I only now got to this, the class looks pretty good and the flavor is high!
One thing im not sure even Shatterstar realized, at least he didnt mention it is, with Astral Intellect and Mark of Gemini, this class has some serious potential for a Mill deck :o
Oh, and before i forget ... BEGONE SECRET LOVERS! :D
MMR stands for Match-making Rating (or Ratio) and is an abbreviation used in many games that have "ladder" system. Sometimes its hidden (like for Casual matchmaking), sometimes its not.
Exactly what Shadows said, you compare two situations, that are diametrically different. Curator has an extra 1/1 from the start of the game and it helps him not to lose health in first few rounds just by "existing" basically. But "wasting" a turn by buying a weak-stated minion in the early to mid game where all you can afford is one minion a turn is a very different scenario. There, it very well can cost you some health in the process.
You could compare it to buying a Wrath Weaver on T1 instead of literally any other minion. You are 100% guaranteed to lose some health from this action, because you will gonna lose your next match or two at least. You can eventually turn it around and the investment can lead to your victory, but depending on the situation, you just might be too slow. Same thing could potentially happen with buying a 2/2 amalgam.
I know this is a kinda silly example and that amalgam could be a 1/1 and ppl would still buy it because it would be worth it overall, but the nerf is going to do something. Will it be enough? Probably not, but you will notice it happened.
While i agree with you, couple potential early losses due to lower stats could matter in the long run. Sometimes xou just need one more Recruit phase to get where you need to be but you have no time (=health). I guess we will see if it makes any impact. I suppose it might (only) impact heroes who already struggle in the early game tho.
It was probably due to Inspire having flavor with The Grand Tournament and calling it "inspire" on these minions wouldnt be very flavorful. I mean it was a design decision at the time that is now coming to bite them in the ass. I guess they just decided to go one way, rather than another. Cant say they couldnt have done something better, but at the same time, cant blame them either.
OMFG, i just read it "The Banner Saga part 4 is here" and i got so hyped for a second. Then i read it again, my dreams were shattered :(
I was about to apologise for accidentally causing some misplaced hype, but since you didn't seem to mis-read the thread title last time I think this one is on you.
The upshot is that I have now heard of The Banner Saga. Can I assume from your moment of hype that it is a good game?
Yeah, no worries, that one i definitely blame on my poor reading comprehension :)
And yes, Banner Saga is an amazing game, trilogy in fact, a story driven turn based RPG. Quite a gem. Highly recommend ;-)
Not putting sold minions back in the pool would create a heavy 'first came first served problem' where who was offered key minions first would likely win the whole thing leaving no comeback mechanic.
Isn't this what happens now with later game cards like Mama Bear, Junkbot, and Soul Juggler? I agree maybe that when players are killed their cards should go back, but the big comeback cards are never being sold. The sold cards are buffs and early minions, and the early minions really dilute the late-game pool when they go back in.
That's exactly what happens. When a player is killed their minions are added back to the minion pool for all to draft. When a minion is sold it goes back as well. I assume upgraded units going back will break it up into three normal units.
If it wasn't first come served (more or less: you still have to find the key minions), there wouldn't be much point in rushing early tavern tiers. The benefit isn't just first pickings, it's denying your opponents those crucial high tier minions from their lineup.
Again, yes and no. Yes, rushing high tier taverns is a sound strategy to get to those minions first, since you are more likely to have them offered. And yes, buying them up in the late game, so your opponent cant have them is also a valid strategy.
That being said, the fact that minions from dead players and sold minions go back to the pool gives players in mid>late game a chance to beat the guy who got to the carries first. You shouldnt be able to win solely based on if you got lucky that you got certain minions offered first. More variables should be important in the end, and they are, which is good.
Also, technically, you can still get any minion from combining a 3-of-a-kind via the rewarded discover spell or via Shifter Zerus. Mike Donais said that this is the only way to produce grater number of a specific minion than there is in the minion pool. Not an easy thing to do, especially in the late game, but there is no 100% gurantee to lock your opponent out of any one minion. But obviously, this way it would take a lot of luck to get a specific outcome, so buying them up is still a good enough tactic to try to mitigate the probability of enemy picking up a minion you dont want them to have.
Not putting sold minions back in the pool would create a heavy 'first came first served problem' where who was offered key minions first would likely win the whole thing leaving no comeback mechanic.
Isn't this what happens now with later game cards like Mama Bear, Junkbot, and Soul Juggler? I agree maybe that when players are killed their cards should go back, but the big comeback cards are never being sold. The sold cards are buffs and early minions, and the early minions really dilute the late-game pool when they go back in.
Yes and no. Obviously Tier 6 minions are the fringe cases, but even just stuff like Hyenas, Junkbot or Amalgams count, or buff minions like Mechaltooth. Imagine once someone bought it, it would never be available again.
I mean it would be an interesting environment and im absolutely not against trying it out, but in the end, i dont think it would work very well.
Not putting sold minions back in the pool would create a heavy 'first came first served problem' where who was offered key minions first would likely win the whole thing leaving no comeback mechanic.
The issue with adding cards/units to a game like this is that it dilutes the pool, making it harder to upgrade your units. It's not an insurmountable problem, for example DotA underlords has a really clever mechanic where they stick a couple of units in "jail" every day, which means that the meta changes daily, depending on what units/combos are available. If/when they do add more cards to the game, I expect something similar to be implemented along with it to make sure players still have a reasonable chance to combine triples.
They could just make it so that when you have two same minions, your chances to get a third one are higher. There would have to be some balance beind that, to not be guaranteed to cheese it, but i there could be rather easy solution for this particular issue.
Very interesting Hero Powers. I think Brann will end up being the strongest of the four, cycling Battlecries will now buff your minions even more. Elise might be close second; or even outperform him on average, since she will have much lower skill cap, giving you a lot of early>mid game tempo. You will not sacrifice basically any tempo for upgrading your Tavern and you can even get dibs on the key minions from higher tiers very fast this way. Finley and Sindragosa will end up being good, but maybe hard to play, at least at first.
You vote on cards on the site and you participate in a meaningful discussion in the card thread's basically ;-)
I only now got to this, the class looks pretty good and the flavor is high!
One thing im not sure even Shatterstar realized, at least he didnt mention it is, with Astral Intellect and Mark of Gemini, this class has some serious potential for a Mill deck :o
Oh, and before i forget ... BEGONE SECRET LOVERS! :D
You're welcome :D CNO on duty!
MMR stands for Match-making Rating (or Ratio) and is an abbreviation used in many games that have "ladder" system. Sometimes its hidden (like for Casual matchmaking), sometimes its not.
Exactly what Shadows said, you compare two situations, that are diametrically different. Curator has an extra 1/1 from the start of the game and it helps him not to lose health in first few rounds just by "existing" basically. But "wasting" a turn by buying a weak-stated minion in the early to mid game where all you can afford is one minion a turn is a very different scenario. There, it very well can cost you some health in the process.
You could compare it to buying a Wrath Weaver on T1 instead of literally any other minion. You are 100% guaranteed to lose some health from this action, because you will gonna lose your next match or two at least. You can eventually turn it around and the investment can lead to your victory, but depending on the situation, you just might be too slow. Same thing could potentially happen with buying a 2/2 amalgam.
I know this is a kinda silly example and that amalgam could be a 1/1 and ppl would still buy it because it would be worth it overall, but the nerf is going to do something. Will it be enough? Probably not, but you will notice it happened.
While i agree with you, couple potential early losses due to lower stats could matter in the long run. Sometimes xou just need one more Recruit phase to get where you need to be but you have no time (=health). I guess we will see if it makes any impact. I suppose it might (only) impact heroes who already struggle in the early game tho.
What song is that?:o
Eye, Thief of Crowns 😎
It was probably due to Inspire having flavor with The Grand Tournament and calling it "inspire" on these minions wouldnt be very flavorful. I mean it was a design decision at the time that is now coming to bite them in the ass. I guess they just decided to go one way, rather than another. Cant say they couldnt have done something better, but at the same time, cant blame them either.
Nope, dont have access to the game yet.
BGH comeback inc! :D
Yeah, no worries, that one i definitely blame on my poor reading comprehension :)
And yes, Banner Saga is an amazing game, trilogy in fact, a story driven turn based RPG. Quite a gem. Highly recommend ;-)
OMFG, i just read it "The Banner Saga part 4 is here" and i got so hyped for a second. Then i read it again, my dreams were shattered :(
Again, yes and no. Yes, rushing high tier taverns is a sound strategy to get to those minions first, since you are more likely to have them offered. And yes, buying them up in the late game, so your opponent cant have them is also a valid strategy.
That being said, the fact that minions from dead players and sold minions go back to the pool gives players in mid>late game a chance to beat the guy who got to the carries first. You shouldnt be able to win solely based on if you got lucky that you got certain minions offered first. More variables should be important in the end, and they are, which is good.
Also, technically, you can still get any minion from combining a 3-of-a-kind via the rewarded discover spell or via Shifter Zerus. Mike Donais said that this is the only way to produce grater number of a specific minion than there is in the minion pool. Not an easy thing to do, especially in the late game, but there is no 100% gurantee to lock your opponent out of any one minion. But obviously, this way it would take a lot of luck to get a specific outcome, so buying them up is still a good enough tactic to try to mitigate the probability of enemy picking up a minion you dont want them to have.
bbcodes for Runeterra decks working now! :)
I lol'ed hard :D You got me this time :D
Yes and no. Obviously Tier 6 minions are the fringe cases, but even just stuff like Hyenas, Junkbot or Amalgams count, or buff minions like Mechaltooth. Imagine once someone bought it, it would never be available again.
I mean it would be an interesting environment and im absolutely not against trying it out, but in the end, i dont think it would work very well.
Not putting sold minions back in the pool would create a heavy 'first came first served problem' where who was offered key minions first would likely win the whole thing leaving no comeback mechanic.
They could just make it so that when you have two same minions, your chances to get a third one are higher. There would have to be some balance beind that, to not be guaranteed to cheese it, but i there could be rather easy solution for this particular issue.
Very interesting Hero Powers. I think Brann will end up being the strongest of the four, cycling Battlecries will now buff your minions even more. Elise might be close second; or even outperform him on average, since she will have much lower skill cap, giving you a lot of early>mid game tempo. You will not sacrifice basically any tempo for upgrading your Tavern and you can even get dibs on the key minions from higher tiers very fast this way. Finley and Sindragosa will end up being good, but maybe hard to play, at least at first.