opponent12's Avatar

opponent12

Joined 01/25/2020 Achieve Points 110 Posts 24

opponent12's Forum Posts

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 4 days, 19 hours ago

    I'm surprised people don't run Sej/ Renekton more, its pretty strong. I'm trying to get to Diamond with a Sej/ Teemo deck haha (plat 3right now), but it's probably just worse than yours in most respects.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 4 days, 19 hours ago

    I mean, Blade Dance is a busted mechanic, and I don't think the devs are going to fix it. This mechanic by itself entirely shifted the meta to what you describe it, and nothing else. Atrocity needs to be a slow speed spell, Idk why they nerfed it to 8 mana but that changes nothing essentially. I don't think the game is going to get any better in the future if the devs make stuff like pre nerf Go Hard, and blade dance/Syncopation, playtest it internally, and are like, "Hey this seems balanced, lets throw it in the game." Reminds me of how Hearthstone got progressively worse balance-wise after they released Patches. I just assume the devs are good at designing creative things, but they haven't played enough competitive card games to realize how to balance cards.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 5 months, 1 week ago
    Quote From TheTriferianGeneral

    If you want to beat go hard you just could play one of the new scars decks. with the help of The Scargrounds go hard is practically useless and with Bloodsworn Pledge you will make your units survive PYB aswell

    Ironically, the one midrange deck that has a good matchup vs Go hard decks is the FTR Freljord midrange deck, which does not need to run bottom barrel Scars followers to tech against the card. The Overwhelm units are tanky enough to not need anything but battle fury or other buffs to chunk the opponent out most of the time. The problem with Go Hard is not that it is too strong vs every type of deck, it just shuts down way too many strategies and gives too much value for one mana. Usually any card that is super oppressive to midrange decks with decent winrates vs aggro ends up making the meta feel really stale and drags out game times. Thus why half the Shadow isles lategame control cards/ Ionian elusives got nerfed in this games' genesis.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 5 months, 3 weeks ago
    Quote From Hellcopter

    Pack Your Bags only activates on the 4th Go Hard cast 
    Assuming drawing an extra card cost 2 mana on average at best, the total cost for the activation is:
    2 + 2 + 2 = 6 mana + 4 mana for each cast = 10 mana

    Lest not forget, it requires drawing and casting ALL the 4 copies or no deal 
    Looks a fair card to me

    Quote From Author
    Quoted Text
    in
    Quote From Author
    Quoted Text

    Where did you get the math that drawing a card costs 2 mana? Go Hard card requires 4 total mana,  including using spell mana to activate.  Would you have used the same logic to defend jade idol as well? Each card draw costs 2 mana? 

     

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 5 months, 4 weeks ago

    Well, you could make an argument for Pack Your Bags being better than Ruination if they were the same mana cost, the card is the most ridiculous thing I've seen since Patches in Hearthstone. Most of the people in LOR Discord defend the card though for some reason. Apparently shuffling 2 copies into your deck and pulling it 3 times is debilitatingly hard to do for them. Even if you can make an argument to say it's not overpowered, you can't make an argument that it isn't a gross amount of powercreep for a one mana spell. The best solution for this card is to probably remove it from the game actually. It makes pretty much any midrange deck nonviable, and is going to still be oppressive with any small nerfs it gets.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 6 months ago

    I use a Vlad deck with Tough followers and Demacia/Noxus buff cards... It has a weaker lategame than my Elites or Freljord midrange, but the followers are harder to remove early on,  and make good trades/ burst damage  with the 2 mana buffs/ Single combat. Culls as well help you control the board early on. The main reason why I don't think you see Vlad is because Go hard/ Pack your bags stops most midrange decks from being worth running. 

    In reply to Vladimir rework.
  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 2 months ago
    Quote From Kushinade

    Maye you're reading it wrong. Cuts it in half rounded up could mean 0.5 -> 1, hence it does 1 damage.

    You're right that at first you'd think it's meaning it rounds down to 0. I like the other way, so long as it remains in place.

    If that's what they meant, then they chose the absolute WORST way to explain it, lol. I dont really think it makes sense anyways, because Ledros works the exact same way he used to. Before his change he could kill from 1 to 0. After his change he kills form 1 to 0. Which is pretty stupid by the way, a half of any number(besides 0) never turns into 0, nomatter how many times you halve it.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 2 months ago
    Quote From Hellcopter

    They probably intended to double nerf it first, but then realized the 9 mana was enough, then too lazy to change the text back.

    Hmm I get it now, they are lazy AND incompetent.  Glad thats cleared up.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 2 months ago

    But why? It works the exact same as before. Also half of 1 is not 0, maybe these devs didnt get past 6th grade?

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 3 months ago

    The card works as intended. The summoned unit has the properties of a unit, whereas the spell has properties of any other fast spell. Whatever spell gets played last activates first (outside of burst). The summoned living shadow plays like any other summon unit card. 

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago

    Well while elusive decks probably are a little too strong right now,  mostly because of deny and less because of elusive, the deck you are using is objectively bad,  it would be like throwing a bunch of aggro and low cost deathrattle cards in a res priest deck.  the reason you lose games is absolutely the deck. Furthermore,  even if you had a proper control deck,  you don't know what stuff to play around yet.  it's probably just better to make an actual Elise aggro deck until you have been playing more

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago
    Quote From Firenza

    I haven't found it to be oppressive, and it's often a dead card in my hand. I'd be curious to hear about its stats before taking action. I do like someone's point that it bends the meta away from control. I think one thing that would help is clarification on which kinds of ally abilities show up in the spell queue and can be countered. Some "Play" effects go in the queue and others don't. I think a nice way to balance the card would be to give it "refill your opponent's spell mana." That way it punishes big ally "Play" effects (but they still get the big ally), but isn't as devastating when they got nothing off their big spell.

    It's "often" a dead card in your hand???? I find that extremely hard to believe. The stats might make it not seem that bad, since everyone has started to avoid running any non-burst spells over 5 mana because of it already. The card needs a change if the devs don't want to make the meta super stale, along with 1/4th of the library being a liability to use in your deck, in the genesis of the game.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago
    Quote From Bystekhilcar

    For the sake of provoking more discussion, I'm curious what people think of alternative balancing measures, such as:

    - Giving the opponent a card draw

    - Refunding some or all of the opponent's mana expenditure in casting the countered spell

    - Locking you (the Deny player) out of playing any other spells that round

    - Stopping you (the Deny player) from banking any spell mana that round

    - Can't cast it if you have any non-Ionian allies in play

     

    I could go on. I'm not suggesting any of these are a good idea - just spitballing.

    I think I would rather have these type of alternatives than a hard nerf to deny, too. I actually dont think the card is overpowered, it just hard limits the type of spells you can put in your deck, which is annoying. It's also annoying to see everyone use Ionia as a secondary class on the ladder adding the same 9 cards.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago
    Quote From sydderal

    Counters already exist in different shape or form outside of Deny sometimes with lower cost and usage outside of spell play.

    It doesn't counter burst.

    It does have a niche to counter unit skills and untargeted + unconditional spells which usually are greed, and counters to greed are healthy.

    But sure if you fill your deck with burst and only 1 greedy slow/fast spell guess which one will get denied (whichever the cost of Deny)

    Deny is fine as it is. 

    So greed= any half decent spell over 4 mana? Still doesn't seem fine to me. The problem is trying to figure out a way to fix it so that we don't have 3 different aggro/midrange decks running around dominating the meta, while not making the card totally useless.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago

    I mean, I think they should just keep 200 xp wins/100 xp losses static until the xp reward cutoff... Idk why they diminish xp gain the more games you play, backwards thinking.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago
    Quote From Marega

    iron, bronze, silver, gold, plat, diamond, masters

    Thanks, but I already know the name of ranks in almost any competitive game. I do not, however, know what their corresponding colors stand for in Legends of Runeterra. I honestly have no clue whether I am in silver or plat, or whatever color fiesta these devs have going.

  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago
    Quote From DoubleSummon
    Yeah it's mostly a draft, didn't put too much thought into what exactly to put so I gone with "good cards"

    demacia has really good spells like En Garde which is really good vs elusive, and Detain which I didn't include because I forgot to.

    I have other decks, just really want to try and make a viable poro deck, and not a deck that happens to include poros which are the weaker part of the deck, but the focus of the deck being poros, tryndamere is kind of a filler card since there isn't too much card draw in the deck so you have to run high costed cards.. (by how the poro support cards are spread it's a midrange deck), don't have noxus cards almost at all.

    Why war chefs are bad? this deck has a lot of 1/1s that should be able to trade..

    I will try the spider approach (double tribal deck then..) wanted to try she they who endure with spiders anyway..

    Demacia is there for the dawnspeakers as well cause it's a token deck.

     

     

    What do you mean draft? Like you got the idea from Expedition or something?

    And poro cards are weak, you dont want to make them the absolute center of your deck. You are using them for card draw(Poro Herder), Heart of the Fluft, and They Who Endure(Also Croc, Crowd Favorite, or Dawnspeakers I guess) as your win condition. By themselves, Poros lose to elusive, lose to quick attack, lose to Noxus aggro, lose to Elise/fearsome combos, etc. Using War Chefs to make a 1-1 poro a 2-2 poro is just bad compared to any other turn 1 and 2 midrange/aggro deck. En Garde is absolutely terrible in the deck, if you want to get rid of elusives use avalanche. If you do decide to run Demcacia, get Sergeants, get Dawnspeakers, and maybe Dawn Redeemers. If you want to run Frostbite cards, you need to run cards that synergize with them, not just randomly throw them in there, they don't help Poros at all.

    I would suggest running 3 poro herders and 2 or 3 They who Endure btw.

     

    In reply to Viable Poro deck?
  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago

    I think Demacia is the wrong side class, probably should focus around Shadow Isles for the  Croc or Noxus for Crowd Favorite. Tryndamere is probably not the champ you want either,  probably Thresh,Vladimir(I've never tried him cuz I dont have him), or Elise? Harsh winds has 0 synergy in your deck. Radiant strike is bad here, war chefs is bad here, They Who Endure is really bad in this iteration of the deck, although if you went spiders and poros you might have something. Most of the Demacian cards you have in your deck do not synergize with Poros at all. In conclusion, half these cards should probably be replaced with better ones, if you are set on using poros. 

    If you really like the demacian cards in your deck, just run elites. Vanguard Sergeant  is also a must if you have to use Demacia in this deck as well.

    Also take this with a grain of salt because I'm not sure its gonna work, but you could try going mono class and using Avarosan Outsiders, with all the Elnuks and Yetis. You could even go barely Demacian to get Vanguard Redeemers and Vanguard Sergeants.

    In reply to Viable Poro deck?
  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago
    Quote From magvin

    Let´s get straight to the bussiness.... Piltover sucks. It´s extremely slow and dependant on drawing very specific cards to win AND 90% decks you will play against have 3x Deny in their decks, as Ionia is completely broken region with elusive units, aggro, control, spells ... well , pretty much anything. 

    Piltover is supposed to be THE spell control region, but it has almost the worst spells in the game ( For example, Piltover is the only region without hard removal spell like Vengeance, Culling Strikes and Noxxian Guillotine , the best thing you get is 3 damage for 7 mana in Piltover :D ) 

    Deny needs it´s cost increased to atleast 4-5,  so Ionia decks won´t be allowed to counter anything for 3 spell mana. And Piltover cards like Assemly Bot needs buff ( for example, decrease it´s cost to 2 ) ,  Piltover has no viable 1-2 cost units except Eager Apprentice so your deck becomes viable at turn 5+, where you can start comboing with Heimerdinger etc. , but in this meta there is no way you survive that long.

    In what world does Piltover suck? Hemierdinger decks are great for lategame, and Jinx might be the best 4 drop champion in the game paired with aggro classes like Noxus or Ionia. Just because most of your special snowflake decks don't work how you like doesn't mean the class as a whole is bad.

    In reply to Piltover Spell Decks
  • opponent12's Avatar 110 24 Posts Joined 01/25/2020
    Posted 1 year, 4 months ago

    Because I sure don't. Am I in Bronze? Or am I in Gold? Am I in Plat? Silver? Iron? Who the F knows. An even more impertinent question, why didn't the devs not just label the ranks with, you know, WORDS. Like every other competitive game ever made, including League of Legends.

  • Remove Ads - Go Premium