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Did someone else notice that Ledros is lying now?
"Cut the enemy Nexus health in two, rounded up."
I was at 1 HP, enemy played Ledros, i died. I would probably have won on the next draw. (We were both at 1 HP, i had 16 cards, 8 puffcaps, he had 11 cards, 10 puffcaps) I am a bit salty now.
Also, i am on EU, so we cannot play together.
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On March 04 2020 05:00 Simberto wrote: Did someone else notice that Ledros is lying now?
"Cut the enemy Nexus health in two, rounded up."
I was at 1 HP, enemy played Ledros, i died. I would probably have won on the next draw. (We were both at 1 HP, i had 16 cards, 8 puffcaps, he had 11 cards, 10 puffcaps) I am a bit salty now.
Also, i am on EU, so we cannot play together. Damage is rounded up, not HP.
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Yeah, apparently that is the case. I still don't think that that is what the text on the card says, or what it should do.
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Agreed, I also thought that the Ledros text change was to round down the damage (meaning that the enemy nexus HP rounds up, as it says on the card) but it was just a clarification (ambiguous at that).
On March 04 2020 05:00 Simberto wrote: Also, i am on EU, so we cannot play together.
Hmm, shitty that they would put region lock in a card game since ping hardly matters 
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Found out that using Purify on a Shark Chariot will not prevent it from reviving after death. You'd think that the silence would remove that revive effect since it is part of the unit's text, but nope. So for the vast majority of cases, don't waste your silence on a Shark since it will just remove its ephemeral status.
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I'm slowly getting better at the expedition thingy. I've still missed lethal twice(had 14 fast damage to face in hand, 13 enemy HP) in the last two expeditions, once ending the trial at 5 wins with a heimer karma deck . I might work towards something like that deck in constructed though, as it seemed to be pretty fun to play. Was a very controlly deck.
I don't have a good idea what decks to play in constructed though. I've been having fun messing around with a undying deck, but it's kinda coin flippy and super opening dependent. Good enough for my iron II
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Patch notes for 0.9.2 are out, patch will be live tomorrow
https://playruneterra.com/en-us/news/patch-0-9-2-notes/
Tons of Shadow Isles nerfs, sort of needed since it was the best region since forever, but I'll miss some of the cards. Mageseekers all got changed in order to help Lux (and because they sucked so bad anyways).
Also, we previously discussed how Kalista was terrible so now she got reworked to sort of mix her very 1st pre-open beta kit with her current one, should make her more interesting.
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Kalista is a super strong win condition now if you get her activated. Pretty sure you need direct damage once she's active or else she is basically invincible.
I've been having a good time in expedition as well. First week where I've done the full 3 trials(yay corona?), and went 5/6/7.
Pretty sure I own more than half the cards. Not bad in comparison to hearthstone, getting a full set of cards to play any deck isn't going to take more than a couple weeks of work generally speaking.
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I really like how rewards are gated for Tuesday of all days. Importing and exporting decks is also really slick.
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I'm assuming you can still get to Kalista when she is leveled up and attacking by removing the bond status of her reviving ally, so using a Purify, Capture, Hextech Transmogulator, etc. on it should also get rid of Kalista's attack invincibility. Other possibility is block with Rimefang Wolf and frostbite her. Otherwise, she can't be killed by a standard blocking unit since she is always to the left in the board so she always attacks before her bonded unit.
The monetization/card unlock progression scheme of this game is miles ahead of HS. In HS, it is basically impossible to play the game for F2P players since you were stuck in a vicious circle:
Don't have any cards -> Can't win games -> Can't complete daily quests -> Can't gain any gold -> Can't buy card packs
The only way to get out of it was to open your wallet just to keep up with other players and finally start to have some fun.
In LoR, not only do you get good rewards for leveling up regions and vaults but crucially, you can easily complete the daily quests in AI games so even if your card collection sucks, you will be able to quickly get to a point where you get at least 1 viable deck for PvP games.
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On March 22 2020 23:05 Torchise wrote: I'm assuming you can still get to Kalista when she is leveled up and attacking by removing the bond status of her reviving ally, so using a Purify, Capture, Hextech Transmogulator, etc. on it should also get rid of Kalista's attack invincibility. Other possibility is block with Rimefang Wolf and frostbite her. Otherwise, she can't be killed by a standard blocking unit since she is always to the left in the board so she always attacks before her bonded unit.
The monetization/card unlock progression scheme of this game is miles ahead of HS. In HS, it is basically impossible to play the game for F2P players since you were stuck in a vicious circle:
Don't have any cards -> Can't win games -> Can't complete daily quests -> Can't gain any gold -> Can't buy card packs
The only way to get out of it was to open your wallet just to keep up with other players and finally start to have some fun.
In LoR, not only do you get good rewards for leveling up regions and vaults but crucially, you can easily complete the daily quests in AI games so even if your card collection sucks, you will be able to quickly get to a point where you get at least 1 viable deck for PvP games. Yeah I remember how bad it was. I was infinite in arena for the first few months(I would do ~3-4 a week), which let me build up enough dust to make a couple cheap decks, but once the meta shifted I just didn't have the will to disenchant everything to chase it. Legendaries just felt prohibitively expensive pretty much no matter how much I played. I think on average I hit like 1-2 legendary a month (only one of which would be one I even wanted).
In LoR if you actually play F2P it's 2-5 champs a week, with wildcard and repeat protection depending on how you do in expeditions and all the other rewards. Just a world of difference.
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Yeah, there were some some videos of people opening dozens of card packs and getting the same shitty legendary card over and over again, thank god for Epic and Champion duplication protection in LoR.
I'm curious, where do you come up with the 2-5 champs a week number? You can get 3 champs/week if you do all your weekly expeditions but from my personal experience, I only got a single champion card by opening vaults since the start of the open beta (average level 12). I'm unsure about how many I got by opening region chests but it must be a very rare occurrence to get a champion card upgrade. Maybe you are a lucker dog?
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On March 24 2020 12:14 Torchise wrote:Yeah, there were some some videos of people opening dozens of card packs and getting the same shitty legendary card over and over again, thank god for Epic and Champion duplication protection in LoR. I'm curious, where do you come up with the 2-5 champs a week number? You can get 3 champs/week if you do all your weekly expeditions but from my personal experience, I only got a single champion card by opening vaults since the start of the open beta (average level 12). I'm unsure about how many I got by opening region chests but it must be a very rare occurrence to get a champion card upgrade. Maybe you are a lucker dog?  Mostly just region chests. I've still got a bunch of them to burn through so one week I got 2 in a champ capsule(lucker dog indeed) + 3 from expedition.
Other weeks I won't unlock anything big and only do 1-2 expeditions so it balances out.
I think what I like most is the amount of wildcards you get. You can stockpile enough to make every card you need for an average deck in a couple weeks.
Having played mostly casually since release, I've got 27 more champs to unlock, so a couple more months assuming no insane luck on my side.
I'm fairly certain they're planning on mixing it up before then, so I might just hoard my wildcards from here on out.
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Speaking of the progression system, Riot will make sweeping changes to it in next week's patch:
https://playruneterra.com/en-us/news/adding-more-agency-to-progression/
TL;DR
- In addition to the expedition token, we will also unlock a champion card in the vault (lvl 5+, lvl 10 for a champion wildcard instead);
- Expeditions now cost 2000 shards (down from 3000). Rewards will be lowered as well (no more champion card guaranteed);
- Vaults now have unlimited levels (you gain capsules which have a chance to upgrade to Epic or Champion capsules);
- Daily PvP XP gain limitations have been removed;
- Wildcard stock purchase limitation has been removed;
- XP "boost" feature for new players (or players that are behind). Unsure of how exactly they will implement it but they seem to imply that if you are behind the majority of the player base in terms of card progression, you will get an XP boost to catch up to them.
Turns out they completely backtracked on their design philosophy of limiting how many cards you can gain per week (their initial goal was to prevent the meta being figured out too quickly like in other CCGs by the whales that can afford to buy hundreds of card packs on release day). I was wondering how they were going to handle people hoarding wildcards for the next expansion but I guess that's now the way to go if you want to keep up with the inevitable whales that will buy the entire card collection on day 1 of a new expansion.
Overall, I like the changes they are proposing so far, getting champion wildcards more easily is a big deal and no XP/vault level limitation should mean F2P players that can invest time should be able to get more rewards. Expeditions not giving a guaranteed champion card is iffy for those that like draft mode, would need to see what are the new rewards to see if it is worth spending 2K shards on it. Game could also start being annoying for casual or new players that might have to face whales playing top-tier meta decks.
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I read somewhere that you're going to get an expedition token at level 2 in the vault instead of 10 making it less expensive.
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Well, without a guaranteed champion, the expeditions are not that good anyways. The main selling point (besides gameplay) of expeditions were that they were a guaranteed way to gain champions.
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On March 25 2020 15:12 Sermokala wrote: I read somewhere that you're going to get an expedition token at level 2 in the vault instead of 10 making it less expensive.
Here are the new vault rewards, as well as the milestones they are unlocked in: - Lvl 2: Expedition token - Lvl 5: Random champion card - Lvl 10: Champion wildcard (replaces the champion card reward unlocked at level 5).
My bad if I wasn't clear, read the article for more details.
Keep in mind that Expeditions will have reduced rewards (since the entry cost has also been lowered to 2K shards) and will no longer give a champion card guaranteed. AFAIK, they haven't announced what the new rewards will be but hopefully it will still give back at least the entry fee in value.
So now's the last week to get your last 3 guaranteed champion cards through expeditions. If you still have Expeditions tokens when the new patch gets released, you will get refunded 1000 shards/token to compensate for their change in value, per Riot Umbrage's twitter:
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Patch notes for 0.9.3 are out: https://playruneterra.com/en-us/news/patch-0-9-3-notes/
The most interesting information that wasn't previously announced are the new rewards for Expeditions: + Show Spoiler +
Bummed with the way they changed the rewards. Previously, minimum reward was a random champion card and with the champion card duplication protection, it meant that you would always get full return on investment (3000 shards) even if you already had all champions. Now, the minimum reward is Epic Card + 2x rare + 2x common, which technically adds up to 2000 shards in value (which is the new cost of Expeditions) but obviously you are extremely likely to get duplicates on low rarity cards at this point. It's only at 5+ wins that you get full RoI, unless you pray to RNJesus to get a card or capsule upgrade. If they wanted to be consistent with their previous way of handling Expedition rewards, they should have started rewards at minimum Epic Card + 800 shards and then worked their way up from there.
They also specified that The Harrowing was ninja-changed since the previous patch (not mentioned in patch notes and card text left unchanged) to: "Revive the 6 Strongest allies that died this game and grant them Ephemeral." which means that it no longer works on dead champions as of 0.9.2.
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The official game launch has been announced. The game comes out of beta (patch 1.0) on April 28th and will receive an expansion (120+ cards and 1 new region). No details yet on these cards but info will be released bit by bit until release.
Beta season will also end at the same date so this means you have 3 weeks to grind the ranked ladder as much as you can.
Lastly, the game will also come out on mobile platforms with PC crossplay.
News article here: https://playruneterra.com/en-us/news/launch-announcement-faq/
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On April 05 2020 08:08 Torchise wrote:The official game launch has been announced. The game comes out of beta (patch 1.0) on April 28th and will receive an expansion (120+ cards and 1 new region). No details yet on these cards but info will be released bit by bit until release. Beta season will also end at the same date so this means you have 3 weeks to grind the ranked ladder as much as you can. Lastly, the game will also come out on mobile platforms with PC crossplay. News article here: https://playruneterra.com/en-us/news/launch-announcement-faq/ I'm prepping up for the release of the game. Have 34/16/7/4 wildcards at the moment, 7k shards. I'm should have enough to make a couple interesting decks with the new stuff by the time it comes out.
Ladder hasn't been that interesting for me tbh. Currently up to Silver 2 now. Probably could hit plat or so if I played more, but I'd rather just do the dailies and occasional expeditions.
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