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GerritDeMan

Joined 05/28/2019 Achieve Points 240 Posts 178

GerritDeMan's Forum Posts

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 week, 3 days ago

    I really like Battlegrounds but dying because of <5% lethals right when your build is coming together is so fucking frustrating.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 2 weeks, 2 days ago

    I'm pretty sure that's a crayfish, although I'm not sure what species exactly. I would guess it's the eastern Asian/Eastern North American variant.

    I have actually encountered a whole bunch of these in a lake that we had to sample to assess the chemical and ecological water quality. It's an invasive species here in the Netherlands and these crayfish almost entirely wiped out the fish population in the lake, so we had ourselves a nice barbeque with all of the crayfish that we sampled. Unfortunately I also got pinched quite a bunch of times. 

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 3 weeks, 4 days ago

    I'd like to share a hilarious battlegrounds game where the top 3 was me playing pirates against two murloc players. I had two Cap'n Hoggarrs which allowed me to buy any pirate for free (if I also sold them afterwards) while also buffing my golden Salty Looter to astronomic proportions. Both of my opponents had a lot of health left so the game kept going for quite a while, and for some reason neither of them seemed to be getting any Gentle Megasaurs. When I got to tavern six however, I decided that it should stay that way when I immediately found myself some megasaurs: 

    Show Spoiler

    And lo and behold, the last remaining opponent did not get a megasaur and my big fat pirates were able to carry me to victory!

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 3 weeks, 5 days ago
    Quote From meisterz39

    Frankly, after tuning in to the Progress Day podcast on YouTube, I have just about zero respect for Swim's point of view. The episode in question was discussing the Twitch Rivals tournament and Patch 1.2, and Swim was really childish about the results. Specifically, he complains about losing to Kripp's Burn Aggro list and describes it as though it was some random list even though it was about as cut-and-dry a Burn Aggro netdeck as you could get. He then went on to complain about how tournaments are better when you can predict your opponent's line-ups, and that his opponents were just "bringing random stuff" instead of "outgaming [him]." He came off as a petulant child who felt entitled to first place simply because he plays more Legends of Runeterra on Twitch than the various Hearthstone streamers who joined the tournament. 

    The part I'm referencing from Swim is here, a few minutes into the episode: https://www.youtube.com/watch?v=KdUEac4l9J8&feature=youtu.be&t=538

    I have not seen the Twitch Rivals tournament so what I'm about to say could be wrong, but I don't think you should be too hard on Swim because of what he said on the podcast. If you're participating in a tournament where people expect you to be the expert who stomps all the inexperienced people, and the opposite happens followed by twitch chat endlessly making fun of you for it, it makes sense that you're going to be frustrated by it. In addition his loss(es?) was(/were) apparently to Noxus/P&Z burn aggro, on which I think we can all agree that it is not the type of deck you want to see being played in tournaments because it is incredibly easy to pilot and losing against it feels like losing a coinflip.

    I'm not saying everything Swim is saying is completely correct or justified, but I don't think you should abandon all your respect for him just because of what he said here. Everyone says something dumb every once in a while, especially when they're frustrated about something.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month ago

    I disagree because of the following reasons:

    1. You also get experience from your expedition games, which results in more rewards. You also continue to get experience for any expeditions after you've completed your first three.

    2. You also get cards or wild cards depending on the amount of wins you got, plus additional shards from the guaranteed epic capsule.

    3. You already mentioned it yourself, but reaching the maximum rewards is a lot easier in Legends of Runeterra compared to other card games (at least as far as I know).

    4. It's really easy to get a free expedition token each week, meaning that if you get max wins in all three expeditions you can get 2000 shards for free in a week in addition to all of the additional rewards. Of course you shouldn't count on being able to do this every week, but the way you're complaining about expeditions makes it seem like you expect to consistently get to 7 wins.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month ago

    Could it be possible that the opponent had units with either fearsome or elusive and you were not able the opponent's units because of it? If that is the case and you also happen to not have any spells that are playable during the attack phase of your opponent, then the game automatically skips your 'defensive turn'.

    Edit: Like Sinti mentioned below, the game only auto-skips your turn if you have that setting enabled (and you have no available plays).

    In reply to Glitched Losses
  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month ago

    I'd like to give a big shoutout to the pieces of shit who are still playing Noxus + P&Z burn aggro in fucking normal mode even after the nerfs. I also really love that I always draw all three copies of Make it Rain in my deck when they happen to have multiple Crimson Disciples!

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month, 2 weeks ago
    Quote From Crusader2010

    It seems to me that runeterra is going the hearthstone route, bit by bit. It's like they can't come up with something balanced and always need to push certain OP things.

    I'm glad i didn't play much because i'd probably get mad for the wasted time. I'm also sad that no one is able to come up with some truly balanced game and realize that you can't ever please everyone. 

    I disagree, I think they (Riot) are just not afraid to try different things, whether they're going to be op or not.  Because they're willing to make balance changes every month this is also relatively safe for them to do. When releasing new cards you can't always play it safe because then there's the chance that very little of the new cards will be played, like what happened when TGT was released for Hearthstone.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month, 2 weeks ago
    Quote From OldManSanns
    • Thematically, I love SI.  They have a feel that is unique and intuitive.  It reminds me of M:tG Sultai / Golgari without the clunkiness of dealing with a discard pile.  I also really like how it has a glass cannon feel thanks to Ephemeral, Can't Block, and Fearsome tags.
    • Balance-wise, I would concur with the general consensus that the region is overly popular at-large but I would argue that this is due to other regions being under-tuned moreso than SI being over-tuned.  Specifically: there are certain packages (P&Z discard, Frejlord poros, Frejlord battlescars, and P&Z purrsuit to name a few) that are virtually unplayed, and that has big ripple effects in deck construction.
    • Mao'kai might be my favorite champion in the game right now.  I'm not convinced he's any good, but between the saplings and deep bonuses and his deck attack he has so many interesting possibilities.
    • The Ruination is an especially interesting card.  Honestly, it and Corina are the only effective counters to big boards right now, so I like that it is in the game.  However it creates this condition that SI is one of the most effective splashes for control as well as aggro, and that just feels odd.
    • The only card that I earnestly hate is Commander Ledros--I hate losing to him, and I hate winning with him.  Specifically: I hate that he has the combination of his Play skill, Fearsome tag, 9 attack, and that damned last whisper that returns him to hand.  I'm not even saying that he's overpowered, I'm just saying that that much value and tempo coming from a single card with no other synergies or situational dependencies makes me feel extremely uncomfortable.

    These are pretty much my thoughts as well. I'd add to it that I especially hate ledros because he punishes the opponent for trying to not lose (which is basically the win condition of control decks). Anything from blocking attackers to healing your nexus is punished by him and that feels really bad to play against in my opinion.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month, 2 weeks ago

    Yeah I experienced this as well. I think I would change it so that "everywhere" buffs persist through recalls and similar effects, since decks that currently make use of these types of buffs aren't that strong anyway.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month, 2 weeks ago
    Quote From BasilAnguis
     

    Yes, you are correct. My examples were kinda bad, i just said what came to mind on the moment. Tbh i forgot Shen was even in the game. I disagree on Tyrnda actually, before at least he was played in Warmother's Call decks and one of his strong points was the level up condition (you could use Atrocity and have him survive and get bigger or clear the board with Ruination).

    Yeah you're right about Tryndamere. It's probably better to say that he is played because of his level up, but not with the purpose of actually levelling him.

    In reply to Buff Vi.
  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month, 2 weeks ago
    Quote From BasilAnguis

    I think Vi is bad, but not in the way OP said it. Vi is among the champs who their level up is secondary to their baseline versions. This is bad  in my eyes, you should try to level up your champs all the time, that's one of the selling points of the game. Braum and Sejuani suffer from this as well. Their leveled up forms simply aren't worth the time and effort they require to achieve. Sure, no one will complain if Vi levels up and slowly punches the enemy nexus to death, but she's used as just a good challenger unit, not a real build around. Her whole package of drawing cards, spamming 2 cost stuff fell flat. They work better in Jinx decks! And that's the opposite of how it should be thematic wise.

    I partly agree with this, because I think levelling up a champion should something that feels rewarding, but I don't think Braum and Sejuani have the same problem as Vi regarding their level ups.

    Playing against a Braum, especially a buffed one, always forces you to keep his level up in mind, because he will create huge amounts of value once he reaches that point, and therefore his potential to level up is certainly impactful.

    Sejuani may be really hard to level, but she also gives a huge advantage if the player manages to do it, and thereby players are still encouraged to try to level her (or prevent it when playing against her).

    Vi's level up, on the other hand, isn't really in the form of "do X, then I do Y". She levels more gradually, but actually levelling her takes a lot of effort and the payoff just isn't really worth it (at least based on my experiences with her so far). Because of this and her base form already being strong enough, players are not encouraged enough to level her and instead play her as a very strong challenger unit.

    I think better comparisons to Vi are Draven, Vladimir, Shen, Tryndamere, and Heimerdinger, because they are all champions that you don't play more for their base form and not because you want to level them (Although Tryndamere is a bit of an odd one regarding his level up). Draven, like Vi, is just a very solid card on his own that you don't play with the purpose of levelling him. The main difference with Vi is that he is still quite a bit easier to level and his levelled form is also much more threatening compared to his base form. Vladimir is kind of the same in that he is played for his base form effect and his levelled form just gives him a good bonus effect. The same can be said for Shen, because he is mainly played for his unique support effect. Sadly I hardly ever see Shen being played so I can't say for sure whether his level up is rewarding enough for the amount of effort it requires, but I don't think it's encouraging enough to consistently try to level him. Tryndamere, like I mentioned, is a weird one because he levels up very easily, but he is only played because he is a big dude with overwhelm that helps you finish the game, and that also happens to be difficult to deal with because he needs to be killed two times. And finally, Heimerdinger is also a champion that is almost solely played for his base effect, and his level up is just a nice bonus.

    And here is where I partly disagree with the post above, because I don't think every champion should be played for the sole purpose of levelling up. However, I do think that they should at least meet one of the following requirements:

    1. A unique base effect in combination with a fitting level up that is rewarding enough for the amount of effort it requires (like the examples I mentioned above)

    2. A very rewarding level up that players should almost always want to achieve, which can excuse a lackluster base form (e.g. Kalista, Ezreal, Maokai, Thresh and Swain).

    I think Vi certainly doesn't meet requirement 2, and I think it's debatable whether she meets requirement 1. I think I would lean more towards the opinion that her level up isn't rewarding enough for the effort it requires.

    In reply to Buff Vi.
  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 1 month, 3 weeks ago
    Quote From kaladin

    Card 1 - "Deal 1 damage to 3 random different enemies."

    Card 2 - "When you cast a spell...stop all enemy spells and skills targeting me."

     

    Apparently random = targeting.  Fucking bullshit.

    Yeah Make it Rain is really weird in how it interacts with other cards. When it was revealed I expected it to select its targets once the effect resolves, but instead it selects its targets immediately when its played and before the effect resolves. This makes it interact with other cards that interact with targeting effects (e.g. Ezreal and Fizz). It also gives the opponent a much better chance to respond, as they will know exactly which of their units are about to get hit.

    I'm not sure if I would prefer the spell to select its targets when the effect resolves and not before, or the way it currently works. The former would give both players the same amount of knowledge to work with, but it would probably also make the card much more frustrating to play against.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 2 months ago

    It's a bug. The daily bonus amount of exp shown is wrong, but the amount you're actually getting is correct (i.e. 400 bonus exp for your first win, 200 for your second, 100 for your third).

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 2 months ago
    Quote From BlueSpark
    Quote From GerritDeMan

    Maybe they could make some deck recipes centered around new cards (mainly champions) and allow any player to play those for the first week(s)?

    Isn't that part of what expeditions are for? At least regarding the new region. I mean, you only get 1 free token per week, so if you want to run more trials, you'll have to pay for them. But Riot purposely upped the probability of Bilgewater-based buckets to pop up for expeditions. This should give players a good chance to draft decks around the new Bilgewater champions.

    Disclaimer: I haven't started an expedition on the release patch, so this is all theoretical.

    Expeditions are still a very different experience than playing with a 'normal' deck. And as I already mentioned I personally just don't enjoy expeditions very much but that's my problem. Right now I would prefer being able to play prebuild decks without getting any rewards for it over playing expeditions, because the former is 1) more enjoyable for me and 2) gives me more insight into what type of deck I would like to play and which cards I would like to craft.

    By the way, I'm not saying my idea is good. It's just an idea.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 2 months ago

    I know this isn't the main topic of this thread, but I think the biggest issue of not allowing/encouraging players to buy card packs when a new expansion hits is now very apparent, i.e. players who don't have many resources or who value them too much are discouraged to immediately start to play new decks. This becomes even more prevalent when combined with the fact that you need 3 copies (or at least 2) of a champion to build a deck around them. I personally have far more resources than I need to build a few new decks, but because I have no idea what I want to craft yet I am still playing pre-expansion decks or expeditions (which is not a game mode I enjoy very much). I'm not sure if many others experience it this way though.

    I don't know what they could do to about this. Maybe they could make some deck recipes centered around new cards (mainly champions) and allow any player to play those for the first week(s)?

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 2 months, 1 week ago
    Quote From CursedParrot

    I agree, I think that they’ll keep the max though, just so that it fits in with League of Legends (since teams in that game are 6 players). However, I could definitely see them making a Game Mode in which you can play unlimited numbers of champions. (A Full Champion deck would be such a cool meme)

    Would also be funny to see a whole screen covered with champion faces when you find an opponent and at the start of the game.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 2 months, 3 weeks ago

    I think it's important to remember that levelling up Maokai doesn't only remove the opponent's deck until 4 cards are left, but it is also guaranteed to obliterate all champions in the deck. This can be gamewinning against a slow deck that is highly reliable on its champions to win, like a control Ezreal deck, and at the same time levelling up Maokai should be easiest against those types of decks.

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 2 months, 3 weeks ago

    So I just played a game where I levelled my Heimerdinger by creating two copies of one of my turrets using Dawn and Dusk. However, I think because my Heimerdinger levelled up before triggering his effect (i.e. creating a turret in hand), he did not create a turret after the spell was resolved. Has anyone experienced anything similar to this?

  • GerritDeMan's Avatar 240 178 Posts Joined 05/28/2019
    Posted 2 months, 4 weeks ago

    I believe the blocking image doesn't show up in front of a unit with overwhelm, because the overwhelm unit will deal full damage to the nexus anyway so it would serve no purpose to show a "blocking" image.

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