They Are Fixing The Game :)

  • Nifty129's Avatar 390 643 Posts Joined 05/29/2020
    Posted 1 year, 5 months ago

    Its the patch to end all patches. It hits every single 55% winrate deck, it hits decks that are just irritating to play against, it hit Irelia Azir, and it buff vanilla cards nobody plays.

    Can't really get any better then that.

    Karma is fixed, Heimer is fixed, will of Ionia buff installs it as a core card for the region again. Make it rain is back for bilgewater.

    Snake is a 1/1 challenger so Zoe can't just eat 2 drops for free anymore...God that was dumb.

    The watcher now operates like mokai so you don't just loose instantly on your next draw

    Ezreal Draven has taken a hit that's great to both its essentially free draw 2  at 1 mana, and it's key removal piece.

    Thresh Nasus shouldn't have insane aggro plays anymore, and it's combo hasn't been touched

    Its a bold new world, where literally nobody knows what will be dominant and I feel confident brewing again 

  • FortyDust's Avatar Pumpkin 1175 1803 Posts Joined 05/29/2019
    Posted 1 year, 5 months ago

    Nerfing old archetypes so the new stuff can be OP isn't necessarily "fixing the game."

    In fact, it's exactly what they've done in the past.

  • minuano28's Avatar Mountain 700 860 Posts Joined 09/10/2020
    Posted 1 year, 5 months ago
    Quote From FortyDust

    Nerfing old archetypes so the new stuff can be OP isn't necessarily "fixing the game."

    In fact, it's exactly what they've done in the past.

    They are not nerfing old archetypes so that new cards can be OP, they nerfed problematic archetypes so that the meta can slow down and control decks can be playable again. The issue was that live balance team was in denial about the problems the game had and we had to endure some toxic decks for months now, these changes are very welcome.

  • Nifty129's Avatar 390 643 Posts Joined 05/29/2020
    Posted 1 year, 5 months ago

    Yeah I would say that the new balance patches have been very sucessful.

    Lurk doesn't feel op as of yet. There's always that dice roll element.

    Do I want to Yolo this attack and attempt to hit lurk, do I want to predict and loose card advantage.

    As for the new P and Z Shurima, God its fun, but no I don't think that's overpowered either.

    Playing a 4 mana champ that can just get mystic spotted is risky.

    The changes to core cards are interesting. Ionia got buffs which is nice, because for a while it was like why ever play Ionia over shurima.

    Bilgewater buffs for sure, I think kegs could be a thing again.

    Everything just feels up in the air right now and I hope it stays that way for atleast a week.

  • TheTriferianGeneral's Avatar Soldier 555 873 Posts Joined 02/10/2020
    Posted 1 year, 5 months ago

    While lurk decks might not be top tier or impossible to deal with I really don't like the lurk concept and how the archetype plays. 

    It is in essence an aggro deck that scales way better into the lategame than other aggro decks while not doing anything much differently that aggro decks did in the past.

    The lurk mechanic is about as parasitic as everyone was thinking the only deckbuilding decision is how many predict cards and how many lurker cards you play which is about as deep and interesting as alternating land counts in mtg decks. 

    The deck has not much interaction and mostly it is about scrying a lurker on top of the deck and turn your creatures sideways. This supe linear gameplan had no chance to work if Riot would not have given every big lurker overwhelm because... why not? 

    The deck has about the same kind of counterplay every aggro deck has, so once again frostbite, spot removal ... but that that point all these concepts are getting old for me.

    The predict archetype however feels pretty luck dependant despite the predict mechanic standing for increased consistancy. You got 1+ Dropboarders into your starting hand from mulliganing? Guess sucks to be you... same as the opponent finding all 3 in his first 3 predicts. Pretty much the same goes for Fallen Feline.

    You have only little agency over the random 3 card picks and with cards relying on getting hit by the random selection the skill expressive predict mechanic turns into a gamble. Also is the concept of giving payoffs for predicting more than 1 time each round (which doesn't allow you to actually use the primary predict benefit) kinda silly in my book.

    Ekko is a cool champion and I could see his theme working out in many archetypes... if he had enough support within p&z to not rely on Shurima to work. It is just sad to see new archetypes being so restricted that creativity is greatly limited by missing region independence. 

    Zilean kinda doesn't convince me because he is pretty bland. Sure the designspace for 2 mana champions is rather small but if all a card does is shuffleing mediocre landmarks into your deck then I am not the one buying it. Before this patch I could argue that Zilean was good because there were only few predict cards now there are so many I want to play 1 copy at best.

    And for those who want to know how well Viktor Glorious Evolution is going: now... if you get the spell resolved you are most likely going to win but getting a 10 mana slow speed spell going is as hard as everyone thought it would be...

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