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Voidium

Joined 04/08/2020 Achieve Points 95 Posts 19

Voidium's Comments

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    make sure you only attack with scout units, THEN attack with all units.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    The only obliterate we have right now are She Who Wanders and Devourer of the Depths, the first one only affects FOLLOWERS, so champions are safe, the second one even if he can target Champions as well, the effect depends on his HP, so you work around it by buffing his target or reducing his own HP to negate his effect.

    Purify also only affects FOLLOWERS, so...

    Which leaves RECALL mechanics and stuff like Detain.

    The most obvious recall is Will of Ionia, but there are others like Minah Swiftfoot, Dragon's Rage, Lee Sin lvl2's own Dragon's rage, and finally Riptide when there is a Nautilus in play.

    So unless you are facing ionia most of the time, it should be doable, you can also just run Deny to help stop all the aforementioned counters.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    it's called "Immobile" they have already revealed all the rest of the 120 set, you can see them on mobalytics

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    I had all the cards x3 and i played an expedition to see how the epic card reward will be, and it's a simple 120 shards (10%) of 1200, I guess now that there are other cards I still don't have, I should normally get new epics.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    Only units with "deep" keyword gets the +3/+3, unless I'm missing something, so those sages should be 4/4s.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    If my calculations are correct and if they keep their goal of revealing all 120+ cards through April 27th (cause they will make them live by April 28th with patch 1.0) then we should see new card reveals every 10 hours, with some 10-12 new cards each time, so far they have revealed 64 collectible cards + 11 tokens.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    Fizz can still be dealt with through AOE, like Avalanche or unit skills like Avarosan Marksman, all the challenger units when attacking, all the elusives units when defending.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    Challenger keyword is half an answer, cause you can only activate it when you are attacking, we would be looking for "Taunt" keyword that can be specific to "challenger on the defense" of an elusive attack, which is the same as having an elusive unit as your block.

    As for something that have the same mechanic as Elusives, you can check the game "Eternal" and their "Flying" units that can only be blocked by other Flying units, the only difference is, all regions/class/factions have access to their own plethora of flying units.

    Or this other game I forgot it's name, where blocking an enemy attack is based on the unit's "Speed", a unit with speed "3" can't be blocked by units of speed "1" or "2".

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    Mix Ancient civilization with mysteries and legends, new discoveries buried under a sea of sand and you get my Attention ! so yeah

    _/( Shurima )\_

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    Here are a few examples of what I'm looking forward to:

     

    • Deny 2.0: 1 to 3 mana Fast / Stops a Fast spell. / Region, other then ionia.
    • Deny on steroids: X mana Slow / The enemy player can't play Spells Next round. / Region ?
    • Purify 2.0: 4+ mana Fast / Silence a Unit. / Region ?
    • Purify on steroids: X mana Fast / Silence a Follower and All copies of it in hand and deck. / Region ?
    • Culling strike upside down: 3 to 5 mana Fast / Kill a Unit with 5+ attack. / Region ?
    • Will of ionia 2.0: 2 mana fast / Recall a Follower. / Region ?
    • Freeze!: X mana Slow / The enemy player can't summon units This round. / Region ?
    • Cyclone: 7+ mana Slow / Recall All units. / Region ?
    • Take a break: X mana Slow / The enemy units can't attack this round. / Region ?
    • Protective aura: Skill / Can't be targeted by spells.
    • Everyone get excited!: 3 mana fast / X condition relative to Region mechanic -> Deal 3 damage to a unit. / Region, those who don't have.
    • Contamination: 1 to 6 mana Fast / Set a unit's health to 1 this round. / Region ?
    • Mass spread: 7 or 8 mana Slow / Set All units health to 1 this round. / Region ?
    • Roar!: 5+ mana Fast / Recall a unit and put it on the bottom of the enemy's deck. / Region ?
    • bug fix: X mana Slow / Kill All Tokens. / Region ?
    • Supernova: 12-13 mana Slow / Obliterate All Units, then deal 1 damage to both Nexus for each unit that died this round. / Region ?
    • Final Attack !: 10+ mana Burst / Give All your units +4/+0, overwhelm and Ephemeral, Discard your whole deck and hand. / Region ?
    • Deflect: 4+ mana Fast / Redirect the attacking unit's damage towards the enemy's Nexus. / Region ?
    • Banished: 4 mana fast / Deal 2 damage to a unit, If it is an Elusive, Kill it instead. / Region ?
    • Jealousy: X mana Fast / An enemy unit strikes another enemy unit. / Region ?
    • Gossip: X mana fast / Two enemy units Strike each others. / Region ?
  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    When I was talking about "Answers" I was referring more to those cards that can help you respond to enemy threats OR make him think twice before he even commit his actions, as an example, Deny vs those big slow game changing spells OR ruination vs a units centered deck.

     

    Not all regions have these kinds of "Answers" and even if they have something, it require certain conditions that can be played around in many ways.

    I'm just hoping for more diverse options and multiple answers, as long as they are equally represented between all regions and not get focused on a select few which limits deck-building.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    I made sure to put the word Main between quotations to draw attention toward that part of the problem.

    you can't say Kinkou elusives is a Freljord deck when you are running 6 support freljord cards and 34 ionia :) it's the same as saying bannerman deck is ionia when there is only 1/2 copies of deny and 38 demacia's cards.

    The reason why i placed Ionia 3rd and not first is again, it is mostly played as a support region and not the main one, in your examples it is X other region main champion + karma support (EZ, Heimer, Lux...) and i think that's a problem.

    Of course you will always see all kind of decks played in ranked, but you will see some of them pop up WAY more often then others because of how efficient their "answers" are in comparison to the less represented regions.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    Hello,

    I have started playing Legends of Runeterra about ~2.5 months ago, got all 3 copies of each card, reached Masters and i'm pretty exited about the official release of the game, I have played many card games before (Hearthstone, Eternal, Yugioh, Faeria, Gwent, etc...) they are all great games with their unique play-style, but there is always that 1 game decision by the makers that turn if from "Great" to "hm...yeah" sometimes "ok...that's it for me", be it card balance, card release frequency (slow-fast), massive change of game design, or even games switching business models altogether (f2p ->p2p).

     

    Now back to LoR, during those 2.5 months I have seen many kinds of decks and strategies and i would like to share my 2 cents regarding each of the 6 Regions currently available starting with a personal ranking of their popularity:

    1- Shadow Isles (fighting one Every other game)

    2- Piltover & Zaun (If =/= "Shadow Isles" then = "P&Z"; )

    3- Ionia (There are Elusives in one side and then there is Deny)

    4- Demacia (Or should I call it "BannerMacia" ?)

    5- Noxus (Go face or go home!)

    6- Freljord (No comment...)

     

    This just shows how even if there are a few different decks, they tend to use the same "Main" regions with slight variations in the supporting ones.

    Giving all regions equal answers for specific strategies, could help diversify the decks (for example, dealing damage and/or killing enemy units shouldn't be reserved to two or 3 regions, same for card draw "some have 6+ ways to draw cards, others have 1").

    I really hope these new 120+ cards have some of these "Answers" for the regions that needs them most.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    If i'm not mistaken, we are only getting ONE new region in the next 120+ set of cards, with the second new region coming later this year, and if the Season Road is tied to ranked mode (which is 2 months long) then i think we should "normally" get the season road exp going on right after next week official release.

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    Same here, collection complete last week,

    5k4 shards, 5 champion wilds + 2 rare + 21 common

    -started on Feb 4th

    Didn't pay anything, (except for time of course...)

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 3 years, 11 months ago

    Veteran Investigator:

    - Think of that moment when your enemy's deck is filled to the brim with mushrooms, and all what you need is that last 1 or 2 damage on his next round draw...but of course it comes with 0 mushrooms... Veteran Investigator is there to save the day (or not...)

    - Or in a Maokai deck, once he lvl up and leave the enemy's deck with only 4 cards, BAM!! you play 3 Veteran Investigators and win the next round (or not...)

    And let's not forget, he is a "when i'm summoned" and not "play" which means any duplicating/reviving/special summoning/etc... will reactivate his draw mechanic.

    A few cards comes to mind...

    Fading Memories

    Navori Conspirator

    Counterfeit Copies

    Mist's Call

    Parade Electrorig

    Scribe of Sorrows

    Splinter Soul

    Chronicler of Ruin

    Dawn and Dusk

    The Harrowing

    Probably missed a few, but you get the idea.

     

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 4 years ago
    Quote From YourPrivateNightmare

    Overwhelm goes through phantom blockers, meaning that if a unit that blocked and Overwhelm unit dies the full damage from the Overwhelm unit goes through

    except the unit i blocked with died to anivia's 2 damage atk skill and didn't leave the "blocking" image behind it on the unit i initially "confirmed" blocking...

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 4 years ago

    Maybe we will see some "answers" to The Ruination in the new set of 120+ cards later this month...or see a "the ruination 2.0" card to talk about ^_^.

    Just some wild ideas of cards:

    -Reveal enemy X or Y card or whole hand.

    -Trade cards from hand.

    -Discard enemy X or Y card or whole hand. (similar to She Who Wanders)

    -Make enemy draw more then what he can use (too many high cost cards) and "burning" the 10+ excess (accelerating his out of card loss condition, and let's throw some mushrooms in the mix for free burn damage...)

  • Voidium's Avatar
    95 19 Posts Joined 04/08/2020
    Posted 4 years ago

    Hi, there is something "wrong" with how blocking enemy units works in this game.

     

    sometimes everything works normal, sometimes i can't find a reasonable explanation...or maybe I'm just missing some "basic" information.

    -i block an enemy unit, the player use Whirling Death on my blocking unit, killing it and letting his unit hit face (even when i already "confirmed" the blocking)...same scenario using different removal like Get Exited!BADCARDNAME my unit still blocks the enemy unit.

    -the player is attacking with Anivia "2 damage to all" + another unit, i block the other unit with a 2hp unit, the player use Might on that unit, Anivia kills my blocking unit and his Might boosted unit hit face...again same scenario with different enemy interaction and i manage to block the units even if they die to Anivia's AOE.

     

    Is there something I'm missing ?

     

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