niche tool to keep their minions alive. I would change him to instead help you finish off your opponent and close out the game, not prolong it.
TLDR: Meeting of Minds is too complicated to be a basic card. Mass Hysteria is too unique and so it feels out of place in the classic set, also it is too strong. Lifesteal shouldn't be in the basic/classic set. And priests classic legendary should be a strong finisher and not a way to prolong the game.
Is it Level Up!?
Last tuesday I got a level 10 vault in one day. I played about 4/5 expeditions and got a ton of experience.
You can play as many expeditions as you want and the experience rewards never diminishes. After 3 runs you stop earning any rewards except for experience, but there is also no entrance fee.
If you want to earn a lot of rewards than expeditions seems to be the best way to gain them.
Star Aligner druid was still a very strong deck even when every deck ran 2 copies of dirty rat. Really, the only thing they could pull that would destroy your combo was Aviana or Kun. And even when they pulled aviana sometimes you could just drop a combo right then. The thing that made the deck so strong is that you never actually needed the whole combo to kill your opponent. If you didn't have a second star aligner then you could play loatheb so that they couldn't cast a board clear and just sit there with 29/31 worth of stats and all of their spells cost 10 more mana. Sometimes they were already at low health and so you didn't even need brann.
Another thing is that there was so much ramp that you could potentially get the OTK out on turn 4. Sure, playing psychmelon was a clear sign to your opponent that you were holding combo pieces, but at that point they may have easily only drawn 10 cards because you could get the combo online so fast. Also, as I mentioned above, if they pulled a star aligner, or brann, or loatheb, or in some cases aviana, you would still be okay.
Ah, I see. Thank you.
Wait, why do you need holomancer to trigger the combo? Couldn't you just play treachery on a second wrathguard? Either way your opponent still ends up with two wrathguards on their board. This way just costs more mana and dust.
Well, you only just started the game, so I would say just keep on playing and grinding rewards until you can build a good deck.
The only way to gain anything in life is to either invest money, or time. You cannot play for only a week and expect to be able to build the top meta decks.
Keep on playing for at least a couple of weeks to get the vault rewards, and if you aren't having fun and you don't enjoy the game, then stop playing it.
I second this.
That deck was crazy powerful. It was very fast and consistent. Every deck was running Loathebs and Dirty Rats to try and counter the deck but most of the time that wasn't even enough.
This is a VERY welcome change. Though it is not a big thing, it is these little quality-of-life changes that matter the most.
It doesn't matter how balanced a game is, or how good the business model is. If the game does not run smoothly, and it is not fun to play, then it isn't a good game.
I actually disagree with this. Imagine casting Warmother's Call and your opponent plays Deny, you would be incredibly frustrated. Now imagine you are in the middle of combat and you play Rush, then your opponent plays Deny, you are not nearly as frustrated. Why? It is because Rush is a lot cheaper than Warmother's Call, you didn't have to spend your entire turn commiting to this one spell. I don't think you would feel very different in either of those situations if your opponent had to spend an extra mana or two.
I think a better change to deny would be to make it only able to counter spells that cost 4 or less. Then it wouldn't be able to stop your huge power plays, but it would feel more like any other combat trick.
I am very confused about those two copies of Injured Tol'vir in the embiggen druid list. What are they for? According to HSreplay.net (and I am fairly sure I am reading the data right) the decks win rate goes down when you play them. They don't have synergy with anything in the list. Almost any 2-drop would be better. I took them out of my deck and replaced them with Rising Winds
Also, I have all of the cards for the Highlander Hunter except for Dragonbane, and Subject 9 for the secret deck, and [Hearthstone Card (storm hammer) Not Found] for the dragon one. Are these cards replaceable?
About 3 days ago I realized that I was still on rank 10 and that I hadn't played any ranked this season. As of today I am still on rank 10. I don't think I will make rank 5 by the end of the month.
I may forget about ranking up in hearthstone, I like getting the golden epic, but frankly I hate laddering and the rewards always feel underwhelming anyway.
Champions are just like any other unit only more powerful. Whatever kind of deck you build there is bound to be a champion that fits. There is no good deck with zero champions that wouldn't be better with a champion.
I disagree that capsules are basically just random packs. Yes, a rare capsule is basically just a pack from Hearthstone, with the same minimum plus a chance at better stuff. But there are also epic capsules, which are gives you a guaranteed epic, and a champion capsule, which gives you are guaranteed champion. PLUS, you can choose which region to earn rewards from. If I hate playing noxus, then I simply don't earn noxus rewards. I think this is a great (and reliable) way to earn cards. I can earn cards from whatever region I chose, and I can look ahead and see what kinds of cards I will be earning and when.
I sounds to me like you are not dissatisfied with how they are giving you rewards, but simply with the quality of the capsules/chests. Sometimes you are going to earn the minimal rewards, that is just how all CCGs work. I really don't know what you want. Would you rather they just remove the chance of getting upgraded capsules? Or do you just want to get all around better stuff?