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Leglock

Joined 03/03/2020 Achieve Points 95 Posts 34

Leglock's Comments

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Ok, here we go again:

    Kalista 3M 3/2 Quick attack
    When i am summoned bond me when an allied unit.
    Bonded allied gain +1/+0

    "Strike: remove me from combat" (Martial Poise)
    "When my bonded allied strike with me, give him Quick Attack and remove it from combat." (Fate's Call)

    Level up requesit: remove me or/and my bonded ally 3 times

    Level up: My bonded ally and I gain +1/+0 every time we  survive combat.
    If my bonded ally dies and I attack, revive him attacking.

    In reply to Kalista tweaks
  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    I edited a little bit, since you are right with QA (there are too many champs with this keyword), and I want to clarify this: Removing from combat Kalista or her bonded ally doesn't bounce them to hand, just they "retreat". It might be good if both, ally and Kalista act the same with the skill, removing both only when they strike on attack. Just to be more consistent and play her more aggro oriented.

    I really want to preserve her LOL identity, since there are some champs that has nothing to do with their League counterpart.

    In reply to Kalista tweaks
  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Kalista 3M 3/2 (edited)
    Bonded allied gain +1/+0
    Edit: Quick attack
    "Strike: remove me from combat" (Martial Poise)
    "When my bonded allied block an attack, remove it from combat." (Fate's Call)

    In reply to Kalista tweaks
  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Delete Pony... (Joke)

    Karma feels really weird, is one of the few cards that brings rng to the game (aside draw), i don't like her basic skill.

    Relentless Pursuit is either slow or 5 mana. It was disscused before, but it brings unnecesary power to the board, in mtg similar effects are waaaaay more expensive than 3 mana. Also, The text is not accurate, since you can play at the start of your turn and have a second combat phase.

    Rework Elusive keyword or nerf every elusive unit from Ionia into the ground (i'm cool with the others, but the keyword should be reworked as "after the first time I attack, I lose elusive").

    Glimpse Beyond cost 3 mana instead of 2

    Warmother's Call 11 mana instead of 12

    Mark of the Isles give +3/0 And reduce the hp of the unit to 1

    I would like to see Ren Shadowblade played, but seems to powerful to cost less mana and to slow fot that price... So maybe 7 mana(?)

    Nerfing Shadow Isles and Ionian will buff the other regions (but I will keep an eye on Freljiord and P&Z)

     

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Yeah, we need some numbers, but Riot was never fan o clarity. 

    There is other obnoxious interaction with the pony, and it is Dawn and Dusk, which makes Hecarim instantly level up and do massive damage or wipe out  a board just to use The Rekindler next Turn and finish what is left of the player.

    Seriously, Hecarim is way overtuned, and if it is true SI have some of the most cost/efficient cards in LOR, Hecarim needs a nerf or power shift. Must be the single champion that is worth to play without the need to level him up.

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Well there are some epic cards that got their animations speed up drastically, like Commander Ledros which the entire animation was like 7 seconds, and now is boom, 2 secs.

    I appreciate that. I like my games fast, even if I play with or against control decks.

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Hecarim must be the must valuable card in the entire game atm. You can splash anything with SI just to slip him under de sleeve. It's time to let him go and try new stuff.

    It was discussed previously, but we need to adress how strong the card is ON TOP of how strong the fation operates with him. 

    I will talk ONLY about Hecarim and not mention the other cards that should be watched like The Rekindler couse I will miss the point.

    Hecarim must to be way expensive but Im not sure if that will solve the other issues. Overwhelm is unnecesary in his stage 1, it just adds absurd value. And his stage 2 it is super conditional to get into, and tbh is just a winmore stage.

    Hecarim should get overwhelm when he level up, other wise Riders should be 2/1 or ONE Rider 4/2 with overwhelm

    Alternative is make Hecarim less beefy, but I am not a fan of touching his numbers, just removimg overwhelm and touch the riders.



  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    I feel (and I might be wrong) that Elusive in constructed is just solid against everything if both players draw well. And is just horrible racing them to going face. Feels awfull to play control and not draw well enough to deal with they board, and feels awfull to play midrange and get outvalued.

    Maybe is just me. And don't get me wrong, I play Elusive decks sometimes, just feel overwhelming.

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Ok, I am getting more upset about the current state of elusive units, they even ridiculous in Expedition... I got assaulted by 10/10 Kinkou Lifeblade Card Image. Gut elusive units already.

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Probably the way they are programmed is "if the unit gets hit by" instead of "if the unit is damaged by". I was not clear enough, but you get the point.

    Yeah, they should check this out.

    Also, has LOR Discord?

    In reply to Damage interactions
  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago
    Quote From OldManSanns

    Personally, I'd like to see:

    • Shadow Assassin go from 2/2 to 1/2 (drawing is huge in this game; you shouldn't also get decent attack)
    • Solitary Monk's recalling changed from whenever she's summoned to whenever she attacks (if you're going to commit to using her as a strong offense, you should be more vulnerable on defense)
    • Glenglade Duo increased from 2 mana to 3 (too easy to get a perfect 1->2->3->4 curve right now using only elusives)
    • Relentless Pursuit changed to slow (opponent should have 1 chance to play a blocker)
    • Kinkou Lifeblade, Jeweled Protector, and Windfarer Hatchling left as-is (with the aforementioned changes, elusive decks should be less of a constant burn and more setup for a big midgame swing)


    Not a big fan of Lifesteal on Elusives. I can agree with those changes, but Relentless should be 4 mana instead of 3, Also I would add the slow but that would be too much of a nerf.

     

    Elusives should be like the old ethereals from mtg, that can be blocked and block only ethereal creatures.

     

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    I know the game is kinda new, but with so many games like HS and MTG running from ages, developers should know something about problematic card designs already.

    The first time I watched Relentless Pursuit (even when the game wasn't open beta), I said that the card was broken for a 3 mana COMMON card. 5 mana should do the trick, I agree. 


    As for Elusives I think the no block rule will be fine in general, but in the meantime, reduce their health to 1 if you wanna keep the buff hand archetype nad for the love of god, remove lifesteal from them.

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    I have a hard time thinking how Final Spark, which needs to target a unit getting casted after said unit is dead. I guess has something to do with overwhelm. It is w weird interaction casting multiples final sparks and oneshotting an oponent.

  • Leglock's Avatar
    95 34 Posts Joined 03/03/2020
    Posted 4 years, 2 months ago

    Ok, I have this problem with the hand buff archetype that it comes with elusive units, they still cheap, they still have the same problem as before.
    They are way efficient dishing damage for cheap mana, and paired with cards like twins or elixir, they have enough sustain to survive good trades or removal. 

    The removal in this game in general feels good, is not like Magic that is toooo good,  but in this game, as it's core design, has problems with the burst cards that bassicaly disable some interactions.

    Relentless is another busted 3 mana card, that can turn the teable for cheap, this card should be 6 mana and no 3, there is no point in this card to be so busted. 
    Theorically, you can play 3 pursuit after a waypout and dish enough damage for lethal. And to be a "fast spell" is also problematic, should be slow.

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