TheTriferianGeneral
Lv.10Soldier
Comments
[runedeck]15377[/runedeck]
That's the deck that I am playing right now.
It's all about leveling [runecard]Leona[/runecard] early, take out all of the opponent's blockers with stuns and finish the job with a double rally effect from [runecard]Taric[/runecard] + [runecard]Golden Aegis[/runecard]/ [runecard]Relentless pursuit[/runecard]
Edit: I just noticed in one of my games that [runecard]relentless pursuit[/runecard] is eighter …
Speaking of [runecard]Leona[/runecard] and her daybreak archetype:
I find the daybreak archetype is currently the best archetype for the [runecard]taric[/runecard] extra attack engine because it has high statted low cost aggressive units and the the best tools in targon demacia to devalue blockers (stun effects).
It doesnt need more than a double attack combo with 2 blockers stunned …
Because now you can run effectively up to 6 copies of [runecard]golden aegis[/runecard] in your deck.
It's not like you would run 6 copies but 4-5 copies (3 [runecard]golden aegis[/runecard] + 1/2 [runecard]relentless pursuit[/runecard]) gives you that much more redundany and deck consistancy (especially because [runecard]written in Stars[/runecard] indirectly got buffed through [runecard]solari priestess[/runecard] that getting the double rally …
Looking at the [runecard]relentless pursuit[/runecard] change I wonder how much it will take to buff [runecard]taric [/runecard] into a tier 1 champion...
apparently Riot is willing to find that out...
I also disagree: without puffcaps [runecard]Caitlyn [/runecard] makes way less sense to be played because she cares a lot about any kind of trap including puffcaps.
If anything you can debate whether her flashbomb package is good enough since to me it looks way weaker than the puffcap one.
The huge difference between a [runecard]merciless hunter[/runecard] and the likes of [runecard]fiora[/runecard] and [runecard]aphelios[/runecard] is: they are winconditions that you actively want to protect because they will win you the game if the live long enough, if your [runecard]merciless hunter[/runecard] dies you won't be too sad about it because it's just a 3 mana fearsome unit afterall
Also is …
Sure these are nerfs on the most powerful cards right now but are they reaĺly impactful?
Well I doubt it. Removing 1 Health from both [runecard]Ruin Runner[/runecard] and [runecard]Merciless hunter[/runecard] doesn't make them a lot weaker since all the merciless Hunter nerf will do is making the unit more vulnerable to spell removal, which is not worth it most …
The only champion that thematically makes sense to be multi region out of your examples is [runecard]Taric[/runecard] who has a strong connection to demacia lorewise.
For the rest however... not so much
I we are starting with the debate why certain champions can't be viable at a time then I doubt we come to constructive conclusion.
I mean of cause [runecard]Lux[/runecard] is a bad champion because her design and stats make no sense at all:
she doesn't have a great statline to fight, yet she has barrier
she is …
So could you make clear what you mean by "fix the game"?
This phrase is about as vague as it gets and if anything you should make give a picture what you want for the game.
Do you think the balance is so bad? Do you think we have too many effects too many cards that are breakable?
…I mean sure it is a prototype of a deck but what does the deck try to do ?
If anything annoys me from the ionian arsenal it is the duo of [runecard]will of ionia[/runecard] and [runecard]concussive palm[/runecard] their ability to take units out of the fight no matter the size is really nasty to deal with but one can live with it afterall.
There is no doubt that Ionian has been on the strong side in the …
Sure the deck wasn't good if it would completely rely on the combo but I think the support package is on it's own quite strong and espeicially the likes of [runecard]mountain sojourners[/runecard] [runecard]Sparklefly [/runecard]and [runecard]frightened ibex[/runecard] can create strong lines of play even without the stars of the show.
I think for my next trick I will try to combine [runecard]ziggs[/runecard] with [runecard]swain[/runecard]. The amount of stuns + burn triggers will proably be a Nightmare for opponent once you have a level 2 Swain on board.
The curve of [runecard]taric[/runecard] [runecard]poppy[/runecard] is not really awkward considering that [runecard]taric[/runecard] + [runecard]golden aegis[/runecard] is a round 5 play anyways so you play [runecard]poppy[/runecard] on round 4 and follow up with taric + [runecard]golden aegis[/runecard] the following round . (4 unit mana + 4 unit mana + 4 mana (1 unit mana +3 spell mana))
I think thah [runecard]Sion[/runecard] [runecard]Draven[/runecard] sooner or later will drop [runecard]Sion[/runecard] in favour of an more aggressive curve. It turns out that a [runecard]Darius[/runecard], that is arguably harder to level for 1 extra mana but with a Backup wincondition is not carrying well... which could explain why nobody played [runecard]darius[/runecard] before.
In general however nexus got great additions and …
The way I would design a reworked [runecard]darius [/runecard] is that I would make him a 5 mana 5/4 overwhelm with. Whenever I see you dealing damage to the enemy nexus I get 1 stack of noxian might. I have +1 power for every stack of noxian might.
level up: I have 12+ power.
Level Up [runecard]Darius[/runecard]:
…
Given that you run 37 noxian cards you might consider running [runecard]basilisk rider[/runecard]
[runedeck]15104[/runedeck]
That is the list the screenshot demonstrating the stat stacking nonsens you can do with the list will come later :)
Went 8/0 so far beating lee sin, Sion Midrange, Aggro, Elusives and Darkness control.
Admittedly my opponents weren't the greatest deck pilots but still 100% Winrate and against various matchups
On the …
Most of this deck's description is right but Ramp clearly isn't part of it's features, and no: restoring spell mana doesn't count as ramp (which means get to play cards ahead of the usual curve by increasing max mana permanently/temporarily)