Thanks for the tip! As for the nerf, I think that it’s a fair nerf and should make it much less OP when used in the early rounds and much easier to play around. I would probably still prefer reducing the cost and damage to 4, but I think the change is good as it is.
Hi Takadama, welcome to LoR! On your criticisms of balance, I would agree that a lot of them are valid, but as you play more games and in more metas, you’ll see that there are other strategies that are often better than SI or Elusives. For example, there have been metas where Ashe Noxus using Frostbites and Yetis were Tier 1, and in another meta PnZ/Noxus burn was overturned and killed players super early with tons of direct Nexus damage. However, there is no denying that SI has some very powerful cards that have allowed them to take over a lot of metas and basically cements them as an always somewhat viable region due to their amazing control cards and Aggro cards. However, I trust that the LoR development team will continue to Nerf SI cards whenever they become too problematic (if you look at LoR’s history, SI has gotten a huge number of nerfs, and used to be way better than it is now). Sorry if this was a bit rambly, I just wanted to explain that SI has a history of being troublesome but that the LoR devs have consistently nerfed it when it has overtaken the meta. Patch notes will actually release tomorrow which should address some of these issues (people are expecting Go Hard and Grand Plaza to be nerfed).
As for Elusives, I would say that they are actually in a pretty healthy spot today, especially in comparison to LoR early days. Back in beta, only Ionia had good Elusives (outside of Heimerdinger’s bots), so Ionia Elusives decks couldn’t be contested by any other region. However, Bilgewater and Targon have been released and both feature lots of Elusives, giving the concept more counterplay. Additionally, Sharpsight has given Demacia a way to block Elusives. Currently, I don’t think that there’s really any full Elusives deck other than Fiora Sparklefly (and having more Elusives wouldn’t even be that great against it), so I don’t think that elusive decks are a huge problem. I do think that Elusive is a very dangerous keyword, but I think that as long as it properly balanced, it can add another interesting way to play the game. If you want more ways to counter Elusives, you could als try playing decks with more removal options, such as Ezreal Draven.
Nice idea, I think you captured a lot of his LoL abilities in this design! My only issue with it is that it's essentially a worse Tryndamere and doesn't really do enough for a 9 Mana card (Ledros, Mina, and the Dreadway are examples of powerful and unique 9 Mana cards). What if his Level Up were changed to "I've struck the enemy Nexus once. When I Level Up, Rally." That way he would essentially be a powerful 9 Mana card with two conditional "Relentless Pursuit"s attached who threatens a lot of immediate damage, whereas Tryndamere is more about slow and unstoppable damage. Do you think that makes sense as a design for him?
EDIT: For some reason the way I used to add images doesn't work anymore, so I'll just post this imgur link: https://imgur.com/a/H2XIWEi
1. Add Nightfall restriction to Go Hard
With this nerf, Go Hard would be far more difficult to use and much worse on turn 1. It also opens up the card to being used in a Nightfall deck (the deck likely wouldn't be trying to get "Pack Your Bags"
2. Reduce Damage and/or increase cost of Pack Your Bags
This is the most likely nerf, and would make Go Hard worse against midrange decks. It also opens up more counterplay because if the opponent taps below 4 mana, you know they can't used Go Hard.
3. Change Pack your Bags to "Drain 6 from anything"
This is one of my personal favorite nerfs for the card because it removes the most frustrating part of Go Hard: the fact that it removes almost your entire board. By making Pack your Bags a single-target Decimate/Vengeance with healing attached, Midrange decks can suddenly do a lot better against Go Hard. This preserves the "finisher" aspect of the card while making it more fun to play against (similar to Jinx's rockets).
I just had an idea for how to make her a little less combat focused and not cost 0 when recalled. What if her recall ability were instead “When I would die, Recall me instead if you spent spell mana this round.” That way she keeps her ability to survive enemy spells but doesn’t recall when you don’t want her to. It would also require you to spend 5 mana each time to play her again. As for whether she should have Attune, I think that she’s more interesting if she forces you to get spell mana through other cards, so I wouldn’t give her Attune.
I love this design! It reminds me a bit of both Hecarim and Katarina. I think that it’s also for the most part balanced because the recall ability basically makes you play a 1 Cost 2/2 Ephemeral when you spend spell mana, which is actually pretty weak (and might be more of a downside than an upside). The most powerful ability she has seems to be the Level Up spell, but even that’s not too insane.
In terms of changes that I would make, I think you could streamline her design a bit. I would change her LvL 1 text to “When I see you spend spell mana, Recall me and reduce my cost to 0 this round. Attack: Summon a Vulpine Spirit attacking.” Then when she levels up her Attack ability also generates a Fleeting Spirit Rush in hand (Spirit Rush’s text would be changed to only deal 3 to a unit). I think this would make her a lot simpler while keeping most of her functionality and toning down the one ability that might be a bit overpowered (getting a spirit rush every round). Overall, I like this design and I think it opens up a lot of possible synergies with multiple regions and strategies. Good job!
I love this! It creates a sort of mini-game where you try to destroy the Marked enemy and the opponent tries to keep it alive, which seems like really compelling gameplay. It also allows for a lot of cool support cards that also mark enemies. In terms of the phrasing, I think I would change it to something like “Plant an Explosive Charge on an enemy” and then have Explosive Charge mean “Last Breath: Deal 1 to all allies.” I would also change her Level Up ability to something like “Round Start: Plant an Explosive Charge on the Strongest enemy” because otherwise she’s way too good at destroying Aggro decks by essentially casting 4 Mana Fast speed “deal 3 to an enemy and 1 to all other enemies” every round.In terms of balance, I’m actually having a really hard time figuring out if she’s too weak or too powerful. At Level 1, she’s much weaker than MF in most decks, but her Level Up is fairly easy and makes her an Aggro crushing powerhouse. I think that shows that you balanced her as much as is possible without playtesting, so good job on the balancing!
If you want to add images, the best way I've found is to use imgur to host the image and then copy the image link, then copy the image address and use the "Insert Image" tool on Outof.cards to insert it. Alternatively, you can post a link to an album containing the card or a reddit post. I hope this helps!
Does anyone know if Clutchmother Zavas was an HS original character? If so, I came up with a good idea for her.
I’m pretty sure that the issue is just a single user downvoting comments for no reason, not the whole community being toxic. I’ve seen a few posts get random downvotes, but after I upvoted them to balance it out they stayed at “0” upvotes. It seems like in general people don’t upvote a post unless they really like it, so if someone downvotes a post it usually stays downvoted for a while.
I think the fact that Riven has Badgerbear stats shows that Riot doesn't expect the Reforge mechanic to be very good. Riven herself does look pretty great, but I worry that a lot of decks that would run her could just run Draven instead. The only case where I see Riven being better than Draven in a generic deck without synergy is if the meta is full of 3/3s or Fearsomes.
If Riven makes Gem-like tokens, Arrel could be very good. Also, she's a good combination with Taric.
I honestly think it's so weird that they made this an "I've Seen" Level Up. They should do something like what they did with Fiora and have her Level Up from seeing 5 cards with different names played, then change her Level 2 to "Once I've seen you play 10+ cards with different names, for the rest of the game, when you summon a unit, grant its keywords to all allies." Then she would be able to keep at least some of her progress.
Edit: Alternatively, they could change her level up to "Copies of Zoe have seen you play 10 cards with different names."
I really hope that this card isn't so powerful that it demands a nerf, because it opens up so many deckbuilding possibilities for Demacia that I think it deserves to be a staple like Single Combat. The most appropriate nerf I can see would be changing the Landmark to "When you summon an ally, give it Challenger this round. If it already has challenger, give it +1|+1 this round instead." In any case, I love the potential that this has with Shyvana and the Dragons in general. Late game, a lot of the dragons become really weak because they won't be able to gain Fury (such as the 4/4 Dragon). With Challenger, they are able to scale at least once and pull away units that could threaten your better dragons. This card also makes Stalking Broodmother into a superpowered Genevieve the turn it is played, which could cause that card to actually see play. Another great synergy I see is combining it with Legion Drummer to get units with Quick Attack and Challenger.
I think what people don't realize is that the created copy isn't Fleeting. Basically, every turn you have the choice to spend 2 mana on getting a copy of this (although you would only want to play it on an attack turn). This card can also single-handedly Level up Nocturne, which means that we can now make decks built around Nocturne's Level 2 Ability that don't include Targon. For example, I want to try out an SI/Freljord deck with Poros that makes the entire enemy board have 2 or less Power by playing multiple 1 cost Poros alongside Nocturne.
If you can manage to get the Nightfall off at burst speed, this becomes a 5 Mana burst speed “stun 2 enemies” on attack turns, which is pretty insane. Just the silences are also really good against something like Elusives or Dragons. I think it’ll only be better than Hush in decks that want the Nightfall affect, or if the meta has lots of decks that are vulnerable to a double silence (like Taric).
Why does Riot keep making unnecessarily random cards? Why doesn’t this target the lowest-cost card or the highest-cost card? Heck, I’d even be okay with it targeting your left-most card. With the card as it is, it has a chance to highroll you into ASol on turn 6 or lose you the game by giving your opponent a huge discount and forcing you to give up tons of tempo and board control. I really hope they either rework this or make sure that it’s always meme tier.
I don't know if it's possible for this card to be good without some insane synergy point. Almost no units are worth spending 1 more than their mana cost to replay, even if they have an amazing summon effect. In order for this to be good, there needs to be some insane synergy card like a unit with a strong play effect and a negative Last Breath effect. I think this would have to cost 1 to be viable, and even then it would only be good at making discard fodder.
I think this card is most directly comparable to Plaza Guardian. It's probably better than Plaza Guardian because it costs 4 less, can't be chump blocked into irrelevance, and generates a 1-cost spell. However, Plaza Guardian is so bad that I'm not sure if these advantages make it playable.
This looks really awful when compared to something like Vile Feast. The only way I see this being viable is in a deck that runs either tons of Kegs, or with Funsmith.