I'm with Sanns: The card seems pretty underwhelming with its printed text. Letting Unstable Voltician trigger his effect after being summoned should make him more viable.
Sounds a lot like my earlier confusion with how the "survive damage" effects interact with barrier. I guess it's consistent, although it seems highly unintuitive.
This. I'm firmly in the "don't-treat-0-damage-as-damage" camp, but at the very least, there is consistency here.
All spells bar this one will fizzle if their target is removed prior to resolution, irrespective of their effect on Nexus health.
As it just came to mind, I want to add that this only applies to single-target spells. A Trueshot Barrage will continue to resolve if 1 (or 2) of its targets is removed beforehand. One could construe an argument where Final Spark always has the enemy Nexus as its secondary target by default. I know it's a bit of stretch, but worth thinking about in my opinion.
I'm 99% sure I played him at least once in an Expedition and he entered the board with the buff intact. So at the very least, it's not like his printed card effect doesn't work. However, I guess his effect may also trigger the way meisterz described, which clearly looks like a bug.
Happens to me, too. I have a mono-Freljord Frostbite deck. One day, I can go on a tear with it (unranked), and the next, I'll struggle for the better part of an hour to even score my 400-XP bonus for the day.
I'd advocate a stat nerf to 3/5 and/or weakening the summoning aspect: Either reduce the Riders to 2/1 or, as I'd prefer, let him summon only 1 instead of 2. I could see Overwhelm being removed or limited to his level-2 variant, too.
I'm not looking to complete the new sets in a hurry.
That said, I'm currently floating ~70 common and ~50 rare wildcards. I use them occasionally when building a new deck, but I mostly play expeditions, so the wildcards keep piling up. That means I'll probably easily fill out the common and rare slots for 1 or 2 new decks once the expansion hits.
By that time, I might consider spending some cash on wildcards so I can get those champions and epics faster.
Are you saying you didn't get the "PING" and Yasuo card flash by your deck at all when you played the Conspirators, or you did get that part but the number on the Yasuo card didn't change?
I don't recall exactly, but I believe the ping notification didn't occur.
Yeah, I gathered that's where Forty was coming from, but thanks for the explanation nonetheless. I just don't see it as plausible that damage would exist in a sort of 'hidden' state without any damage numbers popping up.
I personally don't see a moral issue with this either and I concur, this will be patched at some point for sure
Out of curiosity, if you think there's nothing morally wrong with using the system this way (which is fair enough, I'm not going to force my opinion on anybody), why do you think Riot would change it? Because people who do it might be less inclined to buy wildcards with real money?
Well, violating their terms and abusing/exploiting the system are two entirely different things (one is a legal and the other a moral issue). I personally don't care if people use the refund system to their benefit this way, but I could see Riot changing its implementation if they notice an increase in this kind of behavior.
Personally I'm not really having any issues with the rate of unlocks, but to each their own I guess.
I never said I had any issues with it, either. Just pointing out that there's a notable difference with the new model. At least I find 4 guaranteed champions per week instead of 3 quite significant. But as sinti said, this is mainly an issue for the most active of players. Which does include me, but I'm OK with 3 weekly champions.
Just accept that Barrier negates damage after it has been dealt, and everything falls into place for this and many other interactions (such as Overwhelm).
To me, this contradicts the meaning of "dealing" damage. If damage is dealt, the target has to lose the corresponding amount of health - that's how I see it. You could talk about the damage being assigned before the barrier negates it and prevents it from being dealt.
You're still getting the champion (and can get it instantly by just starting the Expedition and then surrendering it) but you have the option for some Expedition fun as well.
That's missing a crucial piece of the puzzle, though: You're limited to 3 expedition rewards per week. With the previous version of the vault, you would've been able to score a guaranteed 4 champions per week (presupposing that you're able to afford the 3 expedition runs without the free token). Now it's just 3.
Yeah, there's no guarantees for a champion card in your vault. I'm still a bit salty because I only received a single epic in last week's level-13 vault. Yesterday's level-13 yielded 2 epics. Feels rather weak for a vault that's supposed to be the "exciting thing" we wait for every week.
I approve of faster animations. The thing that irks me the most, though, is that (just like in Hearthstone) your timer to finish your turn keeps running even if you can't do anything because an animation is playing. I think that's bad design and hope that Riot can figure out a way to prevent it. The most intuitive solution would be to pause the timer whenever an animation is running, but that might be difficult to implement now with the variable framerates.
I'm with Sanns: The card seems pretty underwhelming with its printed text. Letting Unstable Voltician trigger his effect after being summoned should make him more viable.
This. I'm firmly in the "don't-treat-0-damage-as-damage" camp, but at the very least, there is consistency here.
As it just came to mind, I want to add that this only applies to single-target spells. A Trueshot Barrage will continue to resolve if 1 (or 2) of its targets is removed beforehand. One could construe an argument where Final Spark always has the enemy Nexus as its secondary target by default. I know it's a bit of stretch, but worth thinking about in my opinion.
I'm 99% sure I played him at least once in an Expedition and he entered the board with the buff intact. So at the very least, it's not like his printed card effect doesn't work. However, I guess his effect may also trigger the way meisterz described, which clearly looks like a bug.
Happens to me, too. I have a mono-Freljord Frostbite deck. One day, I can go on a tear with it (unranked), and the next, I'll struggle for the better part of an hour to even score my 400-XP bonus for the day.
I'd advocate a stat nerf to 3/5 and/or weakening the summoning aspect: Either reduce the Riders to 2/1 or, as I'd prefer, let him summon only 1 instead of 2. I could see Overwhelm being removed or limited to his level-2 variant, too.
I'm not looking to complete the new sets in a hurry.
That said, I'm currently floating ~70 common and ~50 rare wildcards. I use them occasionally when building a new deck, but I mostly play expeditions, so the wildcards keep piling up. That means I'll probably easily fill out the common and rare slots for 1 or 2 new decks once the expansion hits.
By that time, I might consider spending some cash on wildcards so I can get those champions and epics faster.
Freljord at 17, the rest somewhere between 8 and 12.
I see you're really getting into the idea ;).
I don't recall exactly, but I believe the ping notification didn't occur.
Yeah, I gathered that's where Forty was coming from, but thanks for the explanation nonetheless. I just don't see it as plausible that damage would exist in a sort of 'hidden' state without any damage numbers popping up.
Out of curiosity, if you think there's nothing morally wrong with using the system this way (which is fair enough, I'm not going to force my opinion on anybody), why do you think Riot would change it? Because people who do it might be less inclined to buy wildcards with real money?
Well, violating their terms and abusing/exploiting the system are two entirely different things (one is a legal and the other a moral issue). I personally don't care if people use the refund system to their benefit this way, but I could see Riot changing its implementation if they notice an increase in this kind of behavior.
I never said I had any issues with it, either. Just pointing out that there's a notable difference with the new model. At least I find 4 guaranteed champions per week instead of 3 quite significant. But as sinti said, this is mainly an issue for the most active of players. Which does include me, but I'm OK with 3 weekly champions.
To me, this contradicts the meaning of "dealing" damage. If damage is dealt, the target has to lose the corresponding amount of health - that's how I see it. You could talk about the damage being assigned before the barrier negates it and prevents it from being dealt.
Good for you, I guess.
Pyke + Ashe on the field would be pretty nasty, I imagine. Or Pyke + Shen.
That's missing a crucial piece of the puzzle, though: You're limited to 3 expedition rewards per week. With the previous version of the vault, you would've been able to score a guaranteed 4 champions per week (presupposing that you're able to afford the 3 expedition runs without the free token). Now it's just 3.
Yeah, there's no guarantees for a champion card in your vault. I'm still a bit salty because I only received a single epic in last week's level-13 vault. Yesterday's level-13 yielded 2 epics. Feels rather weak for a vault that's supposed to be the "exciting thing" we wait for every week.
I approve of faster animations. The thing that irks me the most, though, is that (just like in Hearthstone) your timer to finish your turn keeps running even if you can't do anything because an animation is playing. I think that's bad design and hope that Riot can figure out a way to prevent it. The most intuitive solution would be to pause the timer whenever an animation is running, but that might be difficult to implement now with the variable framerates.