I feel like instead of doing something like that, I'd be much happier if they buffed up the bad buffs. I mean, some of the Commons are just useless like Deep Meditation which almost never works except maybe once per run. Another choice would be adding exclusive starting buffs and, of course making that choosable. I just don't think it feels right to make it so that you can pick the first buff when the options just become redundant with the Epic buffs.
I tried out each difficulty now, it definitely felt like each difficulty got much harder than previous difficulties. I can definitely say that I like that there are more choices in difficulty now, though it kinda sucks that you have to unlock it one by one for each champion, it's annoying but it makes sense. So far, I've gotten everyone but Lulu to Legendary and only Heimer and Azir to Heroic.
It's funny to me because Azir is actually the first champion I got to Heroic (I haven't won Heroic yet), but I beat Legendary pretty easily with him. Pretty much everything that's good with MF will be good with Azir. Scouts, Rally, 1 cost spam, etc. All-in with Azir and just buff him up so you play him either earlier or make him stickier. That's my strategy at least. The only outright horrible card in his starting deck is Weight of JudgementBADCARDNAME but if you can get a mana discount treasure on it, it becomes playable in the Freljord and PnZ stages. The passives you want to try to get are mostly the epics such as Yipp's Genius, Lil' Buddies, Nature's Revenge, Domination. Any combination of that and you should win pretty much every fight on turn 5.
Also, I second the opinion that Taliyah is egregiously bad. I've tried winning using Landmarks only and just try to use her starting deck, but it's much easier if you find a second champion and just dump as many treasures as possible on that one instead. It took me a while to get her to pass Hard and I only got through barely with Elise spiders + Yipp's Genius. I hope they buff her soon so that I can actually win with her in Legendary.
Greater Golem. It's created by Kazakus, Golem Shaper.
Reminds me of the Spirit of the Dragonhawk and Ice Walker interaction.
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TF:The new perk was just there to make his lvl up possible in all decks, if my suggestion was to go through without the perk, it would be outright impossible to lvl him up without extra card draw, which not every deck has.
I would argue that it's not that hard to draw two cards in a single turn. Every region that TF wants to play it in has a way to play it, and also TF is in Bilgewater which also means he already has access to draw. Buffing TF's red and yellow card is just going to make him even more of a menace. He never needed his level up to be good and by doing this TF/Fizz will be the least of your problems. Not every champion needs to be self-sufficient and definitely not TF. You also definitely do not need to level them up to be the main focus of a deck. Sejuani hardly levels in Ashe Sejuani but she gets used often because of her stats and her ability to frostbite.
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Viktor:Quite simply you will always be able to choose a keyword you can afford, perhaps having some sort of "fixed RNG" could do the trick too, as you will always roll a random cost 1 keyword, a cost 2-3, and 4+ let's say, if you already have all keywords from a certain cost range you will just get more options for the ones ur missing.
Thanks for clarifying, I understand a bit more how it works. It just works a bit more like Heimer which is alright. However, it's a bit hard to judge what keywords cost 1, 2, 3 or 4 and it's much worse than Heimer in that regard because of how much more keywords there are. It's just really confusing and hard to play, especially for beginners.
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For Vlad I think Imma edit it so it's more clear what I meant, simply when Vlad hits an ally with his skill for the first time he will deal 1 to them, and every other time he'll "do 0 damage" aka strike them for 0, meaning that "if I survive the damage" effects will be triggered without actually taking any damage.
I don't think surviving 0 damage counts for surviving damage btw. Doing Thermo with 0 mana doesn't proc survive damage. I tested this out, so I don't think Vlad will work. If you were to say to make it so it does, then it will just make his interactions much more confusing. Otherwise, it's a really unnecessary buff to Vlad. More text, more confusion, no good.
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For Atrocity I just think it makes people lazy, or forces them to be lazy, instead of being creative and thinking of a good strategy that uses the nice design Nasus has they just slap this card and call it a day cuz it's the fastest. I just don't like how it's the best way to play decks with high-power characters, it's not only about Nasus but also Nautilus. Like there is all that creative stuff you could do with those champions but then this card says NAH, screw your strategizing if it has power just kill it and you win. Not a fan.
I don't understand what you mean by it makes people "lazy". Every card game needs to be attractive and easy to understand for casual players, so you're bound to have simple cards with obvious build-arounds. Atrocity actually just fits in a place where I think it's one of the best-designed finishers because it has so many counterplays. Reducing the attack, killing the unit, recalling the unit, countering the spell, killing the opponent yourself, healing outside of range. You also say that it's bad because you just slot it in any big power decks and win the game but that's the point of the card, it's to build a deck around it, and just because it revolves around using big minions doesn't mean it's braindead. Hell, Atrocity is actually being run in other decks as well like Nightfall Aggro or Aphelios Kindred and they don't run 10+ power followers.
Then again, I'm just biased.
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About Hush, so how would you nerf it? 4 cost perhaps?
I want to say make it Focus speed, but that's probably just going to significantly nerf it.
I think that your change about his level up makes sense enough but I don't think you should give him another ability. The main reason is because Red card and Yellow card will become insane and it will actually make him even better than he is right now. It doesn't matter if he doesn't proc it more than once after that because all he will be is a 4 mana 2/2 that does X and draws a card, and that is currently half his issue. His play effect gave the user so much advantage and this will make it even worse. I do like the level up requirement change though.
I think that nerfing him to 4 mana is such a huge nerf because it messes up his curve too greatly. I think his main issue is more towards cards like Veiled Temple and the protective spells Targon has. Making him 4 mana will overall make Aphelios worse but that means that there's a potential for Aphelios decks to just cut Aphelios for another card. Might be wrong on this because I haven't played too much Aphelios but I can say for sure that it will definitely void him from seeing play in the current meta.
Changing it so that his moon weapon phase resets is more of a change that I dislike not because it's just not consistent with other champions that reset their abilities when leveled up. e.g. Lucian, Sejuani, Kindred.
Good change? The only issue is as you pointed out some keywords are indefinitely better than the others and should cost more. The issue is that how can you determine what the cost is before being played? It's a bit too confusing so I would say that you shouldn't really change it too much.
Making his level up requirement weaker but his level up payoff stronger isn't a good idea imo.
I think that all Viktor needs is a stat buff out of anything to be playable. As of now he just doesn't trade well into anything when dropped on 4, though I suppose that's the point.
Yeah, 100% agreed. Though at the same time I feel like you underestimate how often you will actually level him up by doing so. It will just make it so that Nocturne will be stronger without Nightfall package therefore making Targon's Nightfall cards to be worse.
Just say she needs 6 to kill btw.
Also while I think this is a decent change, the main issue is that her 4 kill effect is due to her flavor. Her LoL counterpart needs to hit 4 times and this is their translation into the game so I don't think they would want to change the number of kills needed to win. Would be nice to see them forego this notion though.
A bit of a hot take but I think Vlad is in an okay position right now. He doesn't really need too much to make him good and operates more like a Deep deck where it's a worthy consideration but not a deck to ever go above tier 2. Changing it so he won't be able to hit his allies more than once is a nerf because you can just choose who to take the hit by repositioning their attack.
Also, Lifesteal is busted on him because it basically means that Vlad just heals to full when you play him. Consider that his skill damages his minions and drains the enemy Nexus as well.
Why Tough? It makes him stronger definitely but not by that much imo. I think what they need to do is just change it so that attackers need to strike and not survive so cards with Quick Attack and attacking 0 attack minions counts towards his level up. Your suggestion isn't bad, it's just that it won't fully fix some of his flaws. (Not saying that mine will though.)
Uhh, why? Just out of curiosity. I don't see many Azir Hecarim decks. I get why you want to nerf it but seeing as how this deck isn't performing particularly amazingly I actually think that it's unnecessary. It's a pretty important card in matchups where the opponents have Ice Shard or Withering Wail. I think it's fine and nerfing it will just make Ephemerals outside of Azir decks even worse.
Despite it looking like a nerf, it's actually a buff. It makes it weaker to reactive cards such as Bastion, Deny, Nopeify, but it makes it so much more incredibly stronger to cards that buff stats. You can no longer react to it when you have Sharpsight or Riposte which is not an uncommon answer at all.
Silence and Frostbite cards should NEVER EVER be Fast speed.
I like Atrocity actually so this is more of a bias than anything else but keep it this way, please. I also don't think Atrocity is the issue in Nasus decks.
Hardly ever needs 4 damage to kill stuff and I actually like having a card that deals 4 damage in this game. I think making it 2 mana is better.
Overall, your suggestions aren't bad but some are definitely flawed.
I'm all down for making Pick a Card cost 4 or Wiggly Burblefish being a 2/1 or Boxtopus becoming a 3/3, but just because other cards are better nerf targets than TF himself shouldn't entirely discount the fact that TF himself is already insane. Just nerfing the proponents that make TF/Fizz OP is good and all but it doesn't mean that another TF deck won't appear and showcase the same level of strengths. We saw this with Go Hard and we saw this again with TF/Fizz. EZ/TF, TF Swain, TF/Aphelios all use TF mainly because he's really efficient even when not leveled up because he always comes out on top in terms of value because you'll always be wasting a card about 95% of the time. Making him weaker on level up will make it so that people aren't as pressured to kill TF to make sure he doesn't level up. Instead of being a card that is flexible and good when played and also puts a countdown to end the game within 1-3 turns, he just becomes a card that is flexible and good when played.
I would love to be wrong about TF nerf becoming necessary because I really like TF decks in general. (Yes, even TF/Fizz.) That said, the fact that we've been seeing a pattern about TF recurring in tier 1 decks despite using different sets of cards should speak volumes of how good he is.
Also removing Quick Attack and making him a 4/2 is literally the same treatment Aphelios got. He was never attacking and now you're just making sure he never will. So I don't think changing TF's stats will do much.
Quote From TheTriferianGeneralI would actually prefer nerfing his level up to:"the first time you play a card each turn pick eighter Gold Card Red Card or Blue Card and cast it".Tf lvl up would still be powerful but mean a lot less value per turn.
I would actually prefer nerfing his level up to:
"the first time you play a card each turn pick eighter Gold Card Red Card or Blue Card and cast it".
Tf lvl up would still be powerful but mean a lot less value per turn.
I agree. The fact is that TF suddenly shifts the game so heavily in your favor the moment you level him up. Sure it's hard to do, but he's a 4 Mana card, he's not supposed to be able to end the game on the spot just because you didn't draw a way to kill him. MF level up was game ending back when she had Overwhelm because it would add an extra 4 damage and they nerfed it so that she doesn't end the game immediately. So a nerf like this is actually plausible in my opinion. It doesn't entirely kill the card but still often changes the outcomes of games while also keeping his flavor intact.
Honestly, I'm not a huge fan of the graphics of the remake so far. From the trailers we have seen, it looks a lot more like they had planned to release the remake for the 3DS but missed its opportunity and instead released it for the Switch instead. The art style is not the best I have seen but it's not the worst either. I think it all boils down to whether or not they would replicate the gameplay and story from the original. I'm secretly hoping they would add Mega evolutions even if they haven't shown it thus far. It would be pretty cool since we have already seen Primal Dialga in the past from Pokemon Mystery Dungeon.
Talking about the other Pokemon games, it's pretty weird how people didn't like BW back then but now everyone loves it and praises it a lot. I was always a huge fan of it so I'm glad that there are a lot more people who appreciate it now, especially its story. I think a lot of people are hoping that they'd do BW remakes, and while I'm down for it I wish they can just skip it and give it to XY because I feel like remakes should go to the games that actually needs fixing not to ones that are already good.
Also while talking about the Pokemon stories, I feel like the mainline Pokemon games don't really deliver on it aside from a few that stands out like BW. However, their spin-offs like Pokemon Mystery Dungeon: Explorers of Sky is pretty good storywise and have a lot of content. It has one of the biggest post-game content out of all the Pokemon games out there where it feels like a completely different story. Give it a try if you guys haven't.
I thought it was because they tried to implement it so that it will pass whenever the opponent pass just so they could burn their mana, but I have seen the AIs just pass entirely when they have an incredibly easy play like Sejuani or Thresh. The AI is just pretty weird honestly, both in Lab of Legends and in the AI matches. Occasionally just using Vile Feast on their unit instead of the enemies or just target the wrong unit. It seems to be a WIP but I prefer this over not trying to tweak it at all. They have recently made the AI matches better so now you can face much more different decks which I'm down for.
As far as I can tell, Shurima's weakness is that it's susceptible to burn/aggro plans as it lacks healing outside of 2 cards. It is also pretty weak against direct damage cards as they don't have a lot of +health combat tricks but more of +attack combat tricks. It is also very combat-reliant as most of their cards don't have direct damage, so stuns and recalls work really well against them. However, it feels like the weaknesses aren't as bad as other regions because they have good solid cards that counteract their own weaknesses, such as Rite of Negation, Ancient Hourglass, Shaped Stone. So the only gameplan that is reliable against them is the burn/aggro gameplan because their healing cards aren't amazing.
Shurima's strengths are also pretty defined I think. They have good card draw and draw tools like Predict, which allows you to search for answers better. Good early game tempo in the form of strong early game plays with premium stats, and Predict helps out the curve. They control the board fairly well through the use of their combat tricks and good tempo. Their defensive tools are limited but very strong, like Rite of Negation or Spirit Fire which can change the game's outcome depending on whether they have it in hand.
I think that's not a bug but an interaction with Sivir's level 2. As long as she has Spellshield and she's attacking, everyone else has it. So if you had taken out Sivir's Spellshield everyone would lose Spellshield.
I think that the difference between this and Jury-Rig is that the Sand Soldiers could be potentially bigger with Desert's Wrath and some Ephemeral synergy like Hecarim or Soul Shepherd. Overall, I think that this is slightly overcosted to play a single Sand Soldier but since it is a repeatable effect it would make sense as 3. If this was 2, you can summon burst speed summon a full board which is probably too crazy.
If you don't like playing Expeditions at all because it's too grindy or bland, you can just cash in Expedition tokens for an Epic Capsule 3 times a week instead.
Personally, the main issue with LeBlanc is the fact that her mechanic is tied with Reputation which is a horrible mechanic. Not enough payoffs and it's hard to get there. LeBlanc isn't a very good champion to tie in with Reputation. A lot of people have pointed out that Samira is better for a lot of reasons and I think that no one disagrees. LeBlanc just doesn't feel like an aggressive champion but a combo/control champion instead.
Also, I think it's bad to have another 4 cost champion that's a 5/3 with Quick Attack. Especially since they'll be in the same deck. Also not that big of a fan of the level up condition because Viktor is also 4 mana. But it's definitely more interesting than 3 mana Academy Prodigy.
Quote From minuano28I don't think that changing him to a 2/1 is going to change anything. Twisted fate is not hard to remove, the problem is that he levels up way too fast, so I would say make him harder to level up. Nerfing the red or blue card is also a good option.
I don't think that changing him to a 2/1 is going to change anything. Twisted fate is not hard to remove, the problem is that he levels up way too fast, so I would say make him harder to level up. Nerfing the red or blue card is also a good option.
Changing him to a 2/1 is huge actually. He would now die a lot to pings like Vile Feast, Withering Wail, Unspeakable Horror, Ice Shard, and TF Red Card funnily enough. His level up form also dies to Mystic Shot, Death's Hand. So there are a lot more things that can reliably kill him if he becomes 2/1. Though I do agree it probably won't change as much as changing the cards themselves.
Other than the first suggestion I don't think the other two are happening because RubinZoo talked about it and said that changing TF's cards felt clunky compared to what we have right now. Honestly one of the suggestions I want to say is just to readjust his level up in general. The condition could be upped to 10 and I think that's the most possible change. Or make it much weaker so that it's not as an amazing win con anymore. Kind of like what they did to Ezreal. Though I'm not exactly sure how to go about it. The safest bet is still the 2/1 possibility, but I feel like there's a better solution to this that we just haven't seen.
This card is objectively better than Withering Wail as you can use it more often than Wail. The only times I think that it has a downside is when the enemies have one health or when you are fighting burn. This card hits more often as it deals 2 damage, causes the enemies to have -2 attack so even if they save the minion it's still going to be doing way less damage and blocking with minions also means it takes 2 less, and also it's burst speed so there's not a lot of good counterplay. Though this card isn't as good against a deck that's just Burn or uses a lot of direct damage like PnZ burn decks. The burn damage is consistent and healing 3 is often much better in those cases.
I think you compare this more to Wild Claws than Concerted Strike. Still, it's probably too meme or too slow since not a lot of Champions benefit greatly from stat buffs. I could see this in Fiora but that's about it and is such a case you probably just run other combat tricks.
Honestly, this card feels like it should be compared to something like Kindly Tavernkeeper as well, a really good open attack punisher. If they open attack, you can play this and immediately heal back 4, and now your opponent has to play into it; otherwise, they'll burn their Mana and if they do, it has to be above 2 Health or it dies. Of course, the downside is that you can't use spell mana is a stark difference, and I think that this is the reason why it's worse than Avalanche still. Nevertheless, even if it isn't better than AvalanceBADCARDNAME, it is still a valid option since it can hit face for 2 as well, and you could just run both of them, so you'll have more removal options. You'd probably just run 2 of Avalanche and 2 of Blighted Ravine. Now, you punish both open attack and open development plays.