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Relentless pursuit is not even treated as a good card though. Yes, if you get the correct board state it is great, but getting that board state and having the card be in your hand is the thing. Most high level players don't play the card and don't consider it very good at all.
As for what I want nerfed, I just want elusives nerfed, and shadow isles also needs looking into cause they are way too viable imo, strong early game in ephemerals/sacrifice unit value, mid game in hecarim and shark chariots, and end game in ledros and rhasa among other threats.
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Also, if you are going to win with relentless pursuit, you are probably going to win anyways, just a turn later.
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On February 14 2020 16:28 abuse wrote: Relentless pursuit is not even treated as a good card though. Yes, if you get the correct board state it is great, but getting that board state and having the card be in your hand is the thing. Most high level players don't play the card and don't consider it very good at all.
It is in one of Swims 3 best decks though. I use it as well.
On February 14 2020 19:52 Simberto wrote: Also, if you are going to win with relentless pursuit, you are probably going to win anyways, just a turn later. Nope, with certain agressive decks (that rely on "buff for this turn", mostly elusive) it is your main win condition. 1 turn later you are often dead.
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On February 14 2020 11:48 Torchise wrote:Show nested quote +On February 14 2020 11:36 Sbrubbles wrote: You can draft as much as you want after the first 3, for free Just to be clear: you can spend resources (money, tokens or shards) to play up to 3 Expeditions per week, which grant rewards. After that, for the rest of the week, you can continue playing as much Expedition as you want (free play mode) but it won't grant you rewards (it's just practice or for fun). When the week ends (on Tuesday, vault opening day), the Expeditions limit get reset and if you want to "unlock" Free Play Expeditions for the rest of the week again, you will need to complete another 3 normal Expeditions. EDIT: Also, I don't think they will split matchmaking between Free Play draft and the normal draft since the restrictions and high cost of a normal Expedition probably means there is a much smaller population of players in draft mode so they need the injection of additional players from Free Play. If people are really abusing retiring decks in Free Play to quickly cycle to good decks, a better fix would be to force Free Play players to go through the trials by detecting abusers and limiting their possibility of retiring. I think having a free to play draft mode is just bad design. People are already posting ridiculous draft decks online with 10+ copies of the same card.
I actually don't get why this is designed this way. Wouldn't it make more sense for this to be the other way around? Every week, give the first draft for free, and every draft after costs resources?
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What are you talking about? Free draft is the single best thing about Runeterra
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On February 15 2020 03:49 Glacierz wrote:Show nested quote +On February 14 2020 11:48 Torchise wrote:On February 14 2020 11:36 Sbrubbles wrote: You can draft as much as you want after the first 3, for free Just to be clear: you can spend resources (money, tokens or shards) to play up to 3 Expeditions per week, which grant rewards. After that, for the rest of the week, you can continue playing as much Expedition as you want (free play mode) but it won't grant you rewards (it's just practice or for fun). When the week ends (on Tuesday, vault opening day), the Expeditions limit get reset and if you want to "unlock" Free Play Expeditions for the rest of the week again, you will need to complete another 3 normal Expeditions. EDIT: Also, I don't think they will split matchmaking between Free Play draft and the normal draft since the restrictions and high cost of a normal Expedition probably means there is a much smaller population of players in draft mode so they need the injection of additional players from Free Play. If people are really abusing retiring decks in Free Play to quickly cycle to good decks, a better fix would be to force Free Play players to go through the trials by detecting abusers and limiting their possibility of retiring. I think having a free to play draft mode is just bad design. People are already posting ridiculous draft decks online with 10+ copies of the same card. I actually don't get why this is designed this way. Wouldn't it make more sense for this to be the other way around? Every week, give the first draft for free, and every draft after costs resources?
That is about what happens.
You get one draft token per week from the boxes. The next two you have to use other stuff for (Or you save up). If you did 3 Resource drafts in a week, you can do phantom drafts which don't involve spending resource, but which also don't yield any rewards.
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Phantom drafts allows for abuse of the whole draft system and makes the overall experience worse for an average player who do not play a lot. If I don't want to spend money on this game, I can reliably farm up 1 free draft per week with the vault token. If I don't play on the first couple of days after the weekly reset, I am likely to be matched with people drafting for free with much better decks due to the free retire/cycling.
I suspect the only reason they did this is to keep the collection rate of cards time-gated, so you can't just farm up cards and shards indefinitely with real money. It is the same reason why the wild cards in the shop are limited in quantity each week.
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On February 14 2020 11:39 Torchise wrote:Don't despair too much, next balance patch is coming soon (next Tuesday). Riot is committed to balancing the game frequently (every month) so you won't get into a Dr. Boom situation where a broken card gets to run rampant for so long. Show nested quote +For now, we plan to patch every other Tuesday (so every two weeks) at 9:30 AM Pacific Time (2:30 AM Seoul Time, 5:30 PM GMT).
We’re switching off between large patches and small patches with each release, with 0.8.3 being a small one and 0.9.0 in two weeks being a large one. The biggest difference between small and large patches will be balance and major card updates—generally, we’ll consolidate those in the once-per-month large patches. Source: https://playruneterra.com/en-us/news/patch-0-8-3-notes/Speaking of which, what are some sleeper OP/underrated cards that you think need to be nerfed (not necessarily this upcoming patch but eventually)? Personally, I'd vote for Relentless Pursuit: if you get the correct board state and wait for your opponent to waste all his mana, you can straight up win without any possible retaliation. I think Atrocity is also a pretty good spell and its Fast speed mean you can get the upper hand in a lot of situations.
I'd go with that burst card that gives +2/+0 to 2 different creatures? I think that is what it is. Probably not a sleeper, though, lol
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Finally found a deck that I really enjoy playing, and it also seems to actually be really strong. Built around frostbite control and has Harsh winds/winter's breath/ashe's arrow + Ashe as a finisher. Frozen units not being able to block is a much bigger deal than I would've imagined, especially with spells around that freeze the entire enemy board. If it goes through it's just a oneshot kill, since the freljord units have high attack.
Early game is also really solid with frostbiting enemies with either brittle steel or flash freeze or icevale archer, and then just erasing stuff with rimefang wolves and trifarian gloryseekers.
Honestly, all freeze spells being on burst speed is insane and needs a nerf, but hell, I'd love it if it stayed this way, enjoying it a lot.
Also, just opened up a champion capsule yesterday which had 2 upgrades in it, on the most important cards, ended up getting a Garen and a champion wildcard aswell, all from one capsule. Fun times I wanna build a shen/garen deck next, focusing on shield and regen/rally. Could be strong I think, need more shards.
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Argh.
Yasuo Decks are fucking annoying. And i don't have any Yasuos to also play this bullshit.
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Patch 0.9.0 comes out tomorrow, here are the release notes: https://playruneterra.com/en-us/news/patch-0-9-0-notes/
Nerfs to Ledros and Rhasa (mana cost up, mostly), still think they have great value though, just a bit less insane.
Also they claim that they have fixed the weird region quest progression issues.
On February 17 2020 20:29 Simberto wrote: Argh.
Yasuo Decks are fucking annoying. And i don't have any Yasuos to also play this bullshit.
Bad news for you, then: they buffed Yasuo this patch (easier to level him up).
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Good balance changes! The game just gave a Lux. Time to make spell decks.
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I like the changes overall. Glad that Deny got a cost increase aswell. +1/+1 ionia grandpa getting a nerf is huge, I love it.
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That's a ton of changes to cards, but I'm not sure I like this. I'd rather see 3 cards changed max and let the meta settle more convincingly. I wonder if it will be their standard for trying to balance the game
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On February 18 2020 23:43 Sbrubbles wrote: That's a ton of changes to cards, but I'm not sure I like this. I'd rather see 3 cards changed max and let the meta settle more convincingly. I wonder if it will be their standard for trying to balance the game
That's how they balance LoL.
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jewelled protector looks like a decent card now.
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Their goal, as they stated, is to have every card in the game viable in at least one deck, and to have every champion be the best option in at least one mechanic. Changing 3 cards max will not get to that goal, probably ever.
They did a good job with the balance changes. A changing meta is a good thing. In fact I'd argue that not having a meta at all would be the ideal scenario for any card game.
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Also, you have to keep in mind that their goal is to have a game which a lot of people play on a consistent basis (and probably pay for from time to time)
My guess is that while you get more of the hardcore competitive crowd if you very carefully let metas establish and only very lightly change stuff, a lot of the more casual players prefer this kind of regularly changing environment. Playing the same deck for months isn't for everyone.
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On February 19 2020 19:53 abuse wrote: Their goal, as they stated, is to have every card in the game viable in at least one deck, and to have every champion be the best option in at least one mechanic. Changing 3 cards max will not get to that goal, probably ever.
They did a good job with the balance changes. A changing meta is a good thing. In fact I'd argue that not having a meta at all would be the ideal scenario for any card game.
I don't think it's possible for a TCG to not have a meta (2 to 5 decks that competitively overshadow everything else). As soon as one person figures out the format, deck information spreads too quickly. I can acknowledge changing things that turn out utterly broken, but changing a slew of different things to force a meta change to me seems arbitrary at this point.
In card games, I'm worried about the interactions being interesting within each game, and this involves having knowledge about what the opponent is likely to be playing given what the meta looks like and playing around what his options are likely to be. This kind of knowledge isn't simple to acquire, and requires stable meta to come about.
Mind you, I like forced meta change in games like LoL and Dota, because in those games I find enjoyment in using different characters in different ways after the changes, but this is more akin to a new set coming out. You get a "new set" feeling when Icefrog makes a huge changes, but these changes to Runeterra don't give me a "new set" feeling.
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Why don't they give you this feeling though? Definitely gives a new set feeling to me, because this forces ionia to be used less, and forces elusives at least outside of tier-1 decks, meanwhile P&Z are good now, opening a ton of new deck building possibilities.
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