I think the main reason is that with Stand United, the targets never actually leave combat, aka, the "space" where the spell was aimed at was always filled.
With Shadowshift the actual target disappears and there is a moment of an empty board beefore the Shadow is summoned, in which the spell will fizzle (as all spells that lack a target do)
it'S not the most intuitive, but it's consistent with how the game works
you're talking about the same people who thought the Amazing Reno would be a great idea for a boss fight. In fact, they loved it so much they even RIGGED his hero power to give him better results on average.
Also, try a better deck, OTK might not be the best idea...at least not the way you're going about it
I also don't get what 8 is supposed to mean. There are plenty of ways to kill minions with that amount of health, especially considering stuff like Single Combat, Whirling Death, Atrocity, etc.
I run 3 copies of it in my elusives deck. It's one of the best surprise attacks that no one expects.
I'm saying if you have a board set up to play a 6 mana card and then a 3 mana card, you're probably curb stomping your opponent.
or maybe you just spent your last turn setting up smaller minions. This ain't Hearthstone, minions actually stick around for more than a turn if you don't just burn them as block fodder
I'm fairly certain Elusive decks are still going to be busted, but at the very least now you don't get completely screwed over when they curve Inspiring Mentor into Greenglade Duo
Rimetusk Shaman in generally is pretty gross right now. I kinda wish they either made its target random or dropped it to 4 mana but it instead targets "weakest" enemy. It's getting a TON of play right now, especially contrasting it to Minotaur Reckoner which has a better body and stuns which is strictly better than frostbite but because its effect is constrained to "smallest" it usually ends up getting chumped.
please don't introduce more randomness into the game. If anything it just needs to be easier to remove or cost more.
The nerf is to warsong commander, if they were to unnerf it it would be "give your 3 or less attack minions rush" but then rush would be a classic keyword and Blizzard is annoying and won't do that cause charge is ok but rush is too complicated for new players.
The real reason? Blizzard has no idea how to balance charge they don't want that design space at all also they don't care.
Basically all this, but mainly the old Warsong Commander effect is something they don't want because Charge = Bad these days. If they ever did decide to un-nerf Warsong, the card would likely be forced into HoF along with reverting the card's effect. They won't though... they'll just let the card continue to be a dead part of everyone's collection.
Side note, I wish they'd be a little more conservative with the use of Rush. They seem to slap it on about 1/3 to half of the minions in every set now. Obviously I'm exaggerating, but... still.
I think they're catching on these days. [Hearthstone Card (Animated Avalanch) Not Found]e had Rush for sure during development, but I guess they figured yet another Oasis Surger clone wouldn't be too fun...ironically enough they probably should have kept it if they wanted Elemage to be playable,
Deny is the only reason you're not seeing 100% SI decks. Elusives are too strong, but nothing else would be able to deal with the removal spells in this game if Deny didn't exist. This game has an overall problem with how cheap complete removal is. When you lose games, you often feel like you were helpless and not outplayed. Deny is part of that problem, but it's actually hiding how bad the problem really is.
literally has the most overcosted and most counterable removal in the history of card games, what are you smoking?
-Deny is fine with the current state of the game. It' the only thing that stops a lot of the current cancer in Frejlord and P&Z. If other spells in the game get hit with nerfs, then it would be fine to up the mana cost on Deny.
-The frostbite spells needs to be turned into fast instead of burst and/or have their mana costs increased. Ezrael decks are even less interactive than elusives. You can't do anything while they stall the game.
-Elusives needs some tuning. I think they would be fine if they just all lost HP. Just making them more fragile will reinforce the archetype.
-Lots of SI units and spells need nerfs too. Their removal spells are way too cost efficient and give too much utility. I would prefer if they nerfed fearsome before nerfing the spells though. I think the combination of the two is what makes SI so overwhelming
-All the fearsome units need to either have their mana costs increased or their HP reduced to 1. Way too strong and cost effective for so much HP.
-Ephemeral units are way too strong and will replace fearsome next. Spectral riders should be adjusted, which would help balance Hecarim out without directly nerfing him.
-Ledros needs to either be 10 mana or have fearsome removed.
-Hecarim needs his stats adjusted. I'm just throwing a number out, but he should probably be 5/4
-No one knows it yet, but Heimer is absolutely broken. He probably won't get any attention this patch, but expect him to be meta at some point soon.
-Can't offer much insight into Noxus, because no one uses it. I see maybe one deck a day and it's usually easy to win against if it's the primary region in the deck. Katarina just needs a new level up, and Draven's spinning axes should probably be 1 mana with no discard, and he should create two before the level up. Discarding to play spinning axes is unbelievably bad. Have not seen or played against a vlad or Darius deck yet.
to be fair, Ezreal decks are really gimmicky anyways.
All you need is a fast kill spell to murder him when they eventually play him and you're good. [Hearthstone Card (Culling Strike) Not Found], Vengeance, and other combos work quite well.
I generally think Lifesteal is way too undercosted in this game, especially considering that via blocking you can proc lifesteal every round and it completely invalidates the relevance of early chip damage.
Agreed. Of course it's designed as a counter-mechanic against eagly-aggression decks, but it's way too efficient at its job in my opinion.
Stuff like Emerald Awakener and the one buff card from Ionia with Barrier and Lifesteal for a turn are fine cards. They are either gated by time or limited to a one round basis.
But then you get stuff like Radiant Guardian and Lifeblade and suddenly things get a lot more difficult considering the amount of permanent buffs that are in the game. I'd rather they'd give certain cards a fixed heal effect, aka: Strike or Attack: heal for x amount.
I feel like they took too much inspiration from Hearthstone in this regard where Lifesteal isn#t nearly as strong because usually you only get a one attack out of a lifesteal minion and can't react to removal. Lifesteal Minions in general need to be heavily limited by their own stats and mana curve.
Soulgorger is probably the most well executed version. It's slow and dies to a lot of things, but it shines against decks who rely on brute force and have no counters. It's also part of a region that doesn't have a lot of attack buffs meaning that there is less in-built synergy (compare that to Kinkou lifeblade who comes from a region with numerous Hand- and combat buffs)
I don't see why they would rework Deny. The only problem it has is being too mana efficient for its cost. Put it at 4 or 5 mana and it still becomes viable for decks who need to protect key minions but less universal in any deck.
I also don't see most of your buffs happening.
Poro Snax is pretty crazy if it works, it's just that very few people actually play Poro decks these days.
Trueshot wouuld also be kind of ridiculous as a fast spell, given that it essentially acts like Avalanche in most cases.
Kalista is actually pretty decent I'd say...she's just not really main champion material, more like an additional 3-drop that gives you benefits if you can keep her alive, but at worst works as a removal magnet for very little risk. I currently run two copies in my Spider decks, and she performs fine.
Your Nerf suggestions seem likely. The biggest problem with Elusives at the moment is the mount of handbuff and burst buffs they have access too. Kinkou Lifeblade should not exist at all with Lifesteal, it's ridiculous to get something like a 5/6 that you can't even efficiently block and removes the possibility of a face race. I generally think Lifesteal is way too undercosted in this game, especially considering that via blocking you can proc lifesteal every round and it completely invalidates the relevance of early chip damage.
I think you should also include Jeweled Protector. If that card hits any Elusive unit and you don't have big removal ready you're probably gonna die within the next few rounds.
Also, free runs (after your third in one week) offer ONLY the bonus XP -- no shards or capsules. For this reason, free runs are single trials only, not best of two (since best of two is used only to determine the amount of shards and capsules, not XP).
additionally to that free runs are on average a better way to get experience than just playing regular games since on average you're gonna get around 300-500 more experience for the same amount of time
Jinx in general strikes me as a very deck-optimized type of champion...meaning if you're even missing only a few cards the deck falls apart due to lack of consistency.
Jinx-Draven is a pretty powerful combo who tend to fuel each other. Include all the discard support you can find (Flame Chompers into Vision is pretty neat) and a bit of good removal (Culling Strike and others) and you can slap pretty hard. The deck has phenomenal reach with Get Excited and the Rocket.
At the end of the day, you're gonna need 3 of both Champions as well as most of the key cards such as the Experimenter dude that discard 3 and draws 3
well then they're even more braindead, because by the time he gets a weapon worth fingering you're already dead...and then he just makes a new one anyways
not to mention he ALWAYS get a perfect opening.
It's literally the opposite of fun, you just have to get lucky. It's Maloriak all over again.
Honestly this is the kind of shit that makes me want to quit the game alltogether. Just a complete lack of playtesting
I think the main reason is that with Stand United, the targets never actually leave combat, aka, the "space" where the spell was aimed at was always filled.
With Shadowshift the actual target disappears and there is a moment of an empty board beefore the Shadow is summoned, in which the spell will fizzle (as all spells that lack a target do)
it'S not the most intuitive, but it's consistent with how the game works
you're talking about the same people who thought the Amazing Reno would be a great idea for a boss fight. In fact, they loved it so much they even RIGGED his hero power to give him better results on average.
Also, try a better deck, OTK might not be the best idea...at least not the way you're going about it
What abotu Vengeance and Culling Strike
Also all the Frostbite combos
I also don't get what 8 is supposed to mean. There are plenty of ways to kill minions with that amount of health, especially considering stuff like Single Combat, Whirling Death, Atrocity, etc.
or maybe you just spent your last turn setting up smaller minions. This ain't Hearthstone, minions actually stick around for more than a turn if you don't just burn them as block fodder
I'm fairly certain Elusive decks are still going to be busted, but at the very least now you don't get completely screwed over when they curve Inspiring Mentor into Greenglade Duo
please don't introduce more randomness into the game. If anything it just needs to be easier to remove or cost more.
and that's why backline removal is important
Hearthstone has this too if you've ever played Curse of Weakness
negative numbers don't show up, but they do exist and I think that's good because it adds another layer of gameplay
I think they're catching on these days. [Hearthstone Card (Animated Avalanch) Not Found]e had Rush for sure during development, but I guess they figured yet another Oasis Surger clone wouldn't be too fun...ironically enough they probably should have kept it if they wanted Elemage to be playable,
literally has the most overcosted and most counterable removal in the history of card games, what are you smoking?
calm your tits, they'll nerf it
to be fair, Ezreal decks are really gimmicky anyways.
All you need is a fast kill spell to murder him when they eventually play him and you're good. [Hearthstone Card (Culling Strike) Not Found], Vengeance, and other combos work quite well.
word
Stuff like Emerald Awakener and the one buff card from Ionia with Barrier and Lifesteal for a turn are fine cards. They are either gated by time or limited to a one round basis.
But then you get stuff like Radiant Guardian and Lifeblade and suddenly things get a lot more difficult considering the amount of permanent buffs that are in the game. I'd rather they'd give certain cards a fixed heal effect, aka: Strike or Attack: heal for x amount.
I feel like they took too much inspiration from Hearthstone in this regard where Lifesteal isn#t nearly as strong because usually you only get a one attack out of a lifesteal minion and can't react to removal. Lifesteal Minions in general need to be heavily limited by their own stats and mana curve.
Soulgorger is probably the most well executed version. It's slow and dies to a lot of things, but it shines against decks who rely on brute force and have no counters. It's also part of a region that doesn't have a lot of attack buffs meaning that there is less in-built synergy (compare that to Kinkou lifeblade who comes from a region with numerous Hand- and combat buffs)
I don't see why they would rework Deny. The only problem it has is being too mana efficient for its cost. Put it at 4 or 5 mana and it still becomes viable for decks who need to protect key minions but less universal in any deck.
I also don't see most of your buffs happening.
Poro Snax is pretty crazy if it works, it's just that very few people actually play Poro decks these days.
Trueshot wouuld also be kind of ridiculous as a fast spell, given that it essentially acts like Avalanche in most cases.
Kalista is actually pretty decent I'd say...she's just not really main champion material, more like an additional 3-drop that gives you benefits if you can keep her alive, but at worst works as a removal magnet for very little risk. I currently run two copies in my Spider decks, and she performs fine.
Your Nerf suggestions seem likely. The biggest problem with Elusives at the moment is the mount of handbuff and burst buffs they have access too. Kinkou Lifeblade should not exist at all with Lifesteal, it's ridiculous to get something like a 5/6 that you can't even efficiently block and removes the possibility of a face race. I generally think Lifesteal is way too undercosted in this game, especially considering that via blocking you can proc lifesteal every round and it completely invalidates the relevance of early chip damage.
I think you should also include Jeweled Protector. If that card hits any Elusive unit and you don't have big removal ready you're probably gonna die within the next few rounds.
additionally to that free runs are on average a better way to get experience than just playing regular games since on average you're gonna get around 300-500 more experience for the same amount of time
Jinx in general strikes me as a very deck-optimized type of champion...meaning if you're even missing only a few cards the deck falls apart due to lack of consistency.
Jinx-Draven is a pretty powerful combo who tend to fuel each other. Include all the discard support you can find (Flame Chompers into Vision is pretty neat) and a bit of good removal (Culling Strike and others) and you can slap pretty hard. The deck has phenomenal reach with Get Excited and the Rocket.
At the end of the day, you're gonna need 3 of both Champions as well as most of the key cards such as the Experimenter dude that discard 3 and draws 3
I'm pretty sure just going with Ionia, stacking barriers and waiting until you can OTK with Judgement is the way to go
oh and ofc his hero power only accounts for Standard spells...which are totally not rigged at all and never actually hurt him.
People actually paid for this shit and they couldn't even be bothered to come up with a realistic challenge.
well then they're even more braindead, because by the time he gets a weapon worth fingering you're already dead...and then he just makes a new one anyways
not to mention he ALWAYS get a perfect opening.
It's literally the opposite of fun, you just have to get lucky. It's Maloriak all over again.
Honestly this is the kind of shit that makes me want to quit the game alltogether. Just a complete lack of playtesting